Search found 595 matches
- Mon Jan 23, 2006 5:53 pm
- Forum: Tools
- Topic: Temple of Elemental Evil Tools?
- Replies: 5
- Views: 899
Re: Temple of Elemental Evil Tools?
The only thing useable in ToEE is a few maps as the majority are split into multi-part. I'm using one of the maps in 13. See my album. The ones that are useable take a bit of editing before converting for D2 usage. :( The "monster" anims, I couldn't find a way to convert them and I can't remember wh...
- Sat Jan 21, 2006 11:28 pm
- Forum: General Mod Making
- Topic: an universal lockpick
- Replies: 12
- Views: 636
Re: an universal lockpick
I thought it had to be added after a certain collumn but this could be just the way the thing I read was perceived.Just add it yourself, anything from armor.txt and weapons.txt will work in misc.txt.
- Sat Jan 21, 2006 11:00 pm
- Forum: General Mod Making
- Topic: an universal lockpick
- Replies: 12
- Views: 636
Re: an universal lockpick
I could be wrong but I'm sure there is something somewhere that tells you about armour.txt, misc.txt + weapons.txt being combined at game start and it tells you where to add the autoprefix collumn.
- Sat Jan 21, 2006 7:37 pm
- Forum: Tools
- Topic: MPQ2K error
- Replies: 4
- Views: 985
Re: MPQ2K error
Did you include the bin files in the mpq?
- Fri Jan 20, 2006 11:51 pm
- Forum: Back to Hellfire
- Topic: Back to Hellfire needs testers!
- Replies: 31
- Views: 3689
Re: Back to Hellfire needs testers!
Of all the things to happen when I have got no choice in letting real life intervene, this has to happen. :( You lucky people (to be polite) who get to beta test. ;) By the way, I only stopped playing due to the "Laz" anim error which after a re-install (and slight tinkering) still happened. I must ...
- Fri Jan 20, 2006 5:18 pm
- Forum: Feedback
- Topic: Weekly news suggestion
- Replies: 3
- Views: 875
Re: Weekly news suggestion
How about a "Most interesting Screenshot" of the week, although not sure how you could check it as the option to view the latest screenshots has vanished from the album pages (or am I just blind again). I agree with sPoT on the post thing but mainly because some modders don't title their posts too w...
- Thu Jan 19, 2006 4:43 pm
- Forum: Diablo II Chatter
- Topic: Diablo 3
- Replies: 100
- Views: 6600
Re: Diablo 3
but here is the confirmation that Diablo III was underway I wouldn't say it was confirmation but just discussing things about what they had intended for D2. I found it interesting that they were planning a "town" where all could meet like in chat. Now what Blizzard game has that in it and is making...
- Thu Jan 19, 2006 10:43 am
- Forum: General Mod Making
- Topic: Magical arrows
- Replies: 6
- Views: 469
Re: Magical arrows
I got up this morning and thought "didn't Nefarius post a tutorial on this somewhere"
kb/viewarticle?a=200
That was the other way
kb/viewarticle?a=200
That was the other way
- Thu Jan 19, 2006 1:09 am
- Forum: General Mod Making
- Topic: Magical arrows
- Replies: 6
- Views: 469
Re: Magical arrows
In ItemTypes.txt put a 1 in the magic collumn for arrows.
In MagicSuffix.txt + MagicPrefix.txt create new lines with the damage you are wishing and set the Itype to bowq.
Think that's all you would have to do.
There is another way but don't have time to explain just now.
In MagicSuffix.txt + MagicPrefix.txt create new lines with the damage you are wishing and set the Itype to bowq.
Think that's all you would have to do.
There is another way but don't have time to explain just now.
- Wed Jan 18, 2006 12:13 am
- Forum: Feedback
- Topic: Amusing Google Ads
- Replies: 7
- Views: 1420
Re: Amusing Google Ads
Google has a mass of related sites with the word Diablo, so anybody who has joined Googles AdSense program will get a rotation of all the sites that have Diablo related material. The wording on the front page does make the PK ideal for the advert. I wonder if Google will get a warning about advertis...
- Tue Jan 17, 2006 5:36 pm
- Forum: General Mod Making
- Topic: Unwalkable corpse problem
- Replies: 4
- Views: 371
Re: Unwalkable corpse problem
Got it working now
deadcol makes the corpse unwalkable.
unflatDead is for "upright/vertical" corpse anims in monsters that appear like objects in the game.
So a combination of both makes the monster unwalkable and have a floating or vertical corpse just like an object.
Cheers Malifrax.
deadcol makes the corpse unwalkable.
unflatDead is for "upright/vertical" corpse anims in monsters that appear like objects in the game.
So a combination of both makes the monster unwalkable and have a floating or vertical corpse just like an object.
Cheers Malifrax.
- Tue Jan 17, 2006 12:16 pm
- Forum: General Mod Making
- Topic: Unwalkable corpse problem
- Replies: 4
- Views: 371
Unwalkable corpse problem
I have a number of new monster anims that have a corpse floating in mid air and need the corpse to be unwalkable. Problem is that when using the unflatDead collumn in Monstats2.txt, the corpses can still be walked into, so to speak. I have tested it with other "normal" corpses and they have the same...
- Mon Jan 16, 2006 11:52 am
- Forum: Diablo II Chatter
- Topic: Diablo 3
- Replies: 100
- Views: 6600
Re: Diablo 3
Go to http://enphilistor.50megs.com/irtc.htm to see some of my work. I'm impressed. I only dl'd one of the mpg's but found it interesting may I say. :) That would be good as an online series with some adult humour chucked in. ;) The other idea I had was to write an engine that could support an FPS ...
- Sat Jan 14, 2006 1:12 am
- Forum: Diablo II Chatter
- Topic: Diablo 3
- Replies: 100
- Views: 6600
Re: Diablo 3
The reason I am interested in developing a new game engine is because there were things I would like to see in D3 that can't be put into a D2 mod without major code editing (rewriting, really). First, a backstory in which the Usual Suspects have embarked on an invasion of every mortal plane. Conseq...
- Sat Jan 14, 2006 12:59 am
- Forum: Tools
- Topic: Throne of Darkness
- Replies: 6
- Views: 781
Re: Throne of Darkness
I'm intrigued
What exactly does the "archive" hold?
I used to have a link to people who delve into such stuff but after my recent misfortune/hd failure (which u know) I don't have it anymore
What exactly does the "archive" hold?
I used to have a link to people who delve into such stuff but after my recent misfortune/hd failure (which u know) I don't have it anymore
- Sat Jan 14, 2006 12:04 am
- Forum: Tools
- Topic: Throne of Darkness
- Replies: 6
- Views: 781
Re: Throne of Darkness
Out of curiosity, what is a LOT file?
- Fri Jan 13, 2006 11:49 pm
- Forum: General Mod Making
- Topic: Looking for a certain effect...
- Replies: 16
- Views: 1399
Re: Looking for a certain effect...
For a monster to die/kill itself upon entering the "screen" for a drop (which I'm supposing you are meaning) you can do this by possibly entering a 1 in the DT line of the monster in AnimData.d2 + the corresponding cof file. (can't quite remember exactly what) :( I had this problem recently but fixe...
- Fri Jan 13, 2006 11:41 am
- Forum: Code Editing
- Topic: Chain Of Monsters Not Spawning
- Replies: 4
- Views: 434
Re: Chain Of Monsters Not Spawning
Ach well, thanks for the info.
I can live in hope of someone having already having found this and will post. (Doubting it though)
I'll mess with the texts for now and see what I can come up with.
I can live in hope of someone having already having found this and will post. (Doubting it though)
I'll mess with the texts for now and see what I can come up with.
- Fri Jan 13, 2006 12:58 am
- Forum: Code Editing
- Topic: Chain Of Monsters Not Spawning
- Replies: 4
- Views: 434
Re: Chain Of Monsters Not Spawning
I had an idea that might be said.This is so by design to avoid infinite loops.
Would it take much to do this?There is no way to bypass this without CE.
If not, bump this to Code Editing where it belongs and perhaps explain what to do with Ollydbg in simple brain terms please.
- Thu Jan 12, 2006 11:21 pm
- Forum: Code Editing
- Topic: Chain Of Monsters Not Spawning
- Replies: 4
- Views: 434
Chain Of Monsters Not Spawning
I cloned the skeleton lines (for test purposes) in Monstats + Monstats2 and made them independant of each other = seperate BaseId etc. I want to make a chain of monsters that always spawn together. The problem I'm having is that using the Minion1/PartyMin/PartyMax/Boss etc collumns, I can only ever ...
- Wed Jan 11, 2006 6:52 pm
- Forum: General Mod Making
- Topic: Error Messages -- How to I display the file?
- Replies: 7
- Views: 487
Re: Error Messages -- How to I display the file?
If they had a quality manager 1.11 would not have been released.
Anyhoo, never knew that debugging was "offed" in 1.11. Learn something new everyday.
- Sun Dec 18, 2005 2:24 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: killcounter not counting
- Replies: 10
- Views: 1412
Re: killcounter not counting
There was a seperate dll fix in another post I had a while ago but it screwed up using the killcounter.dll for some reason or another so I had to make do with player only killsAnd which function is it? My counter does not count kills by mercs, summons etc.
- Sun Dec 04, 2005 9:44 pm
- Forum: General Mod Making
- Topic: What AI to use
- Replies: 8
- Views: 342
Re: What AI to use
Just use any skill casting monster+AI and look at MonAi.txt as this will explain what the AI does, you can then set the collumns accordingly to what you want. The invisible part would mean creating new dcc's with "blank" frames that correspond with the monster using the cloned token. Monsters not in...
- Wed Nov 30, 2005 10:44 pm
- Forum: Mod Concepts & Research
- Topic: Return to the Rogue Encampment
- Replies: 51
- Views: 2906
Re: Return to the Rogue Encampment
Well, it now seems this post is D1 v D2 ;) IMO D2 has more better graphics/areas compared to D1 which in it's day was good but we can look back now and say that "all dungeon" scenario was a bit boring after much game play. The same thing could now be said about D2 as constant play v random generatio...
- Sun Nov 27, 2005 12:27 am
- Forum: PlugY|NefEx|D2Mod
- Topic: mercmod extra item query
- Replies: 2
- Views: 602
Re: mercmod extra item query
It would require some extensive CE as normal hirelings don't have this option anyway