Patch 11 Released!!
Re: Patch 11 Released!!
Fortunately we can have our cake and eat it, since there is nothing I see to prevent running 1.11 side-by-side with 1.10 and earlier.
Do the right thing. It will gratify some people and astonish the rest.
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Run Diablo II in any version for mods: tutorial
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Well, ExtLvl is hosed.
Any mods with added levels will have fixes to do (besides the code).
The dll compares are *way* off. Looks like they switched compilers or optimizations. Lots of NOPs (90) are now other equivalents.
Many of the nice asserts are gone (thus the smaller dll sizes for some).
I havent got time to really look at the code, hopefully things are just relocated.
Any D2Mod upgrade will be a while in coming, and I imagine a while longer for all the plugins.
EDIT: ... and I didn't see any Quests.txt in there
Any mods with added levels will have fixes to do (besides the code).
The dll compares are *way* off. Looks like they switched compilers or optimizations. Lots of NOPs (90) are now other equivalents.
Many of the nice asserts are gone (thus the smaller dll sizes for some).
I havent got time to really look at the code, hopefully things are just relocated.
Any D2Mod upgrade will be a while in coming, and I imagine a while longer for all the plugins.
EDIT: ... and I didn't see any Quests.txt in there
Last edited by SVR on Wed Aug 03, 2005 3:47 am, edited 1 time in total.
Re: Patch 11 Released!!
Yeah,Fortunately we can have our cake and eat it, since there is nothing I see to prevent running 1.11 side-by-side with 1.10 and earlier.
I already run 1.00, 1.09b, 1.09d, 1.10 and 1.11 side by side
Major dll realignment indeed! I did begin to analyze the new layout, which you can read about here (warning, high geek content). SVR is right, a new d2mod will take some time to produce.SVR" wrote:The dll compares are *way* off. Looks like they switched compilers or optimizations. Lots of NOPs (90) are now other equivalents.
Many of the nice asserts are gone (thus the smaller dll sizes for some).
I havent got time to really look at the code, hopefully things are just relocated.
Any D2Mod upgrade will be a while in coming, and I imagine a while longer for all the plugins.
Last edited by Myhrginoc on Wed Aug 03, 2005 7:36 am, edited 1 time in total.
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
- Paul Siramy
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Re: Patch 11 Released!!
When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing
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Re: Patch 11 Released!!
Ahh ! I was thinking I'm starting having hallucinations when I looked at the log yesterday ...Paul Siramy";p="236450" wrote:When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing
Some smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)
Good shot Blizzard ...
"How much suffering, mortal, does it take before you lose your grace?"
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- Sir Xavius
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Re: Patch 11 Released!!
From what you guys are describing, the new patch doesn't add anything really head-turning to the game. Maybe we should just ignore it, especially the mod-makers and mod-lovers who could've just as easily made the patch themselves!
A boycott of the patch might wake up the Blizzardites and remind them that we won't settle for their feeble and feckless attempts to keep us interested in the game while they figure out what to do with a proposed D3...
Honey, where's my medication?
:handball:
A boycott of the patch might wake up the Blizzardites and remind them that we won't settle for their feeble and feckless attempts to keep us interested in the game while they figure out what to do with a proposed D3...
Honey, where's my medication?
:handball:
Compiled in DEBUG ModeSome smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)
Isn't that a major blunder on Bliz's part? From my experience....doesn't a program in debug mode run slower?
I would hope they release a patch to this patch to remedy this. Maybe someone should contact Blizz and tell them it needs a recompile
Last edited by Darque on Wed Aug 03, 2005 4:37 pm, edited 1 time in total.
- snowknight
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Re: Patch 11 Released!!
And I thought the mistakes in the txt files were bad.
Does this patch even qualify as a beta release?
Does this patch even qualify as a beta release?
Re: Patch 11 Released!!
No , I tried single player (and on open battle.net) and the formulas to open the new portals dont work (though Im sure they can be enabled with work).So not bad of a patch for some curious extra stuff.Although here's a question for ya talon,so do the recipes work on one player??
Second , the files all work on closed (even the ones that don't appear to be finished or have errors) , which leads me to believe they added "beta" files to the patch and are using the finished files themselves server-side only (which is really stupid not adding the finished txt files to the patch).
When testing the new cubing formulas for single to open the new portals , I added 0 to eol (they were left blank) , so that wasnt the problem getting the portals to spawn. Oddly , the keys will drop in single so go figure.
As for Modding , im not going to use patch 11 , its simply "inferior" I think. Patch 10 was so much better I believe.
- Hades
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Re: Patch 11 Released!!
Oh well it was worth a shot hhe heh.I did however know the keys dropped,I made bloodraven drop em all just so I could check em out....
And yeah shouldn't be too hard to enable some stuff...Hmm reminds me I have to check out those new uniques and that trophy thing...I've been too busy playing it lol ..taking a break from modding heh heh...
nuff said
Hades
As for the keys might as well change em to get em to do something else if recipes dnt work but this non single thing makes me think another patch is upcoming very soon heh heh...kind of makes me think of beta..
And yeah shouldn't be too hard to enable some stuff...Hmm reminds me I have to check out those new uniques and that trophy thing...I've been too busy playing it lol ..taking a break from modding heh heh...
nuff said
Hades
As for the keys might as well change em to get em to do something else if recipes dnt work but this non single thing makes me think another patch is upcoming very soon heh heh...kind of makes me think of beta..
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It may be compiled in Debug but I think you can set the pad in options.Some smarty has removed the debug assertion BUT compiled the game in DEBUG mode (hence the lot of INT 03 instead of NOP)
There seem to be No asserts so I wonder.
Also, *all* the optimization seems to be enabled which is abnormal in Debug.
They even used the dreaded 'Global Optimize' and hosed all the calling conventions.
I'll be real supprised if bugs dont start dropping like flies
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Re: Patch 11 Released!!
Here's something that might be interesting: I tried Hero Editor for 1.10 on a 1.10 character that was converted to 1.11. The save file is still in the same format.
Re: Patch 11 Released!!
Okay, Just a question,
Can someone put into simple language what can be done to allow the standard set of modding tools, (Those which are may be used by a text only modder) to make a mod for v1.11? Extracting the new files, editing and recompiling them, Can this be done yet? Or would it be advisable for someone to stick to 1.10 mods until a later date? Especially considering that many / most mods are single-player mods? So far as I can tell, It's better to stay with 1.10 to do modding, at least for now.
Speaking out for the ignorant, daunted masses
--Phaen
Can someone put into simple language what can be done to allow the standard set of modding tools, (Those which are may be used by a text only modder) to make a mod for v1.11? Extracting the new files, editing and recompiling them, Can this be done yet? Or would it be advisable for someone to stick to 1.10 mods until a later date? Especially considering that many / most mods are single-player mods? So far as I can tell, It's better to stay with 1.10 to do modding, at least for now.
Speaking out for the ignorant, daunted masses
--Phaen
Last edited by Phaen on Thu Aug 04, 2005 2:46 pm, edited 1 time in total.
Re: Patch 11 Released!!
Volf,
Sounds Great. Does the same go for D2modderX v1.15?
--Phaen
Sounds Great. Does the same go for D2modderX v1.15?
--Phaen
- snowknight
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Re: Patch 11 Released!!
I just found out the log file does work. Well, it works if you get an error. After all, a nice long list of seemingly random data is far better than just some quick listing or message that goes straight to the point of the problem.Paul Siramy";p="236450" wrote:When using -direct -txt to build .bin, 1.11 doesn't log in details the process in a .txt like 1.10 did. It now tells you nothing
I fairly certain that was a map error (ds1/levels.txt size missmatch). The only reason I know that was because I intentionally caused that. With that said, it did happen sooner than I expected so who knows. Maybe it's a nice random error.Halt
Location : , line #2239
Expression : Unrecoverable internal error 6fdd3134
I believe this is what Joel and SVR were talking about.
- Paul Siramy
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Re: Patch 11 Released!!
Some .txt have at least 1 row where the last cell isn't filled (I skip the "Expansion" rows), so you'd better check them and put some 0 in them if you're using MS-Excel :
patch_d2.mpq : Data\Global\Excel\MagicPrefix.txt
patch_d2.mpq : Data\Global\Excel\MagicSuffix.txt
patch_d2.mpq : Data\Global\Excel\Properties.txt
patch_d2.mpq : Data\Global\Excel\TreasureClassEx.txt
patch_d2.mpq : Data\Global\Excel\UniqueItems.txt
patch_d2.mpq : Data\Global\Excel\CubeMain.txt
patch_d2.mpq : Data\Global\Excel\CubeMod.txt
patch_d2.mpq : Data\Global\Excel\ElemTypes.txt
d2exp.mpq : Data\Global\Excel\Belts.txt
d2exp.mpq : Data\Global\Excel\BodyLocs.txt
d2exp.mpq : Data\Global\Excel\CubeType.txt
d2exp.mpq : Data\Global\Excel\HireDesc.txt
d2exp.mpq : Data\Global\Excel\HitClass.txt
d2exp.mpq : Data\Global\Excel\WeaponClass.txt
patch_d2.mpq : Data\Global\Excel\MagicPrefix.txt
patch_d2.mpq : Data\Global\Excel\MagicSuffix.txt
patch_d2.mpq : Data\Global\Excel\Properties.txt
patch_d2.mpq : Data\Global\Excel\TreasureClassEx.txt
patch_d2.mpq : Data\Global\Excel\UniqueItems.txt
patch_d2.mpq : Data\Global\Excel\CubeMain.txt
patch_d2.mpq : Data\Global\Excel\CubeMod.txt
patch_d2.mpq : Data\Global\Excel\ElemTypes.txt
d2exp.mpq : Data\Global\Excel\Belts.txt
d2exp.mpq : Data\Global\Excel\BodyLocs.txt
d2exp.mpq : Data\Global\Excel\CubeType.txt
d2exp.mpq : Data\Global\Excel\HireDesc.txt
d2exp.mpq : Data\Global\Excel\HitClass.txt
d2exp.mpq : Data\Global\Excel\WeaponClass.txt
DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation - Adding ANY Monsters and ANY Objects to a DS1 - New monster color variations from scratch
In development since 16 Feb 2012 : MergeDCC v2
In development since 16 Feb 2012 : MergeDCC v2