TFW: Awakening alpha2 Bug Reports

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mishy23
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Re: TFW: Awakening alpha2 Bug Reports

Post by mishy23 » Sun Jun 25, 2006 10:24 am

That belt bug exists in all mods for any belts not using the names of currently existing belts, some sort of hardcode call.
Its just graphical, and is worked around so in the end no one ever fixed it cause its alot of work for a little bang
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Post by TheFallenAngel » Sun Jun 25, 2006 10:40 am

There are no treasure classes for the suicide minions. Kill them before they go berserk! Not sure what you mean about bosses

i mean the monsters like eldritch the rectifier, they appear in suicide mode from the beginning in the worldstone keep, no way to wait till they become suicide
and they appear without lashers or blood barons, only the ice boars and ice spawns, and also champion packs of them and bosspacks

elite unique items

ok, looks like i was to fast thinking i found another 'issue' after the 2nd elite unique dropped - i promise next time more patience! ;)

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Sun Jun 25, 2006 6:01 pm

mishy23" wrote:That belt bug exists in all mods for any belts not using the names of currently existing belts, some sort of hardcode call. Its just graphical, and is worked around so in the end no one ever fixed it cause its alot of work for a little bang
Interesting! Maybe someday I'll look into it, might not be that hard to find.
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Post by TheFallenAngel » Sun Jun 25, 2006 8:39 pm

just started fury unleashed and every time i will enter the cold plains i was sent to desktop and this messages appeared:

Warning
Location : D2Common\DRLG\Drlg.cpp, line #748
Expression : ptCoordsLevel->nSizeTileY >= nTileMaxY - nTileMinY

after clicking ok i was able to continue the still running game, but it appeared every time i use a tp or the waypoint or walk 'per feet' into coldplains, and only into coldplains or from town back to coldplains, not from coldplains to town

edit:
looks like i'm not able to recreate the 'error' - started several new games - no error messages appeared
Last edited by TheFallenAngel on Mon Jun 26, 2006 3:46 pm, edited 1 time in total.

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Post by horan » Mon Jun 26, 2006 1:40 am

still not succeed in upgrading items (exceptional -> elite)
tried craft / set / magic / rare / normal ones, none of them works.
(lv 104 character in unleashed fury)

however, the recipe basic -> exceptional seems work just fine.
(wondering will anybody ever use this recipe since the price is sooo high: only one craft small charm is available)

btw, it was my own mistake to take the "ethereal" recipe as "upgrading" one earlier, thus wondering about no recipes for set / craft items.
Last edited by horan on Mon Jun 26, 2006 1:44 am, edited 2 times in total.
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Post by TheFallenAngel » Mon Jun 26, 2006 3:49 pm

found the next elite unque item, unidentified it was a hyperion spear, after identifing it turned name and picture into mang songs lesson staff with the hyperion spear stats ...

mang song's hyperion spear

i also cubed the set item natalya's armor that comes in vanilla d2 with 1-3 sockets (or perhaps 2-3, dont know exactly) - no sockets appeared after cubing, is this intended?
Last edited by TheFallenAngel on Mon Jun 26, 2006 4:55 pm, edited 2 times in total.

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Post by Myhrginoc » Tue Jun 27, 2006 2:00 am

horan" wrote:still not succeed in upgrading items (exceptional -> elite)
tried craft / set / magic / rare / normal ones, none of them works.
(lv 104 character in unleashed fury)

however, the recipe basic -> exceptional seems work just fine.
(wondering will anybody ever use this recipe since the price is sooo high: only one craft small charm is available)
Humble apologies are due, this is a readme error. Try the recipe using crafted grand charms. I will release an updated readme in a2p15.
TheFallenAngel" wrote:found the next elite unque item, unidentified it was a hyperion spear, after identifing it turned name and picture into mang songs lesson staff with the hyperion spear stats ...
<sigh> another bad graphic file reference. I'll have to scrub all the special graphics from non-Blizzard elite uniques at this rate...did any of them come out right?
i also cubed the set item natalya's armor that comes in vanilla d2 with 1-3 sockets (or perhaps 2-3, dont know exactly) - no sockets appeared after cubing, is this intended?
Are you using leader heartstones or champion heartstones? Other than that, set socketing recipes should work just like rare socketing recipes. I'll check this out over the next few.
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Post by TheFallenAngel » Tue Jun 27, 2006 2:14 am

natalyas armor - i meant i created the whole armor with a set chest and key from a rare loricated mail and the sockets didn't appear what they should do as the natalya armor got sockets in vanilla d2

unique items - i found only those 3 mentioned elite uniques so far, all the other uniques, normal and exceptional, got the right pictures, names and stats

crafted charms - wow, that is a nice message! :cool:
i have a vision - i can see a very nice new and clean versatile arch ... :lol:

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Tue Jun 27, 2006 2:40 am

Yup, Natalya's armor should have sockets. I have corrected it for patch a2p15.
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Post by horan » Tue Jun 27, 2006 8:13 am

if i wasn't dreaming, when there was a "ed" modifier on an armor, the basic defence of the armor should be max, except for "ed base on character lv".

when use the correct recipe to update a 200ed magic "zen armor" (defence 1506, basic 502) to a 200ed magic "sacred keep", the final defence of the new "sacred keep" turned out to be only 1626 (basic 542). however, my annother 150ed "sacred keep" is defence 1670 (basic 668, which is same as others)

confused... :(
Last edited by horan on Tue Jun 27, 2006 9:39 am, edited 1 time in total.
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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Wed Jun 28, 2006 2:42 am

Maybe you were dreaming? I had never heard there was a "max basic" effect when an ED mod is present. Of course, I haven't had cause to look for that factoid either.
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Post by TheFallenAngel » Thu Jun 29, 2006 2:01 pm

some items still have a sell value of 1, looks like only throwing weapons are affected, but not only normal or magic items, rares also
made a screenie with some examples

throwing weapons, sell value 1

...

fury gem creedite's description says 'adds 1% enhanced damage' but it adds only '1 to max dam'
(sorry if this was a topic earlier)

creedite

...

myrghinoc, sorry to get back to the elite unqiues item topic again, but i've found a unique shadow bow with the name 'ghost flame', which is the name of a necro item in vanilla d2 (iirc)
and - the picture of the unique pellet bow is corrected now, but the name is still 'windhammer' and not only for the old one i found, yesterday i found a 2nd one ...
and sorry for not being quiet about that, but (and perhaps u know^^) - collecting items means very much to me, again sorry for being penetrant in this point 8-O

...

also i noticed that vendors in act 1 NIGHTMARE selling some exceptional items too, but in act 1 HELL they're only selling normal grade items, i checked that often and never any exceptional stuff was in shops for sale

...

fury gems can be added to socketed items, that includes runewords too? it looks like and thats a bit imbalanced (at least for me)
example: i found a normal zen armor, made a magic armor with key & chest and were really lucky - an 'easy' attribute appeared, +200% enhanced defense^^
after that i socketed and made runeword duress, a total aof 368% enh. def.!
and i am still able to add fury gems to the armor - thats a bit too much in my opinion, the armor is now at 2480 defense in total and thats not the end^^
and the other 'easy' attribute, '+45% req.', will of course not be a problem, there is a fury gem that reduces req. ...
i suggest: fury gems shouldnt be able to be added to runewords
Last edited by TheFallenAngel on Thu Jun 29, 2006 2:38 pm, edited 8 times in total.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Domini Canes » Thu Jun 29, 2006 2:37 pm

The problem with the creedite is an older one:
viewtopic.php?t=9598

And I personally wasn't able to put fgems in either set or runeword items, I did try. A set of gloves with amntir in them and boots of taleth. Neither worked for me.

Edit: I can see the possibility of it starting as a magic item, but I beileve the boots i tried to add to were magic to start with and the gloves.
Would need to do a quick double-check/attempt on my side to be sure/replicate.

As for the creedite, I'm surprised that problem never got further narrowed down. I had in fact forgotten about it, so thanks for bringing it back up!
Last edited by Domini Canes on Thu Jun 29, 2006 2:59 pm, edited 2 times in total.

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Re: TFW: Awakening alpha2 Bug Reports

Post by TheFallenAngel » Thu Jun 29, 2006 2:40 pm

i think if u make a runeword in a magic item, like i did with that zen armor, the item still counts as magic and not as runeword ... and i have no idea how this can be fixed

edit: thx for the creedite-'problem'-link and sorry for posting it again ...
Last edited by TheFallenAngel on Thu Jun 29, 2006 2:44 pm, edited 1 time in total.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Fri Jun 30, 2006 3:47 am

You're right, runewords are practically unique items and shouldn't get fgem attributes. Fortunately that is an easy (if tedious) fix. Cubing fgems with set items and uniques has never worked, and won't unless I change my mind. I know fgems can make rares and crafted items significantly stronger than anything else, but there will always be something which is better than everything else no matter how I slice it.

Throwing weapons have ridiculously low sell values for one reason: quantities. A reasonable number for a few in a stack gets out of hand when your stack is full. For example, normal knives sell for several hundred golds in vanilla, which is silly compared to good weapons selling for far less. The way to control that is to reduce the per-unit price drastically, or limit stacks to very small quantities and then the weapons are even more useless than they are already.

The elite uniques which are one thing in vanilla and another thing in TFW have the same properties, at least in most cases. So I will leave the names and properties alone, and only correct things like a bow with a hammer graphic. So let me know when a graphic is out of whack, or if your bow-toting amazon has a sword-wielding animation. But remember this is a mod, so something that is similar to a vanilla item doesn't have to be identical, nor made totally different.

Vendor code is very screwed up. I'll have to fix it at some point, but not for a while. I have looked at quite a bit of it, with RicFaith's help, and it is not a pretty picture.
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Post by horan » Wed Jul 05, 2006 8:25 pm

little little one,
for all emeralds, should it be "over 1 second" rather than "over 1 seconds"?

oh no! u r going to rip runeword item out of fgem's effect list?!
however, runeword is a kind of craft item, so it should be counted in~~
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Re: TFW: Awakening alpha2 Bug Reports

Post by Xhin-Yao » Wed Jul 05, 2006 11:13 pm

So I found a Rogue Needle and it was about twice as good as the lousy hunter bow I was using. I fired it once and *poof* it was broken. Looked at the item and found that it had a durability of 1 though you can't repair it.

Not sure if this was mentioned before or not, but last time I checked, bows didn't have durability lol.

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Post by intium » Wed Jul 05, 2006 11:15 pm

i think that was a hireling bow! so u might wanna change it.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Xhin-Yao » Wed Jul 05, 2006 11:17 pm

That would make sense to me then lol. I just kinda clued in when I was looking at some rogue armor and found a durability of 1 on that as well.

Pardon my stupidity, I'm just starting to play it lol.

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Post by intium » Thu Jul 06, 2006 1:12 am

lol don't worrie i was exactly the same as u are rite now when i first started playing this awesome mod! :D

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Post by horan » Mon Jul 10, 2006 3:23 am

anybody else got the same one here?
when made runeword into tfw item, the charge skill cant be recharged.
(i haven't tried on original items)

detail:
runeword: harmony
item: high elven harp
charge skill: lv20 revive

(this one was found long time ago, since i have changed weapon, forgot to tell~~ :))
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Post by horan » Sun Aug 13, 2006 4:57 am

fail to create red door to cow level with a2p16. (ok if i downgrade to a2p15)

an exception will occur, force to close game and prompted as:
UNHANDLED EXCEPTION:
ILLEGAL_INSTRUCTION (c000001d)

log file:

Code: Select all

04:49:35.656  ***** UNHANDLED EXCEPTION: ILLEGAL_INSTRUCTION (c000001d)
04:49:35.656  Fault address:  6FC9C5E9 01:0006B5E9 D:\Game\Diablo Lord of Destruction\tfw\D2Game.dll
04:49:35.656  eax:00000000 ebx:00000000 ecx:00000002 edx:00000004 esi:04f92100
04:49:35.656  edi:0267007c ebp:00000001 esp:0012e984 eip:6fc9c5e9 flg:00010246
04:49:35.656  cs:001b ds:0023 es:0023 ss:0023 fs:003b gs:0000
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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Sun Aug 13, 2006 5:53 am

As I mentioned in the other thread, I found the bug. It was a strange one, but my fix got past it. The patch file has been replaced in our File Center, you have the right copy if your tfw.dll is file version 1.10.2.200.
Last edited by Myhrginoc on Sun Aug 13, 2006 6:44 am, edited 1 time in total.
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Post by horan » Sun Aug 13, 2006 10:26 am

working perfectly now! bravo! :)

will update the new a2p16 to fan site with next release
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Post by oldtimer » Tue Aug 15, 2006 1:16 pm

not sure if this is a bug or just more of my bad luck.....

any way in the readme it sais that mercs should stay fairly close as far as lvling goes. Well, the act 1 merc I got as a quest reward is broken (I think). My druid is now lvl 46, and the merc is still only lvl 16 8-O . I was lvl 10 or so when I got her at lvl 6 or 7. She has been with me the whole time, so she should have gotten the same xp I was getting, so I'm not sure what is going on.

P.S. I'm still on patch 15 if that makes any diff. ...... i-net is down at home :cry: :cry: :cry: :x :x :cry: :cry:

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