[Announcement] Diablo2: Dreamlands

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[Announcement] Diablo2: Dreamlands

Post by kingpin » Sun Jan 11, 2015 10:57 pm

I have been working on a side project for sometime (the actual idea for the project started 2007) and I build an initial build for 1.11b patch. But, my harddisk crashed and all work on project was vanished. I was lucky I got my main project Dark Alliance saved (with 1 year coding lost).

I decided last summer (end of July 2014) to resurrect my old side project and make it a real project this time. So, let start explain what this is.


Diablo 2: Dreamlands
This is not a mod, instead it's a tool for modders to improve their own mods and add thing's that isn't possible without programming. The goal for the project is to softcode different hardcoded thing's that blizzard never got time/needed softcode themself.

The closest this comes to is the wellknown and used D2mod (made by SVR). The main difference with this is that this isn't a mod plugin that other modders can do their own plugins. Instead all code is done by myself with features I add (and features my testers requested, and future features requested by other modders).

Dreamland is compatible with both D2SE, D2mod and Plugy and is for 1.10 only. I decided to restrict the tool for the version I'm working on myself as I get alot code for free from my own personal mod. There is cases where certain plugins/features from other tools isn't compatible because I completely replaced it's code with my own.


Current implemented features:
* Load/Unload custom text files
* stat per level is now softcoded into charstat2.txt
* Added new text file: utility.txt that will contain small useful softcoded changes.
* set player start light radius softcoded into utility.txt.
* towns map location is softcoded into towns.txt.
* 256 ExtendedLevels implemented.
* Extended states implemented and supports up to 16384 states.
* Added extra mpqs: d2dreamland.mpq and d2dreamland_patch.mpq.
* Added new text file: UIPanel.txt that softcode all pannel/border UI elements.
* D2Mod.dll is loaded only if it exist.
* Implemented an anti-cheat system that prevents some cheats to work.
* Implemented DreamlandConfig.txt. With this file you will be able to enable/disable some features you want/don't want to use. This file helps to make dreamlands to be compatible with other CE tools and use other tools ce instead of dreamlands.
* replaced and extended shrines.txt code.
* shrines.txt have got alot new columns added to it.
* Several new shrine functions have been added and old ones have been altered: Shrine_Refreshing (replacing blizzards Shrine_RestoreLife, Shrine_RestoreMana funcs),
Shrine_DropItem (replacing blizzards Shrine_Poison funcs),
* new shrine funcs: Shrine_Eerie, Shrine_AddStat. Shrine_Divine, Shrine_Eldritch.
* Added new Shrine Func #16 that drops items from treasureclass and release a missile.
* softcoded Objects InitFN table.
* recoded Objects_InitFN_1 into c++ (handles Shrines Random Selection)
* softcoded Objects OperateFN table.
* softcoded the D2Net packet table into c++.
* softcoded the Client packet table into c++.
* added new softcoded file: objects3.txt.
* recoded OBJECT_OperateFn_01 into c++.
* recoded OBJECT_OperateFn_02 into c++.
* recoded OBJECT_OperateFn_03 into c++.

Currently added but disabled because of conflict with d2mod:
* Added new text file: pSpell.txt.

Future implementations
* Extended savefile to allow more then 8192 bytes file.
* Extend levels past 255 levels.
* Extend stats limits past 511 stats.
* Add new softcoded table Skillcost.txt to handle custom resources.
* Objects expansion, to allow add more objects.
* independent delays for skills.
* Display ethereal when an item drops.
* Allow random monster resistances.
* Increase uniques items limit (Currently 4096)
* Increase number of waypoints, and redesign the waypoint UI to allow more waypoints.
* Softcode unique monsters affixes
* Softcode quest rewards.
* Implement support for higher resolutions (this will make d2mod high res mod not needed anymore). You will get resolutions added instead of replace existing ones.

New main features
I decided to let you know what is coming to dreamlands. It's a very high requested feature that I have been using for long time in Dark Alliance.

Subquests
I will implement same subquest system I'm using in dark alliance, and all quests/rewards e.tc is softcoded into new subquest files.

This means I need implement another feature to make this off full use.

NPC's
As subquests is coming, so is extension of npc's too. Without the ability to add new npc's subquests will be have a limit I don't like. I will not only extend so you
can add new npc's, everything related to npc's from menues, to special effects will be softcoded too. This means you will be able to build your own npc menu from new textfile.
If you want to not only use imbue/socket/personalize for existing main quests as example, you will be able to add this to any npc and also connect this to new subquests.


Fileguides
There is new fileguides added for new features implemented.
* Towns.txt
* Charstats2.txt
* Utility.txt
* DreamlandConfig.txt
* UIPanel.txt
* Shrines.txt
* objects3.txt


More testers wanted
I have two active modders who been in the test since very early. that have been very good help test tool out.

If you are an active modder and want to test it out and use it for your own mod. I have room for a few more testers. Let me know what mod you are working on, and I may consider add you as tester.

I want to remember you that this project is still in very early stage and alot of features is still planned to be implemented.

Some credits:
Some codes implemented maybe wouldn't be possible without those special credits down here.

Necrolis - for awesome resources and help with any code then needed.
Joel - for make original d2external for 1.09.
Nefarius - for alot of code discoveries.
Afj666 - For help out with my personal mod that made this possible.

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Re: [Announcement] Diablo2: Dreamlands

Post by AlphA - The Real One » Sun Jan 11, 2015 11:39 pm

That sound awesome. Hope someday it will be released for everyone to use.

Cheers

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Re: [Announcement] Diablo2: Dreamlands

Post by Xaphan » Sun Jan 11, 2015 11:59 pm

I am in the test team and can tell you this will really be helpfull to modders when it will be in a more advanced stage of devellopement. Right now, it's already included in my upcoming mod release, and it helped me a lot doing things that were impossible for me before.

Kingpin, you can count on me to keep giving you feedbacks, ideas and time for testing to help this project being even better ;)

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Mon Jan 12, 2015 12:35 am

AlphA - The Real One" wrote:That sound awesome. Hope someday it will be released for everyone to use.

Cheers
Once it's in stage for a public release, it will be released for everyone to use.

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Re: [Announcement] Diablo2: Dreamlands

Post by GeorgiaBoy » Mon Jan 12, 2015 2:17 am

This is GREAT news! I have been wanting an expansion of levels past 255 since 2008!

Thanks you, Kingpin.

GB

P.S. Release this year?

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Mon Jan 12, 2015 2:46 pm

GeorgiaBoy" wrote:This is GREAT news! I have been wanting an expansion of levels past 255 since 2008!

Thanks you, Kingpin.

GB

P.S. Release this year?
The goal is get a public release this year, once I feel enough features have got implemented I will release it to public for sure.

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Re: [Announcement] Diablo2: Dreamlands

Post by kalans » Tue Jan 13, 2015 11:43 pm

This sounds groundbreaking and such a wonderful gift to the community kingpin! I am excited to see this released and hope that it will encourage many new modders and mods!

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Wed Jan 14, 2015 4:51 pm

1.10 only
:cry: Image

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Wed Jan 14, 2015 4:57 pm

it's compatible with D2SE, so version's doesn't matter :)

This sounds groundbreaking and such a wonderful gift to the community kingpin! I am excited to see this released and hope that it will encourage many new modders and mods!
Thanks, I Do hope we see some new nice mods!

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Wed Jan 14, 2015 5:02 pm

are you saying it works with 1.13c? (it shouldn't if I understood this right)

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Re: [Announcement] Diablo2: Dreamlands

Post by Xaphan » Wed Jan 14, 2015 5:18 pm

It work with mods that run on 1.10, but with D2SE you can run an 1.10 mod even if your game is currently patched to 1.13.

That also mean that if you based your mod on 1.13 and made code edits, you can't use it.

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Re: [Announcement] Diablo2: Dreamlands

Post by weapon-x » Wed Jan 14, 2015 5:29 pm

MarcoNecroX" wrote:
1.10 only
:cry: Image

ummm, i remember running mxl on 1.10? :D so perhaps this is softcode-friendly?
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Wed Jan 14, 2015 5:53 pm

ya that's what I guessed.. sad

@weapon-x: yea you could do that but then the mod would be based on 1.10, which feels kinda old

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Wed Jan 14, 2015 6:19 pm

In future it's possible I will do a version for latest patch, nothing I can promise right now, as it depend how much time I have.

As you know I try work on my own mod also :)

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Wed Jan 14, 2015 6:26 pm

:D
good job regardless, will give it a look later

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Re: [Announcement] Diablo2: Dreamlands

Post by Lurix » Wed Jan 14, 2015 11:22 pm

In my opinion this project will lead to a whole new era in d2 modding, it`s great that people keep releasing good stuff..

Thanks kingpin

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Re: [Announcement] Diablo2: Dreamlands

Post by weapon-x » Sat Jan 17, 2015 11:48 am

MarcoNecroX" wrote:ya that's what I guessed.. sad

@weapon-x: yea you could do that but then the mod would be based on 1.10, which feels kinda old

i believe with d2se, versions aren't that significant anymore... besides there are tons of features [dreamlands] have :)
kingpin" wrote: Future implementations
* Extended savefile to allow more then 8192 bytes file.
* Extend levels past 255 levels.
* Extend stats limits past 511 stats.
* Add new softcoded table Skillcost.txt to handle custom resources.
* Objects expansion, to allow add more objects.
* independent delays for skills.
* Display ethereal when an item drops.
* Allow random monster resistances.
* Increase uniques items limit (Currently 4096)
* Increase number of waypoints, and redesign the waypoint UI to allow more waypoints.
* Softcode unique monsters affixes
* Softcode quest rewards.
* Implement support for higher resolutions (this will make d2mod high res mod not needed anymore). You will get resolutions added instead of replace existing ones.
:cry: been dying to have these features...

ow, am just curious sir...

in my code, i am using 2 global variables to determine screen resolution

Code: Select all

D2VAR(D2CLIENT, ResolutionWidth, int, 0xD40EC)
D2VAR(D2CLIENT, ResolutionHeight, int, 0xD40F0)
having added alot of client-related stuff, the need for such look-up is vital.

will this 2 globals still hold the current resolution sir?

will stay tune for more news,

RL consumes almost all of my time now so... i cannot focus on d2 at the moment :(
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Sat Jan 17, 2015 1:13 pm

will this 2 globals still hold the current resolution sir?
Globals isn't changed so they will still be same.

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Sat Jan 17, 2015 3:47 pm

@weapon-x: no, D2SE has a cores folder where it stores the individual dlls for each separate version, and picks the folder which is being called on the D2SE ini configuration file. Basically what I'm trying to say is that D2SE doesn't anything to adress compatibility throughout versions (it just has them all)

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Re: [Announcement] Diablo2: Dreamlands

Post by weapon-x » Sat Jan 17, 2015 5:40 pm

MarcoNecroX" wrote:@weapon-x: no, D2SE has a cores folder where it stores the individual dlls for each separate version, and picks the folder which is being called on the D2SE ini configuration file. Basically what I'm trying to say is that D2SE doesn't anything to adress compatibility throughout versions (it just has them all)
yep, i fairly know how d2se system works...

ummm, what i mean is, you can run 1.10 just like how you run 1.13 or any other mods using d2se...

i also started mod-making in 1.13 and jumped to 1.10 because everything in 1.10 is worth-it :mrgreen:

advantages of later versions:
1. 27 states bug fix (if i recall) *this can be addressed through in-dept item and skill system planning, i really dunno :P
2. no-cd check (d2se deals with this one)
3. respec feature (which lolet, kidpaddle, mw1995 and necrolis introduced in 1.10) :)
4. uber quest (which 1.10 an awesome code editor introduced) *forgot his name, sorry :lol:
5. hmmm, what else... :-|

advantage of 1.10:
1. awesome plugins, d2mod system and the upcoming d2dreamland :P

with higher resolution and the right ui features, perhaps 1.10 can be even better-looking than 1.13 :)

anyhow, just my opinion :lol:
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Sat Jan 17, 2015 5:45 pm

yeah you have a good point and believe me I have considered this for a long time :) but in the end I feel like most players feel more confortable playing 1.13, as 1.10 feels rather old. This and the fact that not everyone uses D2SE :P

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Re: [Announcement] Diablo2: Dreamlands

Post by prodigypm » Sat Jan 17, 2015 8:23 pm

MarcoNecroX" wrote:yeah you have a good point and believe me I have considered this for a long time :) but in the end I feel like most players feel more confortable playing 1.13, as 1.10 feels rather old. This and the fact that not everyone uses D2SE :P
Lol'd hard at the fat kid . Behold the great mapper :X . Dont worry since brother laz everything is old . 1.10 is one of the best mod-able versions if not the best .

PS . Go to median plox , the only old thing here is your mommy . + Learn not to steal from other's people work . Like you did 90% of the new median ahem .
We're moving faster than lights and dealing with these demons inside so , Where are the ones who made us now!?

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Re: [Announcement] Diablo2: Dreamlands

Post by MarcoNecroX » Sat Jan 17, 2015 8:26 pm

looks like emo kid is back into the game

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Re: [Announcement] Diablo2: Dreamlands

Post by kingpin » Sat Jan 17, 2015 8:40 pm

prodigypm" wrote:
MarcoNecroX" wrote:yeah you have a good point and believe me I have considered this for a long time :) but in the end I feel like most players feel more confortable playing 1.13, as 1.10 feels rather old. This and the fact that not everyone uses D2SE :P
Lol'd hard at the fat kid . Behold the great mapper :X . Dont worry since brother laz everything is old . 1.10 is one of the best mod-able versions if not the best .

PS . Go to median plox , the only old thing here is your mommy . + Learn not to steal from other's people work . Like you did 90% of the new median ahem .
This kind of behavior isn't acceptable on forum, so please stay out of it.

looks like emo kid is back into the game
This is same to you, we don't want behaviors like this on forum.

This is not first time you two fight on our forum, keep it in private or you both risk loose your access to forum here.

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Re: [Announcement] Diablo2: Dreamlands

Post by prodigypm » Sat Jan 17, 2015 8:42 pm

kingpin" wrote:
prodigypm" wrote:
MarcoNecroX" wrote:yeah you have a good point and believe me I have considered this for a long time :) but in the end I feel like most players feel more confortable playing 1.13, as 1.10 feels rather old. This and the fact that not everyone uses D2SE :P
Lol'd hard at the fat kid . Behold the great mapper :X . Dont worry since brother laz everything is old . 1.10 is one of the best mod-able versions if not the best .

PS . Go to median plox , the only old thing here is your mommy . + Learn not to steal from other's people work . Like you did 90% of the new median ahem .
This kind of behavior isn't acceptable on forum, so please stay out of it.
Sure king sorry , that slipped :lol:
We're moving faster than lights and dealing with these demons inside so , Where are the ones who made us now!?

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