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Re: BaseMod Plugin

Posted: Wed Mar 13, 2019 2:20 am
by devurandom
Hi,

I think if it wasn't working in realms, someone would have mentioned it by now.
It's not going to work on Battle.net for obvious reasons.

Re: BaseMod Plugin

Posted: Thu Mar 14, 2019 1:53 am
by oli25
Hi devurandom,

What do you think about implementing the Ctrl+left click on the item to move it to opposite window? Like it is in Median and Patch of Diablo. Clicking without opposite window would drop the item on the ground. Its actually myfavourite and most desired quality of life improvement.

Re: BaseMod Plugin

Posted: Thu Mar 14, 2019 5:11 pm
by mengxuecen
1.13C d2hackmap.dll cannot be loaded

[ExtraDll1]
Enabled=1
LoadDll1="Plugin\d2hackmap.dll"

Re: BaseMod Plugin

Posted: Thu Mar 14, 2019 7:19 pm
by devurandom
Thanks for the report... its because LoadDll's is bugged in inifile mode. I'm in the process of fixing it now, along with Load PlugY.dll as extra dll. which takes some special workarounds, since it wouldn't load for me in dllattach process due to conflicts, but I have it working now.
;)

Re: BaseMod Plugin

Posted: Fri Mar 15, 2019 1:26 am
by updawg
devurandom wrote:
Thu Mar 14, 2019 7:19 pm
Thanks for the report... its because LoadDll's is bugged in inifile mode. I'm in the process of fixing it now, along with Load PlugY.dll as extra dll. which takes some special workarounds, since it wouldn't load for me in dllattach process due to conflicts, but I have it working now.
;)
Thank you for your dedication to this mod!

Re: BaseMod Plugin

Posted: Fri Mar 15, 2019 11:14 pm
by devurandom
@oli25 Kind of limited on time, so I can't promise much.

@updawg Thanks!

v1.11.5 update fixes
Load Extra Dll's in IniFile mode
Adds Support for loading plugy.dll as Extra Dll.

I didn't know that BaseMod wouldn't load plugy till a few days ago, after reading this post
https://d2mods.info/forum/viewtopic.php?f=8&t=66037

So I installed PlugY for the first time. I've used PlugY in DarkAlliance Mod, but had never installed it, till now.

Re: BaseMod Plugin

Posted: Sat Mar 16, 2019 9:03 am
by mengxuecen
Thank you for your dedication to this mod!
v1.11.5 It's working properly.as Extra Dll.

Re: BaseMod Plugin

Posted: Sat Mar 16, 2019 4:36 pm
by oli25
@devurandom sure, just wanted to know if you are even interested in this feature and if there are some chances to see it in future. Thanks for time spent on this great project!

Re: BaseMod Plugin

Posted: Sat Mar 16, 2019 5:16 pm
by devurandom
@everyone
In the latest version it keeps track of what extra dll's were loaded then unloads them just before the game exits.
StringZilla: There's a minor typo that show the extra Dll loading twice in some windows environments, but the second instance is correctly unloading the Dll.
:roll:

I think there will be some more updates in a few days.

Re: BaseMod Plugin

Posted: Sun Mar 17, 2019 10:53 pm
by Tomkomaster
I think I found a small bug:

Im using D2SE along with basemod and plugy in mymod. Im loading basemod from D2SE and plugy is enabled through D2SE. When exiting the game, it gives and unhandled exception error. I think there is a bug when unloading before the game exits. When I disable the basemod plugin in D2SE, I dont get this error.

Here is the error log:

Code: Select all

22:46:47.696  ***** UNHANDLED EXCEPTION: ACCESS_VIOLATION (c0000005)
22:46:47.696  Fault address:  06263BA0 00:00000000 C:\Program Files (x86)\Diablo II\D2SE.exe
22:46:47.696  eax:00000000 ebx:0041aff4 ecx:07695f5a edx:006c010d esi:0041b204
22:46:47.696  edi:6fa64dc0 ebp:0018fecc esp:0018fd8c eip:06263ba0 flg:00210246
22:46:47.696  cs:0023 ds:002b es:002b ss:002b fs:0053 gs:002b

Re: BaseMod Plugin

Posted: Mon Mar 18, 2019 4:56 am
by devurandom
Hi Tomkomaster,

It's probably a bug, will check into that. Thanks for the feedback!


EDIT:

v1.11.6 fixes crash issue on exit game with D2SE.
- Fixes a few typo's
- adds more error checking for loading extra DLL's
- allows for PlugY to load in a D2 install subdirectory - max 32 chars.


There is another issue I found when testing with D2SE. PlugY sets the game global active for the command line
option -direct in my setup. Even though I have "params=" in PlugY.ini. This causes BaseMod to skip auto loading BaseMod.mpq file, when PlugY is active and the mpq it has to be manually loaded with D2SE_SETUP.ini.

I'm no expert at PlugY, but I think there's some option to roll all of its files into an MPQ maybe that would stop
this behavior ? Maybe someone else has more info on that.

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 5:12 am
by devurandom
BaseMod v112 preview

Shift Click Items extended to Stash, Cube, and Ground Drop.
Add Custom Red Portals from Cube Output see TXT folder for examples.
Please test for any charm zone bug issues when removing charms with shift click.
Test for issues with Charms, Socketed Items, Books and Scrolls.
Changed BaseMod.mpq to higher priority than Patch_D2.mpq.
skip loading for PlugY in D2 v1.14d.

https://www.dropbox.com/s/t80tg9c5hp8ma ... d112b2.zip

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 8:51 am
by ChaosMarc
devurandom wrote:
Mon Apr 01, 2019 5:12 am
Shift Click Items extended to Stash, Cube, and Ground Drop.
I love you :mrgreen: Works like a charm. I did some tests wir Socketed Items, Books and Scrolls (had no charms at hand)
Would it be possible to make the shift key configurable? I would like to use ctrl instead so the behavior is the same like selling to merchants

edit:
I played around with the portals too. Is there a way to ignore the quest requirements? I couldn't open a portal to mephisto with a char that had not closed the 5th quest yet.

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 6:41 pm
by devurandom
I can look into ctrl - click.

On skipping the portal quest/waypoint checks, it make the game unbalanced cause people can skip all the quests, rush the game and cheat. The waypoint checks would work better if Blizzards Levels progression was linear, but it's not in many cases.

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 6:47 pm
by Ascended1962
Hey Devu,

Just wanted to say, great work man!

Much appreciate your time and effort on this...

Peace

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 10:55 pm
by Conqueror
Very Nice!! =)

All that is missing is the Stats ('A') menu and an inventory ('I') with more possibility of equipment (For example, 4 rings).

And charm zone plz :) (It is a Rectangle (X1,Y1) ; (X2,Y2))

Also the change of the RedPortals is great!

:) :) :) :) :) :) :) :) :) :) :)

Re: BaseMod Plugin

Posted: Mon Apr 01, 2019 11:17 pm
by Tomkomaster
An excellent update, devurandom :-)

I just did a quick test, everything so far seems to be working as it should. Will test it thoroughly in the coming days, for sure :)

Tested the shift clicking to quickly store and take out items from the stash, and the endless storage space from the Plugy too, it works flawlessly. Also, just a side queston: Can it be expanded so that shift clicking sells the items quickly too, when a store page is opened ?

Re: BaseMod Plugin

Posted: Tue Apr 02, 2019 4:16 am
by devurandom
@Ascended1962
Thanks!


@Conqueror

I already added CharmZone and then took it out
you can see here why I did.
https://d2mods.info/forum/viewtopic.php?t=65337


@Tomkomaster

not sure if I'll change it out to ctrl click or just expand the current code for sell Items to vendors.
Ctrl-right click mouse does that now.

Re: BaseMod Plugin

Posted: Tue Apr 02, 2019 7:53 am
by jessedazebra
Thanks for the awesome update!
I checked Shift+click yesterday and it worked great, with all plugy stashes and everything.

I'd like to suggest you one interesting feature as well: as you see on the screen below, there's a unused button in the gamble window. I remember some people made it as refresh button, so you didn't have to open gamble dialog again, just press refresh and there are new items in the window.
Image

Here's and example (screen by weapon-x):
Image
And in addition to weapon-x's screen: do you know where to find these socket drawing codes? I mean look at this torso in inventory, it shows ruby like the mouse is hovered over the torso. I think it would look awesome, if sockets would show all the gems and runes in items when the mouse isn't hovered over them.

Re: BaseMod Plugin

Posted: Tue Apr 02, 2019 5:32 pm
by Tomkomaster
Oh, I didnt realised that. Ctrl+ right clicking is fine for me, don't need to change that to shift clicking, if its working with ctrl.

Re: BaseMod Plugin

Posted: Tue Apr 02, 2019 7:42 pm
by devurandom
@jessedazebra Its a great idea, but not sure I'll have time to get to it anytime soon.

@Tomkomaster don't feel bad. I didn't realize till a couple weeks ago that shift click beltable items would add them to Belt from inventory (if free belt slot is available) till a couple weeks ago. I knew it would do it from vendors though. This has been expanded to include stash and cube, and if there's no free belt slots available, it transfers beltable items to inventory/stash/cube/ground instead.

Re: BaseMod Plugin

Posted: Wed Apr 03, 2019 6:22 pm
by Tomkomaster
I was so used to click and drag items that I dont experimented with keyboard keys. When you mentioned the new shift click feature in basemod, I immediately tried it out. When I wanted to test that on the store pages too, I thought that you didnt added the feature to store pages. But good to know that it works with ctrl.

As for the custom portals, they seem to work too. I need to test them more in depth though.

Re: BaseMod Plugin

Posted: Thu Apr 04, 2019 1:01 pm
by jessedazebra
Poorly edited Nihlahtak's Temple - just to test Red Portal feature. Everything seems fine.

Re: BaseMod Plugin

Posted: Thu Apr 04, 2019 9:05 pm
by devurandom
@jessedazebra That looks nice!

@ChaosMarc refactored code to use Ctrl - Right Click for
move items to inventory/stash/cube/ground drop/vendor sell
shift right click still extends to cube and stash for fill belt

It makes more sense to use the same key combo that MXL uses.
since many people will already be familiar with that. Thanks!

BaseMod 1.12 Preview #2
Ctrl right mouse click to transfer items cube/stash/inventory/vendor
https://www.dropbox.com/s/ygsyzf1oc6hey ... d112b3.zip

Re: BaseMod Plugin

Posted: Sat Apr 06, 2019 11:20 am
by aeon2927
By my opinion shift+click was better ;) Tested in my mod and everything is ok :bravo: