v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

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Cypress
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v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Cypress » Sat Feb 27, 2021 1:02 am

DOWNLOAD LINK (version 5): https://mega.nz/folder/oKIiQDQZ#buWQO9eiQioFSmwvE4ZDNQ

Version 2: Fixes a crash involving Nihlathak and a dumb mistake I made in missiles.txt.
Version 3: Implements a few monster fixes and includes some more modding programs to make it easier to get started fresh
Version 4: Fixes a crash that can occur due to my bad fix of Council Members. Also adds unused monsters to monstats that are ready to use, fixes set/unique strings, adds a handful of useful properties (without creating any new stats or changing save bits so that compatibility remains), changed a few stat descriptions to be more transparent, fixed the bug where Super treasureclasses can downgrade to Super X and added/fixed a few descriptions.
Version 5: Fixes various Overworked bugs (mostly display related), fixes string apostrophes, fixes a handful of monsters, adds some more stat descriptions/properties, added unused sounds

This is a set of 1.13c txt files, a derivative of Count.Dracula's 1.13c fixed txt files (viewtopic.php?f=5&t=56033). It includes many changes:
(1) Most skill displays are fixed, including: false descriptions, false values, improper value references, incorrect stat descriptions, vague descriptions, lack of description for values that scale with level.
(2) Most damage-per-second calcs are fixed: Inferno and Arctic Blast are the most extreme instances which ended up requiring a very weird multiplier to get the correct values Actually just required 1/2 adjustment
(3) Some incomplete missile graphics were fixed, like Armageddon's fire patch which disappears instead of dying down like other fire patches.
(4) Outright broken, dysfunctional features are removed, like Concentration's uninterruptibility stat which interrupts the player constantly.
(5) Missiles that say they benefit from +% Skill Damage now actually benefit from +% Skill Damage.
(6) Skilldesc.txt now references the most direct source of a value from skills.txt as often as possible; this reduces the chance of desync between description and reality (seen causing problems in vanilla with Feral Rage, Maul, Spirit of Barbs and others).
(7) Advanced skill descriptions were made for Raise Skeletal Mage, displaying its accurate damage values, and for Energy Shield, displaying its exact resistance% and is set up to work for any values put into skills.txt
(8) Contains the Hunger & Rabies Fix (thanks mmpx222: viewtopic.php?t=65798)

The actual changelog is too long to put in this post, so go look into that if you want to know if this set of txt files is worth using. If you only like some of the changes and aren't sure about how to port them over to your own mod, then let me know and I can give better descriptions as to how exactly I made something work.

Also included is a list of what could not be fixed due to the limitations of making a useful fix-based set of txt files. As an example, Blade Fury's damage display does not factor in +dmg% despite applying: this could be fixed by adding str/dexbonus stats to every single weapon in the game, but that would make this set of txt files extremely awkward to work with, and thus was not included.

If any other bugs are known that aren't described, or if you detect any bugs while using this set of txt files, then please let me know!
Last edited by Cypress on Thu Jun 10, 2021 11:08 pm, edited 10 times in total.

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AlphA - The Real One
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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by AlphA - The Real One » Sun Feb 28, 2021 7:38 pm

Great work mate. I hope other modders will contribute. I havent seen it linked here. But LastCorpse once also started working on sth similar.

Link: https://diablo3.ingame.de/forum/threads ... -Pack-1-13

Its in German though.

Cheers
AlphA

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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by karlock » Tue Mar 02, 2021 2:48 pm

:D I think icons of the Ama's skill, the Multiple Shoot and Starfe is reversed.

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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by eleriaqueen » Fri Mar 05, 2021 10:17 pm

Wow this is incredible work ! Thank you for releasing it 8-O

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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by mengxuecen » Mon Mar 08, 2021 10:20 am

Great work!

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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Chthon VII » Wed Mar 10, 2021 3:55 pm

Bug Report: Crashing with "line #700" during Nilathak's "first time" death animation.

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Re: Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Cypress » Thu Mar 11, 2021 12:00 am

Chthon VII wrote:
Wed Mar 10, 2021 3:55 pm
Bug Report: Crashing with "line #700" during Nilathak's "first time" death animation.
Thank you for your report! I was able to identify the bug, which was entirely my own fault. The fixed version has been uploaded and a description of the error (and how to fix it if you have already modified the txt files) is included in the version 2 changelog.
karlock wrote:
Tue Mar 02, 2021 2:48 pm
:D I think icons of the Ama's skill, the Multiple Shoot and Starfe is reversed.
I see what you mean, but at this point people would likely just be confused if the icons were to be swapped. As such, I'd rather not change it.
AlphA - The Real One wrote:
Sun Feb 28, 2021 7:38 pm
Great work mate. I hope other modders will contribute. I havent seen it linked here. But LastCorpse once also started working on sth similar.

Link: https://diablo3.ingame.de/forum/threads ... -Pack-1-13

Its in German though.

Cheers
AlphA
Thanks, that has some interesting information on monsters that I didn't know. I'll have to compare the 1.09 and 1.10 txt files to see if the weird params were due to restructuring of the txt files, and if so I'll definitely fix them.

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Re: v2 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Chthon VII » Thu Mar 11, 2021 2:35 am

Wow, thank you for a really quick fix!

I ran LastCorpse's linked post through Google Translate and tried to figure out what was going on:
  • MonStats.txt
    • Brute, Goatman, Vampire, Zombie -- The common issue with these is that the lowest level variant is in the 5th row while some of the stats increase from top to bottom. This leaves the lowest level variant with the strongest stat, while the others are each one tier weaker than they should be.
      • Mostly this happens with AI params, but it also happens with move speed and resists and one of the skill levels on vampires, and it looks like a bunch of other things too.
      • When a monster has variants 6+ further down the file, sometimes the incorrect values from the variant in row 4 are copied forward to the later variants.
      • It looks like someone made a failed attempt at fixing this at some point, by transposing the wrong pair of values in some columns. So some stats need an extra transposition to get them back in order.
    • "Clawviper1-5 - added missing S1 damage values" -- This one I can't figure out. I didn't test whether skill 1 (serpentcharge) is doing 0 damage in game. I think maybe having SrcDamage set to 128 makes it take its damage from the basic attack? Assuming it is doing 0 damage, then I don't know what the right value would be. https://diablo2.diablowiki.net/Claw_Viper has it doing the same as attack1.
    • Scarab8 -- minion should be changed from Scarab7 to Scarab8.
    • Unraveler5 -- Change skill from UnHolyBolt to UnHolyBoltEx because there's no server-side level 5 missile for UnHolyBolt. (I didn't verify whether UnHolyBolt fires a different missile based on level.)
  • Runes.txt -- he didn't like the unused runewords, and so deactivated them.
  • "Fixed invalid Circlet upgrade data" -- already fixed in Overworked 1.13
  • Missiles.txt
    • LightningFury -- already fixed in Overworked 1.13
    • Pantherjav5 -- change collision behavior to CollideType 3
    • SuccubusMiss -- copied the magic damage from skills.txt to missiles.txt (then deleted it from skills.txt)
  • SkillDesc.txt -- Strafe -- already fixed in Overworked 1.13
  • Skills.txt
    • Bestow -- copy heal calcs and overlays from ZakarumHeal. (ZakarumHeal also has some params with ? comments. Not sure if those need to be copied too.)
    • Blessed Aim -- already fixed in Overworked 1.13
    • MonBoneArmor -- auraevent1 is missing, copy from player's bone armor?
    • Sanctuary -- already fixed in Overworked 1.13

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Re: v2 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by eleriaqueen » Fri Mar 12, 2021 7:01 pm

Bug report : On a paladin (haven't tested with other classes), when you run out of stamina and "keep running" towards a monster the player character animation sort of freezes as he moves towards the target (this is with Overworked v2). It does not happen when running D2 without -direct-txt

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Re: v4 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Cypress » Tue May 04, 2021 10:16 pm

eleriaqueen wrote:
Fri Mar 12, 2021 7:01 pm
Bug report : On a paladin (haven't tested with other classes), when you run out of stamina and "keep running" towards a monster the player character animation sort of freezes as he moves towards the target (this is with Overworked v2). It does not happen when running D2 without -direct-txt
Thanks for the bug report! After some testing, I've noticed it only occurs if you run out of stamina (or don't have stamina) while running to attack something. After further testing, I also noticed it occurring on vanilla 1.10f and 1.13c, and even any 1.10f+ mod. The bug does not occur on 1.09, which leads me to believe that this has to do with the changes that occurred in 1.10f which broke animation transitions. It would definitely require hardcoding to fix, although I'm not aware of any mods that have managed to fix it. I'll be sure add it to the list of bugs at least.

EDIT:
Updated to version 3. Thanks AlphA, Chthon VII and especially LastCorpse!
Updated to version 4, thanks for the bug reports and feedback! This will likely be the last version of Overworked (unless some unexpected issue or bug appears) since I can't think up anything to add that won't cause compatibility issues with Diablo 2 saves or make this too non-vanilla. Next, I'll be working on a sequel to Overworked that will have crazier softcoded changes.

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Re: v4 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Tomkomaster » Sat Jun 05, 2021 7:31 pm

Very impressive bugfixes Cypress, Im definitely using this as a base for my mod.

Here are some other missing fixes which you can add to this, or to overworked v2 if youre making it (which I cannot wait :-) )

- Add description to other potions with exact values (health potions, mana potions)
- Add missing descriptions to the other itemstatcosts, which can be used in affixes or other places, and also properties
- Add negative descriptions to itemstatcosts
- Enable the unused monster sounds from mpqs (also there are unused monster sounds for bosses too)
- Add the fixed font plugin (which fixes the 5s looking like a 6)

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Re: v4 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Cypress » Thu Jun 10, 2021 11:04 pm

Thanks for the ideas Tomkomaster. Unfortunately, most of those are not possible.
(1) Not possible since potions only reference the calc values and ignore spelldesc, which means I can't force a calc that factors in the average recovery based on potion criticals
(2) Missing descriptions/properties is a good idea, and I have added it. No save bits though to maintain Overworked's compatibility with vanilla.
(3) Negative descriptions won't work due to double negatives, since the string will always display the negative sign (e.g. if I have Enhanced Defense/Reduced Defense, they will display as: +#% Enhanced Defense and -#% Reduced Defense)
(4) I added some unused sounds, although they sound weird so I don't think they will be useful. If I'm missing any unused sounds that you think are good, then please let me know!
(5) I prefer the janky 5s, but I included Snake's font changing plugin for anyone who wants it in USEFUL MODDING PLUGINS

I am still working on Overworked's sequel, although it's currently a huge mess and might end up being too confusing/different.


Version 5 is finished. It includes:

•Various fixes to bugs introduced by Overworked (most serious bug was necromage damage referencing the missiles instead of the new skills, which resulted in a desync between damage display and actual)
•Inferno and Arctic Blast have their damage display fixed (I wrongly calculated it as 10/24, when it was 1/2 as has been known for decades); also doubled their damage (this means it will appear as if Inferno and Arctic Blast deal vanilla damage)
•Monster Power Strike is fixed in the same way as the Amazon's, so that they too can apply +AR%
•Fallen Shaman desynced fireballs are fixed
•Blood Raven's buggy Quick Strike is replaced with ravenstrike, which makes it so she can shoot defense-ignoring fire arrows like in pre-1.10f (the bugged vanilla version shoots fire arrows cltside, but normal arrows srvside)
•Desert Turrets and catapult fire spikes used to have the bugged collidetype=1 which only hits players; now they use collidetype=3
•Sounds for hellmeteor
•Sounds/effects for burning (if they're too ugly, let me know and I'll remove them)
•Descriptions & properties for unused stats (but without save bits, those need to be decided on by the modder: the changelog includes recommended minimum settings)
•Added some unused sounds, although I'm not sure if anyone will find them useful (a lot of them will require moving files around too, since the original files are only in Local)
•Deleted the new v4 unique/set name strings and instead directly modified unique/set string names to minimize string usage
•Renamed various unique/set strings, including unused strings, to exclude all apostrophes: this will help minimize unnecessary debuglog errors

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Re: v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Tomkomaster » Fri Jun 11, 2021 9:40 am

Amazing work Cypress, I will add these changes to my WIP mod. Just a couple of notes:

- in skill.txt, lines 357 and 500, says that its unused357 and unused500, but there are some datas in those lines. Are they safe to remove or are those lines needed for something?

- In vanilla Diablo 2, negative values on Resist to all property are bugged, they show up in game as All Resistances +-X . This can be easily fixed by adding a new string to negative values in itemstatcost.txt on lines 39, 41, 43 and 45 (the lines for the four elemental resistances), and adding the string to a tbl like "All Resistances %d "

- stamdrainmindam and stamdrainmaxdam are bugged? Can they be enabled to use as properties?

- in rareprefix.txt, Warp and Rift are unused, they can be enabled by adding itemtypes which they can spawn on

- the unused sounds that I was spoken of are in d2sfx.mpq file, and are all unused monster sounds, which most of them can be enabled in game by adding them to sounds.txt and monsounds.txt (as far as I remember, you dont need to take them out of the mpq files, just referencing them in the txt-s are enough)

Here are some of them, there are more, didnt finished checking them all out yet:

-Andariel: An unused taunt
-Bat Demon: 1 unused attack, 1 unused shock attack, 1 unused unhide sound
-Bone Fetish: These have sounds for being raised, but they are never used
-Corrupt Rogue: 1 unused death sound
-Diablo: An unused taunt
-Fetish: Wow, where to begin. First, 3 unused attacks. 1 unused death. 2 unused "get hit" sounds. They have "taunts" too, (laughX.wav), but I'm 99.99% positive that these are unused. 4 laugh sounds in total.
-Finger Mage: An unused sound for the homing missiles (but it's completely identical to another one)
-Goatman: These have idle noises that are never used
-Greater Mummy: These have 7 (7!) unused spell sounds, in addition to a Healing sound that has an entry in sounds.txt but is never used
-Leapers: 6 unused attack sounds
-Mosquitoes: 5 unused attacks
-Sand Maggots: 3 unused spit sounds (these may be used though, I need to check)
-Sand Maggot Babies: Unused emerge and burrow sounds
-Sand Maggot Queen: Unused "splat.wav"?
-Skeleton Mages: 3 unused attack sounds
-Tentacle Heads: 4 unused appear sounds
-Thorned Hulks: 4 unused attack sounds
-Willowisp: 1 unused appear sound
-Zombie: 1 unused idle sound, it's only used by Corpsefire

For the boss taunts, I enabled them all, and now when you encounter a boss, a random taunt sound is played if they have more than 1 enabled (I personally like it this way, not hearing always the same lines from bosses)

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Re: v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by Conqueror » Sun Jun 13, 2021 12:12 am

wow, nice work!!

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Re: v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs

Post by erevos » Fri Jun 18, 2021 7:54 pm

Great work Cypress!

If you release a patch or for your sequel, monsterwolf1 has a typo in AI, it was Pantherwoman instead of PantherWoman. This stat weapon-att% i can really understand how it works differently from the att%, if you dont mind to explained it a bit.

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