questions on features

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deathfile
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questions on features

Post by deathfile » Tue Jan 28, 2003 5:22 am

i was looking over the website (which is very nice btw) and saw some features that looked cool. one that surprised me was:
[url wrote:http://www.planetdiablo.com/DD/[/url]"]
- Some Waypoints have been moved somewhere else to prevent "Runs".
i have tried rearanging waypoints many times before, and there always seems to be problems. did you find a way around it, or just disabled some waypoints?


also, what do you mean by
[url wrote:http://www.planetdiablo.com/DD/[/url]"]
- Almost all areas in the game are bigger, although Act 3 is smaller right now.
Last edited by deathfile on Tue Jan 28, 2003 5:27 am, edited 1 time in total.

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Re: questions on features

Post by rav3n » Tue Jan 28, 2003 5:48 am

i have to admit i've done nothing with waypoints for now

but i'm almost sure that with small .ds1 editing and levels.txt you can move waypoints... and it seems to be an easy task. i'm not sure anyway, and i'll only look into this later on the mod developing....

the areas of acts 1, 2, 4 and 5 are bigger in size, in special the underground areas. but act 3 is smaller.

i've done this editing lvl maze, levels.txt. although only few outdoor areas can be re-sized (such as the valley of snakes), almost all underground areas can be increased.

ok? :) cya.
Last edited by rav3n on Tue Jan 28, 2003 5:51 am, edited 1 time in total.
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Re: questions on features

Post by noELrunes » Tue Jan 28, 2003 5:18 pm

you could always put a mini-boss monster around the waypoint as it could be "guarding" it.

That would make the player either think to try to run and get the WP (of course he would have some nice greetings when he goes back and forth through town)

or fight for it.

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Re: questions on features

Post by rav3n » Tue Jan 28, 2003 6:30 pm

that's a pretty cool idea and actually i already using it.

but this is very dangerous to use this since players can make a boss run and just get the goodies...

this happens twice in act 1.
the first boss, near cold plains wp, drops cube + a few items used in recipes, so basically you can't exploit him.

other is near the inner cloister wp. he's very strong and resistant, it's a real pain in the ass to kill him so unless you've already completed act 2, it'll be really painfull to make boss run on him.... and the items, although very good for a act 1 character, are not that valuable to a act 3 character... maybe in NM and HELL this become an issue, but this is how it work for now.
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Re: questions on features

Post by noELrunes » Tue Jan 28, 2003 8:04 pm

you could somehow edit the drops (via game.dll perhaps?) for those specific monsters?


and I loooooove the pictures you used for the saved character screen and the opening one.

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Re: questions on features

Post by rav3n » Tue Jan 28, 2003 8:12 pm

there's no need to .dll edit... you can do this by editing either monstats.txt or treasureclassex.txt

i'll see what i can do. the idea is good... :)
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Re: questions on features

Post by deathfile » Tue Jan 28, 2003 9:56 pm

make sure the waypoint guards can run fast enough (like not zombies), so that you cant just use the waypoint and run.

also i suggest you look at this ds1 editing with waypoints, its MUCH harder than it seems. moving waypoints does not work exactly, check out my cow level plugin for just one example of how its messed up when you move them.

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Re: questions on features

Post by rav3n » Tue Jan 28, 2003 10:00 pm

i thought this would be difficult as placing any other object on a particular .ds1 area... :(

we'll see what i can doo
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Re: questions on features

Post by deathfile » Wed Jan 29, 2003 1:28 am

tell me if you have any success. im curious if anyone can get this working, with or without dll editing.

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