Mouseover question about new area replacing the Pit

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Mouseover question about new area replacing the Pit

Post by Shyster » Fri Oct 16, 2015 6:41 am

While I have created my map with no problems, I came to find out that mousing over displays a big bag of nothing and I cannot enter. No matter what I change, the result is always the same.

I'm using extended levels so this new zone is 137 ofc. I haven't read about anyone having this exact issue (though I am still searching..)

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Re: Mouseover question about new area replacing the Pit

Post by devurandom » Fri Oct 16, 2015 6:57 am

check warps in levels.txt to your new map.
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Tue Oct 20, 2015 5:35 am

Here's what I did so you can see -I've gone over the columns so many times my head's spinning. From what I can tell I've done it just like the others. I've switched them back and forth between other locations and it works. The problem appears to be with my zone and it's probably really obvious but I'm confused where to start.

Image

Image

Image

I've tried everything I can think of. Need help or I'll never be able to move forward with anything I know how to do. This is the only thing that confuses me at all right now so it is really frustrating

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Re: Mouseover question about new area replacing the Pit

Post by devurandom » Tue Oct 20, 2015 7:01 am

Could also be an issue with LvlWarp.txt in your new level.
If your using preset tiles like gold chest in your new level, you need add new row with unique def # in LvlPrest.txt.
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Tue Oct 20, 2015 8:56 am

Actually, the new level is mostly blank since I removed all the objects except for the entrance. It just uses the standard a1 wilderness tiles, all the stuff that tristram accepts like normal, nothing special. I based it on the guide that has you make a sort-of copy of the tristram map.

I haven't even been able to get into the level, do I need to create one of those entrance spots like the tamoe highland has, within the new map itself?

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Tue Oct 20, 2015 4:11 pm

If you cannot connect to the map, make sure the following are done.

If you map a preset - if so, add it to lvlpreset.txt. Make sure scan = 1. If it's a maze, add it to lvlmaze.txt. I have never created a maze map using the Act 1 wilderness tiles. IDK if you can. In both cases make sure the size of the ds1's match what you record.

Make sure you have recorded the correct vis tiles in levels.txt for both the sending map and receiving map.

If you are making your own warp, add it lvlwarp.txt, and turn off the lightversion. Sometimes it's just easier to clone a warp and turn off the lightversion.

Doing these things will at least help you connect to a new level. If you still can't connect, you should at least produce an error message which can be a lot easier to fix than nothing at all.

Once you have the connection working, the mouseover is controlled by lvlwarp.txt. Play with the x's and y's until you get what you want.
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Re: Mouseover question about new area replacing the Pit

Post by mirecek » Tue Oct 20, 2015 6:20 pm

if youre not crashing, that means you connected the levels properly.

litversion=1 makes the mouseover light effect on the entrance/stairs/warp
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Tue Oct 20, 2015 6:28 pm

Well, I swapped which Vis/Warp column was being used. Instead of Vis/Warp4, now it's Vis/Warp1. Now when I get close to the entrance (the 2 screen length-ish kind of close) it crashes with an error.

line 826
error 6fdbc62d

I have no idea if that is helpful at all, but at least it's doing something different now. I'd given up hope in even having the door respond to my mouse. Unless that's incorrect and it SHOULD be between 4-7. We are going from a cave level to an outdoor preset level.

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Tue Oct 20, 2015 9:23 pm

What's the error message?
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 6:48 am

Image

It is worth noting that the Vis and Warp columns have my brain somewhat confused. The guide talks about how 0-3 and 4-7 are used a little differently, and I've tried a couple different things. Since I'd like to avoid having to make custom warps (that's just one more thing that can go wrong) I've tried using the same exact columns as what other Act 1 Caves do, but this results in the nothing to mouse over problem when I get to the "old pit level 2" entrance.

I tried it in a different spot, since I realized my method may have been incorrect. I tried doing what I thought made sense, and placing the numbers in a column that was for outdoors or whatever, since the "pit level 2" is now actually going to an outdoor preset (the tristram-like level). It wasn't until trying this that I would crash. So either crash or nothing to mouse over lol


EDIT: It's also worth noting that no matter what I set the Vis to in a scenario where it DOESN'T crash - unless it is 16 (The Pit Level 2) the mouseover is nothing. I've tried it on other levels like town for instance too.

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Re: Mouseover question about new area replacing the Pit

Post by devurandom » Wed Oct 21, 2015 7:17 am

Is this the tutorial you followed?
http://paul.siramy.free.fr/_divers/ds1/ ... index.html
If so, it has some issues in 1.13c, and likely, some other versions too.

Here's a post that details some issues it has issues.
viewtopic.php?f=8&t=62479
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 9:46 am

https://d2mods.info/index.php?ind=revie ... w&iden=315

I followed this one, and was frustrated that it only explained how to CREATE the level and not really how to connect it, or at least not to where I could get it working.

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Re: Mouseover question about new area replacing the Pit

Post by devurandom » Wed Oct 21, 2015 5:38 pm

How are you connecting your new pit level 2 to the outdoor preset? with a trap door ?

looks like your new level is correct 137, but you should use PID 1091 in levelprest.txt for the new level.
Last edited by devurandom on Wed Oct 21, 2015 6:10 pm, edited 1 time in total.
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 5:56 pm

So in Tamoe Highland there's the Pit Level 1 of course. Inside, what I wanted to do was make that CaveDown-looking warp that previously went to PitLvl 2, go to my outdoor preset instead.

Also, yes it is a new level - ID 137. When I change it from whatever ID number takes you to Pit Level 2, to my level, that's when mouse over = nothing. I'm not sure if I'm better off attempting to work with the mouseover problem or the crash one :P

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Re: Mouseover question about new area replacing the Pit

Post by devurandom » Wed Oct 21, 2015 6:22 pm

The only thing I can find related to error #826 is this:

viewtopic.php?f=4&t=54125
Assertion Failure
Location: D2Common\DATATBLS\LvlTbls.cpp, line #826
Expression: Error in DLRG related to stairs that connect levels.

How may I go about fixing this error?

Edit: I found the error in the Levels.txt, however my "trapdoor" will not open.
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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Wed Oct 21, 2015 7:03 pm

Just an easy check.
Open up both maps. What warping tile did you use on the actual map? Vis 0, Vis 1, Vis 2? In Levels.txt, you will see Vis0, Vis1, etc. Put the correct map id in those columns. Do you produce this error again? You're modding 1.13. I mod 1.10 which gives significantly more useful error messages.

Make sure scan = 1 in a preset map. Are you able to get to the entrance of your map or does the game crash?
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 8:19 pm

In Levelpreset the Def is 1091 and the lvlID is 137, as I followed in the guide.

Act 1 Cave 5 uses Vis0 by default, and I changed the Vis4 from 16 to 137 to match my level. Unless that's not how you're supposed to do it that is. My level is using 12 on Vis4, theoretically to take you back to Act 1 Cave 5. The Vis/Warp columns make my head hurt >.>

Act 1 Cave 5 uses 5 in the Warp4 column like normal, and my level currently uses 3 in the Warp4 column.

######
UPDATE
######
So I'm retarded and forgot to put down a Vis4 in my map...I can now properly see "To Mirror Forest" upon mouseover. That's one down.

Next, it crashes with no error upon entering. Just the old "diablo 2 has stopped working"

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Wed Oct 21, 2015 8:24 pm

Did you create the red string of letters "Entering ...." and add the name of the string to levels.txt (Something like A1L100) ? Did you put the string in data/local/UI/eng/expansion/ ?
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 8:26 pm

Yes, I had to make them by hand since txtdc6 crashes using ANY other font than the default. I tested them back before I made a new level, they work fine.

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Wed Oct 21, 2015 8:29 pm

Is the tile you enter your new map on walkable?
Is the entrance to your map near the edge of the map?
Do you have a unique layer number.
Are you confident that the map size is correct?
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 8:39 pm

1. Should be, though I'm honestly not sure how to tell. It's on grass, nothing special if that's what you mean. By all rights it should be easily reachable. I leveled the entire field and removed all objects. This may not be good enough though, if there's a field I'm missing.
2. No, it's roughly where the old entrance to Tristram was. A few tiles to the northwest.
3. Yes, I am using layer 100 atm
4. The tutorial told me to use 50 for SizeX and Y, and use 500/1000 for OffsetX/Y, so that's what I did.


Also, I was confused why the tutorial told me to use 50x50 when Tristram and Pandemonium Trist use 43x48, but that may not be important..?

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Wed Oct 21, 2015 8:46 pm

Do you have the right Act in levels.txt?
Do you have the right lvltype and dtmask?
When you edit your ds1, what are the largest possible coordinates you can get?
If you have these many things all correct, there is a small possibility that you just have to move your map entrance somewhere else. This has happened to me.

In the ds1 editor, hit the space bar. A number of tiles will become red. These are unwalkable tiles. Make sure your tile is not unwalkable.

Also, hit shift control if I remember correctly to make your vis tile (a special wall tile) invisible so you dont see a greeny blue spot.

Map size is critical! It must match what you put in lvlpreset/levels.txt. Can't remember if the value you list is one more or one less than actual size of the map.
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 9:00 pm

1. Act is 0 so I'd say yes.
2. I'm using 11 for lvltype which is Act 1 - Tristram. Unless I'm supposed to make my own which I didn't see anything about so far. The tutorial told me to use 31 for the DT1Mask, but I lost the water graphics when I did this (and I wondered why he changed it anyway) so I changed it back to 63.
3. Straight from editor: Cell (50, 50) is maximum

Alright, I added a 1 to W4 since it is a Vis4, if I understand a quote I stole from Volf somewhere correctly.

Also, I believe it's 1 less, so I'm assuming the spot to reduce by 1 are the columns in levels.txt. I shall try that

Edit: Just crashed after setting them to 49/51. It seems 50 would be correct then..?

Set them back to 50, still crashing upon entering with no error message.

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Re: Mouseover question about new area replacing the Pit

Post by Trevor » Wed Oct 21, 2015 9:13 pm

Keep it at 50. Maybe I'm mistaken - I remember there being a + or - 1 somewhere on the map size.
Do you have any flags set on Portal or Position in levels.txt?
Waypoint = 255?

Both sizes match? (Level.txt and lvlpreset.txt)
Your map is in the right folder? (IE matches what you have in lvlpreset.txt)
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Re: Mouseover question about new area replacing the Pit

Post by Shyster » Wed Oct 21, 2015 9:19 pm

Portal and Pos are both 0 as they were, as is Waypoint at 255

The size in LvlPrest was 0X 0Y. This is what Tristram uses so I did the same. I just tried it at 50/50, nothing seems to have changed, still crash upon entering with no error.

And yes my stuff's in the right folder: C:\Program Files (x86)\Diablo II 1.13c\data\global\tiles\act1\outdoors\mirrorforest.ds1

The path in LvlPreset uses the forward slash, so for here it is: Act1/outdoors/mirrorforest.ds1

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