[Project Abandoned]Volf´s Mod

Information and updates the APTE mod. If you have any questions or suggestions for the mod, please post them here. The project was cancelled.

Moderator: Volf

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Alkalund
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Re: Volf´s Mod

Post by Alkalund » Sun Nov 16, 2003 3:18 pm

[quote=Volf";p="139489"]My brother has finally registerd at the keeps forums, hes using the nick Ninja_smurf.
From now on he will answer questions regarding unique items.[/quote]

The first post has been updated to include Ninja_smurf's nickname. Everyone please also notice the website for this mod is now at http://www.volf.biz/ , and Volf's email has changed to volf@volf.biz ;)

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exaradian
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Re: Volf´s Mod

Post by exaradian » Mon Nov 24, 2003 10:43 pm

waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhh 8-O

teriffic map changes i can't wait playing this mod :D

thumbs up for your work, i am really looking forward playing it

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Re: Volf´s Mod

Post by Volf » Mon Nov 24, 2003 11:29 pm

Im sorry to say it will take some time before this project is done.
Theres been some changes to my plans, right now i only have a couple of hours a week to work on my project but if all goes well il get back to full time modding within a month. Its not easy to spend ths much time without my computer,m already starting to get withdrawal symptoms! (modding is evil):D

Heres what i got so far.

Act1 - almost ready(maby a few caves and some bugfixing)

Act2 - Just getting started

Act3 - only edited the town but im planing to redo all the maps coz those jungle levels irratate me :D

Act4 - Almost ready

Act5 - Havent even started yet (have an idea but im not shore how to do this so i wont give any detais yet)

When i have built up the word the way i want it to be i will concentrate on other features like items/skills and such, i have already done alot in this area to but there is still alot that i intend to accomplich.

Edit 1/12
Yep im still on a brake from modding! Oh no im hopeless! this is what iv done so far on my brake http://www.volf.biz/currently-working-on.htm (damn it! modding is addictive)
Last edited by Volf on Mon Dec 01, 2003 8:56 pm, edited 1 time in total.

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Re: Volf´s Mod

Post by Alkalund » Wed Dec 10, 2003 2:14 pm

[quote=Volf";p="141058"]Edit 1/12
Yep im still on a brake from modding! Oh no im hopeless! this is what iv done so far on my brake http://www.volf.biz/currently-working-on.htm (damn it! modding is addictive)[/quote]

The Docks District from BG2!! 8-O That's so cool man, keep us posted on updates :cool:

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Re: Volf´s Mod

Post by Althalus » Wed Dec 10, 2003 6:29 pm

Nice :D! BG2 rocks because of its many QUESTS and big areas... so, i think you should add aloooooooot of new quests if you can ! Many many many mini quests...

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Re: Volf´s Mod

Post by Volf » Thu Dec 11, 2003 6:02 pm

Oh man the last few days have been hell, i couldnt get online coz of a problem with the phonelines, im still experiencing serious modding withdraw syptoms:D


[quote=Alkalund";p="143805"]
The Docks District from BG2!! 8-O That's so cool man, keep us posted on updates :cool:
[/quote]
Yep i converted docksdistrict but i havent decided yet where to use this map, im also converting some of the indoor parts of docks district.
[quote=Althalus";p="143856"]
Nice :D! BG2 rocks because of its many QUESTS and big areas... so, i think you should add aloooooooot of new quests if you can ! Many many many mini quests...
[/quote]
Already working on it!

Edit
Heres a screenie of my clueskroll puzzles http://www.volf.biz/MISC1.htm
:lol:

Edit
Today i made some modifications to the multiple surican skill,Read about it here!
Last edited by Volf on Fri Dec 12, 2003 3:19 pm, edited 2 times in total.

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Re: Volf´s Mod

Post by Althalus » Fri Dec 12, 2003 11:04 pm

Sweet... I just like the new docks area in your mod! Oh please :D Release it as a plugin :roll:

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Re: Volf´s Mod

Post by Volf » Fri Dec 12, 2003 11:31 pm

[quote=Althalus";p="144315"]Sweet... I just like the new docks area in your mod! Oh please :D Release it as a plugin :roll:[/quote]

I might make it into a plugin sometime after my mod is finnished:
Btw: this map would make a huge plugin, the raw dt1 file is about 25mb and with ds1 file and sound file and such it might be up to 40 mb.
Anyway the map isnt still finnished, it seems to take forewer to edit the ini of endless amounts of tiles.

Oh forgot to mention, this docks map is the new act4 town.
Also i finnished act1 today, at least everything map related, so now il start working on act4, then il have to reethink act2 and 3 coz the filesize of my mod is getting to huge:

But now i realy will take a brake from modding. The next update will be sometime next month!

Edit:
Woops majour error corrected

Edit: Forgot about this screenie http://volf.proboards15.com/index.cgi?b ... 1071597037
Last edited by Volf on Thu Dec 18, 2003 11:39 pm, edited 2 times in total.

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Re: Volf´s Mod

Post by kingpin » Fri Dec 19, 2003 12:07 am

Yours Halbus Residence looks very nice.

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Re: Volf´s Mod

Post by Althalus » Sat Dec 20, 2003 11:20 am

Woah, that residence is taken from Bg2 too...Damn, this mod will be great... :mrgreen:

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Re: Volf´s Mod

Post by Volf » Sun Dec 21, 2003 11:45 pm

Yep Halbus home is based on BG screenies to, id like to use some gfx from other games to but im not shore i wanna bye a game just to get some screenies. Hmm maby someone i know could prowide me with screenies. :D

Now iv been working on my other modproject but in the prosess i came up with this set for Volf mod project http://www.volf.biz/Guardian%20Angel.htm

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Re: Volf´s Mod

Post by reiyo_oki » Sat Dec 27, 2003 12:27 pm

nice set you got there. But how did you make it change the player into a paladin? I'm guessing its a clone of the shadow(master/warrior) state that uses paladin graphics instead, am I right?

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Volf
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Re: Volf´s Mod

Post by Volf » Sat Dec 27, 2003 1:36 pm

[quote=reiyo_oki";p="146533"]nice set you got there. But how did you make it change the player into a paladin? I'm guessing its a clone of the shadow(master/warrior) state that uses paladin graphics instead, am I right?[/quote]

Sorry your wrong but your still on the right track.
Basically i just followed Items To Morph Characters Into Monsters
by LiNkIn_PaRk (tutorial
.

What i did differently was i changed Gfxtype to 2 (1=monster 2 = player) in gfxclass column i put 3 (Amazon = 0 Sorceress = 1 Necromancer = 2 Paladin = 3 Barbarian = 4 Druid = 5 Assassin = 6).


Then the state was ready to use on my item :D




Edit:
Are you a serious gambler
I made some set related cuberecipes, wery risky to use but might be worth it!
Check it out here

Edit:
The last few days i hvae been converting itemgfx from shadowflare, and i also increased the inventory and the storepages, the inventory is now 6x13 boxes and stoorepage is 11x11 boxes. Heres a screenie http://www.volf.biz/Bigger%20inventory.htm
Last edited by Volf on Thu Jan 01, 2004 9:48 pm, edited 2 times in total.

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Re: Volf´s Mod

Post by kingpin » Fri Jan 02, 2004 6:45 am

Your new inventory is huge :)

It looks good, but will charms be turned down in power? Since when you increase the inventory size you would be able to add more charms and could be a balance trouble othervise :)

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Volf
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Re: Volf´s Mod

Post by Volf » Fri Jan 02, 2004 1:40 pm

I have already given monsters 2x their normal hp, but your right a huge inventory might still make it to easy and my goal is to make the game a bit moore difficult.
Il look in to balancing when i have the mod almost ready, might make monsters even moore poverfull or give them moore resistance.
Anyway i think its better to think about sush things in detail later on. :D

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Ninja_Smurf
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Re: Volf´s Mod

Post by Ninja_Smurf » Mon Jan 05, 2004 10:27 pm

app. 100 new uniques are now made to this mod
check them out at http://volf.proboards15.com/index.cgi?b ... 1069104302
Some samples can be found in the forum.

I would realy appreaciate some feedback on theese items or some suggestions for items.
Last edited by Ninja_Smurf on Tue Jan 06, 2004 12:40 am, edited 1 time in total.
Mushrooms are my friends
www.volf.biz

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Re: Volf´s Mod

Post by Volf » Mon Jan 12, 2004 3:06 am

Iv been trying to make recipes that compress weapons and armor to small stones, however i got into trouble after writeing around 500 lines in misc.txt and 1000 lines ín cubemain.txt.
SVR fixed this bug for me and now you can se the result here http://www.volf.biz/Cube%20resipes%20Co ... 0items.htm

Edited bad link

Edit:

I have been working on an island map but i couldnt get it to work the way i wanted it to. Well today i suddenly figured out how to fix the problems an heres the first screenshot http://www.volf.biz/currently-working-on3.htm

Edit:
The island map is finnished and the screenie updated (same link above)

This week iv started on a new map for act 4 called The Under Water Passage,, you will find out later why its called that :D
se screenie http://www.volf.biz/currently-working-on.htm

The biggest new is that i finnished my gembag. Now you can store every gemtype in the same bag and for extracting you will need a gemlantern that helps you find what your looking for in the bag, more details http://www.volf.biz/Cube%20resipes%20Gembag.htm
Last edited by Volf on Tue Jan 20, 2004 9:09 pm, edited 3 times in total.

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Re: Volf´s Mod

Post by kingpin » Tue Jan 20, 2004 9:18 pm

Wow!

Your new map looks amazing. The blue light, does that come from the character or the area?

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Volf
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Re: Volf´s Mod

Post by Volf » Tue Jan 20, 2004 9:35 pm

The blue color comes from the area, i did alot of editing to the act1 cave tiles and then i used fog and other objects to get a more underwater cave feeling.

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Re: Volf´s Mod

Post by Althalus » Wed Jan 21, 2004 7:26 pm

Cool :D And about the island thing... Boat? Is that just like a teleporter or is it sailing ^^?

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Re: Volf´s Mod

Post by Volf » Thu Jan 22, 2004 4:25 am

[quote=Althalus";p="149996"]Cool :D And about the island thing... Boat? Is that just like a teleporter or is it sailing ^^?[/quote]

I wish it was sailing :)
But my lack of knowledge about code and animation editing prevents me from doing so :)

Its realy a boat warp but i does give you the feeling that you have travelled to the island by boat
heres 2 screenies
http://www.volf.biz/Map%20Screenies/Salama1.jpg
http://www.volf.biz/Map%20Screenies/Salama3.jpg

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Re: Volf´s Mod

Post by ShadowLord » Thu Jan 22, 2004 2:55 pm

This looks great. Finally something that gives a wholly new atmosphere to D2.
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Re: Volf´s Mod

Post by Volf » Mon Jan 26, 2004 12:55 am

[quote=ShadowLord";p="150125"]This looks great. Finally something that gives a wholly new atmosphere to D2.[/quote]
That would be my idealistic goal, however im afraid that if i continue to persue the idea of a completly new world of D2, this project will never be finnished.
Time for compromiseing :( .

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Re: Volf´s Mod

Post by Malkor » Mon Jan 26, 2004 5:11 am

Converting the BG2 docks... How pretty! That island looks very yummy as well.
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Re: Volf´s Mod

Post by Volf » Tue Jan 27, 2004 9:50 am

Heres a a early screenshot of another act4 map, this map is mostly based of new tiles some Bg themed, others Shadowflare and some of my own mixed with good old d2 tiles http://www.volf.biz/Map%20Screenies/Somewhere.jpg

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