BaseMod Plugin

This forum is for members of the public to post any announcements relating to Diablo 2 Mod Making including mod and patch releases amongst other similar subjects.
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devurandom
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Re: BaseMod Plugin

Post by devurandom » Wed Mar 13, 2019 2:20 am

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.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

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oli25
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Re: BaseMod Plugin

Post by oli25 » Thu Mar 14, 2019 1:53 am

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.

mengxuecen
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Re: BaseMod Plugin

Post by mengxuecen » Thu Mar 14, 2019 5:11 pm

1.13C d2hackmap.dll cannot be loaded

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

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devurandom
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Re: BaseMod Plugin

Post by devurandom » 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.
;)
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

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updawg
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Re: BaseMod Plugin

Post by updawg » Fri Mar 15, 2019 1:26 am

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!

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Re: BaseMod Plugin

Post by devurandom » Fri Mar 15, 2019 11:14 pm

@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.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

mengxuecen
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Re: BaseMod Plugin

Post by mengxuecen » Sat Mar 16, 2019 9:03 am

Thank you for your dedication to this mod!
v1.11.5 It's working properly.as Extra Dll.

oli25
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Re: BaseMod Plugin

Post by oli25 » Sat Mar 16, 2019 4:36 pm

@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!

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Sat Mar 16, 2019 5:16 pm

@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.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

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Tomkomaster
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Re: BaseMod Plugin

Post by Tomkomaster » Sun Mar 17, 2019 10:53 pm

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

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Mon Mar 18, 2019 4:56 am

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.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

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