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  • Welcome at our new home!!!

    This is the Snej Portal, home of several D2 Modifications and D2SE
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  • You can also find the home of the

    Aftermath Mod here

    http://snej.org/forum/index.php?board=674.0
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June 18, 2019, 02:51:21 AM
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Recent Posts

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1
D2SE Modmanager / Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Last post by hydris on June 17, 2019, 01:15:40 AM »



Hi,


I've used the modmanager for many years by now, only bringing things up because I replay Diablo II on occasion, and the patch selection functionality is good. But now I currently buttheads with not being able to launch with certain parameters.


As listed here.


https://diablo.fandom.com/wiki/Game_commands


I get what you mean by




1. I do not want to have Forks of D2SE that are all incompatible to each other.. as this will destroy the idea behind it to build a single and common platform for all (every modder has a defined state of files he can rely on and working ways to activate all existing mod systems aswell as loading own mpq and .dll, all this without influencing other mods or beeing influenced from them because every mod is separate in his private space including the savegames).




but having a "single common platform for all", go unsupported is also very disasterous in its own way. Either for the community or its own adoption. You can still have free/open source code, and maintain a common "protocol", file hierarchy, etc.


#2 and #3 are more defensible however. Though, that's Windows and I don't use it anymore. (And like relying on a big popular operating system / software "platform", and having to move off because of a contingency in the future, was like having a rug pulled out from beneath my feet.)


I think I caught a statement on not allowing cheats, but it's rather silly since these cheats affect the single player game only e.g map seed setting, starting a character at level 33 in Act 5.


Especially with the things possible to do with PlugY (even supported!).


---


Reverse engineering the exe is illegal under the Digital Millenium Act, and in violation of the licence for the game. I have to know the Digital Millenium Act because I run an internet radio station.


Reverse engineering software is legal.


But it gets questionable if the target programs source code was used in the process (which isn't the case).


E.g there's even a complete free/open source engine reimplementation of Diablo I on github. (None sadly for Diablo II.)


But to comply with law, they can not distribute game assets.

2
My Account / avitohol89
« Last post by kavuvu10 on June 13, 2019, 12:54:03 PM »
hi i am big diablo fen.codex has been read and understood.10x
3
My Account / avitohol89
« Last post by kavuvu10 on June 12, 2019, 02:53:58 PM »
very pro
4
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by ChaosMarc on June 07, 2019, 12:22:38 PM »
Ich mache hier mal auf deutsch weiter, da ich davon ausgehe das wenn du eine pur deutsche Mod spielen willst, du auch deutsch sprichst.

Ich habe die Mod eben ohne weitere Probleme mit PlugY 11.02 starten können, welches ich global für alle Mods installiert habe.

Meine Vorgehensweise ist:
1. im Mod-Verzeichnis die plugy.dll löschen
2. PlugY 11.02 zip herunterladen und in das Diablo II\PlugY Verzeichnis entpacken (alle vorhanden dateien übschreiben)
3. Alle Dateien aus dem Verzeichnis "Diablo II\PlugY\PlugY" in das Verzeichnis "Diablo II\PlugY" verschieben und den jetzt leeren Ordner "Diablo II\PlugY\PlugY" löschen

Wenn das bei dir nicht klappt, solltest du einmal alles deinstallieren und dein D2 Verzeichnis komplett löschen. Die "save" Verzeichnisse aus den CORES / MODS Ordnern und das normale "Diablo II\save" Verzeichnis vorher natürlich sichern. Dann D2 neu installieren, D2SE installieren, den Mod installieren/entpacken (saves wiederherstellen) und mit meiner Anleitung von oben weitermachen.

Wenn dann irgendwelche Runenwörter nicht funktionieren, liegt es nicht an PlugY sondern an der Mod. Wenn du die Option ActiveLadderRunewords=1 aktivierst, zwingt PlugY das Spiel dazu ein bestimmtes Attribut zu ignorieren mit dem einzelne Runenwörter im SP deaktiviert werden und macht nichts individuelles mit den einzelnen RWs.


Eine Auflistung welche Runenwörter mit welchem Patch hinzukamen findest du hier: http://classic.battle.net/diablo2exp/items/runewords-110.shtml


Viele Grüße
Marc
5
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by llVIU on June 05, 2019, 12:22:45 PM »
http://www.snej.org/forum/index.php?topic=18504.0

D2SE_d2dragz_1.1_sfx.exe (Released 01.07.2011 21:30)
Modtitle: d2dragz.net Language/Sprache: german/deutsch
Size: 24,6MB Download, 25MB on Harddrive
Modfolder: d2dragz Core: 1.10f
6
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by ChaosMarc on June 05, 2019, 09:52:08 AM »
I think your installation is broken. Which mod are you trying to play (download link if possible)
7
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by llVIU on June 04, 2019, 10:50:18 PM »
btw I tried more runewords and some work, some don't.

3s arm:   hel lum fal   works
   fal um pul   works
2s arm:   nef lum
   mal tir      does not work   Prudence (Prudence)
2s shield:   eth lum   does not work   Splendor (Splendor)
      shael eth
3s shield:   ral ort tal


You know why? Because my diablo version says clearly in d2se and in-game that it's 1.10f ... but it's NOT 1.10. Prudence and splendor are v 1.10 runewords... rest are original runewords. Perhaps that's why they didn't work. But there are no 1.09/original/pre 1.10 runewords for me to test this theory.


I don't think there's any way for me to make 1.10 runewords in those mods.

edit: actually gloom is a 1.10 runeword and it does work so I'm not sure what the problem is.
8
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by llVIU on June 04, 2019, 07:33:27 PM »
it does not have a d2gfx.dll.


I tried option 1 again, they did have active memory check set to 1, I changed it to zero and I get this:


error: read access missing to patch memory at 07BB8061.
Please install a clean version of Lord of Destruction


You can avoid this error message by setting activevkeckmemory=0 in plugy.ini
(warning: be careful when you use it, it shouldn't be used by common use


====
This error message is caused solely by changing active check memory from 1 to 0, at 0 I get the above message, at 1 I get 'error byte 81 wanted but 14 found to change memory at 07B979295'' (slightly different memory place than before)
9
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by ChaosMarc on June 04, 2019, 07:08:57 PM »
does the mod come with a modfied d2gfx.dll? you could try setting ActiveCheckMemory=0
10
D2SE Modmanager / Re: D2SE, PlugY and ladder runewords
« Last post by llVIU on June 04, 2019, 06:42:41 PM »
Thanks for the reply. I already tried option 1, the problem was plugy.dll which causes the error ''error byte 81 wanted but 14 found to change memory at 07B91C65''


and option 2: I removed the plugy files inside the mod folder, plugy works (doesn't show version in lower right inside diablo i.e. 9.00 or 10.00) but runewords don't work.


the diablo 2/mod plugy/plugy.ini has active runeword ladder = 1
the diablo 2/plugy/plugy.ini also has active runeword ladder = 1
the diablo 2/d2se/cores/1.13c/plugy.ini has active runeword ladder = 1
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