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Author Topic: D2SE Modmanager V2.3 Announcement & Patchlog  (Read 137055 times)

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Offline bluechimera

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #80 on: May 14, 2017, 03:50:27 AM »
Hi,

yes im still working on it as the release of the 1.14x series of D2 patches introduced a big bunch of new and heavy problems.
Maybe someone should tell blizzard to stop development and release of senseless patches. Sadly at least i have to support 1.14d.

Greetings

Seltsamuel


Or, you know... just complete the work on what you were originally working on and release than, then work on the other Blizzard patches later :P
As any developer should do :)
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Offline SeltsamuelTopic starter

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #81 on: May 14, 2017, 01:06:14 PM »
Hi,

normally a wise hint.. but as 1.14x broke D2SE it had no real sense to release the 1.13d stuff which stopped working with a instaled 1.14x also.
The new D2SE is meantime a complete rewrite and im working on it the entire free time i have. Because of the many additional Problems i encountered i cant tell when it will be finished as i also adress the general annoying problems of d2 in regards to ASLR and realm checksumming in combination with D2SE.. but at least im doing again good progress at the moment so i maybe will be able soon to at least start internal alpha tests.. the rest depends on the found problems and bugs found in these.

Greetings

Seltsamuel

Offline bluechimera

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #82 on: May 14, 2017, 01:14:27 PM »
Have you considered partnering up with one or more individuals, or opening the source, in order to assist you with lack of time and or knowledge areas?
Wherever you go... There you are!

Offline SeltsamuelTopic starter

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #83 on: May 15, 2017, 06:36:20 PM »
Hi,

it may sound arrogant but it isnt meant this way you can trust me there but i already told in connection with snej that im working on a level where i do not know a single person beeing able to help me. Even when i could get the help of Nefarius, Necrolis or Dav92 that are high skilled they have own projects and the same lack of time and introducing them to what i have done so far would cost more time than i could spare. My actual problem is really not a lack of knowledge where i need help but it is really time that is missing as especially neutralizing ASLR against microsofts implementation is a high skilled task and depends on many try and error scenarios as its not meant to get circumvented ^^. The same goes for technology like loading .dll from ram and let them still behave like normally loaded ones.. any skilled programmer can tell you this is not doable.. but it is you just need knowledge of hidden windows internals that only few people have. All this are a few of many things affecting D2SE only but aditionally you need the same skills you would need for Snej in regards to deep knowledge of assembly and ollydebug and deep knowledge of d2 code internals.. the next thing is im one of the really few using not c++ but plain c for all my modding stuff and now in the new D2SE a external project for the UI that you need to learn how to use.. .. all these things have a high complexity and a normal user wouldnt even think about how complex this is and as such how much time it eats up even for me and im now 46 and programmer since im 12.
You should not forget no one from us has the sources of D2 so creating a new game from ground up is magnitudes more easy than modifying a binary code and D2SE is not only a loader like all the other multi versioning tools but a complete replacement of blizzards game.exe (you can delete it D2SE does not use it) and aditionally fixes many bugs inside blizzards code in terms of compatibility to modern windows versions and glide.

I really know that im long time overdue with a new release and because im not updating my progress here its even more dissatisfying but the introduction of the 1.14x versions and the high frequency of blizzards releases there really kicked my ass because these versions are completely different to handle than the .dll concept and as such rendered the majority of my code useless, so as i had already to rethink my code design i took this as a chance to look for solutions for other annoying problems like ASLR... i thought im already way overdue .. so it doesnt matter if i include this too. It doesnt matter how long it takes until the release is ready, but it has to be worth the wait. Thats my opinion meantime and you can be sure it will be worth the wait.

Greetings

Seltsamuel

Offline bluechimera

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #84 on: May 16, 2017, 02:27:30 AM »
I understand now, and that is an excellent response explaining your situation.

I wish you the best of luck with ASLR and the blizzard patches!


I am sorry if I have offended you in my comments on this matter.
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Offline SeltsamuelTopic starter

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #85 on: May 16, 2017, 02:49:51 PM »
Hi,

you are welcome and did not offend me in any way as  the Question was absolutely understandable and im sure you are not alone with this, thats why i decided to give a longer answer to explain my points. Fact is with 1.14x blizzard kicked the entire modding community back to zero without giving any new noteworthy content or feature back to them. I even do not think this was intentionaly but the new coderteam has simply no idea about the consequences and seem to have simply no idea or connection to the modding community.

In regards to open sourcing the D2SE Modmanager.. this will not happen, not because im a selfish ignorant with a god complex but because of several good reasons:

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).

2. Im using windows internals and technics that could be used in malware and real bad programs.. especially for dll loading and circumventing ASLR. Releasing the sources would possibly get attention from the wrong people or microsoft to close the holes. So its better to get not too much attention on these.

3. D2SE and Snej both rely on my D2SE Modsystem Framework which is the only existing modsystem that is multiversion. The bad thing is that the multiversion concept got hit by the 1.14x versions even more than the base Modmanager code and is in heavy restructuration and as such way beyond beeing releaseready for the public. The work on the Framework is by the way another reason for the delays on the Modmanager.. it all is connected together.
 
Greetings

Seltsamuel

Offline whist

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #86 on: June 05, 2017, 03:52:33 AM »
Not open sourcing because "you are the only one capable of working on it" does not sound arrogant, it is. The fact that you do not have the time to work on it is actually a very good reason to release it. You never know who might come across the project and decide to contribute. Not to mention you're free to accept/deny pull requests if you like/dislike what was contributed. And I don't see why people would start release a bunch of random modification branches, at this point they're better off just writing their own launcher. Also, if you have to circumvent the OS' core features and security by using security holes and such, to get it working, chances are you are doing it really wrong.


Additionally, D2SE offers absolutely no documentation as to what it does in terms of patching the game. Not only could these patches be useful for the modding community, since you are saying it fixes bugs with Glide and other things, but it's also a pain for extensively code edited mods. My project for example, crashes D2SE, and without a full documentation of what D2SE does to the game, I have no way to tell what's causing it without going into a deep reversing session. At this point I just gave up on D2SE support for my project, so much for "one platform for every mod".

Offline ultimategrayfox

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #87 on: June 19, 2017, 01:43:17 PM »
Hi,

you are welcome and did not offend me in any way as  the Question was absolutely understandable and im sure you are not alone with this, thats why i decided to give a longer answer to explain my points. Fact is with 1.14x blizzard kicked the entire modding community back to zero without giving any new noteworthy content or feature back to them. I even do not think this was intentionaly but the new coderteam has simply no idea about the consequences and seem to have simply no idea or connection to the modding community.

well, but what about an intermediate version that support only up to 1.12 or such? I didn't hear of mods upper than 1.12 and i think people who wanna play the fully upgraded vanilla on 1.12 are just a minor part. Upgrade the plugin after ages or have a decent internal alternative to plugy is better imho, especially since the waiting is already infinite.

Offline PrincessMilissa777

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #88 on: December 08, 2017, 09:12:56 AM »
I got it to work with 1.14d. I have windows 10. Damn good software. With the Fall Creators Update you can disable DEP and ALSR through Windows Defenders Exploit Options.

Offline Bloodtitan

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #89 on: February 02, 2018, 01:47:17 PM »
I got it to work with 1.14d. I have windows 10. Damn good software. With the Fall Creators Update you can disable DEP and ALSR through Windows Defenders Exploit Options.
I'll try to test this within the next few days and if it works, this is invaluable information an needs to be spread!

Offline SpiKe.

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #90 on: February 02, 2018, 04:20:50 PM »
It is working with 1.14d if u patched it up from 1.13d or lower. If u downloaded Diablo 2 via the Battle.Net Launcher, it wont work because they changed too many thing in their file structure.

Offline ChaosMarc

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #91 on: February 05, 2018, 08:50:48 AM »
There is a simple MPQFix available now for the 1.14 installer MPQs: https://www.diabloii.net/forums/threads/tech-support-installing-from-bnet-1-14d-installer-doesnt-allow-switching-back-to-1-13d.960439/#post-8827207
Just download, extract to your Diablo directory and run the Fix_MPQs.bat

I also included it to my version changer: https://versionchanger.chaosmarc.de

Offline kambala

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #92 on: March 10, 2018, 06:32:23 PM »

I agree with the point to ignore 1.14 patches and release without their support. If someone wants to play mods and bnet at the same time, he can simply keep 2 copies of the game - nowadays HDDs are cheap.


"If you have to use Windows security exploits to make D2SE work" point also makes sense :)

There is a simple MPQFix available now for the 1.14 installer MPQs: https://www.diabloii.net/forums/threads/tech-support-installing-from-bnet-1-14d-installer-doesnt-allow-switching-back-to-1-13d.960439/#post-8827207
Just download, extract to your Diablo directory and run the Fix_MPQs.bat

I also included it to my version changer: https://versionchanger.chaosmarc.de
Great to see the website/project is still alive!

Offline devurandom

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #93 on: June 28, 2018, 10:45:10 AM »
In 1.14 its possible to load Game.exe as a dll. via rewrite of Diablo II.exe 
This was posted a couple days ago as a "Proof of Concept" by Necrolis on Discord chat.

Code: [Select]
int _tmain(int argc, _TCHAR* argv[])
{
    HMODULE hGame = LoadLibrary(_T("Game.exe"));
    FixModuleReloc(hGame);
    FixModuleIAT(hGame);
    PatchEP(hGame);
    CRTWinMainEntry_t pfEP = (CRTWinMainEntry_t)((UINT_PTR)hGame + 0x282985);
    pfEP();
//run the game!
    return 0;
}



So this is how to load game.exe as a "dll" for 1.14x+, patching of the EP is done is turn it
into a CRT init only, then you are free run the game; else you can just call CRTWinMain after
applying patches/loading dlls/etc
given how little D2 even uses the CRT, one can even get away with merely calling the heap
init etc, the source for this is normally kept in crt0.cpp in the MSVC CRT source directory
unfortunately skipping out there dodgy telemetry stuff requires an extra patch or three.



@whist I disagree.  But if you'd like to dump 3000-6000 hours into it reversing game.exe and then give it all way, feel free.

Offline SeltsamuelTopic starter

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #94 on: June 30, 2018, 12:29:57 AM »
Hi devurandom,

nice to see you here!
I already adressed this issue without modification of game.exe .. i just relocated d2se.exe to start in ram before game.exe ;-)
Im still working on it as you see but progress slow because of RL issues. This is changing at the moment and most to do is support of 1.14x and
still massive problems because i changed the entire UI of D2SE and many internals. I hope to be more active in the near future.

Greetings

Seltsamuel

Offline Hufeisen

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #95 on: September 04, 2018, 09:15:37 PM »
Good Evening! /Decard Cain
short version: pre-LoD patch support please!
Long version: First of all, thank you for this awesome tool! I've been using D2SE for a while now to simply change versions and use plugy. Recently I also started playing 1.00 using ChaosMarcs VersionChanger. Then my gaming machine died and it's replacement became a powerful Ryzen based laptop. Ryzen gets no support on Win7, which for me will be the last windows I have used, because I want to keep my privacy. That is why my gaming machine runs Linux (Mint 19 Cinnamon) now. Installing D2, LoD and D2SE was a breeze with WINE installed - just had to execute the setup files from the file manager. I can get 1.00 running (not via D2SE of course) by manually copying the files from ChaosMarcs VersionChanger into a 1.12 Classic Installation. But it crashes when entering a game (UNHANDLED EXCEPTION ACCESS_VIOLATION (c0000005)) and I haven't figured out, how to start multiple instances yet (I'm a noob to be honest). That is why I'm here to ask, if you could (re)consider adding support for the pre-LoD patches?btw.: Those Anti-Spambot questions....
« Last Edit: September 04, 2018, 09:20:38 PM by Hufeisen »

Offline PrincessMilissa777

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #96 on: January 23, 2019, 10:57:21 AM »
In 1.14 its possible to load Game.exe as a dll. via rewrite of Diablo II.exe 
This was posted a couple days ago as a "Proof of Concept" by Necrolis on Discord chat.

Code: [Select]
int _tmain(int argc, _TCHAR* argv[])
{
    HMODULE hGame = LoadLibrary(_T("Game.exe"));
    FixModuleReloc(hGame);
    FixModuleIAT(hGame);
    PatchEP(hGame);
    CRTWinMainEntry_t pfEP = (CRTWinMainEntry_t)((UINT_PTR)hGame + 0x282985);
    pfEP();
//run the game!
    return 0;
}



So this is how to load game.exe as a "dll" for 1.14x+, patching of the EP is done is turn it
into a CRT init only, then you are free run the game; else you can just call CRTWinMain after
applying patches/loading dlls/etc
given how little D2 even uses the CRT, one can even get away with merely calling the heap
init etc, the source for this is normally kept in crt0.cpp in the MSVC CRT source directory
unfortunately skipping out there dodgy telemetry stuff requires an extra patch or three.



@whist I disagree.  But if you'd like to dump 3000-6000 hours into it reversing game.exe and then give it all way, feel free.
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.

Offline hydris

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #97 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.


Offline devurandom

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #98 on: December 20, 2020, 08:18:15 PM »
Hi Seltsamuel,


Please add file versioning to D2SE 2.3 on your todo list, sadly its not done for 2.2.
if you need an example PM me. its easy to do.

Cheers!

Offline devurandom

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Re: D2SE Modmanager V2.3 Announcement & Patchlog
« Reply #99 on: December 24, 2020, 08:25:10 AM »
Hi Seltsamuel,

There seems to be a bug in D2SE 2.2. If D2SE loads PlugY it sets the GAME global option for command line -direct.
If D2SE does not load PlugY, it does not set the GAME global option -direct.

Best Regards.

DevUrandom


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