Gates of Arimyth http://forum.arimyth.com/ |
|
1.7 Development http://forum.arimyth.com/viewtopic.php?f=11&t=13912 |
Page 1 of 1 |
Author: | slappyNuts [ Sun Jul 31, 2016 9:46 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: slappyNuts wrote: PureRage-DoD wrote: Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above. http://www.filedropper.com/hu17prjune19 This link isn't working for me Grab the public test version, it has both high and low res ui updated included. I'll update those links on friday. I'll take a look at increasing reqs for eth np. Ok no prob I got the public one I didn't know if I needed both |
Author: | Brevan [ Wed Aug 03, 2016 4:24 pm ] |
Post subject: | Re: 1.7 Development |
A minor update (skills.txt and the two skilldesc.txt) worth including in the next public update. Link to Update Recent Changes:
|
Author: | Brevan [ Thu Aug 04, 2016 3:03 pm ] |
Post subject: | Re: 1.7 Development |
This small update affects item files and some monster exp (includes a new solo version on monlvl.txt). This update also includes a complete set of up to date webpages. Link to Update Recent Changes:
<edit>Added point 3 to the download files, but didn't bother adding yet another post for such a minor change. Pretty sure no one has downloaded this yet though, so I figure I got away with it.</edit> |
Author: | Brevan [ Tue Aug 09, 2016 12:14 pm ] |
Post subject: | Re: 1.7 Development |
This will be the last update from me for a while. Also, it's been roughly scheduled that I'll be away in early-mid September, and probably again in October. Since this update contains a .cof file (S1 animation for Ardual), I've arranged the files in a folder tree similar to how PureRage often presents his updates. Link to Update Recent Changes:
Notes: - Note that it's possible for AI WW monsters to have a footprint when they die, and block hallways (leaving the area and returning removed the blockage). Any known solutions? - It seems that Charge-lock only occurs when you hold down the mouse button during continuous charges, so folks could avoid it by clicking for each charge. The situation still kinda sucks, but worth spreading that information. - Can we reduce the level at which 4-6 socket items can fall? I'm find with them falling right from the start, since a 6-socket superior white item is basically as good as a rare only if fully socketed with decent stuff. I think they simply can't fall in Norm, despite the "MaxSock" columns in itemtypes.txt that control how many sockets can exist in ilvl 1-40 items. |
Author: | Brevan [ Sat Aug 27, 2016 8:31 pm ] |
Post subject: | Re: 1.7 Development |
This update includes patchstring.tbl, so make sure to toss that to \data\Local\lng\eng\. Link to Update Recent Changes:
|
Author: | Brevan [ Thu Oct 20, 2016 2:06 am ] |
Post subject: | Re: 1.7 Development |
This update includes changes to monster animations (cloned an animation), text files, and patchstring.tbl, so I've prepared it as a folder tree. Link to Update Recent Changes:
While playing a character in A2 attacking the super gargoyle statue that opens a portal to Tal'sTrueTomb, I noticed that his cursing counter-attack reduced by PhysRes by 50%. That number doesn't seem to be in skills.txt, so I was wondering if I somehow lost my D2Client.dll file where monCurse was directed to skillID 489 to 494. The modified date on my file is: 2016-07-24 9:54AM (might be 8hours off due to planetary rotation) If I haven't heard anything from PureRage by October 25th, then I'll try to prepare a public test package. My best guess at what's needed is to compare what I've got against what comes with HUv1.3 and keep adding files until they match. <edit 2016-10-20 09:37 Pacific Time>I updated the update to include a high-res version of skilldesc.txt, and a solo version of skills.txt</edit> |
Author: | Brevan [ Tue Oct 25, 2016 5:00 pm ] |
Post subject: | Re: 1.7 Development |
A small update shared here before I look into preparing a test package for the Suggestions forum's public test thread. Just text file updates. Link to Update Recent Changes:
|
Author: | Brevan [ Wed Nov 16, 2016 1:03 pm ] |
Post subject: | Re: 1.7 Development |
Minor update (just text files). This post is essentially a clone of the post in the suggestions thread (public testing). I'm placing a post here to keep a history of updates in one area. Link to Update Recent Changes:
|
Author: | Brevan [ Wed Nov 30, 2016 12:53 am ] |
Post subject: | Re: 1.7 Development |
Today's update included all text files, including Solo edition and a high resolution file for skilldesc.txt. The main post was in the Suggestions forum, so rather than copy-paste it or create another link to the update here, I'm going to link to the post. Link to Update Post |
Author: | Brevan [ Sun Dec 18, 2016 4:14 pm ] |
Post subject: | Re: 1.7 Development |
Here's a link to just the edited files of a recent update. It includes changes to patchstring.tbl, so I've organized it as a folder tree. It includes skilldesc_HiRes.txt, which will need to be renamed if you're using HiRes. Link to Update Recent Changes:
|
Author: | Pious [ Mon Dec 19, 2016 5:28 pm ] |
Post subject: | Re: 1.7 Development |
wow @ all the work done on states. this should go a long way to dealing with the crash your team mates issue the states created. |
Author: | Brevan [ Wed Dec 21, 2016 1:10 am ] |
Post subject: | Re: 1.7 Development |
Here's a quick update that might facilitate the graphical change requests I added to my 2-week-PureRage-availability-wishlist. I included patchstring.tbl and updated webpages, so the package is presented with a folder hierarchy. SkillDesc_HiRes.txt has been included for those who want it. Link to Update Recent Changes:
After the WeaponMastery changes, I think Assassin, Druid, Sorc, and Barb are tied for having about 10 innate states (1-2 from a weapon, 2 from char creation, 7ish from their class skills). I'm sure it's possible to get another 9 via equipment, but at least they'd have to work pretty hard at it ("Chance" runeword is good for about 5 extra states, but at least they're popular enough that I think folks would get those anyways). |
Author: | Brevan [ Mon Dec 26, 2016 6:04 pm ] |
Post subject: | Re: 1.7 Development |
Here are the files I've worked on in the past week. Note that it includes skilldesc_HighRes, patchstring.tbl, and string.tbl (omit this if you've made changes to strings, my only edit was minor and detailed below). I did not include monstats.txt since PureRage edited their AI (reminder: we both agreed that EvilSorcs of Legion and Soulmancer could benefit from their eleRes being reduced from 120 to 100 in Hell). Link to Update Recent Changes:
I do not intend to make any more balance adjustments or new items for HUv1.7. PureRage is welcome to use the above files to produce .mpq files if he has the time. If he does not, then let me know if there is a more efficient method (i.e. smaller file size) of producing the .mpq files besides opening up the v1.3 patch_d2.mpq and overwriting with v1.7 files before closing it. |
Author: | PureRage-DoD [ Mon Dec 26, 2016 7:41 pm ] |
Post subject: | Re: 1.7 Development |
Here's the files I edited: http://www.filedropper.com/huv17prdec Changes: Base monster AI range increased to fit high res. (35 increased to 40) A few specific AI adjusted to increase trigger radius of certain behavior and skills, for those that ignore the AIDist column. Find potion now finds Supers in A5 norm (up from greaters), Megas in NM and Ultras in Hell. Reduced EvilSorc elemental resistance from 120 to 100. Changed eth requirements from -10 to +10. Removed defunct mastery surrounds from barb mastery trees. Files changed: D2Game.dll D2Common.dll D2Client.dll Monstats.txt data/global/ui/spells/skltree_b_back.dc6 (Note: files are suffixed with -HighRes and -LowRes. Remove chosen suffix for the version you are running. I didn't get the arrows done, as I didn't want to run out of time halfway through, or finish 1 resolution and not have time for the other. I don't think there is a better method than just overwriting for the .mpqs |
Author: | PureRage-DoD [ Mon Dec 26, 2016 11:13 pm ] |
Post subject: | Re: 1.7 Development |
For music versions, it is likely easiest all round to just extract the music files, and provide a data folder (data/global/music) to download. That way we only need 1 download for music, regardless of high or low res. |
Author: | Brevan [ Tue Dec 27, 2016 12:07 am ] |
Post subject: | Re: 1.7 Development |
Once upon a time, players were told that playing with (or without) a data folder was responsible for them dropping or crashing. If we provide a music folder for them to use with "-direct -txt" flags, then do you know if they will experience any issues? Logic tells me that they shouldn't, but experience dealing with Blizzard stuff tells me to keep an open mind. I certainly like the idea of the music folder since that would at least allow us to compress it at a reasonable rate. Were you thinking of people downloading it as a variety of mpq file (i.e. very little compression)? I will prepare the mpq packages. I'll be implementing the following changes:
<edit>I earlier figured I could get the mpq files finished before going to sleep, but after getting frustrated with Ladik'sMPQ (decent interface, but doesn't seem to compress anything), I decided to try WinMPQ (terrible interface, but seems to compress), it looks like this will take longer than I thought.</edit> |
Author: | PureRage-DoD [ Tue Dec 27, 2016 11:32 am ] |
Post subject: | Re: 1.7 Development |
RE: Music. I Spent a couple hours last night looking at methods for making the music version, standalone. I packed the 1.7 game files into the .mpq, then downloaded a music version and extracted just the music files (data/global/music folder) and using the existing levels.txt, changed act 1 town sound environ entry from 1 to 30 (Mephisto) for testing. Test 1: Data/global/music alone, everything else in patch - works Test 2: Data/Global/music packed into patch_mpq. - works Test 3: Data/Global/Music packed into extra .mpq and loaded by D2SE - Failed (WTF?) Music reverted to vanilla. Test 4: Data/Global/Music packed into extra .mpq and placed in a Language_Mus folder + renamed MUS.mpq. Language set to MUS in D2SE launcher. - Failed (WTF?), sama again, vanilla music. Test 5 and 6: As above for 3 and 4, but also included excel folder containing all text files and .bins. - Failed QQ. So looks like it is either manage 4 versions (HR, HR Lite, LR, LR Lite) and pack into the .mpq, or manage 2 versions (LR, HR), and provide a download to the data/global/music folder. I prefer #2 personally, just because it's less likely things will get mixed up in future, and it's very easy to troubleshoot. WinMPQ gave me pretty good compression. Just remember when you choose the data folder to pack, and the dialogue box pops up asking for a path, to enter "data\". I usually do: 0.5: Load game to generate up to date .bins > Close game. 1: Open Patch. 2: Click add folder. 3: Select chosen data folder. 4: Enter data\ when prompted for a path 5: Wait until packing is finished 6: Ctrl + P to compress further (takes 10-20 seconds) 7: Suffix data folder with -off and start the game to confirm it all got packed up into the .mpq. |
Author: | Brevan [ Wed Dec 28, 2016 12:48 am ] |
Post subject: | Re: 1.7 Development |
I've gone with packaging the music within patch_d2.mpq because it might be simpler for new players (just download CoreFiles and then one download for whatever else they choose). Relevant to this thread: I've removed nearly all Dropbox data, so all the update links are dead. |
Author: | PureRage-DoD [ Wed Dec 28, 2016 1:14 am ] |
Post subject: | Re: 1.7 Development |
Prepare to fume . Just spotted that weapons with hidden weapon mastery passives are set to level 6 req minimum. Reducing the req in skills.txt will fix it even if it needs to become a negative. Bit of a pain after packing already ><. Only noticed because I was making a fresh character in new folder. Edit -6 as req in skills.txt will solve it ye. |
Author: | Brevan [ Wed Dec 28, 2016 1:44 am ] |
Post subject: | Re: 1.7 Development |
pfft, level 6? Lucky you're playing a Barb, my Paladin was faced with level 12. Welp, time to grab a dagger or wand and get cracking. A quick test with the hidden passives skill levels set to -10 implies that it solves the problem, which surprised me quite a bit since I assumed D2 would treat a negative level requirement as zero and I'd be trying to use OllyDBG to help you look for the hidden "oSkills increase level requirements to SkillLvl+6" in some file. Precedent has been set - testing with the finished product is relevant and critical. |
Page 1 of 1 | All times are UTC - 5 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |