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1.7 Development http://forum.arimyth.com/viewtopic.php?f=11&t=13912 |
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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. |
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