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 Post subject: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 08, 2011 5:57 pm 
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Soulmancer wrote:
The Glide and D2ExpRes plugin works well and supports two resolutions that can be toggled from the video menu... I'd be interested in seeing support of both for Hell Unleashed; but it's up to you guys since you're doing all the work on this patch...

Play around with the AI range and see how far it can be pushed. Monster speed may not be needed since more monsters will aggro earlier so you'll be under assault be more enemies. If monster speed does need to be increased a +1 to walk +1 to run should be more than enough.


High res is a great way make the game more appealing. But it takes a little time to set up.

1: new title menu screens, bnet screens and char selection screens are needed.
This is fairly simple as all you need is an image of the right size for the resolution.

2: Buttons need moved, all the buttons need realigned, though this is again fairly simple. Its just a case of adjusting x/y values in the highres.ini file.

3: monster AI range needs increased. This is again, very simply. Just a case of setting all AI distances to a predetermined number. This can be done simply by selecting the column and setting the entire column to the number you like for each difficulty.

4: monster move speed may need to be increased, but again, you can simply select the speed columns and make it add 1 to every entry.

5: missile speed, probs wont need increased, but another increase of 1 to the whole column if needed is very simple. Luckily the missiles with no speed set (meteor target etc) will not be effected as it will only add 1 to the missiles that have an actual value defined.

6: stat screen backgrounds need created (there are some already included that you can edit with GIMP/PSP/Photoshop) and inventory backgrounds, waypoint screens, etc. That isn't actually a huge job once you get into the swing of it.

2 people would be needed at most. 1 to find/create the background images and 1 to adjust the monstats/missiles side of things. One person could do the whole thing if they felt they had the time.

I can provide an already set up .ini that has the buttons moved to fit propperly etc if needed. I can provide a new inventory.txt that shrinks the stash a little as the current one included is obscenely big.

Any takers?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Tue Aug 09, 2011 1:04 pm 
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Any deadline on that? Can try to adjust monai/missiles... and I'll look how graphic edit goes.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Tue Aug 09, 2011 1:55 pm 
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I can do:

"1: new title menu screens, bnet screens and char selection screens are needed."

and most of the other things too, but i think there will also be others that are able to do that..

UI will be the same as in NR?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Tue Aug 09, 2011 1:58 pm 
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The UI I use still needs some adjustments but feel free to use it as a base. Only thing it needs is a new party screen.

@Steel, no deadline as of yet. I think there is time (seems so anyway). AI dist of 40 for everything should be a good place to start.

expres.ini: here

Can you just extract the UI from my NR patch Ki4m?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Tue Aug 09, 2011 3:00 pm 
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Charselectscreen:
screenshot:
Image
dc6:
http://www.megaupload.com/?d=9NW3OMBD

gameselectscreen:
Image

@kev: yes, extracting is no problem, and could you plsm send me the inventory.txt+stash dc6? Newstats.txt would be nice too cause I plan to make my own one primarilly for HU, but also for other mods, would be nice if I dont have to create a new one from scratch

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Last edited by ki4m on Tue Oct 11, 2011 5:57 am, edited 1 time in total.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Tue Aug 09, 2011 6:31 pm 
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new stash, inventory.txt and d2newstats.txt:
http://dl.dropbox.com/u/15324396/HU%20S ... entory.rar

Ps. diggin the screens. Can you send me the party screen if you change it btw?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 10, 2011 12:31 pm 
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I'm working on a changed stat screen and the party screen atm

also changed the border frame and highres controlpanel

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 10, 2011 5:02 pm 
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Stat Screen almost done:
Image
resistances are displayed with cap, and without..

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 10, 2011 5:14 pm 

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Did a quick test, loved the increased screen and stash size, but isn't the increased inventory size an issue for charms?

edit: oops, my game just crashed (as in it vanished without an errormsg), not sure if I hovered over or clicked on the top most pot on the left row on my belt

edit2: it seems (or at least on my single player client) that when 4 pots are in equiped in a colum (vertical), adding another pot to the belt is causing this. bad thing is my testchar keeps crashing after that point (corrupt char?) anybody else having this problem or just my fu client?


Last edited by Zorax on Wed Aug 10, 2011 5:23 pm, edited 1 time in total.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 10, 2011 5:17 pm 
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Inventory size can be adjustet quite easily, but the better solution would be to remove all magic charms and only have unique charms in the game with carry1...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 10, 2011 5:29 pm 

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ki4m wrote:
Inventory size can be adjustet quite easily, but the better solution would be to remove all magic charms and only have unique charms in the game with carry1...


I dont know about you but I'd be fucked if that happends. Impossible to reach the resistance cap in hell without charms, at least for me.
Do you really have to increase the inventory size?! why not just keep it as it is?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 11, 2011 12:48 am 
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If you can rally enough support for it i'm deff a +1 for removing magic charms. Would make resist auras shmexy

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 11, 2011 4:05 am 
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Actually I'd be opposed to increasing the inventory size any further myself due to reasons that are hardcoded. Due to these hardcoded reasons the inventory's already somewhat too big to begin with.

--Double Post--
This will be last post for a few days. If this High Res plug in turns out nice though I'll be perfectly content with incorporating it into the patch.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 11, 2011 4:12 am 
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the inventory.txt i provided already shrinks the cube a bit and the stash a bit. Space should be roughly the same.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 11, 2011 11:42 am 
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PureRage-DoD wrote:
If you can rally enough support for it i'm deff a +1 for removing magic charms. Would make resist auras shmexy
Then nerf it thro pref/suffix. Removing ar/damage/hp charms is no fun. I know what you think, more paladins will auras will be present, but that's just like asking necs to max amp...

Shimmering gcs could be 6-7max res, one res gcs now are 30+? nerf to 15.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 11, 2011 12:38 pm 
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nerfing the stats on them a bit wouldnt hurt.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Aug 12, 2011 12:39 pm 
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That would just make one less reason to have anything but life charms in inventory.

Halving charm resistances is too much. Are you really going to let small charms only go to 5, large to 7-8 and gcs to 15? why the hell would you even bother with gcs at that point? Life+ar would be the only ones left that are actually worth anything.

We have already removed skillers (wasn't vehemently opposed). Charm resistances are by no means over the top until you're damn near fully twinked, so that you can stack a ton of resistances...which also generally means that you have some to all shards, anni, etc. Nerf those first and leave the normal ones alone.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Aug 12, 2011 2:52 pm 
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simple solutions would be to simply increase the size of every charm by one field...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Aug 12, 2011 4:10 pm 
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nobody said life on charms couldn't be nerfed too...

getting 35-40 res on an element from 3 spaces in the inventory is a damn joke though.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Aug 12, 2011 6:13 pm 
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The point was not to call for more nerfs on any useful charm. There are already plenty of them that are useless.
Last I looked you can't get over 30 from a gc.

Maybe I am in the minority, but I just don't see this as an issue unless heavily twinked. It could be that I just don't find shit for charms as it is. shrug.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 1:14 am 
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Quote:
Last I looked you can't get over 30 from a gc.
Yeah, I said 30 but that wasn't true.
Image
Still you can get 10% scs.
Quote:
Maybe I am in the minority, but I just don't see this as an issue unless heavily twinked. It could be that I just don't find shit for charms as it is. shrug.
+1. I just don't like ideas of removing features.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 6:05 am 

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Why are you doing a "high-res" mod in 1024x768 ? I'd rather say 1280x1024.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 6:14 am 
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you can toggle between 1024x768 and 1280x768

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 6:55 am 
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have 3 small charms with 11% cold res

Image

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 11:44 am 
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Current progress:
except for the ai ranges, all changes are complete....

Image
missile speeds were increased by 10%

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 2:20 pm 
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woot! The looks awesome! But yah that inventory is friggin massive and would certainly be an issue for charms.

It's odd that Mephisto is the only monster with AI distance. I guess every monster/boss would have to be given a value.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 2:42 pm 
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well, I think there are 3 possibilities:
1st: remove all magic charms and add more unique charms
2nd: decrease inventory size
3rd: Increase size of the charms, if you only make them weaker twinked charms are still alot better than chars without a inventory full of gozu charms...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 3:00 pm 
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I'd say decrease inventory size and increase cube size; kinda solves the problem. More unique charms would be pretty sweet too; could just be randoms.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 4:09 pm 
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well, I'd like it if HU, Netherworld and other mods use the same inventory.txt,
because with D2SE it would be possible to add an option with wich you can choose between different Interface Files(it was supposed to be used for switching between languages, but BfE for example uses this feature to switch between difficultys)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 13, 2011 7:37 pm 
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Hm, well i guess a slight de-buff of random charm stats would be adequate then.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 4:12 am 
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kramuti wrote:
The point was not to call for more nerfs on any useful charm. There are already plenty of them that are useless.
Last I looked you can't get over 30 from a gc.



all resist 10-15% GC exists. So, you indeed can have more than 30 resis per gc.

but, still, I don't see the point of nerfing-nerfing-rage, you are doing the game more difficult, and newb-unfriendly... Unless planning of playing this mod alone with an elitist crowd of close-friends, I don't think that "nerfing everything in sight that can do things easier for the casual player" is the way to go

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 4:58 am 
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Wait... I thought charms were something only twinked players have access too??? How is that hurting new players exactly?

It's already pretty easy to get max resists in hell. with resists on gear being buffed back abit, I don't see how nerfing charms will be an issue. If you play through and pick up all charms that drop, you find tons and tons of decent hp and resist charms to the point whare you are throwing away resist charms in favour of hp charms. Maybe hving the choice of good resists or higher hp would be nice instead of 95% hp charms and 1-2 high resist charms to cap resists.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 6:57 am 
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HU_HighRes Download(still without AI changes) :
http://www.megaupload.com/?d=EXYM7Y8R

better delete your old data folder, if you keep it, it maybe cause bugs

D2SE installation:
It already contains everything that is needed to run it with D2SE,just install it into your HU Folder

Normal Installation:

extract into your HU install d2 folder. Once the files are moved/copied over run the D2modsetup twice to reinstall the mod (and to activate the new plugin). If you aren't already using a data folder with -direct -txt be sure to add -direct and -txt to your diablo II shortcut.


Note: If you want to use Glide, you will need to use THIS version. Extract to your diablo 2 folder whare your current glide lives

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Last edited by ki4m on Sun Aug 14, 2011 8:13 am, edited 1 time in total.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 7:39 am 
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Awesome, nice job; it looks pretty bad ass. The extended stat screen I need to download seperately or is it included in the new full HU community patch?

The High res prolly needs to have the ai distances tweaked before it can be properly tested. Not sure what value calculates to what range. Like what would the value 30 = in terms of ai range. I'll try playing around with it later.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 7:51 am 
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ahh, I forgot adding the D2Newstats... I'll add it to the plugin.. (the patch is included with the plugin)

edit: HighRes Plugin with D2NewStats:
http://www.megaupload.com/?d=EXYM7Y8R

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 14, 2011 10:36 am 
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Something is wrong with a lot of the character skill missile speeds. Some way to fast, some way to slow or delayed. Perhaps it'd be best to just leave missile speeds as they were, not sure what happened but many of them are very buggy. Charged bolt, bone spirit and poison nova moves super slow and are delayed; teeth moves at the speed of light

Also including the compatible glide in the package would prolly be good too. Though all of this will be included in the complete patch package.

Also, AIdist 45 value for all monsters/bosses seems to work perfectly. Monster speed has also not been adjusted. Not sure if the speed is nessecary though.


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PostPosted: Sun Aug 14, 2011 10:54 am 
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in the inventory.txt, for bigbankpage1

gridright and gridbottom columns, reduce by 1

so gridright becomes 487 and grid bottom becomes 587.
When I resized the stash i forgot that the co-ords need to be 1 less than the box sizes * number of blocks.

You'll notice if you sweep the cursor over the stash from left to right from the bottom to the top that you will eventually get a c000005. That should fix it.

Nice work :)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 15, 2011 4:08 am 
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Bnet graphics are missing/everything is black except buttons/banner. Same for skill tree.
Quote:
Charged bolt, bone spirit and poison nova moves super slow and are delayed; teeth moves at the speed of light

Also including the compatible glide in the package would prolly be good too. Though all of this will be included in the complete patch package.

Also, AIdist 45 value for all monsters/bosses seems to work perfectly. Monster speed has also not been adjusted. Not sure if the speed is nessecary though.
Missiles speed made me lol :D(dots in cells)
I've increased missiles by 1(maybe inc it by 2?) - works ok.
set Aidist 45 for norm/nm/hell - works ok
increased Velocity/Run by 2 - works ok

Also what about all novas? Succubus shoot at you offscreen while psn nova is like 3/4 of screen only.
Copy 2 files from rar file to data/global/excel
btw. Check Healers in durance of hate and black souls on rof/bridge.
edit:new file on next page.


Last edited by Steel on Mon Aug 15, 2011 10:09 am, edited 1 time in total.

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PostPosted: Mon Aug 15, 2011 4:37 am 
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well, I have only basic knowledge of how to edit txts, sometimes dots work, and sometimes not.... in this case they dont....

Also I forgot to edit the trade-window, gonna add this soon too....

I gonny start working on new Charm Sizes:
maybe instead of 1x1, 2x1 and 3x1 we could use 1x2, 2x2 and 3x2

and when this gets changed maybe rebalance them too.... (maybe there could also be 1fcr possible on small charms so you can easily get 3 fcr as an sorc for example, wich gets 60fcr from equip, but needs 63 to reach the cap...)

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PostPosted: Mon Aug 15, 2011 4:46 am 
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Quote:
I gonny start working on new Charm Sizes:
maybe instead of 1x1, 2x1 and 3x1 we could use 1x2, 2x2 and 3x2
Need a full reset for that.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 15, 2011 4:47 am 
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Steel wrote:
Quote:
I gonny start working on new Charm Sizes:
maybe instead of 1x1, 2x1 and 3x1 we could use 1x2, 2x2 and 3x2
Need a full reset for that.


isnt that planned anyways?

just a month after the release of the patch?

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 15, 2011 5:02 am 
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Yes

Is monster density going to be changed? And min range of monspells?
Image
Few monsters like death berserkers/liches etc first run to a player and start shooting, few start shooting as soon as they "see" you - imps/healers/wisps/succubus.
edit:
Played a bit with it, thoughts:
-Summons AI must be lowered - they just rampage too far from you, probably will stick to 25 aidist
-Bone spirit could get a better speed now - 2 or 3 inc instead of 1
-Throwing weapon missiles/ele arrows could get some range boost, they just vanish before reaching an edge of screen
-Game feels faster, all fights are done on one screen and mobs you'd normally skip following road/marked wp now will chase you. I played from start to bmarsh on /players 3(small 5min run) and it's harder when Rakanishu chase you through entire stony field to underground pass. Areas like RoF and entire a5 got harder for some classes.
-Need minimal spawn increased to 3players(Use a4 wps and try to clear it fast)
edit2: new file with:
summons aidist lowered for melee summons/traps
throwing axes/knifes and cold arrows(6lvl skill) range increased to 40 from 25 to match other projectiles' range.
Bone spirit missile speed increased by an extra 1 point to total 14 from 12
Charged bolts range increased to 95 from 90 - they still vanish before edges.


Last edited by Steel on Mon Aug 15, 2011 10:57 am, edited 5 times in total.

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PostPosted: Mon Aug 15, 2011 10:14 am 
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As tempting as it is to increase overall inventory size this is one change I can not allow to pass. Yes I know its convenient but there are some very serious bugs that accompany having an overly large overall inventory (cube stash and normal inventory space combined). As fun a thought it is to have more overall inventory room the save file format's hardcoding can't properly support it.

It should be noted the save file can't even properly support the current overall inventory size. Do you seriously want to plague the community with even more item poofing reports?


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PostPosted: Mon Aug 15, 2011 10:42 am 
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thats why i want to increase the inventory size of charms, instead of lowering their stats(less Charms=lower savefile size),
lowering savebit sizes in itemstatcost could also help aviod reaching the savefilelimit on realm....
I didnt have any Problems with the safvefilelimit and HighRes on Netherworld realm...

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PostPosted: Mon Aug 15, 2011 10:54 am 
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Quote:
increased Velocity/Run by 2 - works ok


I'd prolly increase velocity and run by 1 not 2; as extra fast enhantments have a tweaked out effect that doubles their velocity and run, so you'd be getting some monsters and bosses that would move insanely fast with an extra fast spawn.

Quote:
Also what about all novas? Succubus shoot at you offscreen while psn nova is like 3/4 of screen only.


That's prolly ok, at least poison nova; that skill is already uber and increasing it's range to compensate for the new resolution? I donno, up to you guys if you feel that's appropriate.

And yah, if there are going to be bugs and issues with the inventory size lets just leave it as is.


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PostPosted: Mon Aug 15, 2011 10:57 am 
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I'll lower it to 1 then. Uber fast zombies are crazy.


Last edited by Steel on Tue Aug 16, 2011 1:19 pm, edited 1 time in total.

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PostPosted: Mon Aug 15, 2011 11:03 am 
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Overall this addition should certainly spice up Hell Unleashed. But ya velocity/run +1/+1 prolly be the best. missiles may need to be played around with in terms of speed/range to get an appropriate feel.

But overall this is working out quite nicely. The final highres pack to be included with the mod download should also have the compatible glide file inside as well.


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PostPosted: Mon Aug 15, 2011 11:34 am 
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Hm, there are also few things worth looking like AI dist of ranged/ele monsters. For example all skelemages(lake of the dead for example) missile range is controlled by aip6 (15+ atm)which is rather low. Death Berserkers' range is controlled by aip3 - I've set it to 60 and they started to use their underground missiles from a screen away.

I won't be changing it unless someone suggests it should be... Well imo all mage skeles and liches should get it. Any thoughts?
Quote:
As tempting as it is to increase overall inventory size this is one change I can not allow to pass. Yes I know its convenient but there are some very serious bugs that accompany having an overly large overall inventory (cube stash and normal inventory space combined). As fun a thought it is to have more overall inventory room the save file format's hardcoding can't properly support it.

I've filled my cube, personal stash and inventory with normal hp pots, saved and nothing vanished.
http://img842.imageshack.us/img842/4984/zaqp.jpg


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PostPosted: Mon Aug 15, 2011 1:07 pm 

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I doubt healing potions have unique ID's and several other characteristics to save. What happens when you replace the healing potions with rare rings/amu's?

edit: would testing this in single player be enough? i'm guessing realm and offline files are different?


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PostPosted: Mon Aug 15, 2011 1:18 pm 
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Potions, runes, gems and the like only have 108 save bits. Unique/set jewelry and 4 socket rare/unique/set helms or 3 socket unique/set claws filled with facets take much save data per inventory square than pots.

Considering the fact a unique ring/ammy mule this ladder on the current patch has already hit the limit it probably wouldn't be hard to hit it with 1/2 more inventory space.


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PostPosted: Mon Aug 15, 2011 4:25 pm 
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this is one change I can not allow to pass.


Just shrink the inventory. It's not hard to remove 2 rows from the inventory and stash. It takes all of 60 seconds to adjust the values and 2-3 mins to edit the .dc6.

What if I were to say I can't allow the reduction in +ele% gear as it will screw over the already underpowered builds rather than the ones who are OP?

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PostPosted: Mon Aug 15, 2011 4:31 pm 
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Hm, there are also few things worth looking like AI dist of ranged/ele monsters. For example all skelemages(lake of the dead for example) missile range is controlled by aip6 (15+ atm)which is rather low. Death Berserkers' range is controlled by aip3 - I've set it to 60 and they started to use their underground missiles from a screen away.

I won't be changing it unless someone suggests it should be... Well imo all mage skeles and liches should get it. Any thoughts?


Any skills or behavior that is based on a certain range of ai should probably be increased to compinsate for the larger playing/visual area of high resolution.


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PostPosted: Mon Aug 15, 2011 6:13 pm 
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PureRage-DoD wrote:
What if I were to say I can't allow the reduction in +ele% gear as it will screw over the already underpowered builds rather than the ones who are OP?


That's a just simply a comparison that's trying to compare apples and oranges... They're very different leagues of stakes when trying to compare a severe bug inducing change with global effects to something that has a viability effect on some of the builds. Shouldn't what I quoted be:

"I can't allow Soulmancer to gain a -100 all skills curse since the curse will permanently ruin a character by erasing all their skill hard points."

At least that is actually of the same league.


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PostPosted: Mon Aug 15, 2011 7:25 pm 
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"Apples and oranges" - trademark of blue_myriddn :mrgreen:

The point I'm making is, nobody said you have the final say on what can and can't be done. By all means dissagree and point out why, but nobody said you have the final say on what is and isn't going in to this. Thats what blue done and look what happened there. Being a member of a group of people working on this seems to be going to your head and giving you a sense that you are in control of everything and what you say goes.

It's a team effort, saying you can't allow something is like saying you are in charge of everything when thats not the case. I remember blue saying on MFO forums when the last patch was released:

Blue_Myriddn wrote:
The balancing has been done by me so you know it will be top notch

Then when things went wrong, suddenly he wasn't in charge of it. I don't want to see a repeat of that and i'm sure you don't either considering you have simply done as much as everyone else working on it and not the whole thing.

"You should shrink the stash and inventory a bit more due to an engine limitation that may cause problems"
Would have been a much more humble answer rather than the way you put it. This patch is everyones who has spent time working on it afterall. Not yours alone. That's what I was getting at with that remark.

Baerk wrote:
Have you tried my test patch yet?


... At least mention Steel, Kramuti, Lockdown, Ki4m (did i miss anyone?). since these folks have spent as much if not more time doing stuff than you have. I only spent a few hours making the base so i'm not interested in being mentioned as all I done was make a rough base for people to work from. The others should be though as they are just as involved as you are.
I'm not attacking you or anything like that, so I hope you don't take it that way. I don't like seeing hard working people get the short end of the stick and having someone taking all the credit for the work and dedication they have put in.

------------------------------------------------------------------------
Back to my point:
lowering +ele gear won't hurt any of the highest damage builds nearly as much as the ele builds who depend on that stuff to deal just half way decent damage.

You have nerfed +%skill damage when its pierce that causes the massive damage shift between characters... If you wanted to nerf all ele builds, you should have went after pierce instead (poison especially since pois pierce is applied to both pois length reduction and resist). Pierce is the problem, not +% ele damage.

Ps. I havent checked the changelog in a while but has blizzard on mercs been reduced in level a bit yet or is that still waiting to happen?

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PostPosted: Mon Aug 15, 2011 8:13 pm 

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Reasons why I think inventory size should stay the same and therefor not nerf/remove blue charms:
I think it would remove the chance for people to customize their characters. By securing your chars resistance with charms it gives you room to do what you want with the sockets that are left in your gear.
If you would remove blue charms then it would be what I at least experience with mercs, you have to fill most of your gear with resistance jewels. Or you'd need almost perfect gear to reach the resistance cap in hell wich is quite hard to do on mercs.

Like now I can choose to either put rubies, diamonds or facets in my chest/head piece if I have any open sockets to do so, without those charms I'd be forced to put resistance jewels in those slots.

That may not be the case for every player on HU especially not among the more experienced once maybe, but if you want to have a harder time to reach the resistance cap then you can just put up restrictions on yourself, no one is forcing you to use charms.

I hope you will reconsider your stance on removing the blue charms. I do however understand nerfing them slightly, just not too much.

I do support bigger cube/stash if that was even possible.

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PostPosted: Mon Aug 15, 2011 8:41 pm 
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In any case the original inventory sizes for the cube, stash, and actual inventory should be kept. This business with hacking off the 3 right most columns of the cube and hacking off the 2-4 bottom most rows of the stash is going to make people lose stuff (via poofing) should we do a server testing phase.

If we do do a reset (for the sake of avoiding the outcry from the poofing) before starting up a the server testing phase its going to be at least weeks before people can actually take a serious shot at Soulmancer party wise. Considering the testing phase will probably only be a month at most it will be best to find out sooner than later if some of Soulmancer's parameters aren't quite right sooner than later. It will also be a lot faster for the sake of the testing if people can just take their already existing melees (whether they be retired to mules or otherwise) and just ram them into the NM and Hell bosses immediately where the main problems for melees have been identified.

As for concerning the pierce vs +% ele thing... While I could see slamming the pierce for poison not really so much for everything else. Also it should be noted that in reality a given amount of pierce or +%ele boosts all caster builds that utulize that particular element equally with exception to sorcs utulizing +% ele due to their element mastery. This business about "hurting damage" more on the underpowered builds compared to the OP builds is just really more hurting viability more.

As much as you like the idea to slam the pierce the thing is though the current %absorbs on the boss charms are balanced to offset the hugeness of the pierce. If all the pierce disapeared we'd have a number of bosses healing from particular elements since there's no longer any huge pierce to indirectly offset the healing effect.

Having to make a balance change just because you made and other particular balance change (such as having to change boss charm absorb %'s to compensate for spell pierce getting slashed) is just simply messy balancing which is a result of trying to make overly radical changes. This business with having to double charm size just to compensate for the inventory size changes just further shows how overly radical the inventory size changes really are.

The main reason I'm adamantly against the overall inventory size increase though is because I'm aware of a lot of the implications that would occur should that game engine limit should be reached. It's a set of bugs and exploits that should quite honestly in my opinion never allowed to be occurring. To be knowingly opening the flood gates on that sort of problem is just asking for trouble. We already got enough trouble with MHers and Godmoders on the realm... should we honestly be tossing them a set of exploits to make use of too?

As for concerning the Blizzard merc... currently he is untouched but I could just simply slash his blizzard level some so he doesn't pack so much bite anymore. By what % should its blizzard levels be slammed?


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PostPosted: Mon Aug 15, 2011 8:55 pm 
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My take on this, if there is a serious concern about the increased inventory such as bugs and imbalance of charms, just leave it as is unless the pro's of D2SE really outweigh the consequences. Nerfing all charms and the risk of a glitching inventory seems problematic. weigh the pros and the cons and make a decision. I don't really understand how the increased inventory supports D2SE as I don't really understand how D2SE works. Personally I'm in favor of leaving the sizes of inventory n cube as is unless the altered sizes are very beneficial.

I like the bigger inventory but if it's gonna be an issue mine as well leave it as is...

Also I would certainly say no to increasing Poison Nova Range... The other Nova's may be ok, but poison nova is already uber. Some missiles and skills may warrant a range/speed increase while others don't. best use your judgement. The less you have to change, the less work there is. AI range and behavior is the biggest thing; things like missile speed and range and enemy speeds are less of an issue.


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PostPosted: Mon Aug 15, 2011 9:37 pm 
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As far as I'm concerned increased inventory doesn't actually support D2SE. That sounds more like someone's modifying their D2SE specific mod install and doesn't want to go to as much trouble modifying it (or for that matter modifying the clean core files of their D2SE which they shouldn't be doing in the first place since that was never D2SE's intention to have those core files modified) .


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PostPosted: Mon Aug 15, 2011 9:47 pm 

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the stash size needs to remain as-is. ki4m if u can set the stash back to the current HU size that would be wonderful.


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PostPosted: Mon Aug 15, 2011 11:55 pm 
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Quote:
Any skills or behavior that is based on a certain range of ai should probably be increased to compinsate for the larger playing/visual area of high resolution.
Well that's only matters for few ele/ranged mobs, with increased aidist they still have to get close to their attack ai dist to be able to do something - cleft mages will be stuck on bridges if there's no way to get to you for example, same for LoS Nec, he will first try to get to his attack dist then use teeth/spear etc. making him easier for ranged class.
I can alter it further but it's not that simple - can't just increase every aip as different ai's use different aip, with global inc that can lead to weird behavior like rot walkers charging you off screen or skills vanishing before they connect because too low range/speed on missiles.txt (shaman fire for example).But I'll definitely look for ranged mobs (flayers/skeles/liches).
Melee mobs will always chase you so it doesn't matter.
Quote:
Ps. I havent checked the changelog in a while but has blizzard on mercs been reduced in level a bit yet or is that still waiting to happen?
No, but I can do this and also remove rabies from a5 mercs(prevent other rabies source), lower bonearmor, remove poison cloud, inc bone spirit lvl on a3pnb merc... etc.


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PostPosted: Tue Aug 16, 2011 6:50 am 
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If all the pierce disapeared we'd have a number of bosses healing from particular elements since there's no longer any huge pierce to indirectly offset the healing effect.


What boss has over 50% absorb to an element? Also, if a boss has got over 50% absorb to an element, no amount of pierce will stop the healing due to the way damage is calculated in the dlls. Pierce effects resists, not absorbs. There is no way to pierce absorbs if you look at the damage tables in d2game.dll.

Quote:
As far as I'm concerned increased inventory doesn't actually support D2SE. That sounds more like someone's modifying their D2SE specific mod install and doesn't want to go to as much trouble modifying it (or for that matter modifying the clean core files of their D2SE which they shouldn't be doing in the first place since that was never D2SE's intention to have those core files modified)


I'm not sure you understand how D2SE works. D2SE is a tool for quickly switching between mods. So i'm not sure whare you get that it doesn't support increased inventory (as HU already has increased inventory and works with d2se)

First it is installed to a default diablo 2 directory. This creates a "MODS" folder (whare you put all your mods) a "CORES" folder whare all original d2 patch dll's and mpq's are stored and D2SE.exe (to start D2SE and select a mod) Like so:
Image

Inside the MODS folder, goes each folder for each mod (only the modified files are required, anything that isn't in the mod folder will be read from the "CORES" folder depending on what version the mod runs on (1.09 - 1.13c)
Like so:
Image

Inside your mod folder is all the mod files and a .ini (D2SE_Setup.ini). This tells D2SE what the realm IP is, what patch version the mod runs on (1.09-1.13c), also if the mod should use D2ModSystem (no more having folks not running D2ModSetup and reporting "bugs" because of that, it is automatically set up on start via this .ini.)
Inside the mod folder looks like so:
Image

Now, when you run D2SE you get a list of all mods installed. This leaves your original D2 folder completely untouched and means you dont need to mess around with multiple d2 folders. You can also run any mod using any base patch (1.09 - 1.13c) without having to downgrade. This brings means more people are likely to play as they don't have to downgrade or anything like that. When you start D2SE it looks like so:
Image

As you can see, you also get homepage buttons, forum buttons, readme button etc. all direct you to the correct page defined in D2SE_Setup.ini by you). The realm info is automatically set up too. The D2SE_Setup.ini is set up by the modder and provided in the D2SE plugin so the user simply extracts it to their mods folder, runs D2SE, selects HU then connects to the ralm without doing anything inside the folders at all. Put short, it gets rid of ALL instalation issues in 1 swoop.

There is deff no way that higher inventory size isn't supported by D2SE as it is only used to launch the mod, it makes no changes to the mod or anything. I have my mod running as a D2SE only mod (as Seltsamuel was kind enough to provide me with the hosting and forum space :))
One using high res with big stash and inv and my old mod runing on D2SE too with a HU sized inventory. Both have no problems with compatability.

It dosen't matter if its weeks before a party gets a shot at soulmancer as its completely optional and in no way hampers progress at all. That boss isn't an important part of this patch, its simply the cherry on the cake as far as I'm concerned.

You'll just have to use the old inventory.txt and move the grids into place then edit the .DC6's. If I get these frames finished at some point today I'll adjust inventory.txt. Moving the grid wont effect items in the grid, it will just move them.

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PostPosted: Tue Aug 16, 2011 7:59 am 
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Actually Purerage... %absorbs affects monsters differently than it does players. Depending on the mosnter resist/player pierce situation a monster could actually heal from ele damage at less than 50% absorb. As crazy as it sounds I've actually seen first hand a monster heal at rate a minimum of 5x of the DPS they were taking from 100% absorb self buff counter. As natural as it is to assume that monster damage mitigation mechanics are actually the same as player damage mitigation mechanics this is unfortunately not the case (if it were the case the crazy BS that I saw from the 100% absorb counter in AM would of never happened).


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PostPosted: Tue Aug 16, 2011 8:40 am 

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I'm not sure why people are even discussing the options of rebalancing the game to accommodate larger inventories.. the inventory size should be static regardless of resolution, along with all interactive interface elements, their actual representation in pixels could change or you can add filler around them. This means everything you want in the higher resolutions must be able to fit in 800x600 as well.

The best higher resolution mod I've ever used with D2 is D2MultiRes:
http://www.moddb.com/games/diablo-2/news/d2multires
This is the way higher resolutions should be supported in HU.
Being forced to play in 800x600 has been the one thing that's always irritated me (and vanilla D2, for that matter) about HU.
Supporting a modified version of D2MultiRes or something similar would be awesome, I have to say though, manually putting together the 1024x768 and 1280x1024 resolutions isn't the way to do it. If you just dynamically resize or offset the interface features, adding in filler as necessary, you can support any resolution, of course you could still limit them, but it would now support 16:9 and 16:10 aspect ratios, not just 4:3 which very few people use these days (Even in windowed mode, I prefer playing in say, 1440x900, it fits nicer in my desktop. This is the way D2MultiRes did it.
http://screenshot.xfire.com/screenshot/natural/305d2e5189201e4d7f8a2699e0d1dad5597ab02b.png

Concerns with higher resolutions for me only really include NPC AI ranges. Players do not need silly things like increased nova radius, cast distances, projectile range, those are fine as they are and will sort themselves out.
The only significant imbalance this brings to the game is seen in PVP as players with higher resolutions can see further, but this is no different than the effect of having a wider screen and thus a wider field of view in modern FPS and is not something to worry about. When I brought up the unfairness of larger viewing area for only some players my friend refuted it with the fact that players with better hardware also experience better framerates, which currently affects as is. Another argument may be ping (closeness to server and connection speed). Better hardware will always give players a slight edge but it's not something you need to worry about in this case IMO.

TL;DR inventory size should be the same in all resolutions, try to make HU's high res mod as much like http://www.moddb.com/games/diablo-2/news/d2multires as possible

Good luck, I hope to see this in an official release soon!


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PostPosted: Tue Aug 16, 2011 9:46 am 
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Heh... finally someone that sees that altering inventory sizes is actually really not necessary (which I agree with). If it wasn't for the severe bugs/exploits that come with making the inventory too big I would actually be all for increasing the inventory size.

One thing we can't do though is make a whole bunch of resolutions possible. We should honestly only do a couple resolutions that are relatively close to each other (and its for this reason the multires isn't being used even though it was already mentioned). Otherwise we'll have this business with the AI settings being too long ranged for the lower resolutions and/or AI settings being too low ranged for the higher resolutions.


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PostPosted: Tue Aug 16, 2011 9:57 am 

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for these resolutions will glide be necessary? I never got it to work on my laptop with out it dropping my fps to shit. ATM i use d2draw


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PostPosted: Tue Aug 16, 2011 10:54 am 
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Baerk wrote:
Actually Purerage... %absorbs affects monsters differently than it does players. Depending on the mosnter resist/player pierce situation a monster could actually heal from ele damage at less than 50% absorb. As crazy as it sounds I've actually seen first hand a monster heal at rate a minimum of 5x of the DPS they were taking from 100% absorb self buff counter. As natural as it is to assume that monster damage mitigation mechanics are actually the same as player damage mitigation mechanics this is unfortunately not the case (if it were the case the crazy BS that I saw from the 100% absorb counter in AM would of never happened).


No it doesn't, who told you that? There is a huge topic on this on PK that i've read many times when redoing some of that code.

Monster mitigation goes through the exact same routine as the one for players.

Nefarius wrote:
Code:
[ ABSORB_FUNCTION ]

6FC9A070  /$ 56             PUSH ESI
6FC9A071  |. 57             PUSH EDI
6FC9A072  |. 8BF8           MOV EDI,EAX            edi = ptAttack
6FC9A074  |. 8B43 10        MOV EAX,[EBX+10]         eax = ptResRecord->Abs%
6FC9A077  |. 83F8 FF        CMP EAX,-1
6FC9A07A  |. 8BF1           MOV ESI,ECX
6FC9A07C  |. 74 54          JE SHORT D2GAME.6FC9A0D2      (abs% == 0): EXIT
6FC9A07E  |. 6A 00          PUSH 0
6FC9A080  |. 50             PUSH EAX
6FC9A081  |. 8B46 0C        MOV EAX,[ESI+C]
6FC9A084  |. 50             PUSH EAX
6FC9A085  |. E8 6603F9FF    CALL <JMP.&D2Common.#10061>   get absorb% from ptDefender
6FC9A08A  |. 83F8 28        CMP EAX,28
6FC9A08D  |. 7C 07          JL SHORT D2GAME.6FC9A096      (abs% < 40): NEXT1
6FC9A08F  |. B8 28000000    MOV EAX,28            ELSE: abs% = 40
6FC9A094  |. EB 04          JMP SHORT D2GAME.6FC9A09A      GOTO: NEXT2


First check if there is a abs% stat in ResRecord, if there isn't exit (yes abs# isn't used when no abs% stat is specified in the ResRecord table, so if you add some for other damage types, you need to add both types # and %). Then get the amount of absorb% and limit it to 40% (also for monsters) if it is more.


Code:
[ NEXT1 ]
6FC9A096  |> 85C0           TEST EAX,EAX
6FC9A098  |. 7E 14          JLE SHORT D2GAME.6FC9A0AE      (abs% <= 0): NEXT3

[ NEXT2 ]
6FC9A09A  |> B9 64000000    MOV ECX,64
6FC9A09F  |. 8BD7           MOV EDX,EDI
6FC9A0A1  |. E8 6A70F8FF    CALL D2GAME.6FC21110      deroll absorbed value
6FC9A0A6  |. 8B4E 18        MOV ECX,[ESI+18]         ecx = ptDamageData
6FC9A0A9  |. 0141 48        ADD [ECX+48],EAX         ptDamageData->HealDefender = absorbed value
6FC9A0AC  |. 2BF8           SUB EDI,EAX            damage -= absorbed value


If the amount of absorb% is less then or equal to 0, skip to absorb #, else use D2GameApplyPercentage go get the amount of life the defender will absorb, and subtract this value from the respective damage.


Code:
[ NEXT3 ]
6FC9A0AE  |> 8B4B 14        MOV ECX,[EBX+14]         ecx = ptResRecord->Abs
6FC9A0B1  |. 8B56 0C        MOV EDX,[ESI+C]         edx = ptDefender
6FC9A0B4  |. 6A 00          PUSH 0
6FC9A0B6  |. 51             PUSH ECX
6FC9A0B7  |. 52             PUSH EDX
6FC9A0B8  |. E8 3303F9FF    CALL <JMP.&D2Common.#10061>   get amount of absorb stat
6FC9A0BD  |. C1E0 08        SHL EAX,8            absorb * 256
6FC9A0C0  |. 85C0           TEST EAX,EAX
6FC9A0C2  |. 7E 0E          JLE SHORT D2GAME.6FC9A0D2      (absorb * 256 <= 0): EXIT
6FC9A0C4  |. 3BC7           CMP EAX,EDI
6FC9A0C6  |. 7C 02          JL SHORT D2GAME.6FC9A0CA      (absorb < damage): EXIT_SEQUENCE
6FC9A0C8  |. 8BC7           MOV EAX,EDI            ELSE: absorb = damage

[ EXIT_SEQUENCE ]
6FC9A0CA  |> 8B76 18        MOV ESI,[ESI+18]
6FC9A0CD  |. 0146 48        ADD [ESI+48],EAX         add HealDefender + absorbed damage
6FC9A0D0  |. 2BF8           SUB EDI,EAX            damage -= absorbed damage

[ EXIT ]
6FC9A0D2  |> 8BC7           MOV EAX,EDI            return damage
6FC9A0D4  |. 5F             POP EDI
6FC9A0D5  |. 5E             POP ESI
6FC9A0D6  \. C3             RETN


Finally, get the amount of absorb#, multiply by 256 (shift left by 8 bits) (since ofc, damage is handled in 256ths), if it is below or equal to 0, simply exit. If absorb is greater then remaining damage, set absorb to damage (so damage doesn't turn negative), finally, subtract the amount from damage and add it to the HealDefender part of ptDamageData. The function returns the damage after absorb has applied.



It looks like what you seen is an absorb counter using 100 flat absorb instead of %. I just even double checked it in game.

Enemy with 20 HP
100% cold absorb via monequip (40% effective due to cap)
99 resist
100 damage ice bolt. Took a long time but was able to kill the enemy.

Enemy with 20 HP
40% cold absorb via monequip
99 resist
same time taken to kill

Enemy with 20 HP
100% cold absorb via monequip (40% effective due to cap)
50 resist
died pretty fast.

Enemy with 20 HP
100% cold absorb via monequip (40% effective due to cap)
-100 resist
died in 2-3 shots.

Ps. While looking through the old pois sorb dll i noticed the stat ID was in the place of flat absorb instead of %. my bad :mrgreen:

@Blinky: nah you dont need glide.

@Inv sizes: Nobody is saying they shouldn't be set to current sizes. The issue I had was the "I forbid it" from someone other than Terry.

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PostPosted: Tue Aug 16, 2011 11:32 am 
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Quote:
if it were the case the crazy BS that I saw from the 100% absorb counter in AM would of never happened
That happens if you change abs cap in dll. So far you can set 120% abs on any mob and nothing will happen, but if you change a cap @6FCBFD84 then attacks will heal them(tested like 6months ago by me :P)
That's why I've set all bosses mag abs to 30% btw. Anything near 40 wouldn't be a nerf.
Quote:
Players do not need silly things like increased nova radius, cast distances, projectile range, those are fine as they are and will sort themselves out.
Mobs need tho.Higher res than 800x600 in pvm mod without ai changes is basically a hack/cheat.


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PostPosted: Tue Aug 16, 2011 11:58 am 
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If it was really a 100 flat absorb counter then it wouldn't of been a more drastic healing effect in NM/Hell where obviously player damages are far higher (and dealing far more than 200 damage even after resists are factored in). The self buff was 100% fire/cold/lightning/magic absorb and +50% physical resist and +200% poison resist. There was no room for flat absorb in that and trevor specifically said it was coded as %absorb. Unless there's some mechanic that amplifies flat absorbs for monsters aside from resists there's no way to explain how those bosses would be healing from 10k+ damage hits in hell especially when the players had some pierce and it only being 100 flat absorb. Also for that matter nothing in the player damage mitigation mechanics indicates a way for something to heal several times the damage they would normally take without the absorb as a result of an attack.

As for who told me what I'm talking about... It's simply no one since it was a conclusion I made from observing that boss self buff in action (since there's no way for what I saw first hand to be possible under player damage mitigation mechanics). It should be noted though that when Trevor coded the %absorb poison though for some reason it didn't cap at 40% for neither players or monsters. The thing is though Trevor never specifically mentioned anything about trying to alter the absorb cap (that and the poison absorb was coded after the absorb counter was removed I thought).


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PostPosted: Tue Aug 16, 2011 1:17 pm 

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lots of arguing but back on topic. the high resolution is fine but the increased stash size is not. it gets buggy on realm so keep the current hu size for stash inventory cube etc.


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PostPosted: Tue Aug 16, 2011 1:18 pm 
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Changed a lot (from id 1 to 750) of ranged mobs ai, give it a try someone, I'm not good at testing. Definitely check inner cloister to get a feel of skele mages/vampires/quillrats, travical and frozen tundra... with and without changes.


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PostPosted: Tue Aug 16, 2011 2:21 pm 
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As Steel says, it was tested by him a few months ago and the absorb cap is active here (you can test it in SP, it only takes a min to give fallen 100% sorb etc).

Quote:
nothing in the player damage mitigation mechanics indicates a way for something to heal several times the damage they would normally take without the absorb as a result of an attack.


No you don't understand, there is no damage mitigation routine only for players. It is 1 routine for all units, there are a number of checks for PvP and Hireling V Hireling but the parts of the code that handle absorb, resist, pdr, mdr, pois length reduction, cold length reduction, burn length reduction are all global. It's in the code segments of my last post explaining how it is applied and that the absorb cap is a global cap.
The whole damage routine is on PK (thats whare that segement came from), you should check it out. (If you have some time to spare as it's a long read).

I think Trevor maybe used item_absorbxxxx instead of item_absorbxxxx_percent by mistake or has altered the cap (intentionally, unintentionally or via a d2mod plugin perhaps). It's also possible that the order of the stats has been mixed up in the damage table when he created poison absorb (shit like that can happen from time to time) if it was before this counter and the %absorb stats are being read as flat absorb and visa versa. I haven't been able to replicate it at all (tried with absorb on buffs, items, monprop, auras and curses now). The only way I can get that heaing effect is via flat absorb or by altering the %cap.
When you next speak to him, maybe ask him to check out the cap location steel posted above.

@Pious It'll have to be kept to the current size anyway I think as theres no reset with the patch right away (bummer)

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PostPosted: Tue Aug 16, 2011 3:06 pm 
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okay, I'll change the size of inventory etc to the old values, do you want all sizes back to the old value, or can cube and stash stay at the new sizes?(12fields more), or change the stash to 8x14, inventory 6x10 and cube 8x8? 4fields less than before highres....

and about MultiRes: It is incompatible with HU, because it is only available for D2 1.12a, not for 1.10, but HU needs 1.10 because of all the D2Mod plugins it uses...

@PureRage
with D2SE it would be possible to add an option field to D2SE:
Image
this can be used to change between:
different difficulties, languages and alot more...
you could for example be used this to switch between singleplayer and multiplayer mode in HU, or it could be used for choosing between different UI layouts or many other things...

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Last edited by ki4m on Tue Aug 16, 2011 3:15 pm, edited 1 time in total.

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PostPosted: Tue Aug 16, 2011 3:10 pm 
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oh, that is an extremely neat feature I wasn't aware of. I was aware of the language feature, just not that it could be expanded. Do you have a link to the info on that by any chance?

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PostPosted: Tue Aug 16, 2011 3:19 pm 
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I dont think there is any Info thread or so about it atm, I only know that this is used for the BFE Plugin, and SamusAran's 2,4,8 Player Mod
(for something different than changing languages).

you may contact SamusAran or Seltsamuel for more Information about this..

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PostPosted: Tue Aug 16, 2011 3:22 pm 

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everything to the old values ki4m. thanks for the work on it, looks pretty awsome.


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PostPosted: Tue Aug 16, 2011 6:09 pm 
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new old inventory:

Image

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PostPosted: Tue Aug 16, 2011 7:16 pm 
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Nice background pic to help fill the white space on the stash. Could you post a screenshot of the cube opened as well?


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PostPosted: Tue Aug 16, 2011 8:08 pm 

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Baerk wrote:
Otherwise we'll have this business with the AI settings being too long ranged for the lower resolutions and/or AI settings being too low ranged for the higher resolutions.

I see, that would be problematic. However, this doesn't prevent you from supporting widescreen variances within range of the 4:3 resolutions you've selected.


Steel wrote:
Mobs need tho.Higher res than 800x600 in pvm mod without ai changes is basically a hack/cheat.

They just need a larger target acquisition radius, I doubt many other things need to be changed.
Monsters will see you when you see them and move closer to you to use their unadjusted attacks.
If you DO run into PvM balancing issues, you can change them as you come across them, do not preemptively over-complicate things.

Looks nice ki4m :D


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PostPosted: Tue Aug 16, 2011 11:37 pm 

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Ok a few questions that haven't been raised yet.

Regarding FPS how is this going to affect it? A lot of people suffer crappy FPS in some areas at it is.. my assumption is that this newer HD screen will require very high end computers, am I right??

Second.. is this going to be a requirement or optional to use?

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PostPosted: Tue Aug 16, 2011 11:56 pm 
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It's a mandatory update, you can delete it and use old res but you'll be in deep... trouble because changed AI. It won't change any requirements I think, if it does then it willl be ok to report it, and remove more clientside missiles.
Image You'll be fine! Pic captured with changed ai of ranged mobs(on prev page)


Last edited by Steel on Wed Aug 17, 2011 12:32 am, edited 1 time in total.

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PostPosted: Wed Aug 17, 2011 12:30 am 

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Ok sounds good.. good job on all those who made this happen. Looks awesome.

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PostPosted: Wed Aug 17, 2011 10:58 am 
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cube:
Image

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PostPosted: Wed Aug 17, 2011 12:39 pm 

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k cube and inventory are fine, as long as the stash is also current HU size then its good to go!


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PostPosted: Wed Aug 17, 2011 12:56 pm 
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High Res with old inventory sizes(without any monstats/missile changes/patch files) :
http://www.megaupload.com/?d=8QNNNQB2 (fixed)

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Last edited by ki4m on Wed Aug 17, 2011 2:47 pm, edited 1 time in total.

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PostPosted: Wed Aug 17, 2011 2:23 pm 
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You were a bit sloppy giving the assassins and druids the higher res left side offsets for the lower res left bound settings on the inventory. I got it fixed on my side now though. Glad I checked the inventory out myself with the assassin instead of the paladin. That would be one embarrassing UI miscalibration to let loose into the official patch.


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PostPosted: Wed Aug 17, 2011 2:40 pm 
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oh.. stupid copy and paste failure...

fixed version:
http://www.megaupload.com/?d=8QNNNQB2

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PostPosted: Thu Aug 18, 2011 10:24 pm 
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thanks for the work man, it looks awesome. just a quick question
any idea why my screen looks like this?

Image

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PostPosted: Thu Aug 18, 2011 10:45 pm 
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you seem to be missing updated .tbl files which contain the strings for the extended stats screen. Also judging by the position of your belt pots on the screen you forgot to get an updated belt.txt file into your data folder as well.


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PostPosted: Fri Aug 19, 2011 6:59 am 
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where can i find those updates? the last thing I downloaded where your extended stat screens in the other topic

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PostPosted: Fri Aug 19, 2011 9:06 am 
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Use Ki4m's link:
http://www.megaupload.com/?d=8QNNNQB2

my old extended stats screen and the high res's extended stat screen rely on differently customized tbl files (they aren't compatible with each other). The belt.txt/bin should be within the data\global\excel folder of the download as well.


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PostPosted: Fri Aug 19, 2011 9:30 am 
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first install the old version on 1st page, and after that the new one...
didnt add the belt.txt to the new version thats why it looks a bit weird, and you are missing the new tbls, but they should be included...

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PostPosted: Fri Aug 19, 2011 9:49 am 
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The reason he's missing the new tbls is because my extended stat screen overwrote the tbls. It's the sort of thing that happens when you try to install more than of the same type of plug in.


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PostPosted: Fri Aug 19, 2011 10:52 am 
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aaah yess you were right baerk
now it works fantastic

Thanks again for the fantastic work guys
looking forward to the new path :D

edit:

just wanted to show how awesome hurricane looks now :O

Image

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PostPosted: Fri Aug 19, 2011 10:34 pm 

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hovering over the bottom right field in the inventory screen and moving the mouse downward causes my client to crash
edit: fixed, conflicting mod files
edit2: nvm, still broken, there are still fields present in the bottom right just under the inventory even after a scratch reinstall


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PostPosted: Sat Aug 20, 2011 5:52 am 

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MusicGTELife wrote:
hovering over the bottom right field in the inventory screen and moving the mouse downward causes my client to crash


yeah I have the same problem
if you put your mouse on the fifth row from the right on the lowest row on your inventory and pull the mouse down the game crashes...

EDIT: Do this: delete your data folder and apply the update again, thats how it got fixed for me at least.

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I'm doing some more little adjustments atm:

Image

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PostPosted: Sat Aug 20, 2011 1:06 pm 
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glad to see the work in progress. I guess that particular dc6 slipped your mind as you were doing everything else?


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yeah, I forgot about that....
If someone finds something else that needs to be adjustet, please report it to me so I can fix it

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PostPosted: Sat Aug 20, 2011 1:52 pm 
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minor error - when you right click on bnet chars to see profile window is missplaced.

Also there are still wrong values in inventory.txt...


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PostPosted: Sat Aug 20, 2011 1:54 pm 
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I would recommend the client/server side d2expres.ini be modified to support 1024x768 and 800x600 as opposed to 1280x768 and 1024x768... Or would this not work due to the inventory/screen changes?


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PostPosted: Sat Aug 20, 2011 2:01 pm 
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Actually not a bad idea... but I'm not terribly familiar with this plug in.


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Steel wrote:
minor error - when you right click on bnet chars to see profile window is missplaced.

Also there are still wrong values in inventory.txt...


window is a bug of the HighRes Plugin i think, the field cant be moved inside the .ini ... like the connecting... string when you enter your bnet account...

wich values are wrong inside the inventory.txt?
some equipped Items are displayed a bit higher inside the char screen, but i dunno how to fix this, if I change the values inside the inventory.txt the coloured fields will be misplaced... propably needs to change the dc6's of most items...

about the lower res thing:
it would be possible to make one plugin without highres, but then we will have issues with monster AI I think...
(for the lower res it would be alot easier to make a plugin without HighRes than adjusting HighRes back to 800x600...)

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PostPosted: Sat Aug 20, 2011 2:39 pm 
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Quote:
it would be possible to make one plugin without highres, but then we will have issues with monster AI I think...


That's no problem. I guess we could just make the high res plugin optional if we can have an easy option for switching between the two on the fly in the settings. whatever works best.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 2:42 pm 
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wich values are wrong inside the inventory.txt?
Druids and Assassins gridRight are 917 and others are 912


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 2:43 pm 
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I'll create a D2SE plugin with everything needed...
you will then be able to switch between no highres and highres inside the modmanager..

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 2:46 pm 
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Sweet! People running in lower res will just have to deal with increased aggro range, which is fine. D2SE seems to be something ideal to support for HU, I've never tried to use it


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 3:44 pm 
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bummer :( isnt working as I planned it...

gonna think about a other solution for that....

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 4:37 pm 
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what D2SE mod plugins have the multiple modes set up? Maybe I can examine their ini files to figure something out?


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 5:23 pm 
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battle for elements for example

it isnt the ini, but abusing d2se's language feature..

setsamuel told me it could also be used to switch between d2mod setups etc, but it doesnt seem to work(switching between mpqs works fine)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 5:55 pm 
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:cry:


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 5:59 pm 

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I think most people can play in High res. I can play in it with 80-140 fps on a onboard video card. I don't know if it'll be such a issue as I originally thought.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 10:47 pm 

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Lee wrote:
I think most people can play in High res. I can play in it with 80-140 fps on a onboard video card. I don't know if it'll be such a issue as I originally thought.


Could u post a topic on how you got it to work Lee? maybe that will help some people.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 11:19 pm 

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Well I was running with Shadows on + Lightning quality on highest + the 1200 resolution and not the 1024. Once I turned shadows off + lightning quality down + resolution it was fine.. I'm not sure if other people are having the same FPS problems because of that though... some may just have much worse cpus than me.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 20, 2011 11:37 pm 
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It could also depend on the glide wrapper's settings. One person earlier had horrible lag problems with glide at first. Then he knocked buffer-texture-size under the renderer section down to 256x256 and his FPS improved massively.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 21, 2011 1:22 am 

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I'm using an ancient machine by most peoples standards. AMD xp3000+ (barton), ASUS a7n8x-vm400 mobo, Nvidia GeForce6200 vid card, 2MB ddr1 (pc3200) and seeing between 60 and 150 fps. It's not that bad on an older machine if the card is decent. Also I find if I have a window open using Chrome I get random lag spikes.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 21, 2011 1:26 am 
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Nvidia GeForce6200 vid card
Your card can run Resident evil5 on lowest settings with 10 fps!


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sun Aug 21, 2011 6:08 pm 
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Ok... From what I can tell D2SE's ability to load D2mod.ini files is limited to loading one ini from one specific spot. As a result if people want to do mode changes that involve different plug in set ups the person either must edit the D2mod.ini that the D2SE is going to read or swap D2mod.ini files.

Luckily in the case of this plug in mode switch its as simple as adding or removing a semicolon (;) from the start a specific line in the d2mod.ini.

I have successfully made a D2SE plug in folder that properly mode switches between normal res and the high res plug in as long as you edit the d2mod.ini when you switch (the ini does not have to be touched as long as you stay in one mode).

However this spells implications. First of all its a good thing the inventory, stash, and cube sizes weren't altered. Saves of the work of now having to revert their size. However, the trade and vendor inventory space amounts need to be reduced to a size that 640x480 can support. We have two routes for this:

1) We edit the normal res trade and vendor screens to be a new slightly larger size than original and make the high res's inventory space equal to that.

2) This lower work option would be to reduce the trade window and vendor inventory spaces back to the original values.

In any case you got some work ahead of you ki4m besides the high res bnet chat screen if someone else doesn't want to take this up.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 22, 2011 9:36 am 
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I'll contact Seltsamuel, maybe he has a better solution for this...

but this will still require smaller trade windows...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 22, 2011 9:44 am 
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Well I probably abused the language thing to the fullest. I tried stuffing the d2mod.ini inside the mpqs to no avail. D2SE seems dead set on reading the D2mod.ini in the non-subfolder area (out in the open outside of zips/mpqs) of the mod plug in.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 22, 2011 10:54 am 
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new bigmenu folder(new bnet ui):

http://www.megaupload.com/?d=BO38WQ8C

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 22, 2011 11:44 am 
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Char stats related
Pdr and mdr are switched
Lightning and cold mastery values are switched... it says I have 128% cold mastery on lightning trapsin.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 22, 2011 12:12 pm 
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fixed d2newstats.txt:
http://www37.zippyshare.com/v/64207925/file.html

new inventory.txt, with slightly lowered position of equipped items:
http://www37.zippyshare.com/v/24392881/file.html

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 24, 2011 10:03 am 
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about the vendors and highres:
If I lower the size of the trade window, the page will be very empty and I dont know what I should put into it, so it would maybe be the best to keep it as it is, and just use the low res version for the server...


and about the switching between, highres and low res:
Seltsamuel told me he will do a little testing about it this weekend...
cause he didnt test if .ini's inside the language folders will be used, cause it wasn't supposed to be used like we use it....
so switching via a batch file will be the best solution I think... we will no longer need the language switching option if you need to run the batch file anyways?
though this will propably be fixed with the next D2SE version...

I will start working on the skilltree next week, if no one else does^^
very busy this week....

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 24, 2011 10:39 am 
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The problem is though when someone with high res trades with someone with norm res. Can you guarantee there won't be a crash? I also suspect if someone using high res places something too low into the trade window the norm res side in the very least may not see it and for that matter may not be able to get it.

The 640x480 res vendor inventory could probably be expanded to 11x11 with some work if you are looking keep some of the expanded vendor space.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 10:48 am 
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didnt think about the tradingscreen,
trade windows need to be changed for sure...

vendors will work, the items will only be placed at the top left when playing online, in LAN/SP it works normal...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 10:53 am 
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You are forgetting something ki4m... you haven't noticed the can't buy potions complaint? (happens specifically in server play since the server and client sides don't agree on positions of things) There's a number of important vendor items placed on the right most column always on vendors (potions, gems, glyphs, runes). Also there's the fact that belts, amulets, rings, and jewels are always on the right most column as well in the gamble screen. The vendor screen size will have to be changed as well for the 640 res people unfortunately (I like the increased vendor space myself too but there's the thing with 640 being so cramped).


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 10:55 am 
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thats why you should use the low res version online..

the items will then be placed only on the top left 10x10 fields on the high res version....
the other fields are only used in sp..

gonna re think about it though....

maybe i find a nice picture i can put into the free space...

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 11:11 am 
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Seeing 3 columns/rows that always remain empty when the rest of the vendor screen is packed is going to look strange regardless. Besides what would happen if someone using the high res with the bigger vendor inventories hosted TCP/IP was joined by someone with low res? I suspect for the sake of avoiding bugs all around it will be simply best that all the inventories matched in tile size between normal and high res.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 11:12 am 
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yea, fuck it....
I'll just create a new vendor screen..

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 5:25 pm 
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are these links updates that we should go ahead and put on in, or just for you guy's reference, and a new patch deal will be released, or update

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Aug 25, 2011 6:27 pm 
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Primary purpose for our reference to make the next patch with better. If you guys have the skill to insert them into your client side without causing problems for yourself feel free to do so (so you can enjoy the bug fixes sooner).


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Aug 26, 2011 8:52 am 
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Baerk wrote:
Primary purpose for our reference to make the next patch with better. If you guys have the skill to insert them into your client side without causing problems for yourself feel free to do so (so you can enjoy the bug fixes sooner).


With as much crap that i had go wrong with just trying to get the screen res to work.. think ill leave it alone for now :)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 3:03 pm 
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Is this issue solved then or still problematic?


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 3:58 pm 
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Well, i fixed mine, but odd in the way it was fixed.
I ended up using the mpq patch file.... coupled with the data folder....
some reason.. made it work right.. my desktop has a high gamma lighting anytime i run and close full screen now though, but meh, its w/e

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 3:59 pm 

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still iso a low res version so those of us that are visually challenged can play comfortably.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 5:35 pm 
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Right now waiting for Ki4m to get the trade window and vendor inventory sizes back to original size for high res mode so that people can play together with either version without issues/bugs.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 7:02 pm 
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Baerk wrote:
Right now waiting for Ki4m to get the trade window and vendor inventory sizes back to original size for high res mode so that people can play together with either version without issues/bugs.


almost finished with that, gonna post the finished version here...

I'm also about to do the skill pages, what do you think where the skills should be placed?
there is alot of empty place now....

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Sat Aug 27, 2011 7:48 pm 
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For the column/row positions on high res. use the formula 2*n-1 to generate the new row/column values. N being the original value (since the lowest visible column/row number is 1). This will spread the skill icons through out most of the space without getting out bounds. It will also cleanly preserve the original formation of the skill trees. The skill icons will probably still look a bit small but it probably won't be worth the effort to fix anyways.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 2:04 pm 
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working at the skilltrees atm...

this is how they will look like:
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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 2:18 pm 
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looking really nice, keep up the good work :)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 4:21 pm 
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It all looks fantastic ki4m. Thanks for all your work in the UI dept.
I don't think there was anyone else here that was up to the daunting task of remaking all those files for high-res. I know I wasn't going to do it lol.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 4:38 pm 
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Man you are working like a champ mate :D


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 5:27 pm 
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thanks for the feedback 8-)

skilltrees finished...
:D

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 5:51 pm 
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ki4m I love you... plutonicly


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 6:16 pm 
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a2 tomb quest fixed:

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 6:26 pm 
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"Scotty's on fire"

...

"COME, Mr. Bigglesworth"
:lol:

Awesome stuff, we deff got the right person for the job.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 6:40 pm 
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Looking good for sure. Time to check out the rest of the forum now that my internet is no longer down from the hurricane.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Mon Aug 29, 2011 11:46 pm 
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Quote:
Looking good for sure. Time to check out the rest of the forum now that my internet is no longer down from the hurricane.

glad you survived! that was a helluva lot of water you guys got over there.

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PostPosted: Tue Aug 30, 2011 1:28 am 
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Actually I live on a hill so flooding isn't much of a worry. The hurricane wasn't even category 1 by the time it reached me anymore. It was really more of a good windy rainstorm than an actual storm to dread like the category 4 hurricane or for that matter tornadoes I experienced in my youth.


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PostPosted: Wed Aug 31, 2011 1:08 pm 
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everything is complete now...
uploading soon

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PostPosted: Wed Aug 31, 2011 1:34 pm 
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Download:
http://www.megaupload.com/?d=WKGLBL2G

simply extract the data folder into your HU folder and start with -direct -txt to use it.

I hope that all files are included, and there dont appear any problems...
(if you play online you wont be able to buy potions, gems, etc at vendors...)

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Wed Aug 31, 2011 2:27 pm 
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Ok... data folder received. After I do the weapon Str/Dex ED% edits along with a few skill edits I'll be compiling the patches (both norm and high res as well as a D2SE plug in). I got a lot of mpq compiling work ahead of me. The 2nd beta patch which should hopefully fix all the issues should be PMed to Duff along with complete install instructions and change log no later than tomorrow evening.


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PostPosted: Wed Aug 31, 2011 2:36 pm 
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After I do the weapon Str/Dex ED% edits along with a few skill edits
DEX? Buff or nerf? dex wasn't touched like for 4 patches.


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PostPosted: Wed Aug 31, 2011 5:09 pm 
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Yeh nobody said anything about nerfing dex bonus on weapons. Don't do that, dex bonus is fine. Only str was buffed in 1.13a.

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PostPosted: Wed Aug 31, 2011 6:02 pm 
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Looks great... Sry don't have much time these days to read through every post.. I didn't realize there was this much work going on with the Hi res and Low res issues so my bad... Thing that gets me is for the life of me I can't understand why my comp has issues with the Hi res at all.. I never had a problem with Hi graphics before on SwG and thats more intence when it comes to res and graphics.. :?

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PostPosted: Thu Sep 01, 2011 5:17 pm 
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I have experienced some lag issues or chopping screens at 1280x768.
Especially in catacombs and act 2 some places..

And i have a nasa pc, so dont know what causes it..


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Thu Sep 01, 2011 5:55 pm 
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switch to the other resolution if the highest one is giving you issues.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Sep 02, 2011 8:53 am 
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PureRage-DoD wrote:
switch to the other resolution if the highest one is giving you issues.


Ye but that aint a fix or solution to something wich is clearly a game error/something else...
I am not simply looking for an go back to the other resolution, when my computer clearly not is the problem.

I am running a pc that can be used to run every shit in this world times three, but I am still having problems with that resolution.

My point is, that it has to be something coded or something else wrong with that resolution, that makes it laggy or choppy on some gpus or something?

*edit
Even tried in on my brothers pc, wich is kinda like mine, just with an ATI gpu, same issues there..


Last edited by snakzz on Fri Sep 02, 2011 8:56 am, edited 1 time in total.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Sep 02, 2011 8:56 am 
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What video mode do you run by any chance? Direct Draw or the 3d mode aren't really the best video modes to be using for d2. They have very inefficient graphics coding (thus allowing the game to take a toll on even newer GPUs).

Also this new beta I'm uploading has the option for either normal res or high res anyways.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Sep 02, 2011 8:59 am 
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Baerk wrote:
What video mode do you run by any chance? Direct Draw or the 3d mode aren't really the best video modes to be using for d2. They have very inefficient graphics coding (thus allowing the game to take a toll on even newer GPUs).

Also this new beta I'm uploading has the option for either normal res or high res anyways.


I was running the 3dxglide mode, or what it is called.

Will be trying to run the 2d shit, and see if the problems will go away if thats something you want me to do?

The gpus i have been trying with is gtx580 and ati 6990, one singel core and one dual core, so that should not be the problem.


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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Sep 02, 2011 11:19 am 
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The game is coded to not draw the floors/walls outside of 800*600. The plugin hujacks that code and and forces it to draw further. The further you draw, the more CPU you need. The plugin is a "first" plugin and as the author says, it could be faster. He is working on redoing it so it will run as smooth as it possibly can. The lower resolution is ok for me. I struggle with the highest one myself but even the smaller one is a decent size (especially windowed).

Ps I ALWAYS run DDraw + windowed, its always given me the smoothest gameplay.

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 Post subject: Re: High Res for HU (Voulenteers needed)
PostPosted: Fri Sep 02, 2011 5:55 pm 
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Running on a i7980x myself, even clocked, so the cpu should not be a problem either, but i get your point :)


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