Author
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Topic: ALMOST got strangler shapeshift working... SOMETIMES crashes when I ss back... why?
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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 22 February 2002 01:11
What I did was take the lines in montype.txt and monstats.txt for the Stormcaster (strangler class), overwrote Wolf with them, corrected names and namco to Wolf and set align to 1 in monstats.txt. Works great, except during testing he tended to go invisible when using certain animations, clicking on an equipped item would return him to view, but stuck on the spot. OK, I can live with that. I just set all animations to attack.A worse problem is the fact that I crash when shapeshifting back... but not always, only in 1/3 of the times I try. It then gives me a c000005 error. I assume it's due to the stormcaster missing the gfx for the ss cast animation, but for all other skills missing graphics just means an invisible character and sometimes getting stuck on the spot, never a crash... I'm puzzled! I actually shapeshifted for twenty minutes just to see what would happen. No problems at all. Reassured, I killed a monster and ss'ed back - *CRASH* Does anyone have any idea why this would happen? I tried an Izual shapeshift and that one worked fine without any crashes (still missing animations though). ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual [This message has been edited by Brother Laz (edited 22 February 2002).] [This message has been edited by Brother Laz (edited 22 February 2002).]

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Deathscythe Moderator
   
Posts: 1185 From: The Darkest Part of Hell (Shadow Land) Registered: Oct 2001 |
posted 22 February 2002 02:38
the problem might also the TRLITDDHTH.dcc for the c0000005 and the TRLITGHHTH.dcc, and the frame might not be complete.. try to look at it again with mpqviewer and save them ... i also incounter something like that when i try to change the dcc of the zombies with the fire elemental... some of them might not be compatible with each other,... or just incomplete..------------------ quote: Beware... for your nightmare is here.....death...
Deathscythe Get my MOD "The Ancient® MoD" @ my website... Visit me @ this site... for Diablo 2 www.deathscythe@isgreat.net for Battle Realms™ site www.lotusgarden.isgreat.net

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 22 February 2002 02:49
quote: Originally posted by Deathscythe: the problem might also the TRLITDDHTH.dcc for the c0000005 and the TRLITGHHTH.dcc, and the frame might not be complete
Errr, I don't understand what you mean to say. <:-[ What do gethit and death have to do with shapeshifting anyway? And why would the strangler gfx be incomplete? Fire elemental, that's that weird glob thing with the red orbs revolving around it, I can understand why it won't work, but the stormcaster is just an ordinary monster! But if you're right, would it help to just set modeDD and modeDT in monstats.txt to 0 (no anim) and get rid of the bugged ones? ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual [This message has been edited by Brother Laz (edited 22 February 2002).]

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Deathscythe Moderator
   
Posts: 1185 From: The Darkest Part of Hell (Shadow Land) Registered: Oct 2001 |
posted 22 February 2002 02:57
yeah thats what im talking about, some frames are missing..------------------ quote: Beware... for your nightmare is here.....death...
Deathscythe Get my MOD "The Ancient® MoD" @ my website... Visit me @ this site... for Diablo 2 www.deathscythe@isgreat.net for Battle Realms™ site www.lotusgarden.isgreat.net

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 22 February 2002 03:27
I know that attack, move and neutral work; so if I just put 0 in ModeDD and ModeDT it will solve the problem (but become invisible)? <--- I'm an animation newbie------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Deathscythe Moderator
   
Posts: 1185 From: The Darkest Part of Hell (Shadow Land) Registered: Oct 2001 |
posted 22 February 2002 04:03
i have a problem too. so ill edit them in monstype and monstat? what colunm and what shall ill write??------------------ quote: Beware... for your nightmare is here.....death...
Deathscythe Get my MOD "The Ancient® MoD" @ my website... Visit me @ this site... for Diablo 2 www.deathscythe@isgreat.net for Battle Realms™ site www.lotusgarden.isgreat.net

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 22 February 2002 04:14
quote: Originally posted by Deathscythe: i have a problem too. so ill edit them in monstype and monstat? what colunm and what shall ill write??
Huh? You're telling me that some animations are incomplete, so I ask whether disabling them in monstats.txt would fix the problem, and then you ask me what the solution is? I'm not sure I understand... are you schizophrenic?  ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual [This message has been edited by Brother Laz (edited 22 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 22 February 2002 05:41
DeathScythe, that is incorrect...the Access Violation errors at c00000005 can be ANYTHING because it's a default error.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 23 February 2002 00:10
DD mode is one frame per direction, that should be easy to match up the DCC(s) with the appropriate COF and AnimData record.Look at the COF files for the defective animations, and see if the number of frames and number of directions agree with the DCC files. Then you have to find the record block in AnimData.D2 that matches. There are a number of threads in this forum and the Code Editing forum that cover these factors. You need a hex editor to do the following steps. Numbers you find will be hex values! Open the DCC and look at the front of the file. The third byte has the number of directions and the fourth byte has the number of frames per direction. For multi-part animations, you need to check each DCC involved, the COF file tells you how many there are. Open the related COF file. The first byte has the number of layers (and how many DCC files you need for that animation). The second byte has the number of frames per direction, and the third byte has the number of directions. Make note of the seven-letter name of the COF file (no extension), you'll need it in the next step. Open AnimData.D2. Do a text search for the COF name from above. Then look at the second byte after the name, that is the number of frames per direction. I understand you can have COF frames/direction larger than DCC and AnimData frames/direction, and your animation will still work. But DCC and AnimData numbers must match. Missing a function, for example a RN? Make a 1-frame 1-pixel background-only DCC (opaque background RGB 170,170,170), find a 1-frame COF to match (there are quite a few of these), and modify a duplicate or unused record in AnimData.D2 to match. Here are a couple of reference threads: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum33/HTML/000257.html http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum38/HTML/000232.html [This message has been edited by Myhrginoc (edited 23 February 2002).] [This message has been edited by Myhrginoc (edited 23 February 2002).]

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