Author
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Topic: 2 completely unrelated questions
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Fuzzbox Squire

Posts: 42 From: uk Registered: Sep 2001 |
posted 16 February 2002 10:49
okay, these have been bothering me for a while, so i guess i'll ask them now:1) is it absolutely necessary to use both -direct and -txt when testing a mod, as it seems to me that generating the bins would only be useful once done at the end of the testing phase, else you have to go back and delete bins for any text file that you've modified since they were last generated. 2) in order to make the Bloody Foothills slightly more challenging, i'm attempting to get monsters to spawn like most of the other areas. however editing levels.txt doesn't seem to make any difference, so i assume that the monsters locations are held elsewhere? all i really want to do is make the area have approx the same number of monsters, but not always be the same group in the same area, and have the possibility of spawning random bosses in addition to the 2 set bosses. any help here would be appreciated. Fuzz

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SpeciesXX Serf
Posts: 23 From: The Netherlands Registered: Feb 2002 |
posted 16 February 2002 11:12
hi there,as far as i know -direct is enough to test the mods, dunno why add -txt also and second, the monsters i saw a post where they said u can't control which monsters will appear in most of the areas in act 5, it's hard-coded. the acts 1-4 work fine greetz, SpeciesXX ------------------ "Cheaters are those who make the impossible possible, which should be impossible."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 February 2002 11:40
"2) in order to make the Bloody Foothills slightly more challenging, i'm attempting to get monsters to spawn like most of the other areas. however editing levels.txt doesn't seem to make any difference, so i assume that the monsters locations are held elsewhere? all i really want to do is make the area have approx the same number of monsters, but not always be the same group in the same area, and have the possibility of spawning random bosses in addition to the 2 set bosses. any help here would be appreciated."Change the MonDen value in levels.txt for the Foothills, THEN put in your monsters. I was able to do this and it works fine and now, random bosses and champs can spawn there too. Also, I suggest you take out all the permanently placed monsters in the foothills with the level editor, then place the map with random monsters instead.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 16 February 2002 14:47
As I understand it, -txt creates BIN files in your data\global\excel directory. -direct looks in all the created directories for files that fit the D2 structure...but only where that structure correctly matches the MPQs. So you could try running -direct -txt the first time, and -direct thereafter (assuming no file changes), and let us (me) know how that works.As for getting rid of BIN files all the time...there is a simple fix to making that painless. Put this batch file in the Diablo II directory (or your mod directory where you keep patch_D2.mpq, if you have the directory structure there too): @echo off echo deleting all BIN files in subdirectory data\global\excel... del data\global\excel\*.bin echo Complete! Call it DeleteBIN.bat or some such name. Then run -direct -txt and you will have fresh BINs again.

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Fuzzbox Squire

Posts: 42 From: uk Registered: Sep 2001 |
posted 17 February 2002 06:17
in reply to apoc:exactly how many of the .ds1 files will i have to edit in order to remove most of the placed monsters (i.e. all except Dac Farren and Shenk and his big group of "minions") there seem to be hundreds of them in the "siege" category, and i have no idea which ones to extract/edit other than trial and error 

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 17 February 2002 09:18
Actually, if you want to take out all of the placed monsters for the Seige maps, you need to edit all the map files. This is because the foothills uses multiple map files at once, then puts these map files together to generate a map. In this case though, the bloody foothills I don't think is a random map but it still has many map files(since it's seperated). So, either edit all of them(all you need to do is just look for the Enslaved entries in the level editor table or just forget about the already placed ones and place random monsters with the already placed ones.

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Fuzzbox Squire

Posts: 42 From: uk Registered: Sep 2001 |
posted 17 February 2002 09:23
it's only the Bloody Foothills that i want to edit, most of the other areas seem pretty much random.i take it setting a monden of approximately the same as one of the other siege areas would mean it would get the random monsters PLUS the fixed monsters? in which case it would be rather hard (especially in hell, i've made Death Maulers Fire immune and 90% dmg resistant, and given Enslaved Lightning immune and 80% fire resistant) /me goes to edit all the .ds1 files

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 17 February 2002 09:36
Yep, I guess that's what you will have to do. But it's not too much work, just open a ds1, delete all rows that have Enslaved entries(the IDs and types for Enslaved are found in the obj.txt file that comes with the editor). Then, repeat for all files.

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