Author
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Topic: need help with mpq packing
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oni5115 WarLord
  
Posts: 194 From: Registered: Oct 2001 |
posted 18 December 2001 22:02
I have a question about packing the files into the .mpq. Do I need to pack every .bin file in there? Or just the .bin's that corespond to edited .txt files?I tried this with my Super Boss mod and it didn't work. The stash was fine, but the bosses didn't appear!? I wanted to make it easier for poeple to use this mod, since my instructions were a little messed up. Oh yeah, I fixed my instructions for the mod too. Silly me did something stupid. There will be a 1.01 version out as soon as Jbouley get's and posts it. I just sent it a few minutes ago so it prob won't be up for a day or two. It works under v1,09d as well. I tested it.

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gorothon Honorary Warlord
   
Posts: 1318 From: usa loudon New Hampshire Registered: Aug 2001 |
posted 18 December 2001 22:35
just the edited bins need to be added.Um is you mod going to have the bosses in all acts?

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oni5115 WarLord
  
Posts: 194 From: Registered: Oct 2001 |
posted 18 December 2001 23:17
well right now it is just the same old Super Bosses of Destruction.Really I only did this mod to get used to making mods. I am currently working on a new massive mod project. I have added a good 20 or so weapons, a few new sword types, ect. Most of the items are beyond exceptional/elite, since my mod also has lvs up to 300. I have increased stash size, thanks to the plug-in. New Runes, will be adding new rune words as well. Skill changes... gfx additions... A lot of work to do. I don't know if I will ever expand the bosses mod to the full game. I tried once and I seemed to get a bunch of strange errors. Dunno why either. So I just left it where I was before. If someone wants to add to the mod they can feel free to edit the source code. I just hope they choose to keep the same name on the mod, or at least give me credit for some of the work I did. Either way, doesn't matter to me. That's kind of why I left it in direct-txt method... That way modders could learn how to spawn critters, and especially bosses, since several people wanted too at the time.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 19 December 2001 00:45
you dont need to pack any file into the patch just run it in -direct -txt.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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oni5115 WarLord
  
Posts: 194 From: Registered: Oct 2001 |
posted 19 December 2001 13:14
I have been doing that, but I have been getting e-mails from people who can't get it working. Of course my instructions were a bit screwy so I know why they couln't get it working now... lol. But I was going to make it easier for them.To much of a pain. I don't know which .bin's I need. I got all the important one, or so I thought. Fudge it. I'll just leave it direct text. At least the instructions have been updated though.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 19 December 2001 22:55
if ppl are to dumb to edit a short cut they shouldent do mods any way, they should be aware what some lamers might attach to mods (viri, trojans, worms, spyware etc) if they cant make a short cut work then why even dare to d/l something? that might cause damage to them, just create a installer for you mod if so many ppl have a hard time to change 2 lines in a short cut------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 19 December 2001).]

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oni5115 WarLord
  
Posts: 194 From: Registered: Oct 2001 |
posted 19 December 2001 23:48
well I screwed up the instructions a bit. They should have been able to understand them... But it was my bad on that one. Of course I have created new instructions... so that should fix any probelms people were having.

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