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Author Topic:   gem morphing and adding to a mod....
goblet
Serf

Posts: 3
From: Australia
Registered: Feb 2002

posted 05 February 2002 08:58     Click Here to See the Profile for goblet   Click Here to Email goblet        Reply w/Quote   
I've been putting together a little mod using the -txt -direct method and all I really did was use the mana mod off of phrozen keeps website - then added in the info from the gem mroph mod by changing the gems to transmogrify to the next gem - my patch_d2.mpq file was already a expanded stash mod one so the files extracted already had that in them. the problem I'm having is when I transmute a gem in the cube - when I do this the game comes up with an error that reads something like invalid new file or invalid new ptr file or pointer. plz help - what else do I have to do to get the morphing gems to work properly? also is there any way that I can get it to show the msg right click to change to blah and show the normal msg on gems?

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"my mind is a swirling miasma of scintillating thoughts and turgent ideas. oo oo me too!" sam & max
"before you do anything rash, like push anymore buttons, might I suggest something?" doctor who

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goblet
Serf

Posts: 3
From: Australia
Registered: Feb 2002

posted 08 February 2002 03:41     Click Here to See the Profile for goblet   Click Here to Email goblet        Reply w/Quote   
A little bit of an update - the file thats having the problems is the inv.cpp file so I'm gonna be trying to edit that.

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 08 February 2002 23:06     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
Let me know where you find those .cpp files!

Seriously, that reference you got from the error message is a debug for Blizzard coders. We know what DLL the code is in from the rest of the message. And if you know what change you did caused what error, you can build a "library"...just as we know "Assertion Error: D2Client\Engine\gfxUtil.cpp, line #1352 | eComponent < NUM_COMPONENTS" means we don't have the all the expected animation modes for a monster.

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goblet
Serf

Posts: 3
From: Australia
Registered: Feb 2002

posted 09 February 2002 05:17     Click Here to See the Profile for goblet   Click Here to Email goblet        Reply w/Quote   
yeah I found out why it wasn't working - I had the code for the flawless gems wrong - stupid me (gz* instead of gl*). now it all works perfectly .)
so my little mod has expanded stash, buyable mana potions (doubled the cost coz I worked out that you could make money off full rejuvs if I didn't) and morphing gems.

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"my mind is a swirling miasma of scintillating thoughts and turgent ideas. oo oo me too!" sam & max
"before you do anything rash, like push anymore buttons, might I suggest something?" doctor who

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Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 09 February 2002 10:25     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"Let me know where you find those .cpp files!"

Is there ANY way to get that source code files out?

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God gave me a brain to use but I miserably failed to use it to my advantage

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 09 February 2002 11:57     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
I was being facetious. The source code doesn't get packed into DLLs by compilers. It is usually converted to object code in an intermediary step, and then all the pieces are joined by the compiler into machine code. You can produce modules with debug hooks in place, and run Turbo Debugger or similar to watch variables and play with breakpoints.

Has anybody taken the output of a disassembled DLL, run it through an assembly compiler to put in debug hooks, and looked at the execution in a debugger yet? I haven't set myself up to do this, and I want to know what gotchas I need to know about

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