Author
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Topic: Mod finished!!!!!!!! (just one little problem...)
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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 05 December 2001 04:29
LoD Inferno is finished!!! (release 0.1 alpha 1 ) But before I send it in to jbouley, there is a little problem I have to solve first, but I have no idea what is going wrong.Obviously I want to put all the txts, bins and dc6s into Patch_d2.mpq and zip it along with D2Game.dll and D2Client.dll. But when I import all bins into the mpq and run the mod without -direct -txt and with an empty data\global\excel folder, everything works EXCEPT the changes to the ambient lighting on the levels (levels.txt). I am sure that the bins I import are the correct version, and that I actually included them in MPQ2K's install file. Nothing. I took a clean Patch_D2.mpq, imported only levels.txt, and ran the game with -direct -txt. Green/blue rogue encampment, red Travincal. Imported levels.bin into the mpq, cleaned data\global\excel, ran game. Same old rogue encampment, plain green Travincal. Of course, if I cannot get levels.bin to work, I can as well not include the bins at all, and just import the txts and dc6s into the mpq and tell the players to run the game with -direct -txt. But there are lots of newbies out there that cannot be bothered to read the readme or run the batch file (that generates the directory tree and runs the game with -direct -txt) and will undoubtly complain about the mod not working and what I was going to do about it, scientists who decide to generate and import bins themselves and then discover that all the runewords and ambient light are missing (and complain), 3133t m0dd3r types who will complain about the batch file doing a del *.bin on the data\global\excel folder and wiping out their uberdrop mod etc. So does anyone know how to get levels.txt to work outside -direct -txt????? Thanks for your time.

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whoamI Knight

Posts: 60 From: Registered: Oct 2001 |
posted 05 December 2001 08:14
You could try packing leveldefs.bin also.

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 05 December 2001 09:28
I think levelsdef is only for changed waypoints not for your prob , but you can try it.cu Masakari

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mandzo Moderator
   
Posts: 658 From: Bulgaria,Sofia Registered: Aug 2001 |
posted 05 December 2001 10:10
hey Myokai can i test your mod too i realy wanna see what have you done with skills and all other changes that you have made
------------------ Read or DIE Muahahahaha the next beta is coming and its beter then ever

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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 06 December 2001 03:33
Yes you can - I will send it to jbouley later this day and he will post it on the site next update.For now, it only contains the groundwork - skill changes, new affixes, the faster & tougher monsters, the ambient lighting (I hope!) and some runewords. Will add new runewords, uniques and sets and fix the inevitable bugs and inbalances next version, which will come next site update If I get enough feedback. As for the lighting problem: I guess I will just import ALL bins and see what happens Thanks for the idea, would never have thought that one file could affect more than one bin. If it does not work, then they will have to live with a bat file  ------------- LoD Inferno status: finished, will upload to jbouley within two hours.
[This message has been edited by Myokai (edited 06 December 2001).]

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Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 06:33
Well if it works with -direct -txt, then why not release it in this form? Just zip all the files in the data folder plus the changed dlls into one file and tell the users to unzip this with subdirectories into their D2 folder.Works for us (after we had an unexplainable itemdrop bug that only happened when running in patch_d2.mpq mode). The download is considerably smaller now and you are also able to release bugfixes in small packages (say you have a bug in monstats.txt, you could offer a repaired monstats.txt for download instead of having to update the whole mod). ------------------ www.VKmods.de Middle Earth Mods

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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 06 December 2001 10:14
quote: Originally posted by Khan: Well if it works with -direct -txt, then why not release it in this form? Just zip all the files in the data folder plus the changed dlls into one file and tell the users to unzip this with subdirectories into their D2 folder.Works for us (after we had an unexplainable itemdrop bug that only happened when running in patch_d2.mpq mode). The download is considerably smaller now and you are also able to release bugfixes in small packages (say you have a bug in monstats.txt, you could offer a repaired monstats.txt for download instead of having to update the whole mod).
Yes, but I also have dccs, and AFAIK they do not work under direct txt...

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 06 December 2001 10:18
You think I created my Knights plug-in from an MPQ? MPQs are anti-thetical to everything I'm about Haven't run into something that -direct -txt doesent work with.This does point out Khan that your problem may have been fixable with additional bin files, there definitely are some cases where a txt file affects more than one bin. But i like -direct -txt better anyway 

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Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 17:27
Hm a txt file affecting more than one bin, soso. But how would it make a difference if I either use the -direct -txt method with a data folder including a couple of changed txt files and starting normally with a patch_d2.mpq that includes the exact same txt files and the binfiles created with these txt files?geez long sentence  ------------------ www.VKmods.de Middle Earth Mods

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54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 07 December 2001 12:24
Levels.txt -> Levels.bin & Leveldefs.binRemember that. All changes to monsters -> Levels.bin All changes otherwise -> Leveldefs.bin EDIT: Also, people without nice graphics cards won't be able to see your colour changes, only the level of lightness/darkness. ------------------ 54x. "My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers." "For great bandwidth!" http://www.planetdiablo.com/newdawn/ New Dawn Forum [This message has been edited by 54x (edited 07 December 2001).]

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 07 December 2001 12:27
Because you don't necessarily put ALL the bins generated by -txt into your MPQ, only those you think were modified. Unless you put ALL the bins into the MPQ and still had treasureclass troubles, then it would suggest some other strange and alien cause.

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54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 07 December 2001 12:30
huh? Treasureclass troubles? Are you replying to a different thread or did I miss something?And yes, levels.txt is the ONLY case of two bins -> one text. That's because it's always been that way, it's just now we have to generate and insert the bins ourselves... ------------------ 54x. "My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers." "For great bandwidth!" http://www.planetdiablo.com/newdawn/ New Dawn Forum

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mandzo Moderator
   
Posts: 658 From: Bulgaria,Sofia Registered: Aug 2001 |
posted 08 December 2001 04:08
hey 54x is the riva tnt2 pro 32mb a card that will work with the things that Moikay have done------------------ Read or DIE Muahahahaha the next beta is coming and its beter then ever

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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 08 December 2001 06:53
quote: Originally posted by mandzo: hey 54x is the riva tnt2 pro 32mb a card that will work with the things that Moikay have done
It DOES work. In hardware accelerated mode, of course. I know that users without hardware accel will not be able to see the graphical changes. But then again, users without a computer will not be able to play the mod at all  I believe that including a change that only works in hardware is less 'unfair' than a change that screws people without top of the range 2 Ghz pcs with the latest GeForce (like making firewall casters appear in big groups) BTW: it is Myokai  ------------------ Playing with fire . . . will get you BURNED! LoD Inferno status: beta 0.2 uploaded to Jeff and will be available on the Phrozen Keep next update; beta 0.3 in the works

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