Author
|
Topic: A note about patch 1.09d
|
gorothon Honorary Warlord
   
Posts: 1318 From: usa loudon New Hampshire Registered: Aug 2001 |
posted 06 December 2001 05:33
I think blizzard has changed the text files from 1.09d because I was fooling around with set items lastnight and before I got 1.09d. I had immortalskings set all items to level 25 and when i got the patch it shot the level up to 66!!! Looks like blizzard dosen't want anyone to use certain sets before their actual level settings.Can someone extract the 1.09d files from patch_d2.mpq and send them to my e-mail?Gorothon@yahoo.com

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 06:02
Hm I think I tested the txts we used in the Middle Earth Mod, and they were unchanged. Setitems is included in this. Are we talking open Bnet?------------------ www.VKmods.de Middle Earth Mods

|
gorothon Honorary Warlord
   
Posts: 1318 From: usa loudon New Hampshire Registered: Aug 2001 |
posted 06 December 2001 06:05
Talking mainly about my mod am I missing something cause I swear on my grave I had all of immortalkings set to level 25

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 06:26
Well I guess they were set to 66 in the original setitems.txt from 1.09 (1.09, 1.09b and 1.09c) already. Unfortunately I cannot test this right now as I don't have the original files at hand. But how about checking it yourself? Just compare setitems.txt from 1.09c and the new one.As I said, I did make a binary file compare of the txts yesterday, but setitems.txt could've slipped. Of course this would only be a problem if Blizz made some major structure changes to setitems.txt. If they just altered some values, it shouldn't be noticable since your mod would override the old settings. ------------------ www.VKmods.de Middle Earth Mods

|
gorothon Honorary Warlord
   
Posts: 1318 From: usa loudon New Hampshire Registered: Aug 2001 |
posted 06 December 2001 06:29
I would do it but I started my mod with the already extracted files here at the keep I don't know how to extract those files

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 06:48
Well then you should learn it  I would do it thus:Put the two patch_d2mpq files from 1.09c and 1.09d both in seperate directories. Now put mpq2k.exe and the three needed files (storm.dll, staredit.exe and lmpqapi.dll) into these two directories. There are now five files in each of these directories (mpq2k.exe, storm.dll, lmpqapi.dll, staredit.exe and patch_d2.mpq) Now open up a dosbox, go to the first directory (where the 1.09c patch_d2.mpq is in) and type: mpq2k x patch_D2.mpq data\global\excel\setitems.txt go to the second directory and do the same. Now you'll have two subdirectories data\global\excel\ each with a setitems.txt You guessed it, the one is from 1.09c and the other from 1.09d. To compare them you could either check each entry with excel or again go to the dosbox and to the first directory and type: fc /b data\global\excel\setitems.txt c:\compare\109d\data\global\excel\setitems.txt Where c:\compare\109d would be the path to the second directory you just created. mpq2k is a very very useful too for extracting the stuff in the mpqs. You could also use mpqview or CV5 but the latter crashes quite often and the first uses a listile that's not 100% complete. If you know where to search for the txt files you need (all are in data\global\excel) then I like the direct approach of mpq2k better than those other tools.
------------------ www.VKmods.de Middle Earth Mods [This message has been edited by Khan (edited 06 December 2001).]

|
gorothon Honorary Warlord
   
Posts: 1318 From: usa loudon New Hampshire Registered: Aug 2001 |
posted 06 December 2001 07:18
Well not saying I'm lazy but i'm really not bothered by this I was just saying its possible that files could have changed

|
nullwulf Serf
Posts: 11 From: Raleigh, NC, USA Registered: Nov 2001 |
posted 06 December 2001 10:46
quote: Originally posted by Khan:
As I said, I did make a binary file compare of the txts yesterday, but setitems.txt could've slipped. Of course this would only be a problem if Blizz made some major structure changes to setitems.txt. If they just altered some values, it shouldn't be noticable since your mod would override the old settings.
What differences did you find in the txt files? Any diffs in uniqueitems.txt? Just curious I haven't downloaded the newest patch yet. Thanks.

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 06 December 2001 17:38
These are the files I checked and which haven't been changed:itemtypes.txt armor.txt cubemain.txt difficultylevels.txt gems.txt hireling.txt itemratio.txt levels.txt magicprefix.txt magicsuffix.txt misc.txt missiles.txt monstats.txt npc.txt runes.txt setitems.txt skills.txt sounds.txt superuniques.txt treasureclassEX.txt uniqueitems.txt weapons.txt I don't think they changed any txt at all. ------------------ www.VKmods.de Middle Earth Mods

|
54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 07 December 2001 12:41
No, probably haven't changed the texts, just annoyed our friends who hang out in the code editing forum  ------------------ 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

|
Thunder Honorary Warlord
   
Posts: 429 From: Greece Registered: Jul 2001 |
posted 07 December 2001 13:18
Not really. At least not as long as the v1.09 dlls work with the new patches  Lets hope that when they do release a patch that v1.09 dlls won't work on, they will have indeed fix something significant there  ------------------ I just know that I know nothing - Socrates

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 07 December 2001 19:18
Well they should definitely fix the critical hit bug. They now slippled the chance to do so twice. Somehow I think they are ignoring this rather important error which effectively makes melee assassins and barbarians ~80% stronger...Can't really understand why this isn't causing an uproar, but I guess most people like to be so damn overpowered that fighting against monsters is so boring that they have to become PKs... well doesn't matter much to us though, since we modders play with repaired versions of D2  ------------------ www.VKmods.de Middle Earth Mods

|
FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 07 December 2001 19:47
No-one cares because sorceress are still way more overpowered. People think the barb is "balanced" now compared to her

|
54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 08 December 2001 02:25
Balance Sorceress -> Balance monster resists/immunities.Balance Barbarian -> Balance physical resist, damage on weapons. ------------------ 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

|
Khan Moderator
   
Posts: 373 From: Registered: Feb 2001 |
posted 08 December 2001 08:20
Yes that'll guarantee you a big fat Thank You from all Paladins  Or we could see it that way: There are not three difficulties normal, nightmare and hell but also Sorc, Barb, Paladin...------------------ www.VKmods.de Middle Earth Mods [This message has been edited by Khan (edited 08 December 2001).]

|