Author |
Topic: Ds1 to Dt1 relations |
Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 08
April 2002 06:42
sounds great !!!
BTW , paul i almost finishing giving your first prog a windows
interface ( finish in 1 week past exams ) Do you
interrested to see them and told me what 's good and what's not ?
i do appreciate this effort of mine will contribute to the
community so i want you, the original coder , to give a first look
at them.
I already started dropping some sketches for the WYSIWYG level
editor based on your new stuffs ...
..... that's so exciting
------------------ ~~ Dasn el doute frappe encore ~~
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 08
April 2002 07:54
I'm always happy to see what the
others can do with my prog, so don't hesitate.
Btw, the funniest part is that we're speaking each other in this
forum despite we're... so close : less than 50 kms
Au cas où tu ne l'aurait pas remarqué, il y a 2 fautes de frappe
dans ta signature, juste dans les 2 premiers mots (désolé )
[This message has been edited by Paul Siramy (edited 08 April
2002).]
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Myhrginoc Honorary Warlord
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Posts: 1039 From: Percussion U Registered: Dec
2001 |
posted 08
April 2002 18:33
quote:
Originally posted by Paul
Siramy: You're planing to make a .txt readable by excel
don't you? No problem. It just recquire me to work on the output
format. Let's say the dt1info.exe will output its info either in
its current form, or à la d2'txt, it will be an option on the
command line that will make the choice.
A command line option would be great, no need for everybody to
get this output unless they want it.
I am going after the files with Access, not Excel. I'll be able
to handle variable data better in there. Once I build tables and
link data, I'll format queries which I can output to D2Excel-style
txt files, not unlike my COF and DCC tables. I'll still need the
field header information though.
------------------ “It is an old maxim of mine that when you
have excluded the impossible, whatever remains, however improbable,
must be the truth.” -- Sherlock Holmes
[This message has been edited by Myhrginoc (edited 08 April
2002).]
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Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 09
April 2002 05:17
so i will send you as soon it's
finished ... let's say a week for testing and final tuning.
BTW, i 've merged the extraction-creation and viewing of the dt1
in a single prog., and will throw the ds1 editing stuff in a other.
Suggestions ??
PS : oui ca fait un peu bizarre de se parler par message
interposer sur un forum americain alors que 15mn de voiture et hop
ca serait fini ... PPS : je sais j'ai vu ça je corrigerai.
Bye
------------------ ~~ Dasn el doute frappe encore ~~
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 09
April 2002 12:21
I have updated my DT1
Tools.
The dt1info.exe now output 2 txt, in a excel format, as the one
used in d2. 1 txt for the blocks, 1 txt for the sub-blocks. The
primary key of dt1info-b.txt is "block_num", and in dt1info-sb.txt
it is "block_num + sub_block_num". I think it's all good for Acces.
If you have questions, just ask.
The dt1extr.exe (or was it the dt1make.exe ?) used to crash at
the end, despite the files were created. Corrected. It was when I
tried to free the memory that the problem occured.
Dt1debug.exe (the dt1 viewer) now split the old "flags" data into
"y_delta", "tile sound" and "animated" data.
@Joel : no particulary suggestion. Making the extractor and maker
of the dt1 in a single prog is natural. I was just too lazy to do
this Of
course, since you provide the world with a window viewer, this
update look useless now
Now, for the ds1 editing, I took a pen and some papers, and even
after 2 hours of thinking I still don't know what will be the
easiest thing for the end-user. But here's some thing that, imo, a
good ds1 editor need to implement :
* individual layer drawing toggled (on/off for floor,
on/transparent/off for walls)
* it must take the infos of the dt1 to used in the map from the
lvltypes.txt and the lvlprest.txt, the first for the list of the dt1
to used, the second for the dt1mask the map used by default (just
like my ds1 viewer do). There is still this problem : what is the
link between this 2 files ? It's a shame my viewer can't just guess
the dt1 to used just by knowing which ds1 is choosen.
* the user might configure its view of the layers. Let's say a
ful lscreen, 1 layer at a time (like islveo's one), several layers
at a time, or a full-wisywig editor, or mix of all that.
* must use the mouse ( ) and the
keyboard, for shortcuts. Like, say, by just pressing a key, the
current wall change to the next wall available with the current
direction
* can choose a floor from a general window : all the floor are on
the screen and the user just see and click. Same for walls.
that's just the most important things I tought of, and I know
it's very difficult to implement all of this. Just the wysivyg
preview : the mouse move on the screen, and I was thinking of a
"tile cursor" that is drawed. And some grid toggle too. Oh, and it
must read the dt1 directly from the mpq, of course, not like my
current ds1 viewer do
See ? I'm dreaming. I know I can do each part of what I have
said, but each ones are time-consuming to make, and I don't talk of
all this part put together.
Last bad news : If all go like I want, the next week I start a
training for 3 months, so I'll have a lot less time for the
ds1 editor I was planing to make (but less don't means none )
EDIT >>> I forgot : my ds1 editor of dreams... it
must allow a tile (or multiple tiles, or a complete layer) to swith
between layers. Ex : on a precedent post, I show a wall with shadow
of the tree on it. The user might select the tile, and swith the
stonewall and tree layer infos (it's to avoid him to go again in the
dt1 selection in each 2 layers, sinc a simple switch is easier).
Since there are random variations in the dt1, I was thinkg of
showing it by many options : * all the same (the first dt1 the
prog find) * a radom disptach of the tiles, between the available
ones (I wonder if the "frame" data is not a sort of "rarity" in this
case, btw ?) * a color coding : floor of variation 1 i nred,
variation 2 in green, etc...
Ok, have to stop to dream
[This message has been edited by Paul Siramy (edited 09 April
2002).]
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MPHG Forum Admin.
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Posts: 1686 From: simwhere Registered: Jun
2001 |
posted 09
April 2002 12:47
as always throwing my suggestions
at ya.
1) toggles are nice lay 1~X on and off using the F1 ~ FX keys
2) Useage of 3 major planes A) Floor B) Buildings C)
Props (torches,chests etc)
if you got this , you got me hooked
------------------ Come stay a night
at my Dragon's Inn
Remember to have your Deeds recorded on the Imperial Scrolls of
Honor.
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 09
April 2002 13:36
Yep, completly forgot ther are
objetcs AND path in the ds1 (why not consider them as 2 more
layers). Also, I forgot a usefull thing : zoom ! I found that a 1:2
still looking good, and it we can work on a wider area. zoom may be
usefull for selection of lage, very large area of tiles in wysiwyg.
Just try to look at the last level of Nilhatak, it's big, in my 1024
* 768 screen resolution I need a zoom of 1:8.
Tiles seleted must be moveable just by a click (or at least a
copy/paste).
screenshots must be possible, even for the whole map, while we
can only see a part of it.
I was thinking of some options to create a new levels from
scratch, but with some parameters such as "floors to use" (wit
rarity selectable for each of them), and some kind of basic
first-step : let's say you build a layer like in the islveo's
"corners" one, and when you have finish this first try, you go in a
more detailed editing, but the prog filter the tiles you can use for
each cell, as set in the "corner layer".
It seems there is no end at what I can imagine for a ds1 editor.
And maybe not all that will be usefull after all. A good reflexion
is needed... at least for me.
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 09
April 2002 16:14
In order to automating the
reading of the dt1, I have (again) check all the lvl*.txt but still
don't find the link between the name of the ds1, and the Id of
leveltype.txt... I wonder how the game know this, maybe hardcoded in
a dll ? I'll have to make my own table, damn... Luckily it seems
easy to make.
I think a .txt with a ds1 on each line, and with theses datas in
the rows will be usefull : * ds1_path_and_name *
lvltype_id * dt1mask * act_palette
With all that, no need for the user to enter some data by hand,
at least for my ds1 viewer : just the name of the ds1 will be
enough. I'll do it tomorow.
EDIT >>> oh yeah, Joel, something important. If you plan
to credits me somewhere in your prog, I think then it should be nice
to thanks Clanad for his dt1 viewer and doc, and Islveo too.
Withouts their docs, I shouldn't have done it (I should have give up
in fact). Giving back to Caesar what belongs to Caesar...
[This message has been edited by Paul Siramy (edited 09 April
2002).]
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Myhrginoc Honorary Warlord
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Posts: 1039 From: Percussion U Registered: Dec
2001 |
posted 09
April 2002 21:10
I have the new tools package,
thanks for the update.
If you are looking at zoom, how about pan? That way you won't
have to have the whole image in one window...if something is off the
edge just scroll over.
------------------ “It is an old maxim of mine that when you
have excluded the impossible, whatever remains, however improbable,
must be the truth.” -- Sherlock Holmes
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Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 10
April 2002 02:53
ok, it's what i basically think.
i also think of a "symbolic" view where tiles are just colored
symobl on a 2d map. a button will build a "over-view" (get it ?) of
the whole scene
BTW you're update of dt1 tools are not useless, they keep me up
to date with your modif.
PS if i could beg something, could you send me a bunch of raw
algorithm you've written for the info and extractor. Nowadays i'm
just cut/paste your code into my c++ classes and make adjustement.
Maybe if i get some principles steps, it could be faster.
PPS : get it for the credits !!
PPPS : starting betat test in 12 days, anyone interested , mail
me.
------------------ ~~ Dans le doute frappe encore ~~
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 10
April 2002 03:35
i also think of a "symbolic" view
where tiles are just colored symobl on a 2d map. a button will build
a "over-view" (get it ?) of the whole scene
---> yep, I'm sure it will be usefull. It's important to be
able to just work on the "skeleton" of the ds1 sometimes.
if i could beg something, could you send me a bunch of raw
algorithm you've written for the info and extractor. Nowadays i'm
just cut/paste your code into my c++ classes and make adjustement.
Maybe if i get some principles steps, it could be faster.
---> I just have some notes here and there on paper. I don't
really see what your problem is. Look at the dt1info.c it's very,
very simple. I mean, just 7 pages in notepad (and the source have
comments). I will be happy to provide you help, that's just I want
to know what you need exactly. Is it "just" for the understanting of
the dt1 format as I suspected ? Or a particular function that you
don't understand how it works ? Ok the dt1extr.c is a lot more
complex. Just tell me what you need more precisely, and I'l make it.
Quote from a "true programmer" : "code is obvious" ...
[This message has been edited by Paul Siramy (edited 10 April
2002).]
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 10
April 2002 07:18
Tthere is no easy way to make
this txt I talked. The lvlprest.txt don't have all the ds1 in it. I
made it, then tried with a couple of ds1 and it works fine, until I
tried with the Nilhatak last level, it tells me "ds1 not found in
.txt", since the ds1 I used were not in the lvlprest.txt. So, no
update of my ds1 viewer, you'll have to continue to set by hand the
lvltype id and the lvldef id in the bat
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Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 11
April 2002 06:27
ok i got all your sources printed
out, clearier now ..
just wanna have some dt1 ans ds1 file format info. it will be
nice
------------------ ~~ Dans le doute frappe encore ~~
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MPHG Forum Admin.
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Posts: 1686 From: simwhere Registered: Jun
2001 |
posted 11
April 2002 08:08
Could their be a flag in the ds1
them selves that tell you the ID in the txts???
Whats do you use lvlprest for anyways sure it has all the
names, but here's my thinking if you don't mind some critism.
levels.txt -> they already have X by Y in Ds1 and it's
non-changible last time i fiddle
lvlprest.txt -> usless
lvlsub.txt -> can't see it
lvltypes.txt -> don't need it cause in the ds1 they show the
same tile location in file
Thats only the way i see it ------------------ Come stay a night
at my Dragon's Inn
Remember to have your Deeds recorded on the Imperial Scrolls of
Honor.
[This message has been edited by MPHG (edited 11 April
2002).]
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 11
April 2002 08:52
quote:
Originally posted by
MPHG: lvltypes.txt -> don't need it cause in the ds1 they
show the same tile location in file
Sorry, wrong. They are sometimes different. And islveo said the
game don't use the list in the ds1 but in the .txt if I remember
correctly.
I use the lvltypes for having the list of the dt1 to use AND THE
PRIORITY of them. I tried with tristram. In order to not have a tree
in the middle of a burnt house, I need to check the tile to draw (in
the dt1 list) from left to right (in the .txt)
I use the lvlprest.txt to have the dt1mask to applied to this dt1
: that will tell which dt1 to keep, and which one to forget. There
are conflict with some duriel floor. If you keep all the dt1 there
is in the list, floors won't be right. If you applyed the dt1mask,
and then filter this list, there are ok.
In the levels.txt I think that in fact you need to change the
x to y according to the ones you have in the ds1. If you change a
map and then make it bigger, you'll have to change accordingly the x
and y size in the .txt (just a guess tought).
lvlsub.txt these are very tiny part of a parent
ds1. lvlsub.txt's Type = levels.txt's SubType levels.txt's
SubTheme is when the subtype is the same, look in lvlsub.txt and
count the lines. Imagine an invisible sub-type in lvlsub.txt. I'm
not sure how it works, all in all, but this is a start (I didn't
check the resources in the phrozen keep, so maybe the answer is in
there ?)
As for the dt1mask in the ds1, good idea, I'll check. And as
long as the critisms are constructive, I always accept them (even if
it's sometimes hard, which is not the case here)
[This message has been edited by Paul Siramy (edited 11 April
2002).]
[This message has been edited by Paul Siramy (edited 11 April
2002).]
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 11
April 2002 18:59
Finay. It's been 3 days that I'm
working on a simple interface for user. I wanted a 3d-isometric tile
under the mouse. Seems easy... but it was not. 3 days of thinking
JUST for that. Know, I need some advice :
ds1test
is a zip of 210 kB. I need some beta test from you, since my box is
only a P166 MMX (hey, it's true ! I'm playing at d2 for more than 18
months with it...).
So, tell me : * does the mouse work ? * does the keyboard
work ? * does the scrolling of the keyb / mouse too slow / quick
/ quick to hell ?
This not an editor. This is just a test of a user interface, for
my future wysiwyg ds1 editor. There is just a map of 100*100 cells,
and with only floor, no walls (and just 4 differents floors).
I tried to make the selection of the tile the more pixel-corect I
could. I'm proud of the result.
Btw, I worked on anoter prog which can read / extract files
directly from mpq. It's not mine of course, it's the console prog
from Stormless MPQ Editor. The 2 guys that have made it are genius.
I only need to change 4 or 5 very little thing in the source to be
able to compil it under ms-dos, while it was designed for windows.
Truly C genius.
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Posts: 1686 From: simwhere Registered: Jun
2001 |
posted 11
April 2002 19:36
Ok my ideas on this.
1) scrolling speed up down left right : abit slower
2) Mouse speed = Perfect
3) on upper edge (0,0) make mouse lock can not move furthur up
like -1,-1 then do same at highest (255,255 or what ever the
size is )
keyboard is great and mouse is great _fichiers/biggrin.gif) I like it,
other then my little comments.
------------------ Come stay a night
at my Dragon's Inn
Remember to have your Deeds recorded on the Imperial Scrolls of
Honor.
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 11
April 2002 19:49
1) scrolling speed up down left
right : abit slower ---> I think that's because in each
directions I scroll 1/4 of tile. 40 pixels in X, 20 pixels in Y. Of
course it will be user-adusteable. I tried in 1024*768, that's a
REALLY slow scroll. I'll have to make a scroll dependant of the size
of the scresn (not hard : move x pixels, % of the width and height
)
2) Mouse speed = Perfect _fichiers/biggrin.gif) ---> fine
fine That
was one thing I was afraid of.
3) on upper edge (0,0) make mouse lock can not move furthur up
like -1,-1 then do same at highest (255,255 or what ever the
size is
) ---> that's because It's a test, and I wanted to show you
can go everywhere. But of course in the editor I'll check the
higher/lower cliffs. of the walls, then do the adjustments.
keyboard is great and mouse is great _fichiers/biggrin.gif) I like it,
other then my little comments. ---> damn, so perfect ?
Well, have you any ideas of how to make the user choose a tile ?
Let's say you open a ds1 an you go right to this screen you see. His
mouse is on a tile, then he want to change it, what should he do ?
right-click, double click, a key... then what happen : the wall
change to the next, a window appear or what ?
I'm working on the interface for more time than this prog, and I
still don't see clearly how it should be made (that's slowing me a
bit).
Anyway, thank you to like it _fichiers/smile.gif)
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Posts: 1686 From: simwhere Registered: Jun
2001 |
posted 11
April 2002 20:08
Well to change a tile i would do
this
[ or { = Previous Floor tile ] or } = Next Floor tile <
or , = Previous <insert> Tile > or . = next
<insert> tile
in caves the cliff upwards = +(numpad) downwards
-(numpad) unless those are your zoom keys (i like
them better as zoom)
Single Click to select (with auto deselect if another tile is
clicked) right click to deselect
it's all good _fichiers/biggrin.gif)
------------------ Come stay a night
at my Dragon's Inn
Remember to have your Deeds recorded on the Imperial Scrolls of
Honor.
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Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 12
April 2002 05:39
nice job paul, that's the idea i
get for my version.
Nice also the posts about the ds1 and dt1 formats, they help me
to improve some of your routine.
if it'snot too much, could you explain me your 3d cursor trick (
cos i can't get mine working properly )
bye
------------------ ---------------------------------------
Diablo II : Cabal Wars
-- Enter the ANATOLIA MUD'S MOD ---
---------------------------------------
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 12
April 2002 10:40
In fact that's a little too much
I'm a
child who wants to keep some secrets tis time. But here is something
that expose my logic :
It will or won't be enough, but that's all I give (for now. When
my ds1 editor will be more developed, I'll give the source, but not
until it is finished ).
EDIT >>> oh well, I changed my mind. Here's the
sample of code I use :
code:
void mouse_to_tile(int * layer_x, int * layer_y) { int ax, ay, bx, by, cx, cy, rx, ry, dx, dy; // tile under mouse ax = preview.x0 + mouse_x; ay = preview.y0 + mouse_y; if (ax < 0) ax -= 160; if (ay < 0) ay -= 80; bx = ax / 160; by = ay / 80; cx = bx + by; cy = -bx + by; // fine adjustements rx = ax % 160; ry = ay % 80; if (ax < 0) rx = 160 + rx; if (ay < 0) ry = 80 + ry; if (ry >= -rx / 2 + 120) cx++; else if (ry < -rx / 2 + 40) cx--; else if (80-ry >= -rx / 2 + 120) cy--; else if (80-ry < -rx / 2 + 40) cy++; * layer_x = cx; * layer_y = cy; }
Be happy
It's ALWAYS easy when you have the answer under your eyes
isn't it ? Now, forget this code and try to remake it, SO much
harder _fichiers/biggrin.gif)
[This message has been edited by Paul Siramy (edited 12 April
2002).]
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 12
April 2002 14:09
I worked a little on the ds1
format. In tristram, with my scene maker, it used to have blue
portion. No more. If prop4 of the wall have a high nibble then I
don't know what this tile is for, so I don't draw it. The 2 blue
tiles that you see are not mine : they're from blizzard ,they
appeared in the game. The left bitmap used to have blue tiles on it.
As you see : no more. Being in tristram, I'm thinking that, in the
dt1, there must be some infos on which effect the game can make with
the tile : river have effect when it's rain, and the water moves
too, not the earth. It must be coded in the dt1, and maybe in the
unknown_a thru unknown_d datas.
In harogath there was a problem near the gate. It is still here,
but now I know this is not my fault. I draw some debug info on the
tiles, and strangely the 2 floors which have problems appear in the
game without these infos. This means they are not floor tiles of
path.dt1, but of somewhere else. I suppose they are objects... If
it's not that, I'm confused. Theses 2 tiles DO have floor's infos,
but according to my knowledge of decoding the main-index / etc ...
I'm right... (I hope).
Speaking of Harogat, the strange blue floors that you see here
and there with my scene maker, there are in the
expansion\town\collision.dt1, which have 43 strange floors. It seems
this was some sort of debug info while the artists at Blizzard made
the maps... But I don't knnow what is its purpose. Also, a tile with
an orientation of 10 seems to be a "special" tile, like the "Town
Portal" (this was for Joel).
I didn't uploaded the new scene maker. Just for that, it
didn't need. Need a more major enhancement before.
[This message has been edited by Paul Siramy (edited 12 April
2002).]
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Paul Siramy Lord
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Posts: 132 From: Gannat, France Registered: Mar
2002 |
posted 14
April 2002 07:51
Starting from tomorow I won't
have many times to work on a ds1 editor : I won't be at home. I was
thinking of creating a very, very simple one just for you to have
something to work with, before I go away, but unluckily, since
yesterday I can't update my website. Free.fr ftp server have a
problem, and I can't log-in (and I'm not the only one), so even if I
have made something you couldn't have it.
In any way, I'll work on concepts (on paper) during the weeks,
and try to work back with my comp in the week end. I won't be able
to read/answer any post during the week.
See you all next week-end.
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Darkios Squire
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Posts: 30 From: Canada Registered: Mar 2002 |
posted 18
April 2002 23:26
quote:
Originally posted by Paul
Siramy: I need some beta test from you, since my box is only
a P166 MMX (hey, it's true ! I'm playing at d2 for more than 18
months with it...).
So, tell me : * does the mouse work ? * does the keyboard
work ? * does the scrolling of the keyb / mouse too slow /
quick / quick to hell ?
I tested your ds1test program.
I think...
Mouse work? Yes Keyboard work? Yes Keyboard scrolling? It's
perfect Mouse scrolling? It's slow. Select/deselect tile? It's
work perfectly.
Great job Paul!
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Joel Lord
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Posts: 112 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 23
April 2002 05:45
hmm paul it's seems i can't
handle walls in my dt1 viewer.
could you explain me how it's dealed in your tools ???
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Diablo II : Cabal Wars
-- Enter the ANATOLIA MUD'S MOD ---
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