the Phrozen Forums
   Classic D2 Mod Making
  Investigating DS1 's (Page 3)

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone!
This topic is 3 pages long:   1  2  3 
next newest topic | next oldest topic
Author Topic:   Investigating DS1 's
ShaiTan
Honorary Warlord

Posts: 416
From: North Carolina USA
Registered: Feb 2001

posted 12 June 2001 21:46     Click Here to See the Profile for ShaiTan   Click Here to Email ShaiTan     Edit/Delete Message   Reply w/Quote   Visit ShaiTan's Homepage!
This is awesome as long as blizzard doesn't get ****y over it........ I level editor would be great..... Lets see need to change around tristram and every town......... Keep up the good work guys.....

------------------
Shai'Tan
The Dark One
http://darkprison.8m.com
"Why are you grinning like an idiot, fool? Do you not know I can destroy you utterly?"

IP Logged

praetorian
Squire

Posts: 45
From: Kansas
Registered: May 2001

posted 12 June 2001 22:30     Click Here to See the Profile for praetorian   Click Here to Email praetorian     Edit/Delete Message   Reply w/Quote   
well, I installed the duriel.ds1 file, and it worked great....I am truly looking forward to the outcome...good job...

IP Logged

Preator
Lord

Posts: 116
From: Texas
Registered: Apr 2001

posted 13 June 2001 00:58     Click Here to See the Profile for Preator   Click Here to Email Preator     Edit/Delete Message   Reply w/Quote   
Just think about the possibilities... You could make a dungeon in the burned out tristram cathedral and have the first few levels be catacombs 1/2/3 art/layout then the next few be act3 temple art/layout then the next ones be act 1 caves and then finally the river of flame layout/art for the final few levels and have diablo at the end, or maybe just a superunique with andariel's or mephisto's tokens

IP Logged

54x
Moderator


54x

Posts: 2892
From: Wellington, New Zealand
Registered: Apr 2001

posted 13 June 2001 01:56     Click Here to See the Profile for 54x   Click Here to Email 54x     Edit/Delete Message   Reply w/Quote   Visit 54x's Homepage!
You'd have to borrow a level that has a superunique in it for the last level, then

------------------
54x.
The Ariana Rune: +5 to All Skills.
http://saturn.spaceports.com/~awl/

IP Logged

praetorian
Squire

Posts: 45
From: Kansas
Registered: May 2001

posted 13 June 2001 02:19     Click Here to See the Profile for praetorian   Click Here to Email praetorian     Edit/Delete Message   Reply w/Quote   
unless of course the data for a superunique being present in a level is stored in the ds1 file. but that is just a guess

IP Logged

isilweo
Knight

Posts: 67
From: Poland
Registered: May 2001

posted 13 June 2001 02:36     Click Here to See the Profile for isilweo   Click Here to Email isilweo     Edit/Delete Message   Reply w/Quote   
i think your guess is right
they are stored somewhere in ds1 file. iam almost sure. maybe in end_part. rexxlaww puted duriel in tristram by editing ds1.

one thing is amazing: only two days passed from first info about ds1 and we're so far in it

isilweo

IP Logged

54x
Moderator


54x

Posts: 2892
From: Wellington, New Zealand
Registered: Apr 2001

posted 13 June 2001 03:43     Click Here to See the Profile for 54x   Click Here to Email 54x     Edit/Delete Message   Reply w/Quote   Visit 54x's Homepage!
NEver thought of that... that would explain why bishibosh always spawns in a fallen camp, and why Pitspawn Fouldog always shows up where he does. Perhaps when the format is further mastered we will be able to place custom superuniques?

------------------
54x.
The Ariana Rune: +5 to All Skills.
http://saturn.spaceports.com/~awl/

IP Logged

Xizor
Serf


Xizor

Posts: 23
From:
Registered: Jun 2001

posted 13 June 2001 04:26     Click Here to See the Profile for Xizor     Edit/Delete Message   Reply w/Quote   Visit Xizor's Homepage!
Just another quick theory... I think the second cell-property in the map-1 layout tells you which frame/graphic in the .dt1 is being used (see the other thread that has some info on the .dt1 files: http://www.phrozenkeep.com/cgi-local/ubb/Forum4/HTML/001181.html ), just to speculate a little furthur the other cell properties may be used to define a range of frames to produce some of the animated areas.

IP Logged

Xizor
Serf


Xizor

Posts: 23
From:
Registered: Jun 2001

posted 13 June 2001 04:29     Click Here to See the Profile for Xizor     Edit/Delete Message   Reply w/Quote   Visit Xizor's Homepage!
Another quick suggestion (I'm at work again so I can't try it out until I get home ), try removing the trailer (the unknown bytes at the end of the file) from the .ds1 and seeing what effect this has in the game.

[This message has been edited by Xizor (edited 13 June 2001).]

IP Logged

54x
Moderator


54x

Posts: 2892
From: Wellington, New Zealand
Registered: Apr 2001

posted 13 June 2001 05:35     Click Here to See the Profile for 54x   Click Here to Email 54x     Edit/Delete Message   Reply w/Quote   Visit 54x's Homepage!
Yes... The trailer could have some information in it that has interesting effects. Possibly even the reason some people get the random elements in their .ds1's?

------------------
54x.
The Ariana Rune: +5 to All Skills.
http://saturn.spaceports.com/~awl/

IP Logged

isilweo
Knight

Posts: 67
From: Poland
Registered: May 2001

posted 13 June 2001 05:57     Click Here to See the Profile for isilweo   Click Here to Email isilweo     Edit/Delete Message   Reply w/Quote   
i found the bug ;)
it is in editor (i told you it's pre beta).
when saving back to ds1 files it saves bytes from 0C to 13h always same way (i thought they are same in every ds1). in fact in 0C position is written down number of act :)
i was playing with duriel and in editor pos. 0C is always 01 which is act2! :)

what does it means... YOU HAVE FOUND BYTES WHICH DESCRIBES FEW NPCs IN ACT2!!!

thankyou,thankyou,thankyou :)))))

now i'll be able to put yeryhn into duriels lair to see if it works :)

isilweo

ps. i'll upload fixed version of editor on evening (my country's evening (it 13:00 in Poland now). if you want to play with editor without funny things edit only act2 ds1 files....

[This message has been edited by isilweo (edited 13 June 2001).]

[This message has been edited by isilweo (edited 13 June 2001).]

IP Logged

DigiBO
Moderator


DigiBO

Posts: 1411
From: Bulgaria,Varna
Registered: Jan 2001

posted 13 June 2001 10:28     Click Here to See the Profile for DigiBO   Click Here to Email DigiBO     Edit/Delete Message   Reply w/Quote   Visit DigiBO's Homepage!
I just can't resist posting something...Good..no I mean..GREAT JOB GUYS!

------------------
и в този миг показвам с ръка в околовръст един голям и дълъг,прав и щръкнал много много тлъст среден пръст,среден пръст,среден пръст

IP Logged

isilweo
Knight

Posts: 67
From: Poland
Registered: May 2001

posted 13 June 2001 14:06     Click Here to See the Profile for isilweo   Click Here to Email isilweo     Edit/Delete Message   Reply w/Quote   
hi!
below some info on end part of file :)

it starts after one null map which is after all floor maps.

longword - number of "objects" to describe
(longword = 4 bytes, ie. if num. of objects is 3 it will be 03 00 00 00h)

****repeat from here num_of_object times
longword - object type
longword - obj. prop1
longword - obj. prop2
longword - obj. prop2
longword - null
****end of repeat

longword - null

type is mainly 1 or 2, 1 is for living creatures and 2 is for objects

example:
02 00 00 00
01 00 00 00 | 03 00 00 00 | 12 00 00 00 | 10 00 00 00 | 00 00 00 00
02 00 00 00 | 122 00 00 00 | 42 00 00 00 | 12 00 00 00 | 00 00 00 00
00 00 00 00

translation:
num of objects: 2
object1:
type: 1, prop1: 03, prop2: 12, prop3: 10
object2:
type: 2, prop1: 122, prop2: 42, prop3: 12
--------------
end of technical info :)

now info to normal user who wants to help.
download new version of my lvl editor
http://vdi.pl/~isilweo/d2lvl.zip

there are two buttons to save end part of ds1
in filtered one all obj. props are nice viewable
so use the second button and save file somewhere. open it in notepad and look at it. now try to figure out what does all stuff means :)
i think there have to be position and object (also npc and monster) info. if you think you have found something try to change values using hexeditor. if it workes post it at once! :)

isilweo

IP Logged

Fusman
Forum Admin.


Fusman

Posts: 824
From: Iceland
Registered: Jan 2001

posted 13 June 2001 14:39     Click Here to See the Profile for Fusman   Click Here to Email Fusman     Edit/Delete Message   Reply w/Quote   Visit Fusman's Homepage!
quote:
Originally posted by isilweo:
yes... clannad you have came in right time ))

It was no accident
I knew he would be interested in this (who wouldnt) so I emailed him

IP Logged

54x
Moderator


54x

Posts: 2892
From: Wellington, New Zealand
Registered: Apr 2001

posted 13 June 2001 18:27     Click Here to See the Profile for 54x   Click Here to Email 54x     Edit/Delete Message   Reply w/Quote   Visit 54x's Homepage!
I don't think there's anyone who's not interested in this- I mean, you could make a mod with ONLY the changes from this editor and it would be interesting!

------------------
54x.
The Ariana Rune: +5 to All Skills.
http://saturn.spaceports.com/~awl/

IP Logged


This topic is 3 pages long:   1  2  3 

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c