Author |
Topic: Investigating DS1 's |
ShaiTan Honorary Warlord
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Posts: 416 From: North Carolina USA Registered: Feb
2001 |
posted 12 June 2001
21:46
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?"
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praetorian Squire
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Posts: 45 From: Kansas Registered: May 2001 |
posted 12 June 2001
22:30
well, I installed the duriel.ds1
file, and it worked great....I am truly looking forward to the
outcome...good job...
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Preator Lord
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Posts: 116 From: Texas Registered: Apr 2001 |
posted 13 June 2001
00:58
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
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 13 June 2001
01:56
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/
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praetorian Squire
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Posts: 45 From: Kansas Registered: May 2001 |
posted 13 June 2001
02:19
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
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 13 June 2001
02:36
i think your guess is right _fichiers/phrozenkeep.htm) 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
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 13 June 2001
03:43
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/
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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 13 June 2001
04:26
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.
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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 13 June 2001
04:29
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).]
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 13 June 2001
05:35
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/
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 13 June 2001
05:57
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).]
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DigiBO Moderator
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Posts: 1411 From: Bulgaria,Varna Registered: Jan
2001 |
posted 13 June 2001
10:28
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
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 13 June 2001
14:06
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
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Fusman Forum Admin.
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Posts: 824 From: Iceland Registered: Jan 2001 |
posted 13 June 2001
14:39
quote:
Originally posted by
isilweo: yes... clannad you have came in right time ))
It was no accident _fichiers\phrozenkeep(2).htm) I
knew he would be interested in this (who wouldnt) so I emailed him
_fichiers/phrozenkeep.htm)
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 13 June 2001
18:27
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/
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