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PostPosted: Wed May 29, 2002 5:09 pm 
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Joel your right i may just haft to wait for your windows version 8) but its nice to see that people do a lot of work you and paul simary are some of the best programmers ive ever seen :D

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PostPosted: Thu May 30, 2002 12:28 am 
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Hey joel how far along are you on the windows version of the level editor?
Would just like to know because I can wait to start editing Ds1 :D

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PostPosted: Thu May 30, 2002 12:47 am 
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Paul Siramy, are you going to introduce the 'objects and monsters' insertion in the ds1 editor? Is there a faster way to finding all the ds1 object or monster entries besides testing them one by one(of course, you can search in the .dlls). Because I was able to find all of them for Act 2 and Act 4, but the others ones I still haven't found. :(


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PostPosted: Thu May 30, 2002 6:16 am 
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And I am supposed to be helping Apocalypse find them, but I haven't started yet. :oops:

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PostPosted: Thu May 30, 2002 6:17 am 
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Man you guys are smart! :o I just don't understand all this modding. Well, i can always do something for this site, make pure diablo 2 stand alone games! :) I suggest you check out my Devil Crisis topic under the General D2 discusion forums, one as smart as you just might be able to help me. :)

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PostPosted: Thu May 30, 2002 6:28 am 
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"And I am supposed to be helping Apocalypse find them, but I haven't started yet."

Heh, don't worry. Since I postponed my mod for 1.10, I have nothing really to do except check some things in the .dlls or find all the entries. So I'll look for the ds1 entries then, don't worry(hopefully blizzard doesn't change any ds1 ID values to screw up all our work :x).


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PostPosted: Thu May 30, 2002 8:30 am 
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Apocalypse Demon wrote:
Paul Siramy, are you going to introduce the 'objects and monsters' insertion in the ds1 editor?


I will. I'll surely just put the *name* instead of the gfx of the objects, but it's on my TODO list. Right now I'm planing to make objetcs a F9 layer, and paths a F10. I'll see.


Apocalypse Demon wrote:
Is there a faster way to finding all the ds1 object or monster entries besides testing them one by one(of course, you can search in the .dlls).


Don't know.

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PostPosted: Thu May 30, 2002 9:28 am 
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This has to be the next best thing to sliced bread for D2 modding!!!!!!

Paul Siramy: you got one hell of a good tool there! 8-O 8-O 8-O 8-O

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PostPosted: Thu May 30, 2002 10:37 am 
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Diablo 2 wrote:
dt1_rle_zoom(1, 195, 0), can't make bitmap of 96 * 192 pixels


Ok, I have checked. It means than when the prog try to make a maloc() (memory alocation) for the 195 block of the 2nd dt1 it opened, at zoom 1:1, it failed. Since it have processs the 1st dt1 nicely, and the 194 blocks of the 2nd dt1, it is definitivly a memory error, so I supose w2000 just allocate a "standard" amount of mem for the prog, which is not enough. Just a guess beause I never used w2000, but it might be the problem.

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PostPosted: Fri May 31, 2002 7:34 am 
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Yep that's it, W2000 allocate a very few memory block to dos application. ( about less than 1Mo) why i don't know ...

You could bypass them by using ::GlobalAlloc or ::HeapAlloc but it's not true pure C, it's a bit of Windows API ...

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PostPosted: Mon Jun 03, 2002 12:47 am 
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Not easy to use the Windows API under ms-dos...

Btw, new little release of the ds1edit. A lot of changes in internal, but you won't notice them. Except maybe that now you can select rectangular area with the left button, soooooooo much faster. But since the copy just still work on ONE tile at a time, not so usefull yet. At least it show what it'll be next week (why my weekends aren't 5 days long :cry: ?)

Also, 2 bugs fix when you right-click, should be more stable.

And finaly, not perfect, but it's a start, I have checked all the ds1 I could, and made a list of the specials tiles the ds1 can use, found 65 of them. If you check Tristram, harogtah, Duriel... you'll see some "special xx" tiles. I don't know if they work or not (by copy / paste), I really didn't have the time to check, but it can at least show you where are the tiles to NOT delete. They are entry point of the map, corpse location, TP location, some tricks to make an area where the roofs / walls become invisible when the player go in it, and so on... I needed to add a dt1 to load, it's in the ds1edit.dt1. If you find some use of these specials tiles, use my dt1 tools to extract / change the gfx if you want. (edit : and if you can, so much problems with ms-dos under w2k and xp)

At home, I have worked with 2 ds1 at a time, and it worked not so bad, except for copy / paste between different gfx theme, but due to a lack of time, it's not in this release, next week for sure.

See you.

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PostPosted: Mon Jun 03, 2002 6:11 am 
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Ok, I tried what you told me before about trying to place the animated lava tiles into the fortess map. Well, I didn't really understand how to do it...could you by any chance implement a feature where you can put any tiles from the same act into any map(so we could put animated lava tiles into the fortress for example)?


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PostPosted: Sun Jun 09, 2002 12:28 am 
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New release of the ds1edit, now it can finaly copy multiple tiles at once. When you want to copy, just after come a preview in real-time, in 2 colors, red for the tiles that will be replaced by another tiles (to easily see conflicts), and green mean ok : either same tile or no previous tile. This allow to resize a room quickly now. Just the Ctrl + C is needed, forget the Ctrl + V.

Tomorow I'll try to implement the loading of a 2nd ds1 at the same time. It already works (not in this release, just for personal test), but I' m not sure what will happen with this large copy. In any case, don't dream : copy a wall in tristram miht end by pasting a column in duriel, I can't help about this fact : you can't use all the tiles of the game in a map, that's this 3 magic indexs that count (orientation / main-index / sub-index).

About using DT1 in ds1, you can check here, I'm making a documentation about different subjetcs about the use of my editor.

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PostPosted: Sun Jun 09, 2002 9:00 pm 
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I can't get it to work on my win2k system - I've bumped all the memory settings up and reinstalled the GFX card and DirectX (hey - I was desparate!) and it always gives the same error....


ds1edit_error() :
VESA not available


ds1edit_exit()
total bytes freed : 17696543


What am I missing here? (apart from what looks like a stonking map editor....)

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PostPosted: Sun Jun 09, 2002 11:10 pm 
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You're missing the ds1edit working / not working topic, or even the first page of this one maybe, because somewhere there is a way to make it work (despite it don't works for everyone :( ).

In this link, I said
"Did you try to press Alt + Enter when the window appear ? Try also to go in ms-dos 32 bits console, by launching "cmd" (not "command"), and go into fullscreen before launching the . bat. That *may* work."

Hope this will hep you to solve the problem.

----------------------------------------------------------------

New release of the ds1edit. Now you can view objects and paths of npc (herrr..... you can just see the Type in orange and the ID in white, because of course I can't read dcc, I'll put the name later). You can't edit them, because, like always, I'm lacking time, but I tought you might be interesting (F9 & F10 key to toggle these new layers). Try to edit the town of act 2, you'll see the paths are.. herm... crazy :mrgreen: , but this is not a bug, since all the paths's points are in the map.

If you don't know how to edit this map, that's because you didn't read some post above, so check here, at the "Adding a ds1 to edit" section.

I don't know how I'll make the edit of these objetcs and paths easily, but I'll found ;)

Enjoy.

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PostPosted: Mon Jun 10, 2002 1:36 am 
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Big problem with the new one. :( I edited Fangskin's map, saved it(so it generated a new one named 'serpent1-000'. However, there was no change to the map file at all. :( If you save it, it doesn't save the changes, just makes another one of the same file. :( And I know I edited it properly, because before with your old version, I did some cool changes to the fortress map and the worldstone chamber. What's wrong?


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PostPosted: Mon Jun 10, 2002 3:08 am 
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Yes I finally got it to work

I fixed the virtual screen size error by changing the size

screen_width =800
screen_height = 600
screen_depth = 8

to

screen_width =640
screen_height = 480
screen_depth = 8

now I can finally level edit but is there any way to speed the program up not just the scrolling?

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PostPosted: Mon Jun 10, 2002 4:33 am 
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hmmm it works on my brothers computer fine no matter what this is, but not on mine even at 640x480x8. should i go even lower? like 320x240x4? (ouch, thats REALLY low... :D ).

anyways, using it me and my brother (pragma) managed to get a lot done, but some things are still bothering/confusing us:

1. a few of the tiles are what we call "fake" tiles. they display right in the program, but when you copy/paste them (i love the new versions way of doing this BTW), they change into something else, always the same thing. The monastry facade has a few of these. We are editing the act 1 town level, and added in the facade dt1 and tristram dt1 both in, but a few of the monastry walls change into tristram walls when they are loaded in the game or copy/pasted in the editor.

2. the mouse is INSANELY slow! its killing me! yeargh! even when i edit the .ini to say 0 rather than 2. he is using winXP.

3. i just had a funny crash. i changed some things, then went to save it, and the program closed, saying it couldnt save. however, it did save :lol:

4. it would be nice to edit more than one layer like you can with isilveos editer, besides just the rooves. what if i want path under a wall rather than grass?

5. it would be nice to be able to see which areas are walkable and which arent.

6. how do i change where the stash is?

7. how do i change where the actual waypoint is? i change its graphics and it stays put, just with the graphics gone. (which actually looks very cool, no stand just those two torches)

8. is creating a staircase asking for trouble?


But oh, even with these minor problems, you should see how nice our new town is looking 8-O
ill post screenshots when its done

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PostPosted: Mon Jun 10, 2002 5:07 am 
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Another strange error with the new one. I had *just* opened up serpent1 and changed it, and it gave no change to the game. I tried to reload serpent1 and now it gives me an 'cannot open serpent1.ds1' when I never changed ANYTHING in the parameters of the bat file. Same goes for mephcomp. :( :x

Edit: never mind, fixed my problem. :D

Edit again: the problem with the serpent1.ds1 file remains. No matter what changes I make to it, when I save it, nothing was really edited. :x Why :?: :?: :?:


Last edited by Apocalypse Demon on Mon Jun 10, 2002 5:25 am, edited 2 times in total.

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PostPosted: Mon Jun 10, 2002 5:10 am 
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"6. how do i change where the stash is?

7. how do i change where the actual waypoint is? i change its graphics and it stays put, just with the graphics gone. (which actually looks very cool, no stand just those two torches)"

All these require object editing, something that isilweo's editor does have, but Paul's doesn't(yet).


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PostPosted: Mon Jun 10, 2002 7:39 am 
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Apocalypse Demon wrote:
Big problem with the new one. :( I edited Fangskin's map, saved it(so it generated a new one named 'serpent1-000'.


Either this is a bug in this new version, or this is an "old" bug : when I tried with the fortress, 2 weeks ago, half of my changes were taking effects. I guess that the new ds1 is different than the original one, but the game is interpreting as if there were no change visible. In any case, I'll check it quickly, it's odd.



Diablo 2 wrote:
now I can finally level edit but is there any way to speed the program up not just the scrolling?


Just by toggling off some layers.


deathfile wrote:
[...]

ouch, I'll investigate all of this :)

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PostPosted: Mon Jun 10, 2002 8:45 pm 
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i really wish your weekends were 7 days long :D

anyways, i was just using it to make more act one maps, but i wanted a real river in it. i dont like the one thats in act 1 now because it is too straight. so i thought: ooh, ill use the one from act 3! but those dang palletes, the rivers get red fuzz around them. any way to fix this?

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PostPosted: Tue Jun 11, 2002 7:31 am 
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i'm working on it.
in DT1Editor, i've included a palette resampler to allow you to transform Tiles from act to act, with a good palette look.

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PostPosted: Tue Jun 11, 2002 10:25 am 
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0. 320*240*4 WON'T work, 320*240*8 MAY work, 320*200*8 WILL work (standard vga) :D

1. "fake tile" : the bug appeared when you were creating a new wall tile, by right-clicking somewhere where there was only floors (no walls), and then chosing a wall. While it appeared correctly right after, in this tile, in fact it was having a prop1 set to zero in "random" case (depending of the floor tile), so it was considered in some case by the copy/paste process (and surely by the game too) as an empty tile, so it didn't displayed (copy) it. This can explain the bugs you had Apoc : I bet your tiles that didn't showed up were added walls (not modified walls). I don't understand how it could have change tiles from Monastery to Tristram, I didn't see that part of the bug (but I didn't test that much after all).

That bug was caused by a bad copy / paste of a small part of my code : floors & wall are almost the same things, except that the walls have in addition an "orientation", so I usually code the floors first, then make a copy/paste for walls, and modify it. By changing 2 bytes in my sources, the bug was killed (hopefully), but it was 2 hours for tracking it(1 hour just to find a way to reduce the memory usage, because my Pentium 120 have only 32 MB of RAM, and it couldn't opend at first the Monastery & Tristram dt1 in the town of act 1), thanks Deathfile :D . I'm not 100% sure the bug is completly removed, but at least it should be less ... buggy.

You can redownload the ds1edit.zip now.


2. I'll implement a personal mouse handling, based on the mouse movmements (in mickeys), one day. Try to change the type of the mouse (usb, serial, ps2). Don't know if it'll work tough. I'll implement a user adjustable speed factor too, but when ?

3. after a crash (some thing that should never hapened); the previously opened files are not always closed, that mean that you can't modify (nor delete) it, until a reboot. Strange that the file was saved while it was saying it couldn't. Was it the same file that couldn't be write ?

4. don't understand clearly what you have in mind.

5. I don't know how, nor when, but it will one day.

6. no idea, but see just below.

7. maybe is some .txt ? No idea. It's a part of a sub-type or something like this, so maybe in the ds1 there is an info to tell wich sub-map to put at a particular place ? Shrines ae sub-map too. Sub map are very tiny, like 2*2 tiles.

8. check arcane sanctuary, fortress, duriel, baal... each time you see a stairs... in fact you're walking on the floor, that's just the gfx that give you a visual impression of different heights.

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Last edited by Paul Siramy on Tue Jun 11, 2002 5:35 pm, edited 1 time in total.

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PostPosted: Tue Jun 11, 2002 12:44 pm 
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Your DS1edit link is a zip with nothing in it. ;)


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