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PostPosted: Tue Jun 11, 2002 12:55 pm 
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hey paul, just wondering... what will be your next tool :?:

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Grimor Ironhide, Black Orc Warboss

Realm of Chaos mod


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PostPosted: Tue Jun 11, 2002 1:23 pm 
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Oops, don't know why but the zip was 46 kB. Now it's 266 kB, try again.

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DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Tue Jun 11, 2002 8:45 pm 
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yes, isilveo's editer can change stash and waypoint locations. thanks

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PostPosted: Tue Jun 11, 2002 9:02 pm 
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Paul, I really hope it will be possible to add monsters/NPC's/whatever else is needed to your ds1 files
that would be GREAT 8-O

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"I'm gonna stomp 'em to dust. I'm gonna grind their bones. I'm gonna burn down dere towns and cities. I'm gonna pile 'em up inna big fire and roast 'em. I'm gonna bash 'eads, break faces and jump up and down on da bits dat are left. An' den I'm gonna get really mean."

Grimor Ironhide, Black Orc Warboss

Realm of Chaos mod


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PostPosted: Wed Jun 12, 2002 7:30 am 
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That's what I'm working on. The objects & npc paths coordinates are a sub-tile, and not pixels, so I'm thinking to add different mode. Say you press Tab and you go from "edit tiles" to "edit objects", then tab again and go to "edit paths" then "walkable areas" then back to "edit tiles". I'll make it this week end, it's not that hard. As for the objects I'm thinking of many mode when you press F9. By default it will show their actual state (type-Id), but press F9 again and it will show name instead (taken from Isilveo .txt), F9 again and they'll be all hidden, and F9 again back to Type-Id mode. Maybe it won't be all ready this weekend, but some of them might be ok.

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DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Wed Jun 12, 2002 10:30 am 
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BTW did someone tested the last version ? I want to know if the bug is out or still there for anyone.

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"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Wed Jun 12, 2002 10:42 pm 
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BUGS IN NEW VERSION:

cant change resolution in ini
did NOT fix "fake tiles" bug
has trouble opening some of maps that had npc path data changed from isilveos editer - has trouble loading lots of things actually :cry:

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PostPosted: Thu Jun 13, 2002 7:48 am 
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Ouch :oops:

ok so : the resolution. I think this is because I recompile it with another comp that the one I used usually, and this one don't have the allegro library compile entirely, but with only the support for the 8bpp (256 colors) modes. Until this weekend, stay in 256 color mode.

Fake tile bug not changed ? :cry: can you provide me some screenshots ? Email them to me, it will be REALLY usefull because I don't know where the problem is.

Isilveo npc path's have bugs in the paths data. First, let me say that the first line you see (action 0) MUST point to the SAME coordinates of the object that you want to move. This line is the only one method for the game to know of which objects are the folowing paths.

Then, another bug : Isilveo don't display the last path, so your npc will probaby walk good until he want to come back to his original position.

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DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Thu Jun 13, 2002 5:37 pm 
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HUGEbug

I added Act5 stuff (tiles) and it doesn't read it, I found out why
i looked in the ds1 and the old file paths were their.
on save those pathes need to change.

\d2\data\global\tiles\act1\outdoors\treegroups.tg1.
\d2\data\global\tiles\act1\outdoors\stonewall.tg1.
\d2\data\global\tiles\act1\town\floor.tg1.
\d2\data\global\tiles\act1\barracks\warp.tg1.
\d2\data\global\tiles\act1\outdoors\river.tg1.
\d2\data\global\tiles\act1\town\objects.tg1.
\d2\data\global\tiles\act1\town\fence.tg1.
\d2\data\global\tiles\act1\outdoors\objects.tg1


Should really read as

\d2\data\global\tiles\act1\outdoors\treegroups.tg1.
\d2\data\global\tiles\expansion\town\maingate.tg1.
\d2\data\global\tiles\act1\town\floor.tg1.
\d2\data\global\tiles\act1\barracks\warp.tg1.
\d2\data\global\tiles\act1\outdoors\river.tg1.
\d2\data\global\tiles\act1\town\objects.tg1.
\d2\data\global\tiles\expansion\town\walls.tg1.
\d2\data\global\tiles\act1\outdoors\objects.tg1

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PostPosted: Thu Jun 13, 2002 8:14 pm 
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In the old Tools forum, in a post dated of the 18 August 2001 01:59 Isilveo answered some question about his ds1 editor. Someone asked :

"I was actually becoming fairly adept with your old editor, in which you could add tilesets to the list of tiles the map would use (at least it appeared that way). Is that possible with this version?"

His answer was :

"Actually tiles wich are written in ds1 are not used by diablo when drawing the map. Diablo uses tiles wich are written in lvltypes.txt. I think tiles used in ds1 are only info for blizzards level editor. That's why i haven't put tile list in editor. "

The good way to add dt1 to ds1 is in this post, near the end at the section "How the game (and my ds1edit) use dt1 "

The files that are in my debug .txt are only for ... debug.

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DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Thu Jun 13, 2002 8:20 pm 
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Well i hate to tell ya he was wrong
I altered the tiles in the txt myself and it worked and without it the game crashed.

without the alterment of the tiles
in the file itself it spits out a unhandled exception error value 0
once i altered it game started up I walked to the area and I found the area i "updated" their, not the proper tiles ,but their.
if you wish to see screen shots PM me and i'll give you all the help you need.

BTW. Those tiles that i altered were the gate in act 5 town ,but in game they appeared as Green(lime) land tiles. Weird huh?

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PostPosted: Thu Jun 13, 2002 10:11 pm 
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(after some email with NNy)

I didn't manage to play the ds1, because I surely did something wrong, but it's right, it seems it's not easy to implement other dt1 in ds1. I'll finish the editing of the objects & paths first, then only after will look at this bug, 'cause now my time is running out.

edit : I just upload again the ds1edit.zip. Just fix the resolution problem, and add a very minor cosmetic change : the npc's path are still magenta, but the last line that go from the last path to the start is grey, to easily see the way the npc go. You really don't have to redownload the zip just for that, except if the resolution was a problem.

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"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Thu Jun 13, 2002 10:33 pm 
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The first version (when you started this topic) worked perfect for me (WinME). now, with your "fixed the resolution problem" version, it's all randomly colored lines, and corrupt.


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PostPosted: Fri Jun 14, 2002 7:34 am 
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:cry:

I'll see what I can do, but I really don't know where's the problem.


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PostPosted: Sat Jun 15, 2002 2:17 am 
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NewbieModder, email me your debug txt file you got just after launching a bat, maybe it'll help me (but I'm not sure in your case). As a general rule, don't hesitate to email me these files. That's their purpose.

Having saying that, now a new little version, you won't see any visual change. In order to avoid you to modified BOTH my .txt (dt1files.txt & dt1mask.txt) and the ones the game will use (LvlTypes.txt & LvlPrest.txt), I'm now reading this complete files from the mod_directory you have set in the ini, in the mpq if they're not found. But it's late, I'm tired, and my coding skills might be down, so I prefer just in case to give you just a temp exe, not the full zip. It's for test. This exe [edit : removed this link] (214 MB). You can delete my dt1files.txt and dt1mask.txt now.

Reading this complete .txt files the game use, I'm preparing myself for the moment when I'll have to see further inside these .txt. (for shrines, waypoints, new size, what ever flags, monster list, etc...). A first step to go from "ds1 editor" to "d2 level editor", but trust me, it's just a small step for now, the lvl*.txt are so complex :(

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"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


Last edited by Paul Siramy on Sat Jun 15, 2002 3:40 pm, edited 1 time in total.

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PostPosted: Sat Jun 15, 2002 3:39 pm 
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New little version. This one have the "obj.txt" from Isilveo. If you press F9, you have 3 mode : none, Type-Id, and now Description. No objects editing yet.

Apoc, since I'm sure you're the one who have the more accurate obj.txt, can you provide us with yours ? Because I tried to update the (old) isilveo obj.txt with some of your posts, and I found sometimes 2 descriptions for the same act/type/id, so I have deleted one in this case. Unfortunatly it don't seems to be ok : larzuck in act 5 is called Qualckeck :(

General annoucement : if someone have some time to waste, he can check how the objects type/id in the ds1 are pointing to the right data in many .txt of the game, because I'm afraid that a patch can make the current obj.txt useless. Maybe it's harcoded in a dll ?. In any case, good luck :mrgreen:

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DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Sat Jun 15, 2002 6:14 pm 
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Act Type Id Description
1 1 0 Gheed
1 1 1 Cain (?)
1 1 2 Akara
1 1 3 ?
1 1 4 Rogue
1 1 5 Kashya
1 1 6 Cow
1 1 7 Warriv
1 1 8 Charsie
1 1 9 Andariel
1 1 10 Fallens
1 1 11 Fallen shaman + fallens
1 1 12 Blood Raven
1 1 13 Cow
1 1 14 Camel
1 1 15 ?
1 1 16 ?
1 1 17 ?
1 1 18 ?
1 1 19 ?
1 1 20 Flavie
1 1 21 Rogue
1 1 22 Rogue
1 1 23 Gargoyle Trap
1 1 24 ?
1 1 25 ?
1 1 26 3 fallens
1 1 27 Fallen shaman
1 1 28 ?
1 1 29 ?
1 1 30 ?
1 1 31 ?
1 1 32 ?
1 1 33 ?
1 1 34 Bishibosh
1 1 35 Bonebraker
1 1 36 Coldcrow
1 1 37 Rakanishu
1 1 38 Treehead Woodfist
1 1 39 Griswold
1 1 40 Countess
1 1 41 Pitspawn Fouldog
1 1 42 Flamespike the Crawler
1 1 43 Boneash
1 1 44 The Smith
1 1 45 The Cowking
1 1 46 Corpsefire
1 2 0 fountain
1 2 1 standing torch 1
1 2 2 fire
1 2 3 flag 1
1 2 4 flag 2
1 2 5 chest
1 2 6 cairn stone 1
1 2 7 cairn stone 2
1 2 8 cairn stone 3
1 2 9 cairn stone 4
1 2 10 cairn stone 5
1 2 11 cairn stone 6 (non active)
1 2 12 tree of inifuss
1 2 13 water drop 1
1 2 14 water drop 2
1 2 15 water drop 3
1 2 16 water drop 4
1 2 17 standing torch 2
1 2 18 bowl with blood
1 2 19 candle holder 1
1 2 20 candle holder 2
1 2 21 standing torch 3
1 2 22 ?
1 2 23 ?
1 2 24 ?
1 2 25 moldy tome
1 2 26 cains gibbet
1 2 27 undefiled grave
1 2 28 hole with blood
1 2 29 shrine random 1
1 2 30 shrine random 2
1 2 31 shrine health
1 2 32 shrine random 3
1 2 33 ?
1 2 34 ?
1 2 35 flies
1 2 36 horadric mallus
1 2 37 waypoint
1 2 38 chest
1 2 39 well
1 2 40 hidden stash
1 2 41 hidden spot
1 2 42 hollow log
1 2 43 fire small
1 2 44 fire medium
1 2 45 fire big
1 2 46 armor stand 1
1 2 47 armor stand 2
1 2 48 weapon rack 1
1 2 49 weapon rack 2
1 2 50 bookshelf 1
1 2 51 bookshelf 2
1 2 52 wp
1 2 53 wp
1 2 54 bed 1
1 2 55 bed 2
1 2 56 hidden stash
1 2 57 loose rock
1 2 58 loose boulder
1 2 59 chest 1
1 2 60 chest 2
1 2 61 chest 3
1 2 62 chest 4
1 2 63 chest 5
1 2 64 chest 6
1 2 65 chest 7
1 2 66 chest 8
1 2 67 dead rogue lying
1 2 68 dead rogue lying 2
1 2 69 dead rogue lying 3
1 2 70 dead rogue hung 1
1 2 71 dead rogue hung 2
1 2 72 dead rogue hung 3
1 2 73 guard corpse hung
1 2 74 body
1 2 75 body 2 + fire
1 2 76 dead cow
1 2 77 well 1
1 2 78 well 2
1 2 79 well 3
1 2 80 shrine mana
1 2 81 shrine mana 2
1 2 82 shrine health 1
1 2 83 shrine health 2
1 2 84 shrine NEW TYPE1
1 2 85 shrine NEW TYPE2
1 2 86 shrine NEW TYPE3
1 2 87 shrine health
1 2 88 shrine mana
1 2 89 casket
1 2 91 casket
1 2 92 casket
1 2 93 casket
1 2 94 casket
1 2 95 barel
1 2 96 crate
1 2 97 hanging torch
1 2 98 stump
1 2 99 stump
1 2 100 stump
1 2 101 wall
1 2 102 stash
1 2 103 wirth
1 2 104 gold
1 2 105 chest
1 2 106 ?
1 2 107 ?
1 2 108 ?
1 2 109 ?
1 2 110 ?
1 2 111 fog
1 2 112 ?
1 2 113 chest shining
2 1 -1 Skeleton enemy
2 1 0 Warriv
2 1 1 Atma
2 1 2 Drognan
2 1 3 Farah
2 1 4 ?
2 1 5 ?
2 1 6 ?
2 1 7 ?
2 1 8 Greiz
2 1 9 Elzix
2 1 10 Lycander
2 1 11 Meshif
2 1 12 Geglash
2 1 13 Jarhyn
2 1 14 ?
2 1 15 ?
2 1 16 ?
2 1 17 Summoner
2 1 18 Radament
2 1 19 Duriel
2 1 20 Deckard Cain
2 1 21 ?
2 1 22 townsfolk man
2 1 23 townsfolk woman
2 1 24 desert mercenary
2 1 25 townsfolk on carpet 1
2 1 26 townsfolk on carpet 2
2 1 27 Maggot Queen(Mind Maw the Slasher)
2 1 28 ?
2 1 29 ?
2 1 30 ?
2 1 31 ?
2 1 32 ?
2 1 33 ?
2 1 34 Gargoyle Trap
2 1 35 ?
2 1 36 ?
2 1 37 ?
2 1 38 ?
2 1 39 ?
2 1 40 ?
2 1 41 Lightning Spire
2 1 42 Fire Tower
2 1 43 ?
2 1 44 ?
2 1 45 ?
2 1 46 Bloodwitch the Wild
2 1 47 Fangskin
2 1 48 BeetleBurst
2 1 49 Creeping Feature
2 1 50 Cold Worm the Burrower
2 1 51 Fire Eye
2 1 52 Dark Elder
2 1 53 Ancient Kaa the Soulless
2 1 54 Flavie Desert Mercenary ;)
2 1 55 Silent Desert Mercenary(Evil Force)
2 1 56 Mummy Sarcophogus
2 1 57 ?
2 1 58 Horror Skeleton
2 2 1 flame torch stand
2 2 2 Teleporter
2 2 3 Teleporter
2 2 4 Teleporter
2 2 5 Teleporter
2 2 6 flame on floor
2 2 7 flame in big bowl
2 2 8 ?
2 2 9 flies
2 2 10 waypoint
2 2 11 chest(big drops)
2 2 12 well
2 2 13 secret door
2 2 14 Horazon's Journal
2 2 15 ?
2 2 16 ?
2 2 17 Desert Mercenary
2 2 18 maggot door(\ direction)
2 2 19 maggot door(/ direction)
2 2 20 ?
2 2 21 private stash
2 2 22 ?
2 2 23 Tainted Sun Altar
2 2 24 three piles of gold
2 2 25 large urn(straight)
2 2 26 urn(vase like)
2 2 27 urn(pot like)
2 2 28 large urn(slanted to the right)
2 2 29 large urn(slanted to the left)
2 2 30 jug(small)
2 2 31 jug(large)
2 2 32 chest(/ direction)
2 2 33 chest(\ direction)
2 2 34 chest(/ direction)
2 2 35 chest(\ direction)
2 2 36 small chest(\ direction)
2 2 37 small chest(\ direction)
2 2 38 long chest(\ direction)
2 2 39 long chest(/ direction)
2 2 40 long chest(/ direction)
2 2 41 dark skinny chest
2 2 42 chest(\ direction)
2 2 43 gold chest(/ direction)
2 2 44 chest(/ direction)
2 2 45 long chest(/ direction)
2 2 46 light skinny chest
2 2 47 rat's nest
2 2 48 tall torch
2 2 49 small ground fire
2 2 50 medium ground fire
2 2 51 large ground fire
2 2 52 very small ground fire
2 2 53 medium torch
2 2 54 health shrine(animal type)
2 2 55 random shrine(stone type)
2 2 56 health shrine(new type)
2 2 57 random shrine(goddess type)
2 2 58 random shrine(large building type)
2 2 59 random shrine(column type)
2 2 60 random shrine(stone slab type)
2 2 61 random shrine(fireplace type?)
2 2 62 random shrine(house type)
2 2 63 health shrine(pool well type)
2 2 64 mana shrine(pool well type)
2 2 65 random shrine(blue flame type)
2 2 66 health shrine(basket type)
2 2 67 mana shrine(basket type)
2 2 68 random shrine(table with two blue candle type)
2 2 69 mana shrine(animal type)
2 2 70 mana shrine(new type)
2 2 71 square well
2 2 72 square well
2 2 73 sarcophagus
2 2 74 armor stand(\ direction)
2 2 75 armor stand(/ direction)
2 2 76 weapon stand(\ direction)
2 2 77 weapon stand(/ direction)
2 2 78 guard corpse
2 2 79 skeleton
2 2 80 guard corpse(on a pole)
2 2 81 guard corpse(\ direction)
2 2 82 corpse
2 2 83 corpse tied to stump
2 2 84 goo pile
2 2 85 invisible hidden stash
2 2 86 larger rat's nest
2 2 87 sarcophagus box
2 2 88 palace waypoint
2 2 89 arcane portal
2 2 90 palace bed
2 2 91 torch on wall(right)
2 2 92 torch on wall(left)
2 2 93 fire from stone ground
2 2 94 fire on pillar
2 2 95 flame on stand(with three legs)
2 2 96 barred closed door(/ direction)
2 2 97 barred closed door(\ direction)
2 2 98 cage closed door(/ direction)
2 2 99 cage closed door(\ direction)
2 2 100 wooden closed door(/ direction)
2 2 101 wooden closed door(\ direction)
2 2 102 random arcane shrine
2 2 103 random "sphere" shrine
2 2 104 random shrine(new)
2 2 105 random shrine(new ball like thing on carpet)
2 2 106 health shrine(spike type)
2 2 107 mana shrine(spike type)
2 2 108 normal chest(/ direction)
2 2 109 horadric chest(shiny)
2 2 110 horadric symbol with circle with four lines
2 2 111 dead guard(spear through back stomach / direction)
2 2 112 dead guard(spear through back stomach \ direction)
2 2 113 dead guard(spear through front stomach \ direction)
2 2 114 dead guard(spear through back stomach | direction)
2 2 115 waypoint
2 2 116 circle well
2 2 117 drunk man drinking
2 2 118 old man sitting at a table
2 2 119 bald man sitting
2 2 120 horadric chest(shiny)
2 2 121 horadric chest(shiny)
2 2 122 horazon's journal
2 2 123 ?
2 2 124 ?
2 2 125 ?
2 2 126 Orifice and Tal Rasha's Tomb entrance
2 2 127 ?
2 2 128 arcane metal chest(/ direction)
2 2 129 arcane metal chest(\ direction)
2 2 130 small arcane metal chest(/ direction)
2 2 131 small arcane metal chest(\ direction)
2 2 132 very large chest
2 2 133 gold shiny chest
2 2 134 waypoint
3 1 0 Deckard Cain
3 1 1 2-4 random champions
3 1 2 man with towel
3 1 3 woman in white dress
3 1 4 Asheara
3 1 5 Hratli
3 1 6
3 1 7
3 1 8
3 1 9
3 1 10
3 1 11
3 1 12
3 1 13
3 1 14
3 1 15
3 1 16
3 1 17
3 1 18
3 1 19 ?
3 1 20 ?
3 1 21 Compelling orb
3 1 22 Mephisto
3 1 23
3 1 24 Evil force(ghosts)
3 1 35 Bremm Sparkfist
3 1 37 Wyand Voidfinger
3 1 38 Maffer Dragonhand
4 1 -1 skeleton enemy
4 1 0 2-4 champion monsters(random)
4 1 1 invisible spike ball trap
4 1 2 ?
4 1 3 health shrine
4 1 4 health shrine
4 1 5 health shrine
4 1 6 ?
4 1 7 Tyrael
4 1 8 stained glass 1
4 1 9 stained glass 2
4 1 10 Jamella
4 1 11 Halbu
4 1 12 empty
4 1 13 Izual
4 1 14 Diablo
4 1 15 Dark Wing
4 1 16 The Tormentor
4 1 17 Taintbreeder
4 1 18 Riftwraith the Cannibal
4 1 19 Infector of Souls
4 1 20 Lord de Sies
4 1 21 Grand Vizier of Chaos
4 1 22 trapped soul 1
4 1 23 trapped soul 2
4 1 24 maw fiend
4 1 25 Cain
4 1 26 Hadriel
4 1 27 Hephasto
4 1 28 skeleton enemy
4 2 0 WP - second one, in fortress.ds1 wp=52
4 2 1 chest - small
4 2 2 stash
4 2 3 invisible object (An Evil Force)
4 2 4 small chest with gold around
4 2 5 empty
4 2 6 empty
4 2 7 empty
4 2 8 fire - small
4 2 9 fire - medium
4 2 10 empty
4 2 10 fire - big
4 2 11 lava - big
4 2 12 lava - medium
4 2 13 lava - small
4 2 14 empty
4 2 15 empty
4 2 16 empty
4 2 17 fire lamp - skeletons hung with chains 1
4 2 18 fire lamp - skeletons hung with chains 2
4 2 19 hung skeleton (tresure)
4 2 20 skeleton rising from lava 1
4 2 21 skeleton rising from lava 2
4 2 22 bone chest (treasure)
4 2 23 fog - flat
4 2 24 shrine - health
4 2 25 shrine - mana
4 2 26 shrine - random - type 1
4 2 27 shrine - random - type 2
4 2 28 shrine - random - type 3
4 2 29 shrine - mana
4 2 30 shrine - random - type 1
4 2 31 shrine - random - type 2
4 2 32 shrine - health
4 2 32 shrine - random - type 3
4 2 34 skullpile (treasure)
4 2 35 pillar - treasure (unused type!)
4 2 36 pillar - treasure
4 2 37 pillar - hidden stash
4 2 38 skullpile (treasure)
4 2 39 hung skeleton - hidden stash
4 2 40 bone chest - hidden stash
4 2 41 DON'T USE!! CRASHES THE GAME
4 2 42 hell forge
4 2 43 ray of light 1
4 2 44 ray of light 2
4 2 45 portal
4 2 46 Diablo spawn point
4 2 47 seal 1
4 2 48 seal 2
4 2 49 seal 3
4 2 50 seal 4
4 2 51 seal 5
4 2 52 WP - one that is used in fortress.ds1
4 2 53 chest (treasure, shining one)
4 2 54 fissure
4 2 55 fog - vertical
4 2 56 firelamp
4 2 57 trapped soul 1
4 2 58 trapped soul 2
4 2 59 trapped soul 3
4 2 60 hung torch 1
4 2 61 hung torch 2
4 2 62 firelamp - big
4 2 63 firelamp - small
4 2 64 firelamp - medium
4 2 65 firelamp - hung
5 1 0 Larzuk
5 1 1 Anya
5 1 2 Mallah
5 1 3 Nihlathak
5 1 4 Qual-Kehk
5 1 5 Demon Imp - group
5 1 6 Shenk the Overseer
5 1 7 Tyrael
5 1 8 Cain
5 1 9 Demon Imp - single
5 1 10 Enslaved - single
5 1 11 Enslaved - group
5 1 12 Catapult 1
5 1 13 Catapult 2
5 1 14 Moon Lord
5 1 15 Catapult 3
5 1 16 Poison Catapult?
5 1 17 Barbarian Combatant
5 1 18 Dead Barbarian
5 1 19 dead enslaved
5 1 20 burned corpse
5 1 21 Cain
5 1 22 Barbarian Combatant - will help you in restricted region
5 1 23 rising prowling dead
5 1 24 Madewic
5 1 25 Korlic
5 1 26 Talic
5 1 27 Dac Farren
5 1 28 Baal - one before throne room
5 1 30 Dieing barbarian 1
5 1 31 Dieing barbarian 2
5 1 32 Dieing barbarian 3
5 1 33 Baal
5 1 34 Axe Dweller
5 1 35 Boneaw Breaker
5 1 36 Edritch the Rectifier
5 1 37 Eyeback the Unleashed
5 1 38 Sharptooth Slayer
5 1 39 Pindleskin
5 1 40 Snapchip Shatter
5 1 41 Hells Belle
5 1 42 Vinvear Molech
5 1 43 Thresh Socket
5 1 44 Magma Torquer
5 1 45 Blaze Ripper
5 1 46 Frozenstein
5 1 47 ??Tyrael spawn point in world chamber
5 1 50 Evil Demon Hut(Demon Sprites)
5 2 0 ?
5 2 1 ?
5 2 2 noname house(crash if selected)
5 2 3 noname fire altar(crash if selected)
5 2 4 private stash
5 2 5 ?
5 2 6 torch
5 2 7 strange fire on ground
5 2 8 flag (\ direction)
5 2 9 flag (/ direction)
5 2 10 candles- act 1 (\ direction)
5 2 11 candles- act 1 (/ direction)
5 2 12 torch on wall
5 2 13 fire on stand
5 2 14 fire on wooden stand
5 2 15 dead barbarian on fire
5 2 16 large hole on fire(wood around it)
5 2 17 fire on stove
5 2 18 fire on larger stand
5 2 19 brown flag (\ direction)
5 2 20 skinny flag (\ direction)
5 2 21 skinny flag (/ direction)
5 2 22 chandelier
5 2 23 waypoint
5 2 24 wooden chest (/ direction)
5 2 25 wooden chest (\ direction)
5 2 26
5 2 27
5 2 28
5 2 29
5 2 30
5 2 142 Arreat Summit entrance door
5 2 127 Ancients Altar
5 2 128 Door to Worldstone Keep


Note that Act 3, Act 5 are not at all done though...


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PostPosted: Sat Jun 15, 2002 7:12 pm 
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Thanks.

But some tiny problems :
4 2 10 : "empty" or "fire big" ? Took "fire big".
4 2 32 : "shrine - health" or "shrine - random - type 3" ?

except for this 2, no problems (for now).

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PostPosted: Sat Jun 15, 2002 7:15 pm 
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Yeah, aren't those two entries you posted from isilweo's? I kind of put mine with isilweo's together on that list.

OH, and the 4-2-32 entry that says 'random shrine' should actually be for ID 33(you'll see it skips from 32 to 34).


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PostPosted: Sat Jun 15, 2002 7:29 pm 
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Now you say it, I should have tought about it :roll:

If some people by any chance is planing to add new entry to this obj.txt, he can put the result directly here, I'll update my obj.txt and uplad it here for a while. I won't update the whole ds1edit.zip, you'll have just to download this .txt in replacment (that's it : if the obj.txt updates occur more often than my ds1edit.zip ;) )

A good place to start is towns, at least for the objects of Type 1, IMO.

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"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002


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PostPosted: Sun Jun 16, 2002 6:54 am 
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I do not manage to use the tools under XP/W2000.
OK it is not a major pb.
I was wondering if you or somebody has the opportunity to create some plugins (in rewriting some places (duriel, tristram,...)) and would like t oshare it to the community (I will be pleased to use it or to test it). :lol:


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PostPosted: Sun Jun 16, 2002 9:37 am 
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mrelfire wrote:
I do not manage to use the tools under XP/W2000.


(sight) another one who can't use my prog. I think your only hope is to wait for the ones of Joël. I think the dt1 viewer / extractor / maker is almost finish (if not already). You can try his prog on his site.

mrelfire wrote:
I was wondering if you or somebody has the opportunity to create some plugins (in rewriting some places (duriel, tristram,...)) and would like t oshare it to the community (I will be pleased to use it or to test it). :lol:


Not me, because I put all my time in the improvments of my ds1edit and don't take the time to make maps. In fact, it's been 2 or 3 months that I didn't played Lod because I'm feeling more enjoyment in developing tools than to play the game, seems weird but I have played it for more than 18 months after all ;)



New obj.txt
I made a prog that have checked all the ds1, and extracted all the objects data from them. I had then a complete list of all the objects the game use in the game. The weird thing is ... Take hratli in docktown.ds1 (town of act 3), NNy have made maps where he put Hratli with a type of 1 and an Id of 5, and it works. But in the original ds1 his Type is 2, and his Id is 110.

---> so objects of type 2 can have paths info, so maybe rocks, flags, candel, etc... someone have to test it.

---> there's more than 1 valid Type & Id values to make the (same ?) npc.

So I made a new obj.txt. I took all the objects list of all the ds1, then add the ones of Apocalypse Demon that were not in there but that surely worked (else he never have put them in it). For the person that don't create new npc, no change. For the ones who used isilveo's editor to insert new npc, maybe they'll add Type & Id value that work but are not the ones the game used. To reflect this state, in my obj.txt I have done this :

* all the objects that the game use & were discovered : Usual description

* all the objects that the game use & were NOT discovered : set description to "?"

* for the objects that Apoc (& others ?) added and worked, his description, preceded by a "# ". You'll only found "# ..." description for the objects that Apoc found but the game do NOT use. Also, you may encouter some objects like "# ?", they mean that Apoc didn't made description on them when he found the objects, but the game don't use this Type & Id in any case.

If you use my ds1edit and open only original ds1, you won't see any change (NO objects description like "# Hratli"), but if you're opening modded ds1, the mod author may have used Isilveo editor for his npc, so you may see "# Hratli" description).

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PostPosted: Sun Jun 16, 2002 3:50 pm 
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I'd love to test the type 2 ,but isilweo's will not support it and i can not do it.
just tryied and the path locations will not go

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PostPosted: Sun Jun 16, 2002 5:31 pm 
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I see Paul added the walking patch from NPC's. is it possible to change the walking path?

a problem:
I changed the townWtrans.ds1 file. I made a batch file for it with these numbers: 1 1. So I made some nice stuff, but when I went into game, I saw lightgreen squares on the places when I put something, and I was able to walk over it. How do I make the .ds1 file function correctly?

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PostPosted: Sun Jun 16, 2002 6:15 pm 
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Try to change 2nd number. In LvlPrest I see 3 different dt1mask for town :

Def  Name                         Dt1Mask
---  ---------------------------  -------
1    Act 1 - Town 1                   959
2    Act 1 - Town 1 Transition E    16765
3    Act 1 - Town 1 Transition S  8405373


and the ds1 you have take have "trans" in its name, so maybe it'll work with a "trans" dt1mask.


It's possible to change the paths, but in Isilveo editor, not mine yet. I'm currently working on the editing of the objects. I think it'll be ready tomorow (or today, in some hours if I'm really lucky). I'm implementing 3 editing mode. One for Tiles (the current), one for Objects, and the last for paths. I'm preparing something for the objects, I think you'll prefer that than the table you see in Isilveo. Just gimme time. For paths, not until 2 or 3 days.

@NNy : you can hexedit the ds1 to change the type from 1 to 2 :mrgreen: Search for datas of 4 bytes each, in that order, at the end : Type, Id, X, Y, Zero.

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