SLD 524 Posted July 5, 2022 Posted July 5, 2022 On 6/30/2022 at 5:43 AM, Flix said: Fixed Chipped Ruby and Flawed Ruby having swapped icons. I'm so proud I've contributed something useful btw. the hotfix to v15b contains a changed spawn.txt thereby making it probably "incompatible" with the v15 superspawn option. It might not matter much dependfing on what changed there but technically it seems like an oversight. 1
desm 331 Posted October 1, 2022 Posted October 1, 2022 (edited) I have a problem with D2F: it doesn't keep the changes I make in sound options. It reverts back to default at every start. Any way to fix it? Thanks. edit: now it keeps them, don't know what happened, problem solved. Edited October 1, 2022 by desm 1
desm 331 Posted March 3, 2023 Posted March 3, 2023 Hello to all, I still have the issue (reinstalled) where D2F doesn't keep my sound options changes. Any ideas why? And also, my character is walking. I must have accidentally pushed one touch but can't find any to always make it run (I have to maintain pushed shift). Any solution? Thank you.
Flix 5,240 Posted March 3, 2023 Author Posted March 3, 2023 1 hour ago, desm said: Hello to all, I still have the issue (reinstalled) where D2F doesn't keep my sound options changes. Any ideas why? And also, my character is walking. I must have accidentally pushed one touch but can't find any to always make it run (I have to maintain pushed shift). Any solution? Thank you. I think this is a side effect of me forcing some sound options in the file scripts/optionsDefault.txt. I did that so that the player did not have to go hunt down their options.txt and manually turn off commentary and fight music in the file. You should also be able to avoid this problem if you make your changes in the game's options menu before installing D2F. 1
desm 331 Posted March 3, 2023 Posted March 3, 2023 (edited) 28 minutes ago, Flix said: I think this is a side effect of me forcing some sound options in the file scripts/optionsDefault.txt. Hmm, I don't think so because there are no revelant options in the D2f optionsDefault.txt about music, effects, speech volume for example which are always reseting back to default. Plus, I saw there are some key remapping and my keybinds are not touched by that. And the last time I had this issue, it resolves by itself, I don't know how, but I haven't touched any files I think. And for the walk problem? Thank you my good Flix. Edit: I've deleted the optionsDefault.txt before reinstalling D2F and it worked indeed, it keeps my settings now. Thanks. Edited March 3, 2023 by desm
desm 331 Posted March 7, 2023 Posted March 7, 2023 (edited) There is a problem with runes for the Druid: one is called Explosion Artique (Artic Blast) but when you go to the Combo master for exchange, it is called Rafale (don't have the english word sorry). Same for Vignes empoisonnées which becomes Boule d'énergie at the Combo master. Edited March 7, 2023 by desm 1
Flix 5,240 Posted March 7, 2023 Author Posted March 7, 2023 31 minutes ago, desm said: There is a problem with runes for the Druid: one is called Explosion Artique (Artic Blast) but when you go to the Combo master for exchange, it is called Rafale (don't have the english word sorry). Same for Vignes empoisonnées which becomes Boule d'énergie at the Combo master. Guess those never got translated. Let me know if you see anything else, I can update the French localization sometime.
desm 331 Posted March 8, 2023 Posted March 8, 2023 Still no way to have the unique champions have their names displayed? (in the french version). That sucks a lot to not know who we are fighting. I don't remember what was causing that. Thank you.
Flix 5,240 Posted March 10, 2023 Author Posted March 10, 2023 I've uploaded a new patch update, version "15c". All the links have been updated. This patch should be safe to install for existing characters mid-playthrough without any side effects. The main point was to re-enable the melee double-hit animations that were disabled in the CM Patch. These animations can trigger from any left-click attack and any weapon lore skill will increase the chance these animations will be used (even before mastery). This patch also restores a vanilla quest "Ghost Whisperings" for shadow path characters. Finally, there's about a dozen or so other minor fixes to quests, items, etc. This brings D2F in line with EE and PFP in terms of fixes. Full Patch Log: Spoiler [Combat Arts] Lightning: casting FX no longer has black box artifact along the edges of the halo. [Creature] Dark Ones (normal rank) now give less XP than their elite variants. Leaping Plants will now prioritize their leap attack over their other attacks. [Item] Restored the melee double hit player animations that were disabled in CM Patch 1.60. These animations trigger from any left-click attack and the chance increases as the appropriate weapon lore skill levels up. Blade of Mages no longer missing from a droplist. Khorum Reflector: Block Roots bonus changed to Reflect Roots. Endijian's Shield: Missing Reflect Roots bonus now functions. [Misc] Added a missing savegame thumbnail for the soulstone by the Copper Peaks cemetery. English version: Adjusted some prefix and suffix names for random items. [Quest] "Among Orcs" (Light path): Wendigo targets west of Entruag will now fight the Grurag Orcs. "Attack of the Undead": added the family's crashed wagon. "Attack is the Best Defense": Fight between Du'Rach and town guard should now trigger correctly on approach. "Barazi's End": Opponents in the cave should no longer walk around idly during the fight. "Ghost Whisperings": The Shadow path version of this quest is now restored. Begins in the same place. "Semil Keytan" (Necro Classquest): Scouting Party south of Ruka will no longer spawn until the appropriate quest phase. "Throne of Conflict" (Light & Shadow): Opponents when escorting the Alchemist are now armed with weapons. On 3/8/2023 at 3:26 AM, desm said: Still no way to have the unique champions have their names displayed? (in the french version). That sucks a lot to not know who we are fighting. I don't remember what was causing that. Thank you. Which ones? You make it sound like it's all of them. Maybe there's an error in the hashes, but those are very hard to find. I will keep looking. 1
desm 331 Posted March 10, 2023 Posted March 10, 2023 46 minutes ago, Flix said: Which ones? You make it sound like it's all of them. Yes, it seems it affects all super uniques. For now, I've come across Pindleskin (under Dragonmaw) and Colenzo the Annihilator (Nor Plat wall) and they didn't have their names displayed. Here is a late screen I took of Colenzo, we don't see its name: Thank you very much for the patch and investigations. 1
desm 331 Posted March 12, 2023 Posted March 12, 2023 (edited) Firewound the Grim (under seraphim ilsland) had its name displayed but it's considered as a boss when fighting. Izual (under seraphim island) had not its name displayed (boss too). Stormtree (swamps - marigold fields) had not its name displayed. Leoric (swamps) had its name displayed. Achmel the cursed (desert) had not its name displayed. Radament (Khorum) had not its name displayed. Witch Moon (desert) had not its name displayed. Witch doctor Endugu (jungle) had not its name displayed. None of the Council members had their name displayed. Mephisto had not its name displayed. Fangskin had its name displayed. Sharptooth slayer had its name displayed. Ancient Kaa the soulless had not its name displayed. Diablo had not its name diplayed. Edited March 13, 2023 by desm 1
klariska 35 Posted May 20, 2023 Posted May 20, 2023 Uhm.... After around 30 years I switched from Windows to Linux, mainly because of the bad AMD support.... I backed up my files on my xeon server and 3 other computers to do the conversion and I lost my mod folder.... It should be somewhere but guess I have brainfart... Here I go again in downloading the mod. Man I am so busy but I said to hell with that I am taking weekends off 1
kuba719 1 Posted May 30, 2023 Posted May 30, 2023 I have a problem with D2F: My 2H axes and 2H swords do not emit any sound. I tried reinstalling but it didn't work. I have the newest D2F patch installed.
gogoblender 3,645 Posted May 31, 2023 Posted May 31, 2023 17 hours ago, kuba719 said: I have a problem with D2F: My 2H axes and 2H swords do not emit any sound. I tried reinstalling but it didn't work. I have the newest D2F patch installed. Hi, and welcome to the forums Kuba! Do you have the latest version of Community Patch 1.60 to match the d2f patch? and disabled any other mods that might conflict with it. gogo 1
kuba719 1 Posted May 31, 2023 Posted May 31, 2023 9 hours ago, gogoblender said: Hi, and welcome to the forums Kuba! Do you have the latest version of Community Patch 1.60 to match the d2f patch? and disabled any other mods that might conflict with it. gogo Yeap I have everything up to date and no other mods are present. In older versions of the mod it worked correctly.
gogoblender 3,645 Posted May 31, 2023 Posted May 31, 2023 Switching back to older version of mod repairs sound? And specifically only from 2h axes and swords? 🙂 gogo 1
kuba719 1 Posted June 1, 2023 Posted June 1, 2023 16 hours ago, gogoblender said: Switching back to older version of mod repairs sound? And specifically only from 2h axes and swords? 🙂 gogo Yes specifically from them. I've tried every other type of weapon and everything seems to be ok with them. The sound worked in older versions as I remember. 1
Flix 5,240 Posted June 13, 2023 Author Posted June 13, 2023 On 3/12/2023 at 12:15 AM, desm said: Firewound the Grim (under seraphim ilsland) had its name displayed but it's considered as a boss when fighting. Izual (under seraphim island) had not its name displayed (boss too). Stormtree (swamps - marigold fields) had not its name displayed. Leoric (swamps) had its name displayed. Achmel the cursed (desert) had not its name displayed. Radament (Khorum) had not its name displayed. Witch Moon (desert) had not its name displayed. Witch doctor Endugu (jungle) had not its name displayed. None of the Council members had their name displayed. Mephisto had not its name displayed. Fangskin had its name displayed. Sharptooth slayer had its name displayed. Ancient Kaa the soulless had not its name displayed. Diablo had not its name diplayed. Today I found the reason for this problem, and I'm happy to report it will be fixed in the next release. 1
desm 331 Posted June 14, 2023 Posted June 14, 2023 (edited) 14 hours ago, Flix said: Today I found the reason for this problem, and I'm happy to report it will be fixed in the next release. Hourray!! You rock Flix, thank you very much May I ask what was the reason? I hope it was not a problem due to translation.. Edited June 14, 2023 by desm 1
Popular Post Flix 5,240 Posted June 14, 2023 Author Popular Post Posted June 14, 2023 4 hours ago, desm said: Hourray!! You rock Flix, thank you very much May I ask what was the reason? I hope it was not a problem due to translation.. Well sadly I believe it may have been. The monsters in question all had a single incorrect digit in their hash - a 0 had become a 6. There were also about four instances where the hash had a missing digit. Fortunately I have devised a way to check for and correct such errors going forward. 1 1
Flix 5,240 Posted June 20, 2023 Author Posted June 20, 2023 @desm There are 4 new unique items in the upcoming release that in not sure how to translate. Do you think you could find out what the names were called in the French Diablo 2, or try to translate them? Stormlash Sander's Superstition Heart of the Oak The Cranium Basher
Popular Post desm 331 Posted June 21, 2023 Popular Post Posted June 21, 2023 On 6/20/2023 at 7:29 PM, Flix said: Do you think you could find out what the names were called in the French Diablo 2 I managed to do this thanks to a french Diablo 2 site https://www.judgehype.com/ Stormlash -> Fureur des Embruns Sander's Superstition -> Superstition de Sander Heart of the Oak -> couldn't find this one but could be translated as Coeur du Chêne The Cranium Basher -> Brise Crâne Thank you! 2
Popular Post SLD 524 Posted March 11, 2024 Popular Post Posted March 11, 2024 Hi, just coming by to dump another potential bug. I've tested the effects of movement speed bonuses on my barbarian and it seems that all the way to the original cap of 150(certain) and maybe to a certain degree above that to around 200(uncertain) everything works fine, but beyond that it's definitely bugged. It makes my Barb step faster but shorter instead and is rather slowing him down than speeding him up. I could only test this on a barb so I can't tell wether it is a barb specific bug. If not it might also extend to other mods that raise the movespeed cap, not just D2F. 2
Lindor 576 Posted December 20, 2024 Posted December 20, 2024 10 hours ago, Flix said: though the final version may never see the light of day: How would you feel about making it an open source project on GitHub? The idea of open source is that someone else finishes your work, isn't it?
gogoblender 3,645 Posted yesterday at 03:02 PM Posted yesterday at 03:02 PM A hello and thank you again to Flix and his team that put this awe-inspiring, much-sweated over work of art in Sacred Game's series of world-class mods... We updated DarkMatters' background to the the Diablo 2 The Fallane's Theme when Flix first released the mod...if ya haven't yet already, here's a great moment, specially with a delightful weekend nipping at our corners... Battles up, the Apocalypse is heeeeeeeeeeeeeeeeeeere..... gogo
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