Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: Diablo (https://www.lurkerlounge.com/forums/forum-15.html) +--- Thread: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! (/thread-15760.html) |
RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - FireIceTalon - 08-03-2015 (08-02-2015, 03:46 AM)Belix Wrote: ======================== Ah, you were speaking in the context of HF only. For some reason I thought this was being applied to vanilla D1 as well. Well, this makes more sense now, thanks for clearing that up mate! BTW if you ever return to vanilla D1 there is still a few of us who play co-op games regularly on Battle.net, channel Diablo Deu-1 on Europe. Mostly high level vets, but some new players also. Best of luck with your mod^^ RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 08-04-2015 I'm glad the bow speed change seems so popular. I always thought it was just a subtle thing that bothered no one but me, but I guess that wasn't the case. (08-02-2015, 04:43 AM)Thenryb Wrote: A trivial one which I liked was Lemming "fixing" that wimpy monk voice to be that of the sorceror.That's funny! While I never got around to playing a Monk in HF:Fixed and was unaware of that, I considered making the same change, along with changing the entire graphic for the Monk back to the Sorcerer. He's missing a block animation for his staff, but I think one could be cobbled together well enough borrowing a couple frames from his staff hit recovery and staff attack animations. I may have to make that an optional mod here for anyone who would prefer the Sorcerer. It's not that the Monk is terrible, I just think whoever worked on him wasn't given enough time to polish him up right, so he's rather outshined by the sheer awesomeness of the other three characters. (08-03-2015, 06:35 AM)Hammerskjold Wrote: Short version of it, I'm quite interested in trying out changing the Warrior's and Barbarian base attack speed with melee weapons. For Warrior, all one handed weapons (sword&club) will be set to of Speed\Haste level. Two handed weapons will not be changed. For Barbarian, all Axes and Clubs one handed and two handed, base attack speed will be changed to of Speed.Alright, I looked at the attack speed code again and the memory locations I have. The table I was thinking of just tells Diablo how many frames of an animation to play before looping it or reverting to the default standing animation. So, making that number smaller would just make the Warrior resume standing faster, not actually make him swing faster. Without modifying the attack speed routine to check for Wars/Barbs and certain weapons, then copying the attack speed code and modifying it just for those cases, I'm not sure there's a way to achieve this while preserving its original behavior. There might be a way to speed them up that would be close, like making them able to start a new swing faster during the animation, but it wouldn't be quite the same. If Lenny has some memory locations that would help me write some code you can pop into your mod file to do this, I'll take a look at it, but otherwise I'd probably need to dedicate a solid block of about two and a half hours; might be awhile until I try it. But I may need to look at the attack speed again soon anyway, as someone told me that Speed on melee weapons now seems to them to behave like Swiftness which, if true, is unintentional and thus something I must of goofed up and should probably fix. And just to make sure, did you mean: A) Warrior & Barbarian always have Speed/Haste with these weapons, or B) Warrior & Barbarian have the base speed of Speed/Haste weapons, and become even faster still when using them now? From a gear dependency standpoint, A makes a lot more sense. I've grown somewhat tired of shopping gear for high level melee characters these days. The stash feature has helped with that some, as I can place items other characters don't need in there for use by other characters that reach Hell difficulty later. I'd rather not think about the number of times I've heard "Well, what can I do for ya?" over the years. (08-03-2015, 06:35 AM)Hammerskjold Wrote: Secondary interest would be sweep damage mechanic, but this one I'm not sure if it's even possible... I was thinking more of sweep damage% = clvl x2.That kind of modification is probably easier than the attack speeds. Though your formula might need a little work. 2-24% sweep damage for the first 12 clvls is probably even less effective than it is now. I forget the current formula Marsh set up, but I think I know where he did that, so I could take a look at it in the code sometime. I feel like the current formula all but nullifies sweep attack early in the game. Perhaps I can find a nice middle ground between what Marsh did and its original craziness. (08-03-2015, 06:35 AM)Hammerskjold Wrote: AFAIK with that older post link, and last time I tested it's HF:F only. The slight speed change\quirk with the bard does not exist in vanilla HF, and JG's info still holds true for the unmodified version of HF.Okay, thanks for clearing that up. I don't remember reading anything about Bard attack speed changes in the HF:Fixed change log. I'm curious what caused that, because my current understanding of the game's innards makes me think that would be a very intricate, complicated thing to do by accident. So either there are more variables that control attack speed I don't know about, or HF:Fixed went a bit out of its way to make Bards faster with maces. (08-03-2015, 06:35 AM)Hammerskjold Wrote: Emphasis is on fairly fast character growth, eg: enabling for multi, HF SP style level 1 char able to choose Nightmare or Hell difficulty right away.I think removing that restriction so MP chars can switch difficulties freely may be easier than the attack speed changes. Unfortunately a quick attempt to find and break this restriction didn't turn up anything. So far I've had very little luck modifying any of Diablo's menu behaviors despite combing through them for hours. Fixing the Enter key not working in all menus, adding information to the character selection screen (such as class name since hero picture and stats don't always make that clear, and current gold carried), trying to reduce menu CPU usage, and now this haven't gone anywhere despite my best efforts. The code that runs the game menu seems very arcane. But, hopefully I'll figure it out in time. (08-03-2015, 05:23 PM)FireIce Wrote: Ah, you were speaking in the context of HF only. For some reason I thought this was being applied to vanilla D1 as well. Well, this makes more sense now, thanks for clearing that up mate!No problem! Vanilla D1 still has some bugs to fix as well, but I don't want to go making an unofficial v1.10 until Battle.net finally shuts down. Otherwise, I might inadvertently create division among the remaining players about which version to use. (08-03-2015, 05:23 PM)FireIce Wrote: there is still a few of us who play co-op games regularly on Battle.net, channel Diablo Deu-1 on Europe.I haven't played public games of Diablo in many years now, since shortly after the release of Diablo II. There were too many people cheating and/or crashing games all the time. I suspect most of those people are gone now, but I've become a bit of a recluse since then and don't play any PC games publicly any more; I only play arranged sessions with some friends on and off. However, I'm sure there may be others who would be interested. In fact, you may want to repost that information over in this other thread where it's much more likely to be spotted by people looking for others to play with: The D1 Meet'n'Greet I'm afraid the information will just get buried here in what is quickly becoming a very large and verbose thread. Also, to that random person in the future who discovered this thread and just read all 9 pages of this: Why aren't you playing this great game instead? RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Hammerskjold - 08-04-2015 (08-04-2015, 08:39 AM)Belix Wrote: And just to make sure, did you mean:Woops, definitely A). Sorry I worded it unclearly, I was looking at the JG info for Barbarian axe and club "of Swiftness" rate and probably got a wire crossed somewhere. Anyhow the important thing is definitely A), that's basically the idea\goal I'm interested in. If I can somehow tweak the base speed to be: -Warrior with all one handed club\sword at natural base speed of 0.35. -Barbarian with all club\axe at natural base speed of .30, barbarian with all swords 0.35. If that is far too difficult to do with hex editing alone (at my skill level at least), I'll try it as Barbarian with all club\swords\axe at speed\haste 0.35. Quote:From a gear dependency standpoint, A makes a lot more sense. I've grown somewhat tired of shopping gear for high level melee characters these days. The stash feature has helped with that some, as I can place items other characters don't need in there for use by other characters that reach Hell difficulty later. I'd rather not think about the number of times I've heard "Well, what can I do for ya?" over the years. Exactly. For this "arcade mode" idea I'm more interested in reducing the tedium of grinding for gear, especially for the Warrior and Barbarian since gear dependence is more apparent with them IMO. Quote:That kind of modification is probably easier than the attack speeds. Though your formula might need a little work. 2-24% sweep damage for the first 12 clvls is probably even less effective than it is now. I forget the current formula Marsh set up, but I think I know where he did that, so I could take a look at it in the code sometime. I feel like the current formula all but nullifies sweep attack early in the game. Perhaps I can find a nice middle ground between what Marsh did and its original craziness. The formula I threw is first draft brainstorming at most, I'm not married to it so critique and improve away. If you can find a good middle ground, all the better. Hmmm, is it practical or even doable to make it a tapering\diminishing formula in the game code? Enough of an "oomph" for early clvls, and tapers off (but not fall into the D2-LoD "balance at all cost, even at the cost of fun") by the time the character reach a practical high clvl like 40+? Quote:Okay, thanks for clearing that up. I don't remember reading anything about Bard attack speed changes in the HF:Fixed change log. I'm curious what caused that, because my current understanding of the game's innards makes me think that would be a very intricate, complicated thing to do by accident. So either there are more variables that control attack speed I don't know about, or HF:Fixed went a bit out of its way to make Bards faster with maces. From the posting of that older thread, at least the way I read it the change might have been inadvertent. But in a roundabout way it was also what sparked my interest in what else could be tweaked, if changing the bard speed with a mace was possible. http://www.lurkerlounge.com/forums/thread-8955.html Quote:I think removing that restriction so MP chars can switch difficulties freely may be easier than the attack speed changes. Unfortunately a quick attempt to find and break this restriction didn't turn up anything. So far I've had very little luck modifying any of Diablo's menu behaviors despite combing through them for hours. Fixing the Enter key not working in all menus, adding information to the character selection screen (such as class name since hero picture and stats don't always make that clear, and current gold carried), trying to reduce menu CPU usage, and now this haven't gone anywhere despite my best efforts. The code that runs the game menu seems very arcane. But, hopefully I'll figure it out in time. No worry, this is just my thinking out loud for the most part. I'd rather it not mess up your order of priorities if it's a huge hassle. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 08-04-2015 (08-04-2015, 10:51 AM)Hammerskjold Wrote: From the posting of that older thread, at least the way I read it the change might have been inadvertent. But in a roundabout way it was also what sparked my interest in what else could be tweaked, if changing the bard speed with a mace was possible.Looked at Lemming's post specifically this time, and checked my suspicion of which values he might of altered - yep, checking code between HF:Fixed and vanilla Hellfire shows a few differences in the animation lengths given to the game, but only for the Monk (2 anims 2 frames shorter) and Bard (2 anims 2 frames shorter, 2 anims 1 frame shorter). I don't have each value associated yet with the actual animation they effect, but of the ones I do, it looks like the Monk's spellcasting and Bard's attack and spellcast animations were shortened. As he said in his post, for weapons that just returns to the stand animation faster. But, for some of these, like blocking or hit recovery, it would probably have the desired effect, since there isn't an action that happens on a specific frame but the player is in a helpless state until the animation finishes. By the way, it's quite likely the way the Bard was changed in HF:Fixed that the Mace animation isn't the only one that ends faster. I suspect she snaps back to her standing animation a little faster with other weapons too. But it certainly might give the illusion of striking faster. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Hammerskjold - 08-12-2015 (08-04-2015, 05:30 PM)Belix Wrote:(08-04-2015, 10:51 AM)Hammerskjold Wrote: From the posting of that older thread, at least the way I read it the change might have been inadvertent. But in a roundabout way it was also what sparked my interest in what else could be tweaked, if changing the bard speed with a mace was possible.Looked at Lemming's post specifically this time, and checked my suspicion of which values he might of altered - yep, checking code between HF:Fixed and vanilla Hellfire shows a few differences in the animation lengths given to the game, but only for the Monk (2 anims 2 frames shorter) and Bard (2 anims 2 frames shorter, 2 anims 1 frame shorter). I don't have each value associated yet with the actual animation they effect, but of the ones I do, it looks like the Monk's spellcasting and Bard's attack and spellcast animations were shortened. As he said in his post, for weapons that just returns to the stand animation faster. But, for some of these, like blocking or hit recovery, it would probably have the desired effect, since there isn't an action that happens on a specific frame but the player is in a helpless state until the animation finishes. Ok, forgive my nubularity when it comes to code reading. I'm still just taking baby steps here. I downloaded a collection of mod tools from khanduras.net, ver 1.05 since 1.06 download link doesn't seem to be working for me. I'm still trying to figure out which exact program to use, and I'm still guessing here that it's the .exe file of Hellfire that I want to modify for the changes I'm seeking? And scouring from the older posts and googling, this seems similar to what you are describing. I could be mistaken on that though, due to my inexpertise in code reading. http://www.lurkerlounge.com/forums/thread-8121.html http://www.thedark5.com/ Quote:Character Data Feels like I'm seeing a foggy horizon, but at least it's a horizon. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 08-12-2015 Thanks! I had been able to discern some of the information you quoted on my own, but I can use the rest to fill in the blanks. I did not realize that the values dictating on which frame an action occurs were weaved through these same values defining animation lengths. No wonder trying to determine what some of them did by trial and error was so difficult. So, first I will tell you that the information you quoted appears to be for Diablo, and not Hellfire. But also possibly a version of Diablo older than v1.09. The locations/offsets/addresses (whatever you'd like to call them really) vary greatly between Diablo and Hellfire, but also slightly between different versions of the game. Also, these locations are for data inside the executable file. If you've never done anything like this before, I would recommend modifying the program's memory. This saves you the hassle of having to keep multiple copies of the .exe file you're editing, helps avoid saving mistakes permanently, and you don't have to keep detailed notes about where and what you changed, what the original values were, etc. You don't require any special tools to do this (although you could get a memory editing program if you want to work with it in real-time), since PlugUlmo's loader.exe can apply changes to the game memory when launching either Diablo or Hellfire (and is how my own mod is written at the moment). So once you have the memory addresses, you can simply add them into my mod file, or use your own mod file. Basically, I prefer working/testing stuff by altering memory first, because it is a temporary canvas that gets wiped every time you restart the program - if you goofed something up, something crashes etc. the results will typically be temporary, unless you were messing with something that controls how the game wrote out something permanent, say, your Warrior's character file data, as an example here. Anyway, I'll type you up a quick example of how to do that, but first let's get you the right addresses for what you want to play with. Code: Hellfire memory addresses So, if you wanted to modify these you can simply open cowqueston.dat in my mod, go to the bottom and create a new area thusly: Code: start HF1.01 "Warrior and Barbarian attack 2 frames faster" These modification codes are just instructions to the memory patcher in loader.exe. I'll explain how this works: start - This line indicates the start of a new memory change. All of the text after it is simply for informational purposes. HF1.01 has no functional purpose, it merely indicates the version of the .exe it is meant to work with, and could be typed out fully as Hellfire1.01 - doesn't matter. Despite Marsh's mod displaying the version number v1.02, the underlying core is still v1.01, so none of the address locations are different for data tables such as attack speeds etc. Only things Marsh and I have changed will differ from v1.01. After the start line, each separate line is a simple 3 piece instruction: 4B5CA1 09 07 is: address/offset | expected value | new value If the value in memory address 4B5CA1 is 09, it will be changed to 07. Otherwise the change will not be applied. end just signifies the end of an individual memory change. Make sure you open and close any changes you write into the file this way, or the program won't understand. Check the bottom of PlugUlmo.log to look for error messages if your changes don't seem to be getting applied. If you put your own codes at the top of my mod file instead, you'll have to scroll to the top of each new log section to find yours. You may want to delete this file so it can start a new log if it has too much information in it. I've noticed lately it has been growing pretty fast with all the changes it records loading from my mod every time you open Hellfire now. I may have to turn it off as it could grow to a fairly ridiculous size with a few months of regular play... You can use the code I gave you above and pop it right into the file and it will work. Note, however, that playing with these values will not yield quite the effect you wanted - attack speed bonuses on items will still make the character's attacks faster. This is because the attack speed code skips 1 or 2 frames before the attack frame is normally reached. Because of this, speeding up attacks this way will look funny - you'll be making it occur earlier in the animation, so depending on the speed you put in, your character may look like they keep raising their weapon to strike but never actually connect a swing, yet the monster will die anyway. Also, in theory, your attack may stop working entirely if you had the misfortune to specify a frame for the hit to take place that is one of the two frames skipped when attack speed bonuses are applied. I believe these are frames 3 and 5. I also should mention that this change will not influence all types of weapons. I don't know if some values are hardcoded or there is another table of speeds somewhere, but based on the odd results I've seen experimenting with these numbers, you can expect that your change will only affect the animations with the same base attack speed for that character (and maybe not even all of them). e.g. for Warrior, everything with a base speed of 0.45. For Sorcerer, everything with a base speed of 0.60. I'm uncertain what speed group the Barbarian might effect, as I don't have one handy to test with, but it may not be the weapons you'd expect. The Bard for instance had no change on her swords (0.50), but shields and kicks (0.50) did change. This has certainly piqued my curiosity in what the world is going on in there with the attack speeds. Maybe I'll dissect it some day, and maybe what I find will to finally make some sense out of how the Sorcerer ended up with Shields as his fastest weapon type. There might even be an explanation for the Bard seeming to attack faster in HF:Fixed if it wasn't just a shorter animation. Let me know if you want any more information. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - LennyLen - 08-12-2015 (08-12-2015, 06:29 AM)Belix Wrote: So, first I will tell you that the information you quoted appears to be for Diablo, and not Hellfire. But also possibly a version of Diablo older than v1.09. The locations/offsets/addresses (whatever you'd like to call them really) vary greatly between Diablo and Hellfire, but also slightly between different versions of the game. The first offset is for Diablo 1.07, and the one on parentheses is for 1.09. The document that Hammerskjold quoted from does list the Hellfire (1.01 iirc) offsets as well, further down the page. The offsets are for the .exe, but it's pretty easy to convert them to memory offsets. (08-12-2015, 06:29 AM)Belix Wrote: Maybe I'll dissect it some day, and maybe what I find will to finally make some sense out of how the Sorcerer ended up with Shields as his fastest weapon type. There might even be an explanation for the Bard seeming to attack faster in HF:Fixed if it wasn't just a shorter animation. I did spend some time playing around with various timing values. As you noted, even when the changes work, the results just don't look right. I gave up on it in the end as the extra speed you can add doesn't make up for looking at weird animations non stop. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Predator - 02-20-2016 Hello. As I see, the A5 version is released (thanks a lot for your great work). Is it possible to update from my current 1.02.A4 version to the new A5 without lose files? I don't know if for the update is required to reinstall the game or if I can just apply it; my cousing and I have characters with lot of game process that we want to keep and update to A5. Greetings and thanks again. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - sedrosken - 02-28-2016 I can't seem to find the original Unofficial Hellfire 1.02 mod that this requires. I found the thread but the download links are dead. If anyone could mirror them that would be fantastic. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Faedru - 03-17-2016 I am also interested in this mod very much but I need Marsh's mod first. As the above Lurker pointed out, Marsh's mirrors on his thread are broken atm. I will edit this post if I find a good mirror to it! EDIT: Found it! Go here (http://www.lurkerlounge.com/forums/thread-15844.html) and scroll down to Belix's post. UPDATE: Thank you so much for this wonderful mod, Belix! I am having so much fun! Also, if anyone was having the weird issue I was having, which was after installing the game and running it the first time -- it ran just fine, but every other time after that the flash of what appeared to be a command prompt window on the screen and then nothing, just desktop, no error messages or anything -- the issue was that the hellfire.exe process was still running. So after I ended it in the Task Manager, everything else worked beautifully. Along the way, I downloaded one of the wrappers Belix suggested for newer operating systems (I'm running Windows 10) in this thread, so keep that in mind as well. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 03-19-2016 Sorry for the delayed replies, it seems I haven't been getting e-mail notifications again. (02-20-2016, 11:07 AM)Predator Wrote: Is it possible to update from my current 1.02.A4 version to the new A5 without lose files?Worry not! No items or progress should be lost between when updating this mod to any new version. I try very carefully to avoid making any changes that would invalidate current equipment. It is unfortunate that gear does break when switching to this mod from vanilla Hellfire, but that is due to Marsh's mod changing some of the item generation rules so that all the unique items could drop (previously many didn't). (02-28-2016, 01:36 AM)amarksys Wrote: I can't seem to find the original Unofficial Hellfire 1.02 mod that this requires. I found the thread but the download links are dead. If anyone could mirror them that would be fantastic.Oops! I actually had mirrors for Marsh's mod in the main post, but I seem to have erased them accidentally when transferring the bulk of that post into the new Documentation file. The mirrors are also listed there. I'll be restoring any working mirrors and download links to the main post, but here it is again just in case (still working as of 3/19/16): Marsh's Unofficial Hellfire 1.02 Mod http://thehellmod.ucoz.ru/Downloads/Mods/Hellfire101/Hellfire-100-102.zip (02-20-2016, 11:07 AM)Predator Wrote: Greetings and thanks again. (03-17-2016, 02:56 PM)Faedru Wrote: UPDATE: Thank you so much for this wonderful mod, Belix! I am having so much fun! You are both welcome, and thanks to everyone who has commented, left feedback, and reported bugs. I spent a several months worth of free time on all of this and am glad I decided to share it in case anyone else might enjoy it. I don't think anyone has reported any issues with the current version of the mod itself. I will continue to check in here periodically, but unless I'm struck by a whim to alter anything else, A5 may potentially be the final version of the mod. Looking back there are some things I would change or do a little differently, but modifying the game's compiled code is terribly time consuming. If only Blizzard would release the source code for us! Let's hope Diablo and Hellfire can keep working for another 20 years! RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Jezebel - 03-21-2016 Registered just to say that I truly appreciate the work you and Marsh have done to keep D1 & HF alive. Thank you so much! RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - asfkasdjf - 05-15-2016 Indeed. Great work! RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 05-16-2016 Thank you both. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - berymuch - 09-24-2016 Been lurking this forums for years, and I thought I'd break my silence to give a shout out to Belix for creating this mod. I started playing Diablo/Hellfire way back in 1997, and after 17+ years I've finally found Xorine's and Karik's ring (amongst other "unfindable" uniques). Beyond that, I've also been able to enjoy the game relatively bug free and experience parts of it that were inadvertently made inaccessible....all thanks to this mod! Great work man! I can't believe I'm still playing this game after so long, but I suppose my playtime is testament to a nicely designed game and a fantastic community. Good luck on whatever you decide to work on next- and thanks a ton! RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 09-26-2016 From another user who generally opts to lurk rather than participate, you're very welcome! It's strangely gratifying to think that a great many more months may have been spent by everyone playing this mod combined now than I originally spent working on it. I agree on the game's good core design. It remains a compelling experience 2 decades after its release. I'll be playing it on and off until the day I quit being a PC gamer. I don't currently envision any more projects related to Diablo. Perhaps in time things I'm still not happy about with D1/HF or this mod will compel me to do more, but by then someone else's efforts to improve the game may have obsoleted mine. Time will tell. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - rlsprite - 10-01-2016 Hey, Belix. One question.. Is there anyway to use your mod without the loader.exe? Thing is I have been playing vanilla Diablo using DxWnd (this will force the game to run on a Window) and will it work using Hellfire it would not do the trick while starting the game via loader.. Diablo looks kinda crappy while in fullscreen (the 640x480 doesn't help... like AT ALL) and it would be nice to play using your mod in windowed mode. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 10-01-2016 Since my mod is designed as a memory patch (as is PlugUlmo's Gillian Stash), some program has to modify the game's memory with the desired changes, and you'd still have the same problem, since DxWnd is essentially doing the same thing as loader (launching Diablo, applying changes) and the two would conflict. Fortunately, you should be able to use strangebyte's DirectDraw wrapper which includes windowed functionality. I've used it with D1, HF, The Hell and my mod with no problems on Windows 7 and Windows 10, although it can be a bit quirky until you navigate through the main menu into gameplay, it works great in game. You can read about and download strangebyte's patch here: http://www.strangebytes.com/index.php/projects/1-diablo-1-windows-7-vista-patch=60 Since this relies on a simple .dll replacement, it works perfectly alongside PlugUlmo's loader. Let me know if you have any problems getting these to work and I'll try to help. RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Davias - 10-03-2016 First, I have to thank Belix for this awesome Diablo mod. It has become my favourite mod to play Diablo Hellfire, because it fixes most of the bugs, but left the rest of the game nearly untouched. I have one question: When I read the info of the mod I found a section, where you could turn on the "Living of the Land mode" on ( erase the people in town for a sort of iron man challenge ), but when I look in the cowquest.dat, there was no such option at the end of the document. I remembered playing an older version with this, but now it isn't there anymore. Why? RE: Hellfire Patch v1.02.A5: Classic HF with less bugs and more polish! - Belix - 10-05-2016 Thanks, Davias! Regarding the missing Live off the Land mode, at some point changes to my mod broke part of it. I doubted anyone was using it (or would miss it) so I opted to remove it to try to reduce clutter in the mod file. If you're interested, I could go over it and update it again to work with the current version of the mod, then post the code here for you to add to your file. If I remember right, the part of it that forced the Lazarus portal to be open from the start of the game stopped working, which would have made it impossible to complete the game in single player mode. Just let me know. |