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04-30-2019, 12:32 PM
(This post was last modified: 04-30-2019, 12:41 PM by Kunibert.)
(04-11-2019, 03:04 PM)Belix Wrote: (02-09-2019, 02:42 PM)Kunibert Wrote: Every then and when (maybe twice or three times per game - only SP so far) it happens that a monster drops an item twice (original and duplicate). The first item can be picked up as usual, the second one seems to be unpickable at first, but can be picked up after a while (some seconds) too. Even Na-Krul happened once to drop his stuff twice - each of the four items. Hi again Kunibert! How odd. Not sure why this would happen in single player. But I'd certainly like to fix that! Can you note which character class(es) you're using when this occurs, and what was it you used to kill the offending monster with (melee, ranged, spells)? Could be relevant. Most probably it happened to my Warrior (maybe Barbarian too) and I'm pretty sure I used melee weapons. Next time it happens I will note it.
(04-11-2019, 03:04 PM)Belix Wrote: Here are all the data ranges and associated shrines... hopefully enough information you can figure out any changes you wish to make:
Shrine minimum Dlvls
Code: 004901F8 01010101010101010101010101010101010101010101010101010101010101010101
Shrine maximum Dlvls
Code: 00490220 18181818181818181818181818181818181818181818181818181818181818181818
Shrine appearance (00 = any mode, 01 = SP only, 02 = MP only)
Code: 00490248 00000000000000000000000000000000000002000000000000020000000000000000
The order of each shrine in those sequences, per byte, is as follows:
Mysterious, Hidden, Gloomy, Weird, Magical, Stone, Religious, Enchanted, Thaumaturgic, Fascinating, Cryptic, Magical, Eldritch, Eerie, Divine, Holy, Sacred, Spiritual, Spooky, Abandoned, Creepy, Quiet, Secluded, Ornate, Glimmering, Tainted, Oily, Glowing, Mendicant's, Sparkling, Town, Shimmering, Solar, Murphy's
So to change properties of the Mysterious shrine, you'd modify the first number in any of those 3 ranges as desired. That is 34*3 values/addresses für 34 listed shrines. How comes the "Magical Shrine" is listed twice?
It should be correct anyway according to the table I made:
Code: Order [dec] - Shrine minimum Dlvl [hex] maximum Dlvl [hex] Appearance [hex]
01 - Mysterious 004901F8 01 00490220 18 00490248 00
02 - Hidden 004901F9 01 00490221 18 00490249 00
*3 03 - Gloomy 004901FA 01 00490222 18 0049024A 00
*3 04 - Weird 004901FB 01 00490223 18 0049024B 00
*1 05 - Magical 004901FC 01 00490224 18 0049024C 00
06 - Stone 004901FD 01 00490225 18 0049024D 00
07 - Religious 004901FE 01 00490226 18 0049024E 00
*2 08 - Enchanted 004901FF 01 00490227 18 0049024F 00
*2 *3 09 - Thaumaturgic 00490200 01 00490228 18 00490250 00
10 - Fascinating 00490201 01 00490229 18 00490251 00
11 - Cryptic 00490202 01 0049022A 18 00490252 00
*1 12 - Magical 00490203 01 0049022B 18 00490253 00
13 - Eldritch 00490204 01 0049022C 18 00490254 00
14 - Eerie 00490205 01 0049022D 18 00490255 00
15 - Divine 00490206 01 0049022E 18 00490256 00
16 - Holy 00490207 01 0049022F 18 00490257 00
17 - Sacred 00490208 01 00490230 18 00490258 00
18 - Spiritual 00490209 01 00490231 18 00490259 00
19 - Spooky 0049020A 01 00490232 18 0049025A 02
20 - Abandoned 0049020B 01 00490233 18 0049025B 00
21 - Creepy 0049020C 01 00490234 18 0049025C 00
22 - Quiet 0049020D 01 00490235 18 0049025D 00
23 - Secluded 0049020E 01 00490236 18 0049025E 00
24 - Ornate 0049020F 01 00490237 18 0049025F 00
25 - Glimmering 00490210 01 00490238 18 00490260 00
26 - Tainted 00490211 01 00490239 18 00490261 02
27 - Oily 00490212 01 0049023A 18 00490262 00
28 - Glowing 00490213 01 0049023B 18 00490263 00
29 - Mendicant's 00490214 01 0049023C 18 00490264 00
30 - Sparkling 00490215 01 0049023D 18 00490265 00
31 - Town 00490216 01 0049023E 18 00490266 00
32 - Shimmering 00490217 01 0049023F 18 00490267 00
33 - Solar 00490218 01 00490240 18 00490268 00
34 - Murphy's 00490219 01 00490241 18 00490269 00
The values listed above should be the default values for this mod. Default values for vanilla hellfire should be partially different.
Notes:
- Magical Shrine is listed twice (as 05 and 12).
- 08 - Enchanted and 09 - Thaumaturgic Shrines maximum Dlvls both should be 08 according to Jarulf's Guide.
Probable explanation:
From the Release Notes:Quote:Enchanted Shrine: Can now be obtained from Cauldrons and Goat Shrines beyond dungeon level 8
From the Release Notes of Marh's Mod:Quote:- The Enchanted Shrine effect can now be obtained from Cauldrons and Goat Shrines beyond dungeon level 8
- 03 - Gloomy, 04 - Weird and 09 - Thaumaturgic Shrines should appear in Single Player Mode only (according to Jarulf's Guide).
From the Release Notes of Marh's Mod:
Quote:- All shrines can now occur in Multiplayer mode
I am not sure about the values for the Dungeon Levels (hexadecimal values in brackets) - I guess the following are correct:
Church 1,2,3,4 (01,02,03,04)
Catacombs 5,6,7,8 (05,06,07,08)
Caves 9,10,11,12 (09,0A,0B,0C)
Hell 13,14,15,16 (0D,0E,0F,10)
Nest 17,18,19,20 (11,12,13,14)
Crypt 21,22,23,24 (15,16,17,18)
Preliminary conclusion: If you do not want a specific shrine to appear in any mode, setting its minimum dungeon values to hex 18 sould do the trick.
(04-11-2019, 03:04 PM)Belix Wrote: (02-09-2019, 02:42 PM)Kunibert Wrote: When does the game create the maps/shrines? When starting a new game or when entering a new level? I'm fairly certain the game generates all levels when a new session is started. Yes, meanwhile I found this thread some months ago (and now again after searching the forums for hours...):
https://www.lurkerlounge.com/forums/thread-13634.html
So the Game generates all the "random" data when a new session is started.
(04-19-2019, 08:14 PM)Phoenix7786 Wrote: I have had zero luck getting your excellent mod to run on Windows 10. What happens when you try to?
(I do not use Windows 10, but maybe somebody else can help.)
Here are my compatibility settings for hellfire.exe (Windows 7 64):
AFAIR I did not change the settings for loader.exe which is used (double clicked) for starting the mod.
regards
K
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05-24-2019, 03:34 PM
(This post was last modified: 07-04-2019, 12:22 PM by Kunibert.)
After a lot frustrating with shrine code tests I found out some important facts
1. Do NOT put two zeros in front of the address - e.g. do NOT replace "4901F8" by "004901F8". This probably happened usind CTRL+H (find and replace) while copying the code lines from notepad++ to excel and vice versa to make the line looking nice. Didn't notice it in the beginning which is the reason why the tests were a lot and frustrating.
2. Putting a #-character in front of a single code line inside a section for the purpose of deactivating that line seems to be a bad idea either.
Better either delete that line from the cowqueston.dat or make the line doing nothing by replacing (in the section below) "01 18" by "01 01",
3. After a code section's final "end" there should be a line break especially before the end of the file cowqueston.dat. Else at least PlugUlmo.log will note a nagging.
Finally here are the codes, sorted by offset:
Code: start HF1.01 "Listed Shrines with '01 18' no longer appear"
4901F8 01 18 # 01 - Mysterious Shrine # exe: 8F1F8
4901F9 01 18 # 02 - Hidden Shrine # exe: 8F1F9
4901FA 01 18 # 03 - Gloomy Shrine # exe: 8F1FA
4901FB 01 18 # 04 - Weird Shrine # exe: 8F1FB
4901FC 01 18 # 05 - Magical Shrine # exe: 8F1FC
4901FD 01 18 # 06 - Stone Shrine # exe: 8F1FD
4901FE 01 18 # 07 - Religious Shrine # exe: 8F1FE
4901FF 01 18 # 08 - Enchanted Shrine # exe: 8F1FF
490200 01 18 # 09 - Thaumaturgic Shrine # exe: 8F200
490201 01 18 # 10 - Fascinating Shrine # exe: 8F201
490202 01 18 # 11 - Cryptic Shrine # exe: 8F202
490203 01 18 # 12 - Magical Shrine # exe: 8F203
490204 01 18 # 13 - Eldritch Shrine # exe: 8F204
490205 01 18 # 14 - Eerie Shrine # exe: 8F205
490206 01 18 # 15 - Divine Shrine # exe: 8F206
490207 01 18 # 16 - Holy Shrine # exe: 8F207
490208 01 18 # 17 - Sacred Shrine # exe: 8F208
490209 01 18 # 18 - Spiritual Shrine # exe: 8F209
49020A 01 18 # 19 - Spooky Shrine # exe: 8F20A
49020B 01 18 # 20 - Abandoned Shrine # exe: 8F20B
49020C 01 18 # 21 - Creepy Shrine # exe: 8F20C
49020D 01 18 # 22 - Quiet Shrine # exe: 8F20D
49020E 01 18 # 23 - Secluded Shrine # exe: 8F20E
49020F 01 18 # 24 - Ornate Shrine # exe: 8F20F
490210 01 18 # 25 - Glimmering Shrine # exe: 8F210
490211 01 18 # 26 - Tainted Shrine # exe: 8F211
490212 01 18 # 27 - Oily Shrine # exe: 8F212
490213 01 18 # 28 - Glowing Shrine # exe: 8F213
490214 01 18 # 29 - Mendicant's Shrine # exe: 8F214
490215 01 18 # 30 - Sparkling Shrine # exe: 8F215
490216 01 18 # 31 - Town Shrine # exe: 8F216
490217 01 18 # 32 - Shimmering Shrine # exe: 8F217
490218 01 18 # 33 - Solar Shrine # exe: 8F218
490219 01 18 # 34 - Murphy's Shrine # exe: 8F219
end
Important Notes:
- Any other shrine code section in cowqueston.dat should be deactivated when using this one
- Do not use the full section. It seems the game needs at least one type of shrine.
- For the desired shrine(s):
Either remove
or alter its code line(s) replacing "01 18" by "01 01",
- For some odd reason the Magical Shrine uses two code lines (05 & 12)
- So far, I tested the code section removing the line "08 - Enchanted Shrine" only - with success!
This is why:
Wearing his magic stuff gear, my barbarian's max magic is at 234 (235 is possible in theory, but I still don't have a +30 MAG amulet) which is not enough to learn all spell levels. While playing through the game 13 times with this char I experienced a lack of enchanted shrines, so he was stuck at apocalypse and blood star on spell level 7 each.
Pasting the code section above in my cowqueston.dat without the line "08 - Enchanted Shrine" before starting pass 14 made the game generating enchanted shrines only:
Seven (Goat) Shrines/Cauldrons would lower my Blood Star level while the other eight would increase it. By testing each Shrine, writing down the results and loading the safe state again I made out a smart order to acivate the shrines.
So I finally reached spell level 15 for all spells except for charged bolt (lvl 14) and inferno (lvl 13, but could read a book to reach lvl 14 too).
Actually I finished the classic dungeon levels and will move on Nest Levels 2 - 4 and the Crypt. In one of the next passes I hope to find a shrine that reduces the spell levels for Fire Bolt, Healing (both can be learned up to lvl 15 with my gear) or Guardian (as it can be increased in the bone chamber).
So hopefully this helps any barbarian (at least in single player) out there to reach spell level 15 on all spells.
Furthermore, after this char reached spell level 15 on all spells, I want to test and use the Hidden, Gloomy and Weird Shrine lines to improve the quality of my Unique Items collection.
[Edit (2019-06-20):]
After playing some games with my Sorceror (succesfully testing the codes for the Hidden Shrines) I thought it was time to go on with my Barbarian. No Shrines on D1 to D3 this time, found two goat Shrines on D4, but neither was helpful, so I reloaded the state before using these and moved on. On D5 a "normal" enchanted Shrine and a Goat Shrine: the latter would decrease my Healing spell level down to 13 (but increase Charged Bolt and Inferno up to 15), so I used it, equipped my magic gear and read two Books of Healing to finally have all spells on level 15.
So I saved, made a backup from the state, changed the Enchanted Shrine code line from "4901FF 01 01" back to "4901FF 01 18" while changing the Hidden Shrine code line from "4901F9 01 18" to "4901F9 01 01".
Back to D5 I found out that the unused Enchanted Shrine still would work while as a side effect for changing the code ingame, the walls that surrounded this shrine before now have been moved where the stairs to D6 have been. Those stairs are now close to the stairs leading to the town (which is next to the aforementioned shrine). [Edit (2019-07-04):]This happened only once this time. The next time I got into D5 it was normal. Also, I remember switching walls/stairs happened once some months ago. [/Edit (2019-07-04)]
Now the interesting news:
Back to D4, the unused Enchanted Goat Shrines have been transformed to Hidden Goat Shrines that I succesfully used (without changing any spell level, I checked twice...).
[/Edit (2019-06-20)]
regards
Kunibert
Further Edits:
I altered the code line "# 02 - Hidden Shrine" replacing "01 18" by "01 01". So, as expected, any shrine in the game started after doing so was a hidden shrine (16 altogether).
A_single_3.hsv
2019-05-29_12:09
My Sorcerer (Reflect and Search spells active) just killed Pigmaul Rentflesh using a Lighnting Dagger of Blood. He hit me right in or just before the moment when I killed him, so he dropped two magic Axes (dupes). You can pick up one of these instantly, but picking up the remaining one is only possible five or six seconds after. I saved right after the kill but before picking up the axes and backed the save state up for further investigation. (I can send it to you if you wish to.)
B_single_3.hsv
2019-06-07_15:35
Nightmare, D8 - My Sorcerer, (Mana Shield, Reflect and Search spells active), maybe while standing in a acid pit, just killed an Acid Beast. Not only the beast double dropped a mace, but it died multiple times, each time dropping the same mace twice.
Also, on D7 I teleported into the yet closed Halls of the Blind where I casted some Lightning Walls to kill the yellow unseen. One of them survived and i was unable to kill him with melee. The only way to kill him was to stone curse him which made him die instantly. This happened so far to my sorceror only (while I played through the whole game about 50 times) and it happened two or three times in the actual game (once with a melee goat monster). It seems that in this case the monster does not take any more damage. Some kind of zombi monster.
C_single_3.hsv
2019-06-07_19:35
Same game as mentioned above, D10. Mana Shield and Reflect were active, I "killed" Blackstorm, but somehow he stays alive like a zombi. He (or maybe a monster I killed before) dropped a unique small axe and is unable to move, moving the cursor above him seems to not detect him. If I step next or into him, he attacks me - each time he hits me I lose mana (Mana Shield active), he drops two more magic small axes and I gain a lot of EXP!
Treatment with my Maul of Blood does not seem to harm him, at least I do not gain the usual 1HP per hit. Stone cursing brings salvation at last.
D_single_3.hsv
2019-06-20_14:05
Na-Krul double dropped his items again. Funny thing: He dropped two unique war staves with the same serial, but these are not identical:
A Storm Spire and a Rof of Onan is what he dropped.
Some minutes later Malignus also dropped two unique war staves: Naj's Puzzler and Immolator.
In the save state I have the four staves in my inventory right before putting these into the stash. Luckily I already have at least one of each unique staff, so I simply will use these in the next game.
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07-01-2019, 04:20 PM
(This post was last modified: 07-02-2019, 10:41 PM by ruzga.)
i am sorry if this was answered here i just ctrl+f the whole thread and i didint see the answer
my colors are broken if i alt tab from the game
i would like to play window mode for recording/streaming purpose but alt+enter doesnt work and i know its very possible in D1 but i dunno how to do it in Hellfire (while using this great mod fix)
thanks
_________________________
i found a solution just mixed this mod with
http://strangebytes.com/index.php/projec...a-patch=60
for window mode ddraw.dll file
had to switch in ddraw_settings.ini to fullscreen=1 then i can press alt+enter and go window ^^
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Same here. I simply do not return to desktop while playing. Sometimes the colors are broken upon starting the game, the I have to end it and start again. Maybe your recording application can use a hotkey?
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Is the game supposed to check if you have a chance to block the attack before it checks whether you are hit or not in the first place? Playing Monk and it really is not pleasant as I am locked in a blocking state all the time.
By the way, great work on the mod!
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08-17-2019, 10:03 PM
(This post was last modified: 08-17-2019, 10:27 PM by Azmodan.)
Hello everyone! I noticed that in Hellfire a butcher is much harder to kill than in the original Diablo at a normal level of difficulty with the same leveling, weapons and armor. It is very difficult to hit it. Perhaps in Hellfire there is no to hit bonus, which a warrior should hidden bonus To-Hit 20% melee.(sorry for my english, I used google translator)
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Hello! I just wanted to let everyone know that I'll be updating this mod for compatibility with the recent GOG release of Hellfire soon. I'll try to get back to everyone's messages I missed as well when I can.
Dear Wojciech, who wrote me a PM some time ago: Yes you may. Have fun!
(07-19-2019, 07:57 PM)igloosPat Wrote: Is the game supposed to check if you have a chance to block the attack before it checks whether you are hit or not in the first place? Playing Monk and it really is not pleasant as I am locked in a blocking state all the time.
Hellfire originally would try to block before checking your armor class. With this mod, it should be testing your AC first before attempting to block. If that's working correctly, blocking constantly is a sign of high Dexterity and relatively low Armor Class.
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09-08-2019, 01:12 PM
(This post was last modified: 09-08-2019, 01:50 PM by wkd1.)
(08-27-2019, 01:55 PM)Belix Wrote: Hello! I just wanted to let everyone know that I'll be updating this mod for compatibility with the recent GOG release of Hellfire soon. I'll try to get back to everyone's messages I missed as well when I can.
Hello Belix,
Glad to see you are still tinkering away. I believe I have conversed with you before in this very thread years ago, thank you for all of the hard work! I just wanted to let you know I am currently using your mod with the current GOG release, however I am doing so outside of the GOG folders at this point. I copied my Diablo/Hellfire folder out of the GOG directory into its own directory and then pasted Marsh's mod and then your patch into the new copied folder. Enabled admin on loader and Hellfire and everything is working for the most part (stash is working, IPX wrapper that allows for Hamachi VPN play with my buddy works as well), I even use the Diablo clicker mod you included, so much nicer on the mouse and hands lol.
Also a recommendation for future patch: I would like to see the Search spell automatically turned on at all times. Not sure how you would accomplish this, or if it would be possible to make it just a togglable feature instead of a spell but in regards to quality of life and eye strain while in these darker pallet dungeons I feel like this would go along way if it is possible to implement.
Anyway, thank you for your part in keeping this game alive and I will be keeping an eye out for your new patch.
Thank you,
wkd
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Hey i was wondering if there was an eta on a new version that works with the GOG version of the game. Thank you for all your hard work!
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(09-20-2019, 08:31 PM)moneybags131313@gmail.com Wrote: Hey i was wondering if there was an eta on a new version that works with the GOG version of the game. Thank you for all your hard work!
Also im confused according to some people this already works with the GOG version but i cant get it to work at all.
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10-02-2019, 08:42 PM
(This post was last modified: 10-02-2019, 08:43 PM by Belix.)
Hopefully ready within a few days now or a week max. I'm going to bundle everything into an all-in-one package including Marsh's mod and the latest compatibility patches, with the hopes it'll be ready for everyone to play and run properly on Windows 10 even from a classic CD install of Hellfire right out of the zip (but also work with the GOG version fully, of course, instead of only for certain users).
That way there's nothing for the user to do but drop the files into their Hellfire directory, customize the mod features as they desire, and play without the extra setup time/effort and multiple downloads involved with previous versions.
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That is absolutely wonderful news. Thank you for all your hard work i would love to know how you guys manage to do all this modding with such old programs. But anyways, thank you again and do you except donations at all?
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I'm nearly finished preparing the next version. I'm trying to spend a little more time testing first before tossing it up here. I've made some changes to the zip package I'll be uploading to (hopefully) make the mod playable immediately without dependencies on other downloads, and I want to verify the package works right away on both Windows 7 and Windows 10 at least with both the classic CD installation and the GOG version.
If I could I'd try to include everything all in one, but the author of IPXWrapper for example kindly asked people not to distribute his DLL files, so non-GOG players will still need to go download that on the side to get multiplayer working.
I also feel I should invest some effort into bringing the main post and included documentation up to date for clarity regarding downloads and installation. Some people didn't realize didn't need to make an account to get the mod if you used the mirrors instead of the main download, some were trying to run the Hellfire v1.01 patch (which is a 16-bit program and doesn't run on 64-bit operating systems, and isn't needed to use this anyway), and having to go download Marsh's seemingly abandoned project on the side and change some of its default settings was a lot of extra work. I'll be doing my best to streamline and simplify everything. I want anyone to be able to enjoy this without having to jump through any unnecessary hoops or know any advanced computer wizardry.
(09-08-2019, 01:12 PM)wkd1 Wrote: I would like to see the Search spell automatically turned on at all times. I think several people suggested this, and I was originally hesitant to implement such a change since it essentially ruins the Search spell (which, I might add, is also the Monk's innate skill), but since this modpatch is all about expanding user options and features I decided to implement it.
The simplest way was to attach the Search spell behavior to the Automap being enabled. Ideally I'd want to write a way to hold ALT like Diablo II, but I'm not yet experienced enough to know how to write new assembly into the Hellfire executable to test key states.
So this will be included as an option in the next release, but if you'd like to implement it immediately, here's the memory patch to drop into the .dat file:
Code: start HF1.01 "Map On = Search On"
46831D 803D38E76E0001 803DA8074D0001
4021DB 803D38E76E0000 803DA8074D0000
end
(10-04-2019, 02:29 AM)moneybags131313@gmail.com Wrote: But anyways, thank you again and do you except donations at all? You're welcome! I love this old game and I know I'm not the only one. I often find myself wishing someone would fix/improve stuff wrong with some of my old favorite games, and found myself in a position to BE that person for others, so I chose this game!
I've never had anyone inquire or offer donations before. I'm flattered. However, I'm currently dedicating very little time to this endeavor and unless that changes to a point I'm making large and complex changes again and actively fulfilling user requests, I don't feel accepting anyone's money would be justified. For now, maybe hang on to it or toss it at someone else doing something you think is awesome. Thanks though.
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11-01-2019, 11:04 PM
(This post was last modified: 11-02-2019, 02:10 PM by Halfadeathstar.)
Hi Belix, this is wkd1 here I apparently can't get back into my account so I made a new account (wkd has been my alias for a long time but recently I started going by HalfaDeathStar). I am trying to start a small community for playing Diablo Hellfire multiplayer featuring your mod. Would love for you to partake if you still play
Reposted from GoG Diablo Forums:
Hi fellow Diablo enthusiasts,
I am looking for some adventurers who are interested in playing Diablo Hellfire multiplayer... specifically a modded version known as: Hellfire v1.02.A5 - an Unofficial Update for Hellfire. This is a mod created by a user called Marsh and then picked up and worked on by someone going by the handle Belix. Mod information can be found here:
lurkerlounge.com/belix/HellfireProject/Help&Info.htm
To give a quick summary this mod is all original game play, but with quality of life updates. It uses Ulmo's plugin which turns the Gillian NPC into a stash. She will hold any items and you can also stash gold with her. This makes muling between characters so much easier than what it used to be as the stash is accessible from all characters. Gold stacks have been increased to 10k from 5k. When you open your mini-map in the dungeon the Search spell is automatically enabled making it easier to see items on the ground (they become high lighted and also show as blue squares on the mini map) as the darker color pallets sometimes made it really hard to see things. Certain NPC's have been moved closer to the town square to make shopping less of a hassle (Adria is now next to the town portal spawn, and Wirt is hanging out under a tree near Farnham the drunk). Some quests have been enabled in Multiplayer which allow for a more interesting and fun experience. Friendly Fire can be toggled on and off meaning Rogues and Sorcerers will no longer have to worry about murdering their party members. Also XP sharing! As long as everyone is on the same dungeon level they will each gain XP when a monster is killed.
Vanilla Diablo had a lot of quirks and a lot of hardcore purists might scoff at these changes but to me this just makes the game more approachable and fun to play. Also there is no more need to dupe items for those players that like Diablo but felt the need to exploit due to the lack of things like a stash and how clunky gold management was originally. I am looking for people that want to adventure through the haunted Church of Tristram all the way to Hell and the Hive and the Crypt and play the game legitimately within the boundaries that this mod allows... which is a lot more lenient than the original Pure Diablo vanilla meta. This mod incorporates the Hellfire oils, and if you want to sustain the oil affects through each game all you have to do is stash the item with Gillian and then take it out on your new game. Oil affects are lost if you don't stash it. In my mind this allows for some really cool item customizing and yeah eventually you will probably have an OP weapon but whatever this is about having fun within the allowed boundaries of the mod.
At the bottom of this post I will provide a link to my discord. Once you join my discord I will assign you the Hellfire role and can provide the necessary files and instructions on how to get this mod working. I utilize Hamachi for the multiplayer aspect and can assist you with getting that set up as well.
Half a Death Star's discord:
discord.gg/gMZwAPr
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Hey there. I'm getting the Diablo Disc not found error trying to run the GoG version. As a caveat, I tried to make a duplicate copy of Hellfire, as my friend only wants to play the vanilla GoG version and not the fan-patched patched version. Is there a way to create an extra "copy" of the game files so my friend and I both get what we want? Or does PlugUlmo's config file assume the game is located within the C-drive?
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Joined: Feb 2007
Sorry everyone, I had to deal with a hard disk failure recently. I should manage to start checking in more often and will reply to PMs and comments soon. I did manage to fix the issue that could cause GOG versions of Hellfire to crash to the desktop as soon as you start a new game, but I discovered some other things I wished to improve and fix as well, so I'm aiming to put out a slightly bigger update than just the GOG crash fix. If anyone is really itching to fire this mod-patch up with the GOG edition ASAP, let me know and I'll try to upload the updated files instead of waiting to include it in a larger update.
Posts: 54
Threads: 4
Joined: Apr 2013
Posts: 231
Threads: 10
Joined: Feb 2007
Hey there, qualakon. Long time no see!
These files can be dropped on top of everything else and should fix the issue where the GOG version crashes to desktop on town load when trying to use this mod. Remember, this zip does nothing by itself.
I haven't yet been able to relocate the FTP credentials Bolty provided me to upload files like this directly to the Lounge, so for now I tossed this zip up on Google Drive.
HF-1.02.A5-GOGpatch.zip - 2.79mb
https://drive.google.com/file/d/1JUb5Yf2...dMsBz/view
I'm rather unhappy with how this whole thing has unfolded into layers of zips/files dropped onto each other (Marsh's + This + now a GOG fix) and I imagine some of you are, too. I'm going to be looking into this and trying to tidy everything up neater for sanity's sake.
Posts: 54
Threads: 4
Joined: Apr 2013
Belix I have re-launched Khanduras.net however you'll have to sign up again!
I'm working on the Repository right now and will hopefully allow users to upload files as themselves to help manage your own files
As for this fix - good job! I am definitely looking forward to an all-in-one patch. Seems like the next logical step. Even include your graphics changes!
Posts: 10
Threads: 1
Joined: Nov 2014
Thank you again for your work. You can be sure, and proud, that people are playing this magnific game, and enjoying thanks for your job.
Keep it alive!
My Heaven, your Hell.
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