It's easily forgotten. No worries.Drew8898 wrote:/facepalm
I literally just did this to fix an issue with Diablo 2. I can't believe I didn't think to try this first. That worked, thanks.
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It's easily forgotten. No worries.Drew8898 wrote:/facepalm
I literally just did this to fix an issue with Diablo 2. I can't believe I didn't think to try this first. That worked, thanks.
This is because Lua does all math in 64-bit floats, and x86 is little-endian.Dej wrote:If talking about the 0x3FF0, 0x4000, 0x4008, 0x4010, etc. numbers used to identify the characters, to index the items in the inventory and in fact for most of numerical values in the game (such as strength, vitality, dexterity,...) they are in fact standard 64-bit floating-point values, in little-endian format (as seems to be the cardinal rule for all integer/fp values in the file.)I'm in the middle of tackling a bizarre number system employed by the save files
Those made me scratch my head for a while!![]()
Hope this helps.
And that string thing is long..Header =CIMG
Double =1
Double =2470327646
Double =128
Double =128
String =KF"ÿOJ#ÿNI#ÿOI...
Interesting. Email the save files (before you edit them). I'll PM you my address and report back here.zeltak wrote:I've encountered the following. While trying to edit one of my save games, the editor informs the following: "This data is missing one or more headers. Please reload the save."
This happens on every save for that party. And even if I don't edit anything, just opening and closing the save data is enough. While checking on the editor I noticed that everything below the last character's information is scrambled. After the last character's rune header there is the following:And that string thing is long..Header =CIMG
Double =1
Double =2470327646
Double =128
Double =128
String =KF"ÿOJ#ÿNI#ÿOI...
I'm using two imported custom portraits on that party, does it matter?
Every savegame for that party (that I still have) have that "mutation". Unluckily I cleaned my savegames from old saves some time ago, so I can't say if it has been from the beginningglyn_ie wrote:For now, I'd just suggest avoiding that file or reverting to an earlier one. It would be interesting however to know just what exactly happened (like what was done in-game) before the save mutated into this.
I'm not surprised. Gazza's editor scans for specific areas in the file, so it should always work. Mine attempts to decode the entire thing, regardless of content. Mine makes it harder to read and understand, but basically gives you the ability to edit anything (apart from the Dungeon data and sections which I've screwed up - like the bags and treasure chestszeltak wrote:Every savegame for that party (that I still have) have that "mutation". Unluckily I cleaned my savegames from old saves some time ago, so I can't say if it has been from the beginningglyn_ie wrote:For now, I'd just suggest avoiding that file or reverting to an earlier one. It would be interesting however to know just what exactly happened (like what was done in-game) before the save mutated into this.
As a sidenote, Gazza's editor doesn't have problem dealing with those save files, but it isn't so versatile as yours
I don't think so. For example I tried to respec one of my characters, when I realized that my mage had skill points in skill where I didn't need them (of course that's one of the charms of the game, that you have to be careful when leveling you characters). And another one was, that I've been playing with two characters and wanted to erase the other two dead bodies that kept dragging with me..glyn_ie wrote: To be honest though, I think the save editor will outlive it's usefulness when the dungeon editor is released. I primarily made the editor as an experiment (to see if any secret features or places could be accessed) and to give people the ability to either make the game much harder or easier, which is pretty doable, especially with new saves. Of course, none of that will matter when you can just design your own maps and set your own rules.