linuxrs wrote:
And I believe I installed it properly, since the memory is buffed

But it does work with most of the other builds I tried.
Just keep going and you will make it

Just one more feedback: I crashed twice during the tests, both times when I pressed Save and Exit. First time I got some access violation error, didn't have time for screenshot, and second time the window just closed o.o
Hope I helped!
Yeah, like the title said it's "Experimental" i have spot an allocated limit that handle these problems, somehow when i increase it the game crash, i have to find out why ... like find many things, at the limit i can release a version with disabled shadows, some "sprites" superposition are bugged for exemple the projectiles like arrows will be "under" the tiles of the wall instead of being "hit" at the middle, but this fix all lags, Shadows is one factor that make all these sprite dissapearing (effect as well) and the said "limit" which is very low "3000" I believe it's the maximum quantity of "displayed" things on screen, 3000 is pretty low, since we reach 560+ just spamming brimstones, not counting an insane amount of minion being spawned/dead/ casting their missiles "on death" sequence etc.
All of that at once just make them dissapear, the way i did it isn't perfect for now, still it's not bad at all and it's pain in the ass to really understand how the thing works, also it appear that there is some limit as well for other things.
Also, Try without using glide wrapper, because glide wrapper allocate his own memory i guess ? while i already extended the cache for the game, run the game with -3dfx if you wanna use glide, or if u play windowed then use -w -3dfx,
I didn't tested under glide but this shouldn't be a problem, still i'm surprised that you were crashing (probably tiles superposition error / shadows) because it's only d2client.dll which is general.