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-   -   The best thing about Velious! (/forums/showthread.php?t=205128)

Evia 08-05-2015 10:50 AM

The best thing about Velious!
 
...is knowing, with certainty, that not a single ugly Luclin model has traipsed it's way across it.


Feels oddly satisfying

khanable 08-05-2015 10:51 AM

inb4 the mad

also, agreed

Itap 08-05-2015 10:53 AM

they already found a way around it

Evia 08-05-2015 10:55 AM

NO! it's ruined for me! that feeling! gone! if true. :/

Itap 08-05-2015 10:57 AM

Quote:

Originally Posted by Zaela (Post 1995484)
Thanks for that. Cramming all the lgequip* data in seems to have fixed everything. Pretty complete workaround now.

Use it while you can: <link removed>

Open source and all that (it's all scripts). Just unzip, launch exe, point it at your EQ folder when prompted, select what you want, hit the button and give it a good while to do its work. Only uses files you already have in your EQ folder, and creates a backup of the things it changes.


khanable 08-05-2015 11:16 AM

Probablyyyyy shouldn't be posting work-arounds to stuff that the devs intentionally disabled

blondeattk 08-05-2015 01:19 PM

perhaps the developers should stop being kill joys?

Daldaen 08-05-2015 01:20 PM

Quote:

Originally Posted by blondeattk (Post 1997824)
perhaps the developers should stop being kill joys?

That would quite possibly be the least classic thing they could do. Other than starting up StationCash.

Troxx 08-05-2015 02:52 PM

Quote:

Originally Posted by khanable (Post 1997633)
Probablyyyyy shouldn't be posting work-arounds to stuff that the devs intentionally disabled


Zaela 08-05-2015 09:57 PM

Workaround for that workaround also posted.

Quote:

Originally Posted by Zaela (Post 1997202)
In each line of the globalload file, there is a block of four boolean-ish fields, each given as "T" or "F". No idea what each one controls, but it appears that the fourth field must be "T" in order for player race animations to be loaded correctly from the file indicated on that line. If the last field is "F", any luclin models loaded from that file will be stuck in the ragdoll position and won't animate at all. A world where all the players are gliding around as unblinking wannabe scarecrows is probably not something anyone would be willing to put up with for long.

As it happens, in the provided globalload file there are only two such lines. One is for the LoY (ish?) player froglok race (globalpcfroglok_chr.s3d). It seems unlikely that this race would actually appear in game, maybe bar some GM fun. Other than that, it's only there to show up on the char creation screen. Could probably remove this file from globalload entirely, or just change the last boolean to "F" to disable its animations.

The second one is even less necessary. globalske_chr2.s3d only contains some animation data for skeletons... luclin skeletons, it would seem. Classic skeletons work fine without this, could be tossed without a second thought.

Might not be conclusive enough to be something they would go for. Not that the latest thing was very conclusive... kind of disappointingly minimal.


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