![]() |
|
#1
|
||||
|
![]() Quote:
Hard to be more official than that, I think. Not all players read forums, all players launch the game to play.
__________________
crabby old man playing 4000 year old goblin sim
| |||
|
#2
|
||||||
|
![]() Quote:
But I'm bored and can't stand sitting on little bits of potentially useful informations, so I'm gonna give it away: they could make luclin models essentially not worth the bother simply by editing the globalload file slightly. 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. Quote:
Quote:
There's also the related problem of packet profiling. A lot of communications/packet types are sent by the server to the client but not the other way around, or are initiated by the server and will never be sent by the client unless the server prompts them first. For a lot of reasons it's hard to guess at what packets might have existed, what size they would have been, what information might have been in them, etc, which makes it hard to just throw random packets at the client until something sticks. To get anywhere in a reasonable amount of time, you'd have to have some examples of packets sent by the server -- as many different ones as possible, hopefully with some notes of what happened in game when a certain packet was received, and hopefully with some variations to tease out what all the fields in each packet are. Which would have required people to go around sniffing packets and collecting them when the target client was new -- very new, since (eventually) they would randomize things somewhat each patch in a (not too effectively) attempt to make things hard for people working on macroquest and such. (Never been involved in any of this stuff myself, a bunch of people from the eqemu community could probably explain this better and more accurately!) The tl;dr of that being that the older the client is, the less information there is about different packets it uses and the harder it is to make use of the client's various features -- or even just have the server interact with the client enough to make the game playable at all. There was an old server I used to be involved with (it's still around, barely) that started up around 2004 and used an ancient (awful) version of the eqemu codebase and a client that was somewhere just before GoD. It has a few more classic points than (uninjected/modified) Titanium, like still using the old, more pixelated and harder to read name tag font, no new water graphics and slightly older skies, complete support for classic spell particles, classic-style merchant windows that would be more friendly to classic-style UIs, etc... but it's hampered by at least two things: a lot of features are missing or incomplete due to lack of information about its packets, and it's nigh impossible to obtain at this point. It's definitely a balancing act; gotta work with what's available if you want to get anywhere. | |||||
|
#3
|
|||
|
![]() Thats why its easier to just switch to P2002, instead of dealing with the nazi amish ppl here
| ||
|
#4
|
||||
|
![]() Quote:
| |||
|
#5
|
|||
|
![]() You guys are unreal
__________________
Lootenant Dan <Hierophant>
| ||
|
#7
|
|||
|
![]() Ban inc I would say .
| ||
|
#8
|
|||
|
![]() P99 = Classic models
P2002 = Luclin models If you like Luclin models and tolerate up to 3-boxing and PoK books then P2002 (Al'Kabor) is for you. | ||
|
#9
|
|||
|
![]() Not using the original UI = / = modifying the client.
You guys sure are desperate to make this okay. Though if you read the EULA..... | ||
|
#10
|
||||
|
![]() Quote:
Serious, you guys sure are desperate to not make this okay.
__________________
Julae Eilserves, Evil Prophetess, 10th Circle of Hate
Shoppe S'Mart, Divine Enchantress, Vanity Level 1 Bandoe Jutte, Bard of the 7th Symphony | |||
|
![]() |
|
|