![]() |
#191
|
||||
|
![]() Quote:
__________________
Bhear Ghrillz - Level 51 Druid - Dial A Port | Oggre - Level 44 Warrior | Revenance Vampirus - Level 40 Necromancer | Mottley Crue - Level 30 Rogue | Renovatio - Level 3 Cleric | Abradolf Lincler - Level 42 Cleric | Drowning - Level 40 Enchanter | Oradan Omnipotent - Level 57 Magician | Chubbz Zilla - Level 52 Monk - Scaled Brotherhood - Bhear Ghrillz - Level 51 Druid - Dial A Port
| |||
|
#192
|
||||
|
![]() Quote:
__________________
Current Games:
Naw | |||
|
#193
|
|||
|
![]() My understanding--I could be mistaken--was that P99 uses Titanium simply because that's what Eq-Emulator used. I believe this project originally started out as a faster alternative to EQC and immediate availability was more important than adherence to all classic features--many of which were patched in later on. EQC seems to have been run by perfectionists. Since EQC still isn't finished and likely never will be it's safe to say P99's more pragmatic approach was also the correct one. Suits me fine. I've no love for the Velious UI.
Danth | ||
|
#194
|
|||||
|
![]() Quote:
Quote:
Sounds about right, i would imagine that the data between the client and the server have changed A LOT from the trilogy era to how ever many expansions Titanium came with. Using the base server from EQEmu was definitely a lot faster than starting from scratch, and a wise move. | ||||
|
#195
|
||||
|
![]() Quote:
The "classic is the goal, as close as we can make it" approach of the devs here, and the appreciation of that dedication by forum white knights, is not hypocrisy. The neverending attempts by you and select other whiners to paint it as such is, however, low-grade trolling and petty douchbaggery.
__________________
crabby old man playing 4000 year old goblin sim
| |||
|
#196
|
||||
|
![]() Quote:
Get out of here with your logic. | |||
|
#197
|
|||||
|
![]() Quote:
Quote:
See, unlike you, I choose to exercise my voice and opinion. You call it whining because my opinion differs from your's, and that's okay ... for a 1st Grader. Be that as it may, you will grow up and realize that educated people voice their concerns. I am certain if Luclin graphics were forced on you, you would be the first to complain. Feel free to deny this so that you can not look "hypocritical," amongst your kiddie peers.
__________________
Tiewon Shu <Fires of Heaven>, Monk, 23rd Fist of Silence
Mehopia Seticept <Fires of Heaven>, 20th Disciple of Fear Nouva Skywalker, Druid, 16th Circle of Summer Moollah Muckwater, Swamp Hag, 4th Eye of Fear | ||||
|
#198
|
||||||
|
![]() 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. | |||||
|
#199
|
|||
|
![]() Thats why its easier to just switch to P2002, instead of dealing with the nazi amish ppl here
| ||
|
#200
|
|||
|
![]() Was there any confirmation by GM/Dev's on whether or not the workaround is allowed?
| ||
|
![]() |
|
|