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#221
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#222
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![]() I think we can all agree that Skeletons not having nameplates was an oversight by the original devs anyway right? I don't think anyone ever intended for AoN's to be a PvP strategy.
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#223
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![]() The original devs probably didn't intend a lot of things, but I don't think that's what nostalgia for classic is really about.
Anyway, after thinking about it a little more, I felt like saying some stuff to no one in particular: The reason locking the text of the global load file doesn't really prevent anything is this: 1. Models are loaded by name (well, by a 3-letter identifier like "HUM" for human male) 2. The client's model loader works in a "first thing loaded with this name wins" fashion -- whatever is loaded with the name "HUM" first blocks anything that tries to load with that name later. 3. None of the data files indicated by the globalload file are checked for integrity. The result is that you can just shove any model you want into a file that is loaded before the "correct" one, and give it the name of the thing you want to replace. For Luclin models this is a bit limited in that there are only two (pointless) files in globalload that are flagged to allow them to load their extra-special player model animations correctly. NPC models like skeletons don't have this limitation and could be shoved into any file in globalload. The easiest way to block this without also blocking people from doing harmless texture fixes/replacements would be to extract the .wld files from the .s3d files loaded by globalload and subject them to some integrity checks -- putting them through a few different crc / hash methods would probably be the lowest-effort way while still being fairly resilient against cheesing. If you were only concerned about player models and skeletons, you could just move global_chr to the top of globalload and only do the integrity checks on its .wld file. This would ensure that all the player models and classic skeles are loaded before anything that could replace them. Edit: I think classic iksars are in a different global#_chr file so you'd need that one too. | ||
Last edited by Zaela; 09-12-2015 at 10:31 PM..
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#224
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![]() Am I the only one that actually LOVES that classic UI. Shit is just so fucking classic it is awesome.
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#225
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Honestly I don't care what graphics people prefer, but I can say that if I was FORCED to use Luclin models, me and 90% (maybe more?) of the community would scream non-classic and the servers integrity would be in question. But since we are forced to NOT use Luclin models, it is very few who do complain about it. Hard to win an argument supporting Luclin models with that thought process. It is simply not classic to have Luclin models on. There is no debate. So although I feel general sympathy for those who have a different gaming experience, and I wouldn't really mind if they found a way to fix it for individuals, I'm glad the models have been removed from the general public, in order to further progress this CLASSIC server's classic environment.
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Height Impediment - 60 Assling Cleric
Terrion - 58 Iksar Necromancer | |||
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#227
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![]() I never used Luclin models on p99, but I still can't understand why it bothers some people what the game looks like on someone else's screen.
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#228
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@Thiefboy: apparently the different models also allowed for some kind of geometry exploits or something.
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#230
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And before you try to say, "but who knows, maybe we will go to luclin one day!!!", let me just answer that for you now... EVEN IF the server was planning on moving onto Luclin, only when we log in and see on the server MOTD - "Welcome to Luclin!" will the luclin models be classic.
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Height Impediment - 60 Assling Cleric
Terrion - 58 Iksar Necromancer | |||
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