#11
|
|||
|
Man... old school skeletons... too good to be true, this is some sorta cruel joke isnt it?!
| ||
|
#12
|
|||
|
Nope, i'm just that awesome. :P
| ||
|
#13
|
|||
|
So will this be a change we need to do on our side (client)? Or will it be applied to the server, and then just "revert" for us automatically?
| ||
|
#14
|
|||
|
A little bit of both. It will require a bit of work on our end to get it working properly. It will require a small easy change for everyone to get it working but we will post specifics when we get it ready to go.
| ||
|
#16
|
|||
|
God I'm so excited!
| ||
|
#17
|
|||
|
Did anyone get this to work without having the Wolves look like puppy dogs?
| ||
|
#18
|
|||
|
The size of the wolves will have to be changed on our end. We are looking at our options atm.
| ||
|
#20
|
|||
|
I figured out how to do this way back when while playing around with the texture and model files.
http://www.eqemulator.net/forums/sho...t=15159&page=4 It involved deleting/changing a few files on the client side, and the server forcing all skeleton models to use model #60 (luclin model) instead of the newer LDON model. I never did figure out how to spawn the brown skeletons though. The same trick worked for the wolf models, although I had a problem with their animations being too slow. Did you guys end up using the same trick or did you find a (hopefully better) different way? | ||
|
|
|