Project: Loading Time, an endeavor to make all models global.
Project: Loading time my most recent project, one that has probably been done before, but I've never seen anything like it so I'm posting it anyhow. Upon installing this lovely simple modification, (most) all models will become global for you. The stretch between 399 and 500 only has a few working models, but I think a lot of them are placeholders for the new character models (phong+dust kicking galore), so that means they wouldn't work anyway. If you don't count all of those, I'd say about 98% of them work.
This mod only edits GlobalLoad.txt, which should be found snugly in your "eqemuinstalldirectory\Resources" folder. How to install: As you should know, when editing game files, backups are mandatory, do that. Go to the top of the GlobalLoad file, above all the text, and paste this: Quote:
Notes: This mod is entirely client side, as I am sure you know. Better to say it now than be asked later. The loading times aren't increased too severely*, only a minute or two longer than usual, and only when initially connecting. *not guaranteed if you are running windows me with a 56k modem If this isn't in the right subforum, move it, please and thank you. The jerks in IRC were sleeping or something and didn't answer my question about where to post it, so I posted it here where I figured it'd get a lot of views. |
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great work btw, very handy! |
could you explain in a bit more details how the mechanics behind the screen work on this one?
It is not loading individual models, excatly what and from where been loaded into what? how about RAM req, how much they go up? |
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I don't think it uses up much more ram or cpu than normal. I didn't notice any difference in speed, and I only have 1gb of ram and a single core cpu. |
how would this work models which have been found to be unstable or crash zone when force loaded? For example grimling and skunks when laoded into non native zones become stiff and will eventualy crash the zone
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coudl you check on this? Since you allready have this thing set up.
turn any npc in say Gfay into a skunk and a grimling - and see if anything bad happens |
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Dax |
I thought you liked bearded female dwarves?
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As long as it's not over four feet tall, I'm ok with it.
;) Dax |
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Are they animated or stiff?
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One other question - I assume that this includes boats. One that comes to mind is the skiff in OOT, if it's possible to change it to the race for the boat in Halas, you might be on to something!
Dax |
Woah, I was actually thinking of doing this just to play with models! Saves me a TON of work lol. I was just gonna go through all of the .txt files for zones and copy what was in them to 1 big file. Looks like you did all of the work for me lol. I am sure I will be checking this out soon. Thanks!
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I don't know if it's possible to change the race of a boat. It very well might be, certainly worth a try. |
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Wanted to add models that often crash the zone when force loaded will not with this method. A good example is khati sha and gods from pop. Had to do this on our server to account for some dynamic events;p |
graphics issue
had some graphic issues with this
here were the causes incase anyone else has these problems 1,0,TFFF,solrotower_chr,Loading Characters messes up south ro 1,0,TFFF,potorment_chr,Loading Characters turns invisible people purple |
OK so i found some models that werent loading globally. I think i have most of them working now.
Only 2 known models could i not get to global load and that was Var Shir King, Var Shir Guard. Find this in your GlobalLoad.txt file in resources folder Code:
3,0,TFFFC,BSE.eqg,Loading Characters Code:
3,0,TFFFC,tgo.eqg,Loading Characters This loads all of the known OoW and DoN models. as well as DoDH models, including the dragon models, Overlord Mata Muram and Mayong Mistmoore |
2 more models
Found 2 more models that can be loaded up and they are new snake models and the clockwork models
Code:
3,0,TFFF,snk.eqg,Loading Characters texture 0 = black & red texture 1 = diamond back texture 2 = green & yellow texture 3 = sandy texture 4 = icy cold |
if i use this as a developement method on my server i.e. i go around making mobs with these models will my players have to use this modification. im trying to avoid having to distribute any files unless i absolutely have to
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More stuff
Caylah023:
Yes they will have to since this is client side but the good news is, its a VERY small file and you could just post it up and tell them to cut and paste this into their Global Load txt file but remind them to back up their Global Load txt file before making any modifications to it. Anyways another 2 models gained by adding: Code:
1,0,TFFF,sharvahl_chr2,Loading Characters We had sharvahl_chr loading but we forgot there was a second one listed for that zone. This, of course, will fix it. |
thank you krugus will put together a file and see about putting up the text version.....now for free webhosting space lol
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has anyone got enchanter pet model to show up in zones other than unrest?
and female versions of qeynos citizens? |
I tested this out and I loved it, so I compiled the text file for upload.
Get it Here. Also, I tested out the boat swap. It does indeed work. I made a kickass ghost ship from the freeport ship, 8D |
Thanks for the file, drakelord. Will give it a go! ;-)
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SoF Client: Ships!
Using the SoF Client you can gain access to 3 new ships. All are solid and sail's across the water very smooth.
You would need to put in your globalLoad.txt file: Code:
3,0,TFFFC,b04.eqg,Loading Characters 550: Merchant Ship 551: Pirate Ship 552: Ghost Ship They are Gender 2 To access them you'll need to mod your races.h file (not all of them are working): Code:
473 => "Fairy", Code:
void command_race(Client *c, const Seperator *sep) Code:
$races = array ( Granted not all of the upper races will work since I think the ones past 584? just appear as the standard stiff human model. I'm starting to trim my GlobelLoad file down from loading everything to loading the newer models when possible and cutting out the older ones(when it would let me). Anyways Enjoy :) |
For those who working with this on T client I found one annoying issue with global loading.
If you force load growthplane (for example to make willo-wisps global), it overwrites the newer (Luclin) wolf models and loads up instead the original pre-kunark wolves. This is probably not an issue with SoF client as far as I can guess. |
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would be nice to have models IDs and proper loading file names for SoF
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I did a simple copy and past to the top of the register on globalload.txt and i'm not getting any output upon reload and even when I dbspawn and fix an npc gender 2 and whatever race I do not see anything upon reload once again.
= P |
Has anyone messed with this enough to be able to answer?
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so far using this method I got to work all the models I wanted, except the issue I reported above
be more specific - lets start with a single model you want to load as global |
Try all of them, could someone simply past their Globalload file that is working so I can try it because maybe since mine has been affected by another server there is something missing.
None of the ones that didnt work before worked after I copy and pasted |
Oh, this is very nice indeed. I always wanted to implement an iksar only spell line of pets that were similar in ability to the pre-existing spells but with the iksar skeleton models, instead.
although unrelated... I always thought that the race of the necromancers skeleton pet should change based upon the predominant race of the region... i.e. iksar skeletons through most of kunark, with sarnak near chardok and a 50/50 chance for either in LOIO. Same thing goes for Vah Shir skeletons on Luclin except for in the Grey & SSra Temple (where they would be iksar.) |
If anyone has a working .txt file of this I would gladly send a few bucks... PM me = - )
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WOW, all this time I was putting it in the wrong directory... Oh my gawd.
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Hey guys,
I am a developer over at Project 1999 and this thread has helped us figure out how to restore the classic wolf models. I am wondering if you guys have discovered if the Female Gypsy model or Original Skeleton model were hidden anywhere within the global load files, much like the case of the Wolf Model. http://i44.tinypic.com/28bejxd.jpg http://common.allakhazam.com/images/i/d/id114.png *Top Skeleton Model Any information/confirmation/denial of their existence is appreciated. -Wenai |
Ok!
Big thank you to Secrets! We have got all the information we need to get Wolves, Spirit Wolves and White Skeletons working like a charm! Now here comes my next question. Once we got all these things that we were under the impression that they were lost/bugged forever I decided to start digging through the .s3d files and something piqued my interest. Within global_chr.s3d I found the following files: skech0101.bmp skech0102.bmp skech0103.bmp skech0104.bmp skech0105.bmp skefa0101.bmp skeft0101.bmp skeft0102.bmp skehe0101.bmp skehn0101.bmp skehn0102.bmp skelg0101.bmp skeua0101.bmp These files collectively make up the brown (or red as some call it) skeleton. These were the models used for the higher level skeleton pets for necromancers. They were also used for dark-boned skeletons We have the white skeletons completely unbugged and appearing perfect. By changing the texture, it does not change the white skeleton into the brown one. So I am kind of at a loss right now. I know that the brown skeleton exists, but I have no idea how to force it to appear. Does anyone who has a little bit more experience in this field (*hint hint*Secrets*hint hint*) have any idea how this could work? I am hoping that since the files exist, even in the same global_chr.s3d file, that there is some way to make them show up. |
Ok I got a problem with ... a bunny!
I am trying to get snow bunny (race 176) model to load in EverFrost by making it load locally using sbu,eastwaste_chr entry But it just don't work. I don't know why- any other models works. I decided to go around this by making entire eastern wastes zone Global (which snow bunny is part of) - this one worked- the snow bunny now global (along with whole bunch of other EW models I don't need) BUT force loading of EW causes Tiger model (the one BST use) to become STIFF! I changed things back and forth to make sure its these two that mess each other up. So, any ideas : -why snow bunny doesn't want to load locally into specific zone? -why force loading EW causes together to go stiff? -how to get them both working at a same time? thanks! =) |
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If you run SoF client you will see these old models without any special settings. This has been confirmed by Cavedude on PEQ |
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