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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

04-16-2008, 01:17 PM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,449
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Quote:
Originally Posted by Telltolin
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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I'm not a jerk :(
great work btw, very handy!
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04-16-2008, 02:16 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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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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04-16-2008, 02:53 PM
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Sarnak
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Join Date: Apr 2004
Posts: 50
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Quote:
Originally Posted by ChaosSlayer
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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They load from .s3d files, the globalload.txt defines what s3d files to load from upon connecting to a server. Since it is client side, I think it only loads them ingame where necessary.
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.
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04-16-2008, 03:24 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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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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04-16-2008, 03:27 PM
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Sarnak
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Join Date: Apr 2004
Posts: 50
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Quote:
Originally Posted by ChaosSlayer
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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Hmm, I didn't notice anything like that. I wonder why that'd happen, doesn't make any sense.
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04-16-2008, 03:38 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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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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04-16-2008, 04:14 PM
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Sarnak
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Join Date: Apr 2004
Posts: 50
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Quote:
Originally Posted by ChaosSlayer
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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04-16-2008, 03:57 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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Quote:
Originally Posted by ChaosSlayer
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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I completely understand that - if I saw a grimling in gfaydark, it would make me stiff too...
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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04-16-2008, 04:03 PM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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I thought you liked bearded female dwarves?
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04-16-2008, 04:08 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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As long as it's not over four feet tall, I'm ok with it.
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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05-08-2009, 03:47 AM
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Sarnak
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Join Date: Jan 2006
Posts: 31
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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
4,0,TFFFC,Global2_chr,Loading Global Items and Equipment
and in between those 2 lines, paste this.
Code:
3,0,TFFFC,tgo.eqg,Loading Characters
3,0,TFFFC,clv.eqg,Loading Characters
3,0,TFFFC,fra.eqg,Loading Characters
3,0,TFFFC,chm.eqg,Loading Characters
3,0,TFFFC,ddm.eqg,Loading Characters
3,0,TFFFC,dma.eqg,Loading Characters
3,0,TFFFC,btn.eqg,Loading Characters
3,0,TFFFC,dsf.eqg,Loading Characters
3,0,TFFFC,mnt.eqg,Loading Characters
3,0,TFFFC,dbx.eqg,Loading Characters
3,0,TFFFC,rob.eqg,Loading Characters
3,0,TFFFC,dbp.eqg,Loading Characters
3,0,TFFFC,map.eqg,Loading Characters
3,0,TFFFC,crs.eqg,Loading Characters
3,0,TFFFC,prt.eqg,Loading Characters
3,0,TFFFC,cnp.eqg,Loading Characters
3,0,TFFFC,rkp.eqg,Loading Characters
3,0,TFFFC,mes.eqg,Loading Characters
3,0,TFFFC,cdr.eqg,Loading Characters
3,0,TFFFC,dvs.eqg,Loading Characters
3,0,TFFFC,dke.eqg,Loading Characters
3,0,TFFFC,krn.eqg,Loading Characters
3,0,TFFFC,ldr.eqg,Loading Characters
3,0,TFFFC,mdr.eqg,Loading Characters
3,0,TFFFC,sdr.eqg,Loading Characters
3,0,TFFFC,pma.eqg,Loading Characters
3,0,TFFFC,tar.eqg,Loading Characters
3,0,TFFFC,spq.eqg,Loading Characters
3,0,TFFFC,ans.eqg,Loading Characters
3,0,TFFFC,dre.eqg,Loading Characters
3,0,TFFFC,drs.eqg,Loading Characters
3,0,TFFFC,lvr.eqg,Loading Characters
3,0,TFFFC,asm.eqg,Loading Characters
3,0,TFFFC,seg.eqg,Loading Characters
3,0,TFFFC,lsp.eqg,Loading Characters
3,0,TFFFC,lsq.eqg,Loading Characters
3,0,TFFFC,shd.eqg,Loading Characters
3,0,TFFFC,fgt.eqg,Loading Characters
3,0,TFFFC,crh.eqg,Loading Characters
3,0,TFFFC,crl.eqg,Loading Characters
3,0,TFFFC,drc.eqg,Loading Characters
3,0,TFFFC,fgp.eqg,Loading Characters
3,0,TFFFC,kor.eqg,Loading Characters
3,0,TFFFC,myg.eqg,Loading Characters
Tested and working fine on my server, unfortunately as with the first modification... the initial world load does take a little longer but does not affect zoning times, or consume much more RAM/CPU Usage
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
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05-10-2009, 02:40 AM
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Sarnak
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Join Date: Dec 2005
Location: the Void
Posts: 40
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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
3,0,TFFF,cwg.eqg,Loading Characters
FYI: New snake model:
texture 0 = black & red
texture 1 = diamond back
texture 2 = green & yellow
texture 3 = sandy
texture 4 = icy cold
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05-11-2009, 01:14 PM
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Sarnak
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Join Date: May 2008
Location: oregon
Posts: 41
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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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05-11-2009, 10:55 PM
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Sarnak
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Join Date: Dec 2005
Location: the Void
Posts: 40
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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
This will give you access to the Vah Shir King ( #238 ) and his body guards ( #239 )
We had sharvahl_chr loading but we forgot there was a second one listed for that zone. This, of course, will fix it.
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05-12-2009, 01:29 AM
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Sarnak
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Join Date: May 2008
Location: oregon
Posts: 41
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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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