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Old 01-14-2015, 09:23 AM
AtlasMinor AtlasMinor is offline
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Quote:
Originally Posted by Paleman [You must be logged in to view images. Log in or Register.]
love the research you did, but I couldn't get any of those older links to download.
NP, the links downloadable files from 2001 are linked to the old servers i mostly did the research so you could click the different Interface parts and scrolling down you will see the Old-Code that was being patched into Luclin update, this should be a good reference to WHAT to REMOVE from different pieces, so you would start removing starting at the entries to each pieces code down, and that will clear the slate so modern pieces will work..

Its a hit and miss and i wouldn't guarantee that the interface-piece being worked on will work, but i been able to clean up a lot of pieces, older and newer pieces just by erasing the added-patch coding that was making them compatible for the new expansions.

This is what a lot of people sitting around PoP sat and talked about and you can compare code and see the difference also or vise versa copy over exsiting code into a piece by adding it in place of what might be wrong. Used to do it all the time, saves time and work until... you realize the entire script needs to match and find yourself writting in the corrected numbers all the way down running into wrong modifications.

It takes time but eventually you get the piece you want to work and if you want it bad enough youll put in the time.

And that just one piece. They changed sizes and matching on a lot, here you can see the changes on my code link and now see what was being changed and go directly to that part. Probably if changes arnt listed in my code link, then its probably needs to be removed from the piece altogether, modding didnt happen until midway through/Post Luclin, thats when things got crazy.

NOTE* Iv'e taken college since then :P kicking and screaming i might add and understand a lot more then i used. I'm advanced C,Visual Basic C+,C++, and some C# but you won't find any C#in this. Removing upto the Title of the Parts Code

example= <Ui2DAnimation item = "A_ActionsBtnNormal"> erase, obviously we always had a combat abilities, but whats been added under it would need to be looked at and erased up-to the point that's P99 compatible

in the example what was added was

IF you have a custom EQUI_Animations.xml file, open using a text editor (Word, WordPerfect, NotePad, etc.) and using the Search or Find function:

Find:

<Ui2DAnimation item = "A_ActionsBtnNormal">

Immediately before that line, ADD:

<Ui2DAnimation item = "A_CombatSkillBtnNormal">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>88</X>
<Y>152</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_CombatSkillBtnFlyby">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>114</X>
<Y>152</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_CombatSkillBtnPressed">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>140</X>
<Y>152</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_CombatSkillBtnPressedFlyby">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>166</X>
<Y>152</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_CombatSkillBtnDisabled">
<Frames>
<Texture>window_pieces04.tga</Texture>
<Location>
<X>192</X>
<Y>152</Y>
</Location>
<Size>
<CX>26</CX>
<CY>26</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
</Frames>
</Ui2DAnimation>

its used to look like this only

<Ui2DAnimation item = "A_ActionsBtnNormal">
insert code here, it has code here.
<Ui2DAnimation item = "A_CombatSkillBtnNormal">
BLANK

This is what messed up a lot of peoples animations they thought they were getting away with, because those flash UI animations that worked was really using parts of pieces that had no code written in by Sony yet.

This is just example. and this would be a poor choice for animation although it is a button thats pressed im sure there were some out there.

est to look at the version of the default.old pieces, compare to what your looking at and you can go from there, but its not going to work if the piece your wanting was modified to work for the expansion it was updated to work with. So its a matter of figuring out what got changed and if any scripts the piece is trying run was modified as well.

So your going to need all 3 resources.
  1. default.old
  2. the Velious code updates link i provided
  3. The updated piece your working on.

Take time.
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Last edited by AtlasMinor; 01-14-2015 at 10:27 AM.. Reason: NOTE
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