Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 08-05-2015, 09:57 PM
Zaela Zaela is offline
Sarnak


Join Date: Jul 2014
Posts: 319
Default

Workaround for that workaround also posted.

Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
In each line of the globalload file, there is a block of four boolean-ish fields, each given as "T" or "F". No idea what each one controls, but it appears that the fourth field must be "T" in order for player race animations to be loaded correctly from the file indicated on that line. If the last field is "F", any luclin models loaded from that file will be stuck in the ragdoll position and won't animate at all. A world where all the players are gliding around as unblinking wannabe scarecrows is probably not something anyone would be willing to put up with for long.

As it happens, in the provided globalload file there are only two such lines. One is for the LoY (ish?) player froglok race (globalpcfroglok_chr.s3d). It seems unlikely that this race would actually appear in game, maybe bar some GM fun. Other than that, it's only there to show up on the char creation screen. Could probably remove this file from globalload entirely, or just change the last boolean to "F" to disable its animations.

The second one is even less necessary. globalske_chr2.s3d only contains some animation data for skeletons... luclin skeletons, it would seem. Classic skeletons work fine without this, could be tossed without a second thought.
Might not be conclusive enough to be something they would go for. Not that the latest thing was very conclusive... kind of disappointingly minimal.
  #2  
Old 08-06-2015, 04:40 AM
webrunner5 webrunner5 is offline
Planar Protector

webrunner5's Avatar

Join Date: Nov 2011
Location: Oxford, Ohio
Posts: 4,091
Default

Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
Workaround for that workaround also posted.
Heh, I guess there is always a hack somehow in this day and age. [You must be logged in to view images. Log in or Register.]
  #3  
Old 09-16-2015, 02:55 PM
stormlord stormlord is offline
Planar Protector


Join Date: Nov 2009
Posts: 1,165
Default

I hate hte luclin models. Their style sucks balls, except maybe the Barbarian or the Lizards. The problem is they don't have any character and they're too young/muscled for my tastes. The human males, for example, all have wrestler bodies. Doesn't work for me if I'm playing a caster. There's no option to play a skinny male human. The classic human model is inbetween. It's neither skinny or hulkish. That's why it works better. And the classic models have facial variety like broken teeth, ugly faces, old faces, etc. Compared to the luclin models... bleh. The distance between eyes/mouth/nose is the same on a luclin model no matter what texture you use. The classic models use a texture exclusively, although the head is still the same dimensions. The reason this is so is because classic models were trying to reduce polygons overall--including the face. On the outside it seems less detailed with fewer polys, but what it really does is free up the texture artist to make more varied faces.

What I'd like is for us to be able to select whether someone else can see our luclin model or not. Because to me what you select in character creation is what you want others to see. That's the way it should be. If you think others should be able to decide whether they say the classic or luclin model then fine. Something like this:
1) [ ] - They can't see the luclin version
or
2) [ ] - They can't see the classic version
or
3) [ ] - They can see whatever they choose

If the luclin models JUST had more polygons it wouldn't be a probem for me at all, but they change much more than that. I'm definitely not loose on this topic like some players are. I feel what we select and wear is what others should see.

Now what we perceive our appearance to be isn't the same as what others perceive. For example, I might love the broken teeth on my character's face. I might also like his smile. However, someone else might not. Or maybe they think the model sucks. For example, some people like hte luclin models and want those instead, whereas I dislike most of them. HOWEVER, what I select my appearance to be and what I wear should still be what others see, regardless of what they ultimately perceive.

Bottom line: What we see is not the same thing as what we perceive.

And I'd live with this even if most of the players out there were forcing me to see luclin models. Just as long as I can select my classic half elf or human and force others to see that instead of the new model then fine. Even if 99 of every 100 wizard humans were using the (wrestler) luclin model. Really is fine with me if others prefer that over the classic.
__________________
Full-Time noob. Wipes your windows, joins your groups.

Raiding: http://www.project1999.com/forums/sh...&postcount=109
P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48
P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59

"Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter."
Last edited by stormlord; 09-16-2015 at 03:18 PM..
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:24 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.