> Forest of True Sight > Questions & Answers Reload this Page Why No Official Support For The High Quality Texture Aspect Of Kunt0r's KSMod?
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Old Feb 28, 2008, 10:32 PM // 22:32   #1
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Thumbs down Why No Official Support For The High Quality Texture Aspect Of Kunt0r's KSMod?

If you aren't sure what I am talking about, basically when you view other people's armor in Outposts and Guild Halls, they are shown in low quality textures, creating an awful low resolution blur, hiding most of the armor's detail. Here is an example:



I hated this, and requested Anet to add an options in the graphics menu allowing us to force high detail armor everywhere. I received no replies so I posted in the mod section of this forum and Kunt0r made this all happen in the way of the KSMod 2.0.

http://www.k-u-n-t-z.com/ksmod/

Although I am a great fan of Unreal Tournament, I really dislike the UT99 sound effects aspect of the KSmod (btw I know how to disable the sounds... edit the ini file), so I am asking the specific question "Why is there no official support from Anet for the texture aspect of this mod?" I mean it's not like they would have to do any work... the dll works fine.

Last edited by deadman_uk; Feb 28, 2008 at 11:09 PM // 23:09..
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Old Feb 28, 2008, 10:41 PM // 22:41   #2
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High detail textures require extra downloads to the .dat file. This can be done with -image, but ANet has never posted any support articles that I know of about command switches. They could also force everyone to download all the additional textures in an update. They would likely have more support tickets if they just added a checkbox to enable high detail. Still, it would be a nice feature to add.
You can turn off the sound in KSMod.

Last edited by MisterB; Feb 28, 2008 at 11:46 PM // 23:46..
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Old Feb 28, 2008, 11:10 PM // 23:10   #3
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There's another one...where you put 3 files into same folder as gw.exe and it forces high-res everywhere. Without sounds, and it's not a TexMod Mod. I have it ^_^
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Old Feb 28, 2008, 11:13 PM // 23:13   #4
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I believe it is because low-end graphics cards would have a hard time rendering the high detail textures.
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Old Feb 28, 2008, 11:36 PM // 23:36   #5
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It might have more to do with the number of people in towns vs when your in an explorable area. With up to 100 different people in town and all with high res armor that could prove problematic for some graphic cards as well as those with slower conection speeds.
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Old Feb 28, 2008, 11:37 PM // 23:37   #6
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200 people in town with full textures = geforce4 class or worse graphics cards are likely to grind to a halt due to insufficient gfx memory.

But yeah, it should be an option you could turn on; modern cards would likely handle it.

/signed.
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Old Feb 29, 2008, 12:08 AM // 00:08   #7
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All the benefits and issues have been discussed in this thread: http://www.guildwarsguru.com/forum/s...php?t=10221559

I was about to resurrect it and then this thread started.

So yeah, it would be nice to have a statement from Gaile, because she posted in the thread. No news since then*.


*They're busy working on GW2
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Old Feb 29, 2008, 01:08 AM // 01:08   #8
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Quote:
Originally Posted by Berek
There's another one...where you put 3 files into same folder as gw.exe and it forces high-res everywhere. Without sounds, and it's not a TexMod Mod. I have it ^_^
What are you implying? KSMod doesn't need TexMod either to run, it consists of:

- 1 Dll file
- 1 Ini file

Sounds can be turned off by editing the ini (very easy)

This isn't a thread about whether or not this is a good idea or not, it has already been suggested by me, it has already been made by Kunt0r (and others so I hear), Gailie has also posted about this and I am just wondering why we haven't heard anything. This won't take Anet long to implement.. all the work has been done, all that's needed is the file to downloaded in the next update and a tick box to be added in the graphics options.

For peoples information, I have tried going in an AB area with 50+ people using a Radeon 9200SE, both with the mod and without... and the performance was the same in both.
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Old Feb 29, 2008, 09:27 AM // 09:27   #9
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Why the choice?
Many different characters, with many differently coloured armors mean many separate textures for the computer to process. This can quickly go completely out of hand, and while some systems can handle it, not all can.

Why no support from Anet?
Because Anet doesn't support mods. Anyone can make a mod, can introduce a bug with it, or can hide something malicious in it, and as Anet doesn't have any control over the mod maker, it also refrains from supporting it. Supporting something takes time, effort, manpower = money.
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Old Feb 29, 2008, 10:50 AM // 10:50   #10
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It would be very easy for ANet to implement this.

However, we should remember that this is the same ANet who apparently did not have resources to fix the "ping of death" bug which simply involved sending an illegal character to another player, thereby crashing his game; or the "teleport to the beginning of any instance anywhere in the game bug", for FOUR MONTHS.

I think there isn't a single programmer working full time on GW1. I think support right now consists of a 4-5 hired call staffers in India. And, unfortunately, I think ANet wont bother with improving the game this way, especially as there already exist 3rd party solutions.
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Old Feb 29, 2008, 01:00 PM // 13:00   #11
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Quote:
Originally Posted by Berek
There's another one...where you put 3 files into same folder as gw.exe and it forces high-res everywhere. Without sounds, and it's not a TexMod Mod. I have it ^_^
So what do you use?

Instead of saying "I have something better and easier", couldn't you just post up what you're talking about instead of making people ask?
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Old Feb 29, 2008, 01:49 PM // 13:49   #12
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Quote:
Originally Posted by Numa Pompilius
It would be very easy for ANet to implement this.

However, we should remember that this is the same ANet who apparently did not have resources to fix the "ping of death" bug which simply involved sending an illegal character to another player, thereby crashing his game; or the "teleport to the beginning of any instance anywhere in the game bug", for FOUR MONTHS.

I think there isn't a single programmer working full time on GW1. I think support right now consists of a 4-5 hired call staffers in India. And, unfortunately, I think ANet wont bother with improving the game this way, especially as there already exist 3rd party solutions.
Exactly. Why would ANet fix the problems with their products when they have the players to fix it for them. ANet = procrastinators of the worst kind. Not only do they put things off, but when they finaly do take care of something they take the easy out.
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Old Feb 29, 2008, 02:14 PM // 14:14   #13
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Quote:
Originally Posted by Fried Tech
ANet = procrastinators of the worst kind.
No, that's not it; they actually have very good programmers and team leaders. The problem for ANet is limited resources, NCSoft, and having a tight schedule for the release of Guild Wars 2.
Guild Wars 1 isn't exactly orphaned, but it's only getting the absolute minimum of resources - everything else is either being poured into the development of GW2 or is sucked into NCSoft.
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Old Feb 29, 2008, 02:29 PM // 14:29   #14
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I don't know why there is no official support, but you should be asking author of the mod. Anet had nothing to with it.
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Old Feb 29, 2008, 05:20 PM // 17:20   #15
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Quote:
Originally Posted by Numa Pompilius
No, that's not it; they actually have very good programmers and team leaders. The problem for ANet is limited resources, NCSoft, and having a tight schedule for the release of Guild Wars 2.
Guild Wars 1 isn't exactly orphaned, but it's only getting the absolute minimum of resources - everything else is either being poured into the development of GW2 or is sucked into NCSoft.
And before GW2 it was Nightfall. and before that Factions. I say they are procrastinators for that reason. They always have an excuse.

I don't doubt the ability of their programers or artists, as they have some of the best IMHO. I doubt managements ability to prioritise.

This is in no way a "damnit ANet!" post. Just constructive critism. Finish what you started before moving on to the next thing.
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Old Feb 29, 2008, 06:08 PM // 18:08   #16
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Quote:
Originally Posted by Iuris
Why the choice?
Many different characters, with many differently coloured armors mean many separate textures for the computer to process. This can quickly go completely out of hand, and while some systems can handle it, not all can.
The computer will have to process these different textures when you go into an explorable area with other players anyway. No, this can not quickly go out of hand... I have tried this mod on the following computer:

Intel Celeron 1.8GHz
256MB RAM
Radeon 9200SE
Windows XP

The above computer is a pile of crap and the game runs the same speed with the mod on as it does without it. You would have to have an extremely bad PC for this to cause any problem for your PC and if you do have this PC, you probably are borderline minimum specs for Guild Wars.

This is why I say have the OPTION... O P T I O N!... An Option of having this turned on for people who don't have abysmal PC's, for people WHO HAVE:

- OK PC's
- Good PC's
- Very good PC's
- Superb PC's

I will repeat again OPTION! meaning you have a choice of whether you want this enabled or disabled in the Guild Wars settings.

Quote:
Originally Posted by Iuris
Why no support from Anet?
Because Anet doesn't support mods. Anyone can make a mod, can introduce a bug with it, or can hide something malicious in it, and as Anet doesn't have any control over the mod maker, it also refrains from supporting it. Supporting something takes time, effort, manpower = money.
Exactly! Anet doesn't support mods, but it's a mod that does the exact same thing that Guild Wars has done from the start... enable high detailed textures... this mod simply expands this to all areas. This does not require any effort or manpower, it's an extremely simple thing to do, they could probably do this with 1 line of code, then it's just adding a tick box in the settings.

Quote:
Originally Posted by Antheus
I don't know why there is no official support, but you should be asking author of the mod. Anet had nothing to with it.
How would the author know? He can't speak for Anet, he is like me and you.

Last edited by deadman_uk; Feb 29, 2008 at 06:12 PM // 18:12..
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Old Mar 01, 2008, 12:40 AM // 00:40   #17
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I'm really indifferent about this, but if we will ever see this, it'll probably be in GW2. I have a feeling that, at this point, actual additions or changes to GW1 will only be for maintenance purposes.
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Old Mar 01, 2008, 02:28 AM // 02:28   #18
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Quote:
How would the author know? He can't speak for Anet, he is like me and you.
Anet has nothing to do with third-party mods. The only one who can provide official support is the author alone.
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Old Mar 01, 2008, 04:44 AM // 04:44   #19
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Quote:
Originally Posted by Antheus
Anet has nothing to do with third-party mods. The only one who can provide official support is the author alone.
Ok then, I will re-word this. Why doesn't Anet take this idea and implement it themselves in another way other than using KSmod?
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Old Mar 01, 2008, 08:19 AM // 08:19   #20
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Is this an allowable to use mod for GW like TEXmod?
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