May 29, 2009, 09:23 PM // 21:23
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#221
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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Quote:
Originally Posted by Knight Tabor
Before I start, great mod. Its amazing. One thing, is there a way to turn off the Guild Wars sound effects, such as the sound of enemies hitting you, bows, etc, but still have to UT sound effects play?
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Yes.
1) Open the settings.ini file
2) Fine this line:
Quote:
UT99_Sound_FX=1 ;Enable Unreal Tournament '99 Sound Effects
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3) Turn it into this:
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UT99_Sound_FX=0 ;Enable Unreal Tournament '99 Sound Effects
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4) Save, run the game normally.
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Jun 14, 2009, 07:29 PM // 19:29
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#222
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Krytan Explorer
Join Date: Jan 2009
Location: Canada
Guild: The First Dragon Slayers [FDS]
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This is PERFECT
I've always wanted high res armors on other people so I can decide my own!
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Jul 01, 2009, 09:57 AM // 09:57
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#223
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Academy Page
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This is a great mod, I've been using it since I first discovered it, which was... well, long enough that I've forgotten that most other people can't see high-resolution textures outside of town. Probably before Factions was released. I don't use the UT aspect of it -- I keep GW's sfx turned down when I'm not PvPing and just blast music, and it's distracting in srs bsns pvp -- but the high-res is really impressive.
So what I'm wondering is, is there a legitimate reason you're refusing to release the program? I make a lot of texture modifications to GW myself, using TexMod, but I have to use Windows to run the piece of junk, aside from the fact that it has more glitches and graphical errors than I can count on one hand. I'd understand if you were unable or unwilling to release the program for a good reason (legal issues, personal information in the program, etc.), but I don't see what harm it would do if there's no problems of that nature. From the historical description I read on the wiki, it seems like it would be a superior alternative to TexMod, and I think I can speak for all the GW modding community (however small it may be) when I say that it would be a huge help, even if it's not user-friedly like TMod is.
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Jul 23, 2009, 01:57 AM // 01:57
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#224
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Core Guru
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Quote:
Originally Posted by Jette Antral
This is a great mod, I've been using it since I first discovered it, which was... well, long enough that I've forgotten that most other people can't see high-resolution textures outside of town. Probably before Factions was released. I don't use the UT aspect of it -- I keep GW's sfx turned down when I'm not PvPing and just blast music, and it's distracting in srs bsns pvp -- but the high-res is really impressive.
So what I'm wondering is, is there a legitimate reason you're refusing to release the program? I make a lot of texture modifications to GW myself, using TexMod, but I have to use Windows to run the piece of junk, aside from the fact that it has more glitches and graphical errors than I can count on one hand. I'd understand if you were unable or unwilling to release the program for a good reason (legal issues, personal information in the program, etc.), but I don't see what harm it would do if there's no problems of that nature. From the historical description I read on the wiki, it seems like it would be a superior alternative to TexMod, and I think I can speak for all the GW modding community (however small it may be) when I say that it would be a huge help, even if it's not user-friedly like TMod is.
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I'm not to sure I follow you about "releasing" the program. The program is still available on the first page (first post) for download, as it always has been.
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Jul 23, 2009, 04:16 AM // 04:16
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#225
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Academy Page
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I was referring to the texture modification software you used to replace the textures in-game, I believe the name the wiki gave it (some time ago) was "GW Texture Editor," though I have not checked the article in a while. I'll check it...
Oh, here it is. http://guildwars.wikia.com/index.php...r&oldid=313018 is the original article, it mentions that there is no additional overhead and (from what it sounds like) none of the bugs typical of TexMod. If this simply isn't the same person and there are 2 Kuntzes running around, then I apologize for bothering you, but it seems like a bit of a big coincidence.
Anyway, for most people, texmod works fine, but I usually have 1,000+ textures modified at once, which obviously creates massive startup delays and all sorts of bugs, yet none of those problems occur with your mod running. I was merely asking if the software you used to alter the textures might be released so the community could use it instead of TexMod, which is buggy, slow, and rather outdated (not to mention you can't extract textures from within the .tpf files, which gets annoying -- and nobody who knows who made the blasted thing, so there's not much chance of fixing the bugs).
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Jul 23, 2009, 04:57 AM // 04:57
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#226
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Krytan Explorer
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
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Quote:
Originally Posted by Jette Antral
I was referring to the texture modification software you used to replace the textures in-game, I believe the name the wiki gave it (some time ago) was "GW Texture Editor," though I have not checked the article in a while. I'll check it...
Oh, here it is. http://guildwars.wikia.com/index.php...r&oldid=313018 is the original article, it mentions that there is no additional overhead and (from what it sounds like) none of the bugs typical of TexMod. If this simply isn't the same person and there are 2 Kuntzes running around, then I apologize for bothering you, but it seems like a bit of a big coincidence.
Anyway, for most people, texmod works fine, but I usually have 1,000+ textures modified at once, which obviously creates massive startup delays and all sorts of bugs, yet none of those problems occur with your mod running. I was merely asking if the software you used to alter the textures might be released so the community could use it instead of TexMod, which is buggy, slow, and rather outdated (not to mention you can't extract textures from within the .tpf files, which gets annoying -- and nobody who knows who made the blasted thing, so there's not much chance of fixing the bugs).
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I also use Texmod and experience slow startup times launching GW and the most annoying thing where a random texture would get stuck on the screen and you have to minimize/restore the game to clear it (doesn't always work either).
Anyway back on subject.... KSMod does NOT use Texmod, it does not need it and never will in the future. It is simply a dll and ini file, and you can run Guild Wars without the need for Texmod and still get high definition textures.
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Jul 23, 2009, 05:21 AM // 05:21
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#227
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Core Guru
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Quote:
Originally Posted by Jette Antral
I was referring to the texture modification software you used to replace the textures in-game, I believe the name the wiki gave it (some time ago) was "GW Texture Editor," though I have not checked the article in a while. I'll check it...
Oh, here it is. http://guildwars.wikia.com/index.php...r&oldid=313018 is the original article, it mentions that there is no additional overhead and (from what it sounds like) none of the bugs typical of TexMod. If this simply isn't the same person and there are 2 Kuntzes running around, then I apologize for bothering you, but it seems like a bit of a big coincidence.
Anyway, for most people, texmod works fine, but I usually have 1,000+ textures modified at once, which obviously creates massive startup delays and all sorts of bugs, yet none of those problems occur with your mod running. I was merely asking if the software you used to alter the textures might be released so the community could use it instead of TexMod, which is buggy, slow, and rather outdated (not to mention you can't extract textures from within the .tpf files, which gets annoying -- and nobody who knows who made the blasted thing, so there's not much chance of fixing the bugs).
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You are confusing KSMod with a Texture Replacing program. TexMod, much like my GW Texture Editor, simply loads new textures into GW's memory space and changes the pointers that point at the old textures to point at the new textures. GWTE can even unload the old textures to free up memory. GWTE can even be unloaded after it's done, since once the new textures are loaded, and the pointers are changed, it really has no reason to stay loaded itself, it's out of a job.
With both programs, there is no run-time overhead of the pointer redirection. There is overhead of loading the textures, because there is no way to move data on a HDD to a RAM stick without using resources. But once everything is loaded, there will be no overhead since a pointer is a pointer, the CPU doesn't care what it's pointing to.
If the texture it's pointing to is larger, then the GPU may struggle with that texture, and if you load too many textures that you use up all video memory, there there will be even more of a struggle. But for actual CPU overhead, there is none at all. And if your GPU can handle all the new textures, there really shouldn't be any difference in frame rate either.
KSMod is not a texture replacing program. KSMod is a game-hack that changes a single byte of code in the game. I just call it a "mod" because the term "game-hack" tends to scare people into thinking they'll get banned, or keylogged. But the technical name for any program that temporarily changes a games code in memory would be a game-hack, or trainer.
If you noticed in GW, your own player has high-def textures all the time, and only other players have the low-def textures. The 1 byte change tricks the game engine into thinking every single player in the game is your own character. This ultimately has the effect of making the engine load and display the high-def textures for every character in the game, yours, someone elses, NPC.
KSMod contains no textures and makes no changes to any textures or DirectX. In fact, here is the one single line of code that KSMod uses to force high-def textures on everyone:
xor edi, edi
Pretty anti-climatic right?
Last edited by Brett Kuntz; Jul 23, 2009 at 05:25 AM // 05:25..
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Jul 23, 2009, 06:32 AM // 06:32
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#228
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Krytan Explorer
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
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Kuntz, I am really happy you filfulled my request for high defintion textures and I'm sorry if I asked before but is there anything in the code that refers to draw distance? It would be awesome if the draw distance could be increased say by a factor of 4, I just hate things popping up in front of me from no where!
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Jul 23, 2009, 07:52 AM // 07:52
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#229
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Core Guru
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The draw distance would be a tough thing to peg down since it's a static thing that is probably referenced in many different areas. I know the terrain textures are LOD checked once per 2 seconds, and if you could find those, you could force HD terrain textures regardless of distance.
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Jul 23, 2009, 07:53 AM // 07:53
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#230
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Academy Page
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Ah, alright, thanks anyway. That article led me to believe there was some sort of advantage of using your software over TexMod, as if it had less bugs or something since it worked with GW rather than DX (again, this too is an assumption), the most prevalent of which are the various mis-replaced textures that one can often seen floating in the background, or replacing the sky, or sometimes replacing the entire screen until you minimize. If that simply isn't the case, I'm sorry to bug you over nothing.
In any event, the mod is sweet, thanks for making it.
EDIT: One final question; is your software able to point to texture files that TexMod can't? I have reason to believe that armor files, for example,are compiled from multiple different files into a single texture that TexMod picks up, instead of the 5 individual files (6, including hair) that (I think) are assembled into the armor, meaning that to change an armor via texmod, you must be wearing the exact same dye, armor, hair style, and hair color combination as the modified for it to work properly, which is obviously a huge beotch to work with. If yours can replace the individual armor files instead of the assembled files (again, here we're assuming my theory holds any weight at all, though to do it by giving each and every possible armor/dye combination its own texture would provide... uh... I lost my calculator, but a very, very large numbers of necessary files), then it would be a huge help having to anybody who wanted to change armor. If not, meh. I'm bugging (harassing) various ANet representatives about private servers and the possibility of setting up a private server (I took Gaile's cat, and I'm not giving him back until I have one), which should allow me to modify the .dat file directly, without all of this hassle.
Last edited by Jette Antral; Jul 23, 2009 at 08:21 AM // 08:21..
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Jul 23, 2009, 08:10 AM // 08:10
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#231
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Krytan Explorer
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
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Quote:
Originally Posted by Kuntz
The draw distance would be a tough thing to peg down since it's a static thing that is probably referenced in many different areas. I know the terrain textures are LOD checked once per 2 seconds, and if you could find those, you could force HD terrain textures regardless of distance.
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Is draw distance something you could investigate for me and others? Or would that be out of the question? I'd appreciate it if you could see if this was possible with the knowledge you know.
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Jul 23, 2009, 04:53 PM // 16:53
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#232
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Core Guru
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It's possible, I'm just not going to do it. It'd be like finding a needle in a hay stack, I could find it in a minute, or not at all.
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Jul 23, 2009, 09:35 PM // 21:35
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#233
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Krytan Explorer
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
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Quote:
Originally Posted by Kuntz
It's possible, I'm just not going to do it. It'd be like finding a needle in a hay stack, I could find it in a minute, or not at all.
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Would anyone else here be interested in looking?
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Aug 07, 2009, 12:20 AM // 00:20
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#234
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Lion's Arch Merchant
Join Date: Jun 2009
Location: MQSC
Profession: E/
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hey I love this mod/hack but it seems to have broken (along with texmod) and it would be great if it was fixed... or if the GW staff will fix gw so it works with this again idk...
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Aug 07, 2009, 12:37 AM // 00:37
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#235
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Jungle Guide
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
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I'm not sure if it will work with this mod, but if you use imkay's multilauncher and press the clear mutex button, that will free up whatever's tying up texmod. This update seriously screwed up the launch process.
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Aug 14, 2009, 04:25 PM // 16:25
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#236
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Krytan Explorer
Join Date: Jul 2009
Guild: My Character Liked Gwen [First]
Profession: R/
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just got this yesterday, as soon as I log in there are people dancing all around in LA. The graphics blew my mind. <3
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Aug 14, 2009, 04:50 PM // 16:50
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#237
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Ascalonian Squire
Join Date: Jul 2009
Profession: Rt/
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i know this probably will be answered somewhere else, but is this specific mod safe to use? as in, it won't cause me to get banned?
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Aug 14, 2009, 11:02 PM // 23:02
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#238
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Academy Page
Join Date: Jun 2008
Location: USA, West coast
Profession: Me/
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I have been using this mod for ages with no problems.
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Aug 15, 2009, 05:18 AM // 05:18
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#239
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Krytan Explorer
Join Date: Jul 2009
Guild: My Character Liked Gwen [First]
Profession: R/
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Quote:
Originally Posted by Aslyum beast
i know this probably will be answered somewhere else, but is this specific mod safe to use? as in, it won't cause me to get banned?
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On the wiki I believe it said over 18,000 players have used it :O
and i recently hopped on the gravy train, no problems
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Aug 15, 2009, 10:40 AM // 10:40
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#240
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Desert Nomad
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
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Quote:
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KSMod 2.3
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[July 4, 2008]
Over 18,500 Downloads
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You can bet your last penny that if anyone was banned or otherwise hacked, exploited or has had there pc or home blow up. after 18,000+ people downloading it, someone would have reported it lol
Anyway, mines still working 100% fine and dandy
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