Ugh, not this question again.
I've been browsing the forums and internet for how to allow players to zone into the old HighPass and there are lots of posts saying, "It's impossibru!" and a few saying there is a way to mod the client to allow it to use the old highpass.
I've found two threads with a bunch of code and the mention of a .dll injector but the links are broken and/or what to do with the code is so vague it confuses my noob brain. I was wondering if anyone who has been able to do this could walk us through it on this thread so that other people who are new to 'programming' and running servers could also do this for theirs as it appears there is much interest on this topic. I've learned much from reading posts on this forum and I know you guys are really good so I really appreciate any help you guys could give me in this endeavor. :-D |
I second this.
If anyone knows how to do this I'd love you forever for sharing your knowledge with us. |
I'm not 100% up to speed on how the zone was changed so I might be wrong on this. But:
Looks like the they changed the name on the files ("highpasshold" versus "highpass") so my first thought doesn't apply. Second thought, try changing the name of "highpass.s3d" (and related highpass s3d files, if you like) to "highpasshold.s3d" and remove or rename "highpasshold.eqg". The client searches for zones by name, first as <zonename>.eqg, then <zonename>.s3d. Good chance it will tolerate the old zone if you change the name and remove the EQG so it'll default to the S3D. Third thought, if that doesn't work it'd be possible to take the old zone file and convert it up to an EQG and put it in place of highpasshold.eqg. Could make a client-side patch program for that without too much trouble if you don't want to distribute the file. |
I think it works fine with titanium, but newer clients have some kind of issues with the old classic zone versions. This whole old/new zone versions subject gets brought up somewhat regularly wonder if there is a section on the wiki about it or no yet it? It's just the sort of thing that could have a wiki page about it if not since it's a common enough concern.
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Funny, just last night I noticed on PEQTGC I could choose to port into the new or old freeport from POK. The catch being new freeport isn't fullly implemented in the db (you can't even attack trash mobs outside the city gates, not sure if factions are set up etc).
We should really get together on a definitive answer for the various client types. I'm happy to create the page if we can explore the topic completely- not just highpass but the other revamped zones - lavastorm, freeport and probably some others too. |
Did the renaming thing not work? I'm kind of surprised. Should be able to get the client to load anything as long as the name is right.
Looking at my Underfoot client I notice that there is a string for "highpasskeep" which is just confusing. I'd try all these name combinations on the S3D files with highpasshold.eqg out of the way. Although I'm not too confident that it would check for a zone under multiple names... |
Ok ill make this easy for you. You can access the old zones nektulos tox misty lavastorm by modifying a bunch of files on the server side. BUT unfortunatly old high pass is hard coded into the client side not the server side. There is currently no way to access that zone (aside from titanium) on the newer clients without changing the actual code for each client.
I currently use all the old zones on my server minus highpass. misty freeport ect aren't too hard to do. you just hafto change info in the DD. Its setup so when a client hits the zone line. The server checks what client is zoning and sends them to the appropriate zone. You can change that in the DB so ALL clients zone to the old zone ect. But to get them working properly some files need to be removed from the clients and add the old zone files if they are missing them. Here is the fix Nektulos. Nektulos.emt nektulos.s3d Nektulos_chr Nektulos_chr.s3d Nektulos_obj.s3d Nektulos_obj1.eqg Nektulos_soundbank.eff Nektulos_sounds.eff These are the only Nektulos files you need to have in your clients directory to get the zone to work correctly more or less. You still need to do some modifications in the PEQDB under Zone_points. you need to change the x y z coords from ecommons neriaka and lavastorm and set the client_version_mask to 4294967295 for those 3 zones. Make sure you take out the second entry for each zone so it doesn't try and zone you to a ghost zone instead of the old. Also you need to go to the doors db to fix the pok book. The entry for nektulos is called POKNRKPORT500 remove the second entry with the same name as this and change the first entrys x y z coords to right where the pok book is in the old nektulos and change the client_version_mask to 4294967295. Also the ingame map for nektulos is wrong you will hafto download the original map from http://www.mapfiend.net/map/nektulos/166 thats the correct map to use. Just delete the old map out of your clients maps folder and replace it with the one you download. If you do all this correctly then when you zone from any zone or use the pok book it will put you in the correct zone and your mob pathing will be fixed aswell. Make sure you click show all in heidisql so you see all the db entrys or it wont show the extra entrys for Zone_Points and Doors DB. Here is a list to tell you which files need to be removed and added to get the other classic zones to work Required for Classic zones to load.Remove all Misty_thicket files and Toxxulia files. Only remove nektulos files and lavastorm files with the same name that aren't in this list. Any zone files that you don't have in this list may be aquired through the Titanium and SOF/SOD clients. I recommend getting the files through titanium first before getting the remaining files from other clients Lavastorm.s3d Lavastorm_chr.txt Lavastorm_chr.s3d Lavastorm_obj.s3d Lavastorm_sndbank.eff Lavastorm_sounds.eff Misty.s3d Misty_chr.s3d Misty_chr.txt Misty_obj.s3d Misty_sndbnk.eff Misty_sounds.eff Nektulos.emt nektulos.s3d Nektulos_chr.txt Nektulos_chr.s3d Nektulos_obj.s3d Nektulos_obj1.eqg Nektulos_soundbank.eff Nektulos_sounds.eff Tox.s3d Tox.xmi Tox_chr.txt Tox_chr.s3d Tox_obj.s3d Tox_sndbnk.eff Tox_sounds.eff |
I tried removing the new highpasshold files, copied the highpass files and renamed them highpass hold and this is what I found when I logged in:
https://38.media.tumblr.com/78f7d24a...5jko1_1280.jpg I tried using "#goto" commands to take me to npcs and locations but I was always underneath everything so I don't think I just had a bad angle. It looked like all of the objects were placed but the zone wasn't working. I even tried copying over the maps from the map folder in the server directory. Anyone know how to remedy this? Or even if it's remedy...able. |
It's really hard to explain but renaming the files wont work because the client is still looking for the specific info inside the files. Also the map from the maps folder is only for your actual map you look at when you hit M
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Did you try flymode to get up to the actual grond level?
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Thanks for the info, though. Quote:
Gadda love SoE and their 'expert' programming techniques. |
if you can get into the zone target a npc or type /target their name and do #goto and it will port you to that npc. That will get you unstuck atleast
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I also noticed npcs weren't walking. They'd just slowly warp a few feet ahead without the walking animation. |
Have you corrected the zone table for the zone. If you are replacing a zone, you will need to change the zone point at the very least, then there is the map file used on the server...
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If by some miracle you can get the zone to work properly please post your process so we can get ours working =)
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