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  #16  
Old 11-04-2013, 05:56 PM
Keggers
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Quote:
Originally Posted by Ozium View Post
FYI talk a second time after change into monster to get the texture options for that skin from NPC.
Yea, I've yet to make an NPC in the world itself to change textures after you create for the first time. So the only other place is to do it before you leave is the same npc that changed you the first time.


Probably be done in the next day or so when I find time!



ps: Any races that only have one texture will most likely be twinned with another race similar to it, or will be paired with a newer version of itself for more choices. No one likes looking the same forever .
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  #17  
Old 11-05-2013, 01:54 AM
knowom's Avatar
knowom
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I wonder if that's to do with the zone pre-cache option and somehow it updates it by doing that?

Have you tried turning that option off and seeing if it made a difference with the problem?

It's just a stab in the dark, but when working with texture modding you need to delete the cache files for the zone or turn off the precache option to make zones load more quickly in EQ options first in order to see the texture update changes.
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  #18  
Old 11-05-2013, 02:45 AM
Keggers
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Quote:
Originally Posted by knowom View Post
I wonder if that's to do with the zone pre-cache option and somehow it updates it by doing that?

Have you tried turning that option off and seeing if it made a difference with the problem?

It's just a stab in the dark, but when working with texture modding you need to delete the cache files for the zone or turn off the precache option to make zones load more quickly in EQ options first in order to see the texture update changes.
What are you talking about :I? There's no issue, I just haven't made an npc yet for the main world to facilitate texture changes for custom races.

?????? Maybe re-read what I said? If you're talking to me that is lol.
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  #19  
Old 11-05-2013, 12:51 PM
Keggers
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Some changes made today:

Added:
Muu, a jelly-cube npc that facilitates the changing of textures for custom races. Please test him as much as possible ! He can be found outside some major starting locations, but other locations near to each other don't have him!

(seriously, no point in putting him outside surefall glade if he's around qeynos, eh?)


Balanced:
-Changed Minotaur's bonus Delay for 2handers turned into 1handers from -10 to -5. So a 2h weapon with a delay of 45 will be 40 now as its onehanded version instead of 35 . (Feedback needed)



Cheers,
Keggers
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  #20  
Old 11-05-2013, 02:34 PM
Keggers
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More Changes:

Added:
-Burynai as playable race. Burynai made to mimmick Honey-Badger as requested. So Burynai is the hardest to kill with the most stamina of any race, but their other stats are average at best. Good for Monks, Warriors, Sks, Paladin. Since they do not get any special bonuses such as stun/mez/charm immunity or any other kind of special bonus they simply have a slightly higher total stat pool than any other (Ogre is Second to Burynai in total stats).

-Npc next to "The Echo" in tutorial starting area to allow you to preview your final stats after monster race point allocation + class bonus points.


Balanced:
-All custom races lowered/tweaked to reflect the bonuses given to them.
-Burynai have nothing special about them, such as immunities etc, so they have the highest overall total stat pool.


Cheers,
Keggers
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  #21  
Old 11-05-2013, 04:31 PM
Keggers
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Important Notice


I need more higher-level testing of custom races, AND normal races with a class they're not used to having.

Due to this, I've adjusted XP and Skill-Up modifiers to insane amounts. WTB: Moar Higher level tests plox!
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  #22  
Old 11-06-2013, 07:56 AM
jsr
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Join Date: Aug 2008
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Do you really want players to level up so they can do testing for you? Maybe just put a mob in to grant levels, e.g.

Code:
	if($text!=0 && $text<71 && $text > 0){
		quest::level($text);
	}
Just saying this as it's in alpha which is really testing by dev team and associated testers
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  #23  
Old 11-06-2013, 11:48 AM
sorvani
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Also, you can grant access to the #maxskills command to everyone. They will get max for their level.
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  #24  
Old 11-06-2013, 05:23 PM
Keggers
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Well see I need to know if there are any issues with normal leveling with class/race combos that shouldn't technically exist.

I can make those really quick-like tonight and add them to the tutorial zone for testing purposes. I guess we'll just have to find normal leveling bugs on release if any exist that aren't caught using this method :(.



Also, talking with Secrets last night I came to the realization that people are REALLY tired of progression or classic type servers. Would it be a more preferable situation to start the server at Velious, and slowly unlock PoP and then Luclin over an extended amount of time rather than a progression server situation?

Should it just release at Velious and never go past, or should I just stick with my original idea?

So many opinions xD!
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  #25  
Old 11-06-2013, 10:53 PM
sorvani
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I do not play on any server really, but yeah there are a ton of progressions servers that always come and go. I do not see what the point of it is. Everyone seems to think they can recreate classic, but it is not the same.

That said, make the serve YOU want. Not what you think everyone else would want. Making something for everyone else turns into what Drak did wrong on Valyndria, and many other server ops have learned over the years.
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  #26  
Old 11-09-2013, 04:44 PM
Keggers
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Quote:
Originally Posted by sorvani View Post
I do not play on any server really, but yeah there are a ton of progressions servers that always come and go. I do not see what the point of it is. Everyone seems to think they can recreate classic, but it is not the same.

That said, make the serve YOU want. Not what you think everyone else would want. Making something for everyone else turns into what Drak did wrong on Valyndria, and many other server ops have learned over the years.
Yea, I'm going to be changing it from progression to starting a Velious and locking it there.

I'll also be unlocking Frogloks and Vah`Shir.

Hopefully i'll have the changes in by sometime this afternoon.
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  #27  
Old 11-09-2013, 07:16 PM
Ozium
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yeah standard progression are dime a dozen, starting at velious bit fresher.

how hard set are you on corpse runs ? dinged 11 died and went shit...
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  #28  
Old 11-09-2013, 10:13 PM
Keggers
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Quote:
Originally Posted by Ozium View Post
yeah standard progression are dime a dozen, starting at velious bit fresher.

how hard set are you on corpse runs ? dinged 11 died and went shit...
Must have corpse runs yo :P. Not that hard so long as you're not bound somewhere silly :P!
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