
KSMod 2.0 - UT99 Sound Effects & High Definition Textures + MORE!
Ashantara
Thanks for the link, Kuntz.

Quixoticism
Wow, thank you so much for this! The game looks so much better now.

bhavv
The mod cant be downloaded anymore 
Is there anyway I can still get it?

Is there anyway I can still get it?
T1Cybernetic
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The mod cant be downloaded anymore
![]() Is there anyway I can still get it? |
Just (1) page back in this thread and voila !! A Link will appear...
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Sorry guys, I let my server expire since I wasn't using it for anything other then hosting KSMod. You can grab it here for now, I'll eventually renew it when I get some money:
http://www.pickupgroup.com/ksmod/ |
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The thing is, lots of us have backups but it would be fair to say not everyone is trustworthy
![]() I can host (short term) for everyone though if you want it :: Downloads :: Just virus scan etc, just to be safe ![]() |
bhavv
Thanks. The OP should be edited with that information.
Brett Kuntz
I'll do it eventaully, in a heated battle of MSN Trivia atm and OWNINGGGGGGGGGG
she be edited
she be edited
bhavv
Oh darn, it doesnt seem to work with GWX2 
I have two GW directories, and installed the mod into both folders, but running GWX2 doesnt show the full res armor.
Or actually, its probably because I havnt done a -Image yet.
I'll do it on one director and copy paste over the second.

I have two GW directories, and installed the mod into both folders, but running GWX2 doesnt show the full res armor.
Or actually, its probably because I havnt done a -Image yet.
I'll do it on one director and copy paste over the second.
spamslayer
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The thing is, lots of us have backups but it would be fair to say not everyone is trustworthy
![]() I can host (short term) for everyone though if you want it :: Downloads :: Just virus scan etc, just to be safe ![]() |
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Sorry guys, I let my server expire since I wasn't using it for anything other then hosting KSMod. You can grab it here for now, I'll eventually renew it when I get some money:
http://www.pickupgroup.com/ksmod/ |
bhavv
Ok, I got it working with both instances of GWX2 
I had to NOT rename the Gw.exe files, as previously I named them Gw1.exe and Gw2.exe.
When they are both named to Gw.exe but in two seperate folders, KSmod works when running both copies together.
Now I start playing with myself. Erm, I mean .... you know, in the game, with two accounts ... I shouldnt have said that

I had to NOT rename the Gw.exe files, as previously I named them Gw1.exe and Gw2.exe.
When they are both named to Gw.exe but in two seperate folders, KSmod works when running both copies together.
Now I start playing with myself. Erm, I mean .... you know, in the game, with two accounts ... I shouldnt have said that

Brett Kuntz
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Ok, I got it working with both instances of GWX2
![]() I had to NOT rename the Gw.exe files, as previously I named them Gw1.exe and Gw2.exe. When they are both named to Gw.exe but in two seperate folders, KSmod works when running both copies together. Now I start playing with myself. Erm, I mean .... you know, in the game, with two accounts ... I shouldnt have said that ![]() |
Dawndisciple
I have done everything as instructed but there seems no change in my graphics.
Maybe they were the highest they could go to start with, I have Vista, would that make any difference?
Oh there was one thing. After I run the short cut with the "-image" bit on the end it done a lot of loading but then when finished would not play, so I put the old shortcut back that has "-mce" on the end of it, and it now plays. Could this be having a effect on things?
Maybe they were the highest they could go to start with, I have Vista, would that make any difference?
Oh there was one thing. After I run the short cut with the "-image" bit on the end it done a lot of loading but then when finished would not play, so I put the old shortcut back that has "-mce" on the end of it, and it now plays. Could this be having a effect on things?
Brett Kuntz
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I have done everything as instructed but there seems no change in my graphics.
Maybe they were the highest they could go to start with, I have Vista, would that make any difference? Oh there was one thing. After I run the short cut with the "-image" bit on the end it done a lot of loading but then when finished would not play, so I put the old shortcut back that has "-mce" on the end of it, and it now plays. Could this be having a effect on things? |
Dawndisciple
Okay, thank you kunt0r, I think I have done everything correctly, so I guess its just me being bleary eyed before my coffee.

Dawndisciple
Sorry for being a pest but how do I go about switching the silly sounds off?
Bowman Artemis
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Sorry for being a pest but how do I go about switching the silly sounds off?
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HEXED
http://www.pickupgroup.com/ksmod/ - this is 100% safe?
Ashantara
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http://www.pickupgroup.com/ksmod/ - this is 100% safe?
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Lilly Crystalcore
I installed it but it doesn't work I still see blurry armors, can anyone help me please?

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?
Ashantara
Icy The Mage
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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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1) Open the settings.ini file
2) Fine this line:
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UT99_Sound_FX=1 ;Enable Unreal Tournament '99 Sound Effects |
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UT99_Sound_FX=0 ;Enable Unreal Tournament '99 Sound Effects |
Obrien Xp
This is PERFECT
I've always wanted high res armors on other people so I can decide my own!
I've always wanted high res armors on other people so I can decide my own!
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.
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.
Brett Kuntz
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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. |
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).
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).
deadman_uk
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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). |
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.
Brett Kuntz
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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). |
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?
deadman_uk
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!
Brett 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.
Jette Antral
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.
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.
deadman_uk
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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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Brett 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.
deadman_uk
Eluvatar
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...
sykoone
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.
GWfan#1
just got this yesterday, as soon as I log in there are people dancing all around in LA. The graphics blew my mind. <3
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?
Vires Invictae
I have been using this mod for ages with no problems.
GWfan#1
T1Cybernetic
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--------- KSMod 2.3 --------- [July 4, 2008] Over 18,500 Downloads |
Anyway, mines still working 100% fine and dandy
