KSMod 2.0 - UT99 Sound Effects & High Definition Textures + MORE!

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by Jette Antral View Post
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.
Sorry for the late replies, this thread is supposed to email me when someone posts but I guess it has stopped doing that.

Most games dynamically generate a single texture (often called a "skin") to encompass a character or models textures. This is simply because a model using just 1 texture draws much faster than a model using 2+ textures. To accomplish this, they simply create a new blank texture, copy/paste the needed textures into it, and save that texture in memory for later use. Then every time a character needs to be drawn, we only need to use 1 texture to draw it, since that texture now has all the imaging needed to draw a full character (helmet, clothes, skin, hair, face, boots, etc) inside of it. Even Terrain Engines like Guild Wars' have 1 giant, 1024x1024 texture split into smaller squares to draw the terrain.

Jette Antral

Academy Page

Join Date: Jan 2007

That is what I suspected. I assume from your answer that your tool is unable to modify the "base" files that assemble into the single larger texture. It's not a huge problem, really, since usually the combination stays the same, but it would save a lot of pointless cutting & pasting hairstyles and what have you when somebody asks me to change their armor around.

Chronos the Defiler

Chronos the Defiler

Desert Nomad

Join Date: May 2005

Calgary, Alberta, Canada

W/

this question has probably been asked, but is there a way to change the order of the UT sounds? for example can I swap God-like and Holy S***? send me a PM.

Edit: Is there a way to change the volume on them too?

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by Chronos the Defiler View Post
this question has probably been asked, but is there a way to change the order of the UT sounds? for example can I swap God-like and Holy S***? send me a PM.

Edit: Is there a way to change the volume on them too?
1) Nope.
2) Nope.

Jette Antral

Academy Page

Join Date: Jan 2007

Do you know if your texture program works for Linux? I've got this ugly Windows partition sitting on my hard drive, and the sole reason it's here is because TexMod isn't designed to work with alternative OSes. If it does, it'd save me a pain in the ass if you wanted to release it, but if not or if it just doesn't work without DX9, then I'll probably end up writing my own tool so I can cleanse my system of this overdone RAM-eating crapware-infested menace once and for all.

xmariusx

xmariusx

Ascalonian Squire

Join Date: Jul 2009

Norway

R/

Thanks! but what is the sound thing?

T1Cybernetic

T1Cybernetic

Desert Nomad

Join Date: Sep 2005

Wakefield, West Yorkshire, Uk, Nr Earth

Alternate Evil Gamers [aeg]

N/

Wat

The sound is like noise but it's better because it's unreal tournament sound noise? kinda thing...

Windf0rce

Windf0rce

Wilds Pathfinder

Join Date: Jan 2007

Is there any chance this mod will incorporate cartography facilities?

Obrien Xp

Obrien Xp

Krytan Explorer

Join Date: Jan 2009

Canada

The First Dragon Slayers [FDS]

Quote:
Originally Posted by Windf0rce View Post
Is there any chance this mod will incorporate cartography facilities?
You can run multiple mods at once, just get the cartography one.

numma_cway

numma_cway

Academy Page

Join Date: Jan 2008

Kirchlinteln, NDS, Germany

Me/Rt

The UT sounds stopped working with the current game update.

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

Yup, I noted that too.

EDIT: starting to miss the sounds already.

Burton2000

Burton2000

Wilds Pathfinder

Join Date: Oct 2005

A cardboard box in England

Men Of Substance [YMCA]

Mo/Me

Yeah a fix would be awesome please kuntz

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

I will get an update to you guys today, but a bit later, busy this afternoon for a bit.

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Updated to 2.4. I didn't actually load into any PvP to test out the sounds out, kinda just assumed they'd work. Let me know if they don't!

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

I tested it with JQ and all the sounds are working fine. Good job with the update.

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

I've been having issues with the sounds not working if stuff dies to quickly...granted I really just wanted this for the armor XD

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.

Obrien Xp

Obrien Xp

Krytan Explorer

Join Date: Jan 2009

Canada

The First Dragon Slayers [FDS]

Quote:
Originally Posted by Brett Kuntz View Post
Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
Do you have an estimate on how long this will take by any chance?

tyvm for the heads up!

Ashantara

Ashantara

Frost Gate Guardian

Join Date: Aug 2005

Europe

The Second Rising [TSR]

R/

Brett, that really s*cks.

Good luck with finding a new way of implementing the mod!

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

If they were to update the game itself so the HD detail was enabled, this wouldn't be a problem anymore but I still find it too enjoyable with the UT sounds included.

Thanks for letting us know ahead of time.

Ashantara

Ashantara

Frost Gate Guardian

Join Date: Aug 2005

Europe

The Second Rising [TSR]

R/

I'm not particularly a fan of the UT sounds, but the HD armor textures have become a must-have for me.

I wonder if ArenaNet will ever implement that option in-game.

Asuka-

Pre-Searing Cadet

Join Date: May 2007

Will your loader be compatible with TexMod or will both be mutually exclusive then?

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

Quote:
Originally Posted by Brett Kuntz View Post
Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
That sucks. If it's going to be run by an EXE, I am assuming the Kuntz exe would have to be loaded in Texmod rather than GW.EXE? I don't see why GW won't implement this into their game officially. Could you paste the message Anet sent you?

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

bummer...

btw, be sure to include commandline options (-perf, -mute, etc) when you make this loader. gl

on another note, if there's going to be a change in graphics.dll, i wonder what it will be for. will we get more graphic options?

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Quote:
Originally Posted by Brett Kuntz View Post
Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
Thanks for the update on the update. I appreciate the advanced notice as well as your work in creating and updating this tool.

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

Should we start petitioning Anet to turn the low texture feature off? Our pc's are more then capable of handling it in this day and age (hey I'm Geforce 6600! LOL!!) It's clearly time we tell them to knock it off and get right on it.

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

Quote:
Originally Posted by headlesshobbs View Post
Should we start petitioning Anet to turn the low texture feature off? Our pc's are more then capable of handling it in this day and age (hey I'm Geforce 6600! LOL!!) It's clearly time we tell them to knock it off and get right on it.
I asked Anet and this very forum this question well over a year ago before KSmod was even made. Anet said they had no plans to implement it. I don't think we should turn it off but have the option to toggle it on and off in the graphics menu.

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

That's how I feel, it would solve a lot of problems.

Problem is Anet has a track record for not doing things unless there's enough people (Guru for example) start complaining about it. Reason they hold off is they just don't see the influence. If we continue like clockwork as usual on a daily basis, people keep posting about the same old usless crap and nothing gets solved. This is why I do suggest the petition because if forum members are at least motivated, we can get some real backing for it and it WILL CHANGE.

All it is really is a couple of strings you have to either remove or set to disable, I don't see what the problem is.

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

I remember when I suggested this we had forum members saying "it would cause too many slow downs to ever work", the fact is, even on slow PCs, there is no slow down. I have tested this on a Celeron D with 256MB ram, it run fine.

I am for this petition.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

the main reason the low texture feature in towns was implemented, was because GW was designed to run on 64/128mb of vRAM. now however, we have graphic cards going over 1gb vRAM, so it's no longer relevant.

a toggleable feature of this sort should be pretty easy to implement. it all goes down to whether if Anet wants to do it or not. maybe if we are lucky, the reason why graphics.dll is being changed, is because they ARE going to add this feature.

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

Quote:
Originally Posted by moriz View Post
the reason why graphics.dll is being changed, is because they ARE going to add this feature.
That's wishful thinking but how do you know this is so?

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

how i know GW was designed for 64mb of vRAM? take a look at the recommended specs on the box.

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

Quote:
Originally Posted by moriz View Post
how i know GW was designed for 64mb of vRAM? take a look at the recommended specs on the box.
No, not that part of your quote , I have edited my message and your quote, please look at it above

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

i said: "if WE ARE LUCKY, the reason this is being changed is anet adding this feature into the game."

if you're gonna quote, you might want to quote the entire sentence.

deadman_uk

deadman_uk

Krytan Explorer

Join Date: Feb 2007

United Kingdom

KOD

Mo/E

Quote:
Originally Posted by moriz View Post
i said: "if WE ARE LUCKY, the reason this is being changed is anet adding this feature into the game."

if you're gonna quote, you might want to quote the entire sentence.
Sorry, my bad but you did put stress on the word ARE which is odd if you're using maybe just before.

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

(from memory) Graphics.dll is a legacy DLL used early in the development of the game by ATI and nVidia to test out quick driver/DX8/DX9 fixes in the game without needing to recompile. While messing around with GW.EXE I noticed it looked for a file called Graphics.DLL and if it existed, loaded it up and executed an exported function. I used this "trick" to get GW to automatically load my mods. This file, and my mod, had nothing to do with Graphics.DLL other then this autoloading "trick". Lately, people have been using this same trick to have keyloggers autoload into GW, which is why it is being removed.

I should be able to have something for you guys in a few weeks.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

that might explain why so many people are getting hacked. but then the question is, how does a hacker plant a malicious Graphics.dll without the owners noticing, especially for those with seemingly secure computers?

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by moriz View Post
that might explain why so many people are getting hacked. but then the question is, how does a hacker plant a malicious Graphics.dll without the owners noticing, especially for those with seemingly secure computers?
It's not hard to plant a file into a folder and have no one notice. And because the DLL executes within the context of GW.EXE, it will pass through all software firewalls and A/V.

imkey

Frost Gate Guardian

Join Date: Dec 2006

Green and Pink

Mo/

A system is only ever as secure as the least secure user. Security in a computer system depends both hardware/software AND the user.

Unfortunately, it is the user that is often weakest point and easiest to exploit. The average user is unfortunately very easy to exploit without them noticing.

Ever get email from your bank that looks super authentic but.. actually directs you to fraudulent site? Take for example: citibank.makepayment.com
Most people do not understand that the "citibank" in that url is a subdomain and could be part of ANY domain name.

Quote:
Originally Posted by moriz View Post
that might explain why so many people are getting hacked. but then the question is, how does a hacker plant a malicious Graphics.dll without the owners noticing, especially for those with seemingly secure computers?

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

anyway, the update yesterday seems to have partially broken your mod kuntz. it still works as advertised, except it almost managed to lag my laptop to hell. load times increased by a factor of ten, general framerates went down to about 2 (from 60+). my desktop isn't affected, but it has x8 the vRAM. deleting the mod fixed my laptop.

i admit that this is not a very reliable test, so i'll have to try it again sometimes.