Paradox
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[Source 6609] How to change the default active tab in Forging UI
Paradox replied to NourSoliman's topic in Conquer Online
ah i did not notice this OP was focused only on 6609 at the time. my main work as of lately while trying to learn all of this stuff is 7762-7772 and 7901-7918, the most recent photo i sent was from a 7901 client. "3.0" didn't officially happen until 6610 according to the official website. i dont think lua being used is recent at all but might not be as major in the 6609 client so not sure if my post was useful at all. I do know that there is some .lua files inside the 6609 client patch and they might be of use to you in your journey -
[Source 6609] How to change the default active tab in Forging UI
Paradox replied to NourSoliman's topic in Conquer Online
im not entirely sure what "action button" you are talking about but there is a possibility I know what you are talking about and have already worked on it or messed with it. i ended up moving up to the latest patch retail CO is on to make sure future proofing is at its fullest capacity. are you talking about this action button? I have not gotten into removing buttons and moving them to different IDs or anything quite like that yet but from my understanding with how different the 3.0 clients are and how much LUA is used in it now you should be able to do just about anything with the gui. you could find where the emoji icon is and replace it with the older "action" button image and then adjust how the child IDs are laid out so they are in a line and change the background as well. it all can be done through gui.ini, control.ani and inside of the data folder. you really wouldnt even have to edit it control.ani unless you want to add new buttons/image IDs for gui.ini to grab from. it can all be done fairly easily since you can just null out the interact, dance and emotion tabs or set it up in a way to add a button on the action tab that will then open the emojis. hopefully thats what you were talking about and sorry for the mess of writing **edit** just looked through the ini folder on a 3.0 client and from my understanding you can literally add your own GUI buttons/IDs and then edit a file like "MainSimple.lua" to make that button you just made show up on screen and then from there you would need to link it to something either through a custom made lua file or through the lua file that originally controlled that feature. -
not sure if this will help you much but here is a no effects file for players to use on startup if they dont want effects on, it is for a 5695 server/client. you can use a wdb manager/tool and decrypt it and look at the files to compare it to the client you are working on and so you get an idea of how disabling effects works. you can also edit "Action3DEffect.ini" or make it blank and that will kill all effects on garments, mounts, weapon accessories and iirc other effects like dragon souls and what nots. If you are trying to make things load in quicker then i would look into making mesh and texture files on all the files in the c3 folder smaller, the smaller the files the quicker they load for example most conquer online garms are around 30-60kb for the mesh and texture files but most garms made by other people are around 150kb up to 1mb for the mesh and texture files. if you have one person wearing a garment that has a mesh file over roughly 250kb it will cause everything to take longer to render/load in. lets say that player is sitting in twin city square and is wearing a garment that has around a 300-400kb .c3 mesh file size, when you first teleport to twin city or start up the client it will take longer than normal for everything to load like npcs, players, guards, monsters and what nots. in terms of trying to actually optimize the conquer client itself you will be doing a whole lot more than editing a couple ini files. I suggest looking into the mesh and texture file sizes in your client and using blender to make them smaller. "factory" conquer online stuff loads in for the most part instantly and there really shouldn't be any lag at all in game unless there was something "aftermarket" causing it like heavy files, unstable host or maybe even a shit source. everything related to figuring out step 1 is looking through the c3 folder, there are .c3 files and .dds files the .c3 files are the mesh and the .dds files are the texture. its all controlled in the ini folder through 3DEffect.ini, 3DEffectObj.ini, 3dobj.ini, 3dtexture.ini and then Action3DEffect.ini is how you attach the effects to an items ID and then there is other files like weapon.ini and armor.ini that are for adding gear in game along with the other files i stated in this message. sorry if my messages are a bit messy or difficult to read i tend to carry on and go all over the place but for the most part that is 99% of the info needed to look around at how its all controlled or handled in the clients and that is on any patch. DisableEffect.exe
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[Source 6609] How to change the default active tab in Forging UI
Paradox replied to NourSoliman's topic in Conquer Online
I did exactly that in my process of making a 3.0 setup "classic". this is what I did for my WuxingOven npc to make it so players had to talk to that npc to open the forge menu, its also removed from the main UI and was edited in gui.ini so only classic like features were there. All they do is click on the npc like normal and then choose that they want to compose or bless there gear through the npc dialog and when they choose that option this forge menu opens. I had an issue with opening specific pages so it was a bit easier to just have the oven npc control/advertise those 4 forging areas instead of having an npc for each upgrade type like a blessing npc, enchantment npc and gem npc, which is what I wanted to originally do. if you can figure out how to make it open an exact page then maybe you can bless me with some info back but I did try a ton of different things to open specific pages, just couldn't get it to work. IIRC it defaults to the compose page when first opened. case 1: { ActionQuery action = new ActionQuery() { Type = ActionType.ClientCommand, ObjId = client.Player.UID, dwParam = 0, PositionX = client.Player.X, PositionY = client.Player.Y, Timestamp = (uint)Time32.timeGetTime().GetHashCode(), Strings = new string[] { "LuaUIMgr_OpenWindow|335" }, }; client.Send(stream.ActionCreate(action)); break; } -
yeah its unreal how big 30kx20k png images are size wise lol. thats how i got all of these, the 12gb file is around 200 maps iirc and the smaller file is just tc, dc, bi, ac and pc. I figured there is probably a ton of people who are good with PS and other editing stuff in the conquer community but dont have a way to use any of that knowledge/skill because nobody has ever shared full proper resolution images and placing each dds image together 1 by 1 blows so hope this will help some people out there. They could also use tiled2dmap to reverse them back into dds images or atleast properly sized images that you can convert back into .dds types if im not mistaken and then just replace the files back in the client and there ya go custom maps. Even if it helps just 1 person im happy with it.
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i just made a post with the pngs here a couple hours ago. the tile2damp setup is public also
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Have yet to see anyone make a release or share anything like it so here is the conquer online main city maps turned into a 1:1(as far as i know) copy of how it would look as a png. Most map programs use PNG images or other types of high resolution images to turn that picture into a map but not everyone has the ability to do so or there is something similar like not having original map files that is stopping them from making custom city edits so here you guys go! all i ask for is a thanks and if you make some edited version of the main cities please share them back to brighten the community a bit. I have personally used them to make a new map as a test and they are exactly the same size as the original maps along with placement of the town placements. Keep in mind that there is no map objects or anything else on these images so you would either reuse the original map objects or add your own with a map maker/editor tool. https://mega.nz/file/xzljwRzI#84vWgLG6sNKr_pA4tJiQoL4FNIFjWUUXKkxnIjEogUc https://drive.google.com/file/d/1n0CgTwb1W9peJFzIYQmGECa0ufh308aG/view?usp=sharing the first two links are of just the main cities and this link below is just about every map in the client ranging from 5017 up to 6609, enjoy! https://drive.google.com/file/d/134HqQEwEHjvRiQYZLVAExEmhlLLTz6H3/view?usp=sharing
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maps are fairly easy to get nowadays. the program santa did with tiled2dmap will make you high resolution pngs of any conquer online map thats in the client. high res like 24kx32k pixels. I have just about every single CO map out there, might be worth making a post on
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yes i do like the newer style that happened once they went 3.0 officially. I feel the client is much smoother and has a ton of features that servers throughout the years have spent time adding for QOL changes/options. the reason im not a huge fan of the new character models and all that is because i have over 1000 garments laying around along with weapon accessories(which could be weapons or souls too) but all of that is useless once you get to the different character model part. I will say that after messing around with the most recent patches i am beginning to like it even more, the custom faces like actual character model faces, hair/hats/masks like cosmetics instead of just hair and hair color, unique garms, wep accs, pets, animated and non animated avatar frames, custom chat bubble frames/boxes and just so much more. client wise I am done turning it into a classic setup but source end it will still take me a bit to be comfortable enough to launch with enough for players to do to grow and have fun without it becoming boring fairly quick. the endless future proofing is a huge positive and one of the major things is that some classes ruined pvp for older players or just went down the wrong path so if the players decide they want me to add assassin to make archers not be so useless in pvp but dont add any other classes then that can be done. Will finish adding Dune Wanderer as well once its fully done and keeps up with other classes so there is not 1 class of feature that retail CO has that this server wont. the main focus again is just "Future" proofing instead of running into a major job trying to add newer client features plus i can then share things related too it and maybe help create even better projects/servers.
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best bet as of right now since there arent many tools/programs around to help with much client wise if you end up needing one and cant make something from scratch. encryption and a bunch of other stuff has changed after 6610 including character models. the new GW is an updated map with multiple poles and these gem like things that drop on the ground that add towards your points(not sure if it helps to win gw or if its a different event), you also have mobs you can spawn as the GL to help attack the pole/players, heal teammates or buff teammates etc etc. there is a ton of features that have been added over the years. For the most part you can make an exact classic conquer style setup from patch 5165(and lower obviously) all the way up to 6609 by just doing small changes to the gui.ini file and preventing other classes/skills and what nots being used. plenty of "classic" servers out nowadays that run on the 6609 patch since it allows you to future proof for any retail additions and anything you dont want can be removed extremely easily. besides maybe a difference in how the client feels gameplay wise there really is no reason to use any other patch setup besides 6609+ from my pov. there is probably other reasons from some but i cant really think of any.
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I totally agree with you on the whole armor/weapon model situation. they clearly got extremely lazy halfway through the expansion or just decided to make all of that extremely low cost when it came to having to make gear for all of the classes again since the character model swaps. I stopped playing retail around when monk dropped so almost all of this is fairly new to me besides servers I have played on, watched and the occasional account check on retail. Not a big fan of most of the stuff they did but I do think they sorta started going down the right route with pvp and skills so fights can be a bit more intense but with the original layout/design of the game there is not much more you can do without drastically changing it all. would love to swap the models to the 6609 models or older and then just re add all of the armor and what nots but I don't foresee that being feasible as of right now and there aren't very many who want to play on a retail patch server so anything classic up until wind walker is what 99% of the servers out there are gonna be. hopefully conquer doesn't die completely to soon from now and we can experience some more unique servers that aren't way over kill
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yes that has been a bit of a stumble for sure but I have been able to get by with tools that are either public or were given to me so most of that has been dealt with. so far with what i have setup client wise there is no way to access features that were added after lets say 5165/5517 besides things i have edited and kept or added like ranking and the wardrobe system which have both been edited so no mounts, wings or anything like that can be accessed. I know many aren't to focused on higher patch setups because most servers are alive through nostalgia and how it was when things were "good" but from my personal pov i think the 3.0/6609+ client has much more for us to learn even though it is essentially the same as the 2.0 client there is more that can be done or made. the one major change im not a huge fan of is the character model changes and i would like to revert it but that would be a fairly huge job from my understanding. I appreciate your input even though I figured it out shortly after making the post, i noticed the huge jump to barely any lua files to them being just about everywhere so i figured it was worth looking into. Personally i think the 3.0 clients run a lot smoother than the lower patch clients especially when you remove all the eye cancer but might be just be a placebo effect, maybe as time goes we will all discover more and more interesting things or worthwhile things from these higher end clients.
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Update** you can close this post, I figured out that it was controlled inside info.ini by editing one block to only give certain classes. as I always enjoy those who help with issues and post the solution here it is, If anyone else is interested in doing the same as me feel free, here is the info.ini changes I made // 选人界面相关配置 [RoleSelect] //备注:0道士-1弓手-2海盗-3勇士-8铁扇-4小龙-5武僧-6忍者-7战士-9斗神 // 显示顺序 ViewSort=1-7-8-9-4-0-2-5-3-6 // 一级界面各个职业X轴方向的偏移调整(相对于背景框) ViewOffset=-55,-70,-80,-70,-55,-50,-50,-70,-70,-70 // 职业对应索引值 ViewParam=4-5-6-7-16-17-20-21-14-15-0-1-12-13-10-11-2-3-8-9 // 二级界面各个职业图标序列帧总数 CreateRoleMaxFrame=10 changed to // 选人界面相关配置 [RoleSelect] //备注:0道士-1弓手-2海盗-3勇士-8铁扇-4小龙-5武僧-6忍者-7战士-9斗神 // 显示顺序 ViewSort=7-3-1-0 ViewOffset=-70,-70,-70,-70 ViewParam=6-7-8-9-4-5-0-1 CreateRoleMaxFrame=4 Again feel free to close this post sorry for making this post since I happened to solve it before getting any input.
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Not entirely sure if this is posted in the correct area(if not feel free to move or close if needed sorry) but i have been working on conquer related stuff for quite some time now and have gotten by on my own or with help from friends when necessary but i seem to be doing something that has put me in a spot that very few know about if i do end up stuck so here we are. Working on a 7762 setup that will eventually be classic and the reason for that is to just have all of the features and possible future upgrade paths if the players end up wanting more or certain features but what i am stuck on right now is removing specific classes in the gui.ini file. I have done this already with a 6609 client and had no issues but this was some time ago and i have forgotten exactly which IDs the classes are in gui.ini, even though this is technically the full 3.0 conquer client almost all of the files if not all of them are handled the same way. I have tried using the client gui program that was released some time ago but there are thousands upon thousands of IDs to look through and would just be insanely tedious trying to go about it that way. so far i have been able to remove everything related to the newer classes and newer features they added but i am just stuck on editing the classes you are able to choose from on the CC screen, most of the CC screen is controlled through ID 0-746 / 746- but even after going through every single 746 ID the closest i got was removing classes by area in the current layout. for example 746-1453 is the middle banner and 746-1435 is the middle image for that class, it doesnt control a specific class but just the class in that spot on whatever page your on. If anyone has some input or some possible assistance to this situation it would be greatly appreciated. Edit** since i seemed to have rambled on a bit here is what the post is for - Im trying to figure out where in gui.ini the class options are controlled or what ID controls them so i can remove specific classes from being chosen when characters are being made, i know i can control it through the source but the goal is for a clean look so if anyone has some input or knowledge they could pass on it would be greatly appreciated. Below are some images i had laying around that are fairly recent of how the setup looks right now minus some "polishing". First time posting here so hopefully this post doesnt look like a disaster and if it does i am sorry for that lol. any type of positive input would be helpful even basic stuff thank you!
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question [v6609] How to add a bridge to the Guild War area map?
Paradox replied to xFranko's topic in Conquer Online
since this looks around the 5730-6609 patch you can definitely just swap the files, guildwar map is faction. so just take the files from the map and ani folders for a direct swap. .dmap map/map .pul map/puzzle some files have swapped to .pux around 6609 from what ive seen and they did change the GW map somewhat when they went full 3.0 and swapped TC to the Market/TC design but it should be an extremely easy direct swap. i dont recall if you need more than that but i have spent quite a bit of time making maps and editing maps so you shouldnt have much of a problem adding/fixing that. just make a copy of what you swap incase something goofy happens but its like a 30 second fix. -
i know this is an old post and you probably found it already but for others who may have the same question, it is located in c3/effect/CountB and if that file is not there you can either get it from c3.wdf or you can make the folder yourself and it will replace the originals with the dds images you made as long as everything is named correctly and is the proper file type. hope this helps you and/or others