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Laxe Lore [aka modified Priston Tale engine]
Maybe the obvious implications of this aren't obvious to some so I will explain: new stuff can be ported to the old engine and vice versa. The leaked PT server can probably even be modified to work with this "new" game.
http://www.megaupload.com/?d=NBQM6TA2
Took a bit of searching to find that, I don't know if it is clean.
A quick search of the exe and I figured out how to do windowed mode.
resource\system\Option.ini looks like our clientside "hotuk.ini."
Put "windowmode=1" without quotes under the [exe] section of options.ini.
So has the community overlooked this or are the old devs still tired of PT?
--- Edit [bobsobol] ---
Cloud stores:-
Laxelore.exe 382 Meg Original Setup / Installer. 2009-06-28 [MD5=1F6F701F80DB9A691F76DCC4AF6A2101]
LaxeLore-Big.7z 420 Meg 7zip archive from SunnyZ
LaxeLore Folder on Box Nobody wanted to let me upload the bigger files anywhere free, so I've had to split them. The Box.net folder is a pretty easy share though, and they let me have quite a lot of space, so. You'll probably find lots of Laxe goodies in there as they finish uploading. ^_^
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Re: Laxe Lore [aka modified Priston Tale engine]
never saw pics of this game and i head is like pt but more toon so if thats true, wont worth to expend time in that.
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Re: Laxe Lore [aka modified Priston Tale engine]
Laxe Lore trailer for those who are curious: http://www.youtube.com/watch?v=Zw_Oc5ZpuME
Photos here: http://feature.mmosite.com/laxelore/
I never heard of Laxe Lore before. Interesting post Bobbman. Thanks!
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Re: Laxe Lore [aka modified Priston Tale engine]
Eu Ja Tinha Esse Client Do Laxe Lore ^^
Existe Um Link No FileFront
------------------------------------------------------------------------------------
I had the Client This Laxe Lore ^ ^
There is a link on FileFront
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Re: Laxe Lore [aka modified Priston Tale engine]
Are you guys still working on this?
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Re: Laxe Lore [aka modified Priston Tale engine]
I took a look at it. Sounded cool.
I think the servers are down now... I can't find any officials supporting logins for it.
Installed the client, and I think the statement "new stuff can be ported to the old engine and vice versa." is something of an exaggeration.
You can import models and animations from Quake into PT if you understand both model format well enough, very few of the resources in the Lax Lore client are similar format to PT client files... thought the maps and models resemble PTs very much.
Here's what I found out about the resources in the client (since I can't play it unless I can find a server that I can connect and log in to).
1) Sound effects, speech etc are plain MS WAV format files... they play fine in WMP, and will work in PT.
2) Background music is MP3s. They play fine, and converting them would be no problem.
3) User interface is a mixture of TGAs and DDSs (Direct Draw Surface files) so are pretty easy to work with. Their are DDS importers for Adobe PS, PSP, GIMP etc.
4) Models for Maps, characters and monsters are modified Gamebryo / NetImmense engine files. Anyone who has worked on mods for Morrowind / Oblivion / DAoC / Fallout 3 will be familiar with these, and *some* of the NIF editors for those games will work (to some extent) on these files.
5) Animations are .kf files, like Oblivion or Fallout 3, I haven't tested them to see how "standard" they are.
6) Textures for 3D objects are the most strange. They are in a modified form of NIF to hole "Pixelmap" data... which I've never seen done before. If anyone knows a tool to read NIF Pixelmap files please let us know.
There are NIF importers and exporters for Blender. The modification I mention is that the latest version of the NIF format file is somewhere around version 3 (googling), and the newest I've seen are 2.6 ish. The version these files are set to be compatible with is "90.0.0.4" which freaks many NIF editors out right away.
NIBLE can read the structure just fine however. http://pmm.planetoblivion.de/Portal/...268&Itemid=116
NifSkope is more common for editing Nifs, as it can represent them as 3D objects, and edit the attributes in the tree view as well. But these files are not standard enough for it to read them as they are.
I haven't tried Blender, and as I suck at 3D I'm not the right person to do so. If someone knowledgeable can try and report their success of failure that would be great. A how-to would be even better. :drool:
Looking at the exe... it appears to be coded far better that PTs game.exe (at first glance) with modern DirectX calls and true 3D usage. It appears to be build entirely in MS VC++, but is still statically linking some command line tools into the main program. So I begin to wonder if Yedang regularly make use of an Exe Wrapper of some kind.:glare:
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Re: Laxe Lore [aka modified Priston Tale engine]
Okay... I know I'm bumping, and I know it's three weeks ago, but this is actually quite interesting. If anyone knows where there is a LL server that we can still connect to, or how to make one I'd very much like to know...
More importantly, I've learned some more on the LL data files. The Nifs are fine, and NiPixelData is (apparently) perfectly acceptable for NetImmense/GameBryo files, but not that commonly used.
The problem with loading them in standard Nif tools is only the version number... so Hex it... http://img50.imageshack.us/img50/4969/hexnif.png change the 9 to a 2 and it loads fine in NifSkope.
http://img188.imageshack.us/img188/4105/kion.th.png
The biggest problem will be armour for player characters, because LL uses separate Armour, Gloves and Boots models which neatly match together. PT of course only shows a body and head, so having sexy combinations of armours doesn't happen in PT, but is possible in LL. ^_^
NifSkope can export the model to .obj which you can import in to Max or WHY... but textures are still being problematic. Apparently there are older versions of NifSkope that can export NiPixelData to TGA or DDS but the present versions have problems. :s
EDIT:----
Oh yea, BTW some of the NiPixelData files (which should be "baked in" to the Nif) are linked incorrectly... this example above of a Kion linked to Kion.nif (as the NiPixelData texture) but the file was renamed to Kion_Original.Nif... it's easy to fix. ;)
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Re: Laxe Lore [aka modified Priston Tale engine]
OK, well you guys dont seem to know so lemme explain a bit:
This was out in around 2006-2007, Yedang realised how shit there game was in modern terms and times, they basically created a polished version of PT, completely re-wrote the client and all, they then decided with PT2 on the way they wanted to launch that and polish that to the best of there ability. LaxeLore was put on the backburn. After PT2 was released there was alot of comotion in Korea and after a following of around 40k players they decided that what was the point in a new version of PT1 when PT2 was already out?
Well thats the story, all completely new :).
Sorry about that but you would have to re-alocate everything.
But PLEASE keep try and i will help too! Just tell me what i ned to do :P.
Peace!
Unzubaru!
EDIT: I can 3D Model stuff if you need to test
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Re: Laxe Lore [aka modified Priston Tale engine]
so, this laxe lore game makes mech ish characters able to also use 2 claws? D: damn, I really hope you can get up one of those servers that'd be cool~
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Re: Laxe Lore [aka modified Priston Tale engine]
Thanks unzubaru.
I'm not convinced about dual welding... What I can say, is that there where more than 8 classes, and you could play male or female in each class... so female Magician, male Priest... no problem.
The meshes for these player characters are in the client nif files, so if you can convert them to smb / smd or just into an ase and let the PT client do the rest then you can use these meshes for PT.
There are a tonne of new NPCs still in the PT style, and the animation in the new NPCs and PCs is far more realistic than it was in vanilla PT. There where also a number of PC emote animations... like the WoW /dance /kiss type things, or "yahoo" or "yes!" in PT, but lots of them, not just one. It would be fantastic if we could extend "yahoo" to support these new emotes.
Now I have some understanding of the .nif and .kf files from Elder Scrolls modding... and they are fairly competent. For example 3D motion capture mapping works really well. But I don't know how animations are applied in 3D Studio, or how PT works animations from the ASE files, but it seems to keep an ASE model, and an ASE animation and combine them in memory, just as LL keeps a .nif model and a .kf animation.
Blender is usually used to create new .nif and .kf as it has competent python imports and exports for them... it's not very good at working with ASE files though. :S
Some examples of the included artworks?
A new NPC:http://a.imagehost.org/0238/LLNPC.png and an old friend:http://a.imagehost.org/0954/Verkan.png
This is not a PT mesh in NifSkope... this is Verkan as he appears in Laxe Lore.
Player Armour:http://a.imagehost.org/0024/LLPCArmour.png
This is only a male chest piece mesh... boots and gloves are separate, and face and hair are also separate meshes in LL. So, without considerable work, you would have to combine boots, chest and gloves in Blender / Max to get a PT armour out... but I think you'll agree it's a great resource of abandonware artwork in the PT style for private server use, if we can get it converted over.
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Re: Laxe Lore [aka modified Priston Tale engine]
this sounds really interesting for me, i will try to help you out in my spare time (u know im working hard in my server as well) but when i got stressed in my files i normally go to work in something else till go back to my files.
Where to get thouse files?, would be nice if you upload the meshes to check it out.
Btw, the animation is over a biped bones like in pt? or they use a proxy and only the mesh is animated??
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Re: Laxe Lore [aka modified Priston Tale engine]
I could link a RAR of just the meshes... but as I'm still working on mine and may have messed them up, I'd recommend you DL the link at the top of this thread. It's the full LL client... with the information I've given it shouldn't be hard to find these files as they aren't packed in a rapid access archive like Blizzard games et.el.
I must admit (though I've seen the term many places) I don't understand biped meshes. NetImmense meshes are biped, and the animations can be applied to any of the meshes in the same folder... some (most) of the models have less bones than the animation animates, and you get a list of bips that couldn't be applied in NifSkope. It seems that the animation files (.kf) have all the information for cloaks and weapons and... err... chesty dumplings? and stuff, regardless of whether the mesh has those parts.
However, some animations are distinctly feminine and others very masculine. It's quite funny to watch Verkan hold his hands behind his back and curtsey coyly or WHY. lol
Eg. Biped nodes:http://a.imagehost.org/0489/BIP.png
I have no idea how close the bone structure in LL may be to the ones used in PT, but I can see they are quite different to the standard humanoid bones in Elder Scrolls games. lol
Edit---
Quote:
Sorry about that but you would have to re-alocate everything.
That was my initial feeling... but then it occurred to me that if you simply translate the file formats, you could use the new meshes and animations in PT... and as LL is abandoned, there is unlikely to be any repercussions, and it's a great resource for armours, monsters and NPCs in the general PT artistic style.
I much preferred the way LL models animate, but have no understanding of that. If you wanted a unique vendor for your Hair Tint seller in your server, it wouldn't be all that hard to use one of the new NPCs in LL for that purpose.
Some private servers have custom monster meshes, and custom NPC meshes as well as custom skins and weapons... the problem (I often feel) is that they do not fit with the general artistic style that already exists... and these meshes and textures definitely do.
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Re: Laxe Lore [aka modified Priston Tale engine]
i will try in the first time to work with maps, then items then chars-monsters trying to export them to pt (with a tuto ofc), but like i said im working alone in my server so i will take this project as a breake when i get stressed of my own server ;)
btw my english isnt good so maybe i will ask for some help with technical translations but that just in pms
beside(if any know well about clans pm me plz, i still have error 58 and i know this isnt the rist place to post but i dont wanna post again) ;)
gl for us with this project (i have a feeling that we will find the current pt maps in LL but just with better looking).
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Re: Laxe Lore [aka modified Priston Tale engine]
Guys, the pnly problem with this is converting into a .smd/.smb file is not only unachieved here but also prtty damn hard haha. Converting bone/armour mshes into a single file will be tricky. If you coukd posibly find an old Quake tool to mkae a .ase file wheere it is actually possble to merge diffrent objects together. This will aslo include a high knowledge of eithe c# or C++. A good way to do it (and more effective) is to convert files like these we already KNOW into an editable source either by Zbrish, Maya or 3D Studio Max. I could then align meshes to whatever is available. Someone would aslo need to explain wtf bone meshes and shit are XD;.
Thanks!
unzubaru!
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Re: Laxe Lore [aka modified Priston Tale engine]
in order to animate a mesh (monster, char, or any kind of mesh) you need to do something called riging, this mean add some controlers to the mesh, this controllers are called bones, then you can animate the bones and the bones will move the mesh (the vertices on it), if u check the files of the armors of pt, some where u can find someting like BipHead, or BipNeck, or BipRightHand or something like that, each one of this are bones, open ur 3d program like 3D max or Maya and use the Biped option and you will see what im talking about.
And the other program is called Zbrush not Zbrish xD, maybe is just a typo but thats the program and u cant make the riging in this program cuz isnt a 3D program, in fact is something like 2.5D but with the tools option and with that option u can make really realistic object (im talking about millions of polygons in just one mesh). Make the smd is not hard, the pt do it, you just need to give the correct ASE so the game.exe will convert it to a SMD file. Blender can manage many kind of 3d programs and it is a free program with alot of pluging around the net, there should be some to work with this files, i preffer 3D max for riging, Zbrush for moddel and Blender for basic programs but honestly in Blender the Riging is sooo ez compared with 3d Max, same as Maya, 3D is a lil hard but with enought effort u can have good results, natural movements (but that depends of the animator ofc).
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
SoyEdu
i will try in the first time to work with maps
... i have a feeling that we will find the current pt maps in LL but just with better looking.
Actually, I've only found the TGA minimaps so far, not the meshes. It's clear that they are modified from the PT maps... but there are new sections in towns and such that where under-utilized before. A bit like Pre-AOR Ric or Pre Bellatra Nav.
Oh yea... oddly, the monsters are in the NPCs folder, (IMS) and the weapons are in the monster folder. IDK why.
---Edit
Yes, I was gonna say the difficult (unachieved part >_> looks at Beyond2000) is getting the ASE back from the SMD / SMB, the client does it the other way around... it uses the SMD and SMB files as an abbreviated cache for ASE meshes. ^_^
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Re: Laxe Lore [aka modified Priston Tale engine]
Lol yeh sorry i meant ZBrush hhahaha, and yes i discovered that whilst using it yesterday :P. Thanks for the info btw guys, indeed i HAVE heard of Blender just never used it, i found 3DStudioMax to be alot easier somehow :P.
Well if you guys DID develop this, what Language would you do it in? LaxeLore DID have a VERYYY big fan community at its time.
BIG IMPORTANT EDIT ------
Guys look http://ll.yetime.cn that is the only LL going atm. I also found out from here http://forum.subagames.com/viewthrea...=412284&page=1 that it was backburned for a game called Space Cowboy or ACE online. It ALSO would've been the PT2 but they decided against it, i tell you what this would've been 100% better than PT2! OK even Chinese version aint going anymore :P.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
unzubaru
Well if you guys DID develop this, what Language would you do it in?
I was just hoping to get a bunch of Laxe Lore resources into the PT community. As I say, they are a great set of free (as in available) meshes and textures in the PT style. Great for customs. ^_^
Quote:
Originally Posted by
unzubaru
OK even Chinese version aint going anymore :P.
No it isn't. I already researched. ;)
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Actually, I've only found the TGA minimaps so far, not the meshes. It's clear that they are modified from the PT maps... but there are new sections in towns and such that where under-utilized before. A bit like Pre-AOR Ric or Pre Bellatra Nav.
Well i dun know if there are oher meshes then:
intro map
spirit island
spirit valley
windforest
cause that where the only maps in the client back in the days.
I also noticed that im only able to open the terrain files and not the complete maps might work when you hex the version of all files of the map but thats a shitload of work.(but my experience with .nif files is zero so im deff not sure)
http://img217.imageshack.us/img217/382/mapaty.jpg
So if you ask me the maps are useless. More animations in pt1 will only cause more lag. But new npc models would be very nice!
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
terrorize
More animations in pt1 will only cause more lag. But new npc models would be very nice!
Well done finding the maps... Yes more works the more you fix the headers... but writing a program to patch them is not that hard.
I wasn't thinking of more animations, except emotes... which don't really create lag. Only replacing stuff like the idle anims, run / walk anims etc.
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Re: Laxe Lore [aka modified Priston Tale engine]
Well you can scrap intro map away cause thats only the char select screen.
i gonna try to replace npc
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Re: Laxe Lore [aka modified Priston Tale engine]
Oooh! Shiny. ^_^
Yes. I figured that the intro would be login stuffs.
FYI NifTools have plugins for 3D Studio Max, Blender and Maya to read Nif files. I don't know how mature each plugin is, because, as I say, most people who mod for games that commonly use Nifs use Blender. But I hope one of these will help you 3D dudes out. :wink:
I can get the meshes into something I can work with, but have still not found a sensible way to get the NiPixelData into a DDS or TGA. Or even into a BMP. :(
8X- - - - - - - - - - Edit - - - - - - - - -
Okay... I said it wouldn't be hard to write a program to fix all the Nif headers in all subdirectories... but it's better it's done once for everyone to use rather than us all spending ages fixing our files... so here is my program to fix the Laxe Lore Nif file headers so any regular Nif tool / plugin can read them. ^_^
MegaUpload
MediaFire
File Name : FixNif.zip
File Size : 16737 byte
File Type : Zip archive data, at least v2.0 to extract
MD5 : ce829b33cc268b7f5a3ed658a16f939b
SHA1 : e04ca832f29d12141869340e67f281e66704209f
Scanned at Virscan.org
Scanner results : All Scanners reported not find malware!
Time : 2009/08/03 03:27:04 (BST)
Oh... I also now realise that the .kfm files list each of the animations which should be attached to each model... why they don't just attach them, I'm not sure.
If you open the KFM (Key Frame Model) with NifSkope, and View -> KFM, you can open nodes till you find the names of the .KF files, which you can then Attach, and they work fine, with no bip mismatches. ^_^
--- EDIT ---
Links dead, Vormav attached
Attachment 97148
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Re: Laxe Lore [aka modified Priston Tale engine]
this is my project from 2 years ago :P
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
terzo
this is my project from 2 years ago :P
I have trouble researching that, RZ only keeps your posts back to 07-31-2008.
If you feel I am posting your work, I can assure you I have not seen any work you have already done in this field. If you are saying you have already solved some of these issues and posted about them, please reference your post for us, as I can't find it.
TBH, I'm not sure what your point is with that post. Just that we are working on something you have already done, or that we are stealing your ideas...
I hadn't heard of LL (except as PT2, which it never ended up) before reading bobbmans' post, and have only found Game Reviews and YouTube video relating to it on the Web generally.
So if I'm recreating your work, it's a "closed book" recreation, and if you have information from you -2Yr project, please share / link it.
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Re: Laxe Lore [aka modified Priston Tale engine]
its on my another banned account, look at sayter account and u found some spoils about that.
i have stoped work on priston tale development and all my files i have lost on my old hdd
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
terzo
its on my another banned account, look at sayter account and u found some spoils about that.
i have stoped work on priston tale development and all my files i have lost on my old hdd
Well... there are certainly some interesting topics posted on that account, but I don't see a direct correlation with Laxe Lore models, only some stuff about taking WoW weapons and making custom weapons, armour and heads. ^_^
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Re: Laxe Lore [aka modified Priston Tale engine]
Sorry to bump such an old topic but Id thought Id mention something interesting.I found what appears to be the chinese client(which was never released for download seeing how I registered and waited for like a year.) and it MIGHT be a dev/press version too.The log in screen is massively different and you cant run the updater as it shows some ip adress it cant connect to.Heres a link to the website I got it from.It appears to be the exact same version the company yetime used to get screenshot from(judging from the loading screens in this one.)
EDIT: BTW the client is laxelore.rar 692 mb
http://magicgame.biz/games/Laxelore/
---------- Post added at 08:18 PM ---------- Previous post was at 06:56 PM ----------
I dont think this guy was ni the global client,it seems they added many more npcs
http://img513.imageshack.us/img513/8838/works.jpg
And he looks a bit modified.
http://img136.imageshack.us/img136/2126/worksh.jpg
http://img524.imageshack.us/img524/328/worksz.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Thank you. I'm very interested in anything to do with this little gem, despite the fact that it's not actually PT, it's much more PT than PT2. IYKWIM.
I wish there was some way to emu the server side, but without a live server to packet trace I think that's going to be very difficult now.
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Re: Laxe Lore [aka modified Priston Tale engine]
Ohhh yes.. Laxe Lore. Sucked, i played for a week, then server went down, "We will be back up in 3 months." that was LOONGGG ago =(
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Re: Laxe Lore [aka modified Priston Tale engine]
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Thank you. I'm very interested in anything to do with this little gem, despite the fact that it's not actually PT, it's much more PT than PT2. IYKWIM.
I wish there was some way to emu the server side, but without a live server to packet trace I think that's going to be very difficult now.
Yes,I too love this game and I do think it deserves another shot.I think if I would have found this client much sooner something could have been done.You remember when global client would update despite the fact the accounts were wipe? I am pretty sure this press client had something to do with it.I registered for the chinese version since the website went live yet no client was ever made for download,so Iam guess this was for press use.Iam pretty sure a private server of this is no possible but its still interesting to see what could have been.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
pachen
I'm not sure what that link is supposed to say, but it contradicts the statement posted with it, because that page points to Yetime, who are essentially the Chinese distributor for Yedang. Which I presume is why they keep a "YD" logo on their site.
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Re: Laxe Lore [aka modified Priston Tale engine]
ok ^^ read here
[ame="http://www.ysonline.com/forum/showthread.php?t=1378"]Key To Play | Free MMO[/ame]
reg need
have fun
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I'm not sure what that link is supposed to say, but it contradicts the statement posted with it, because that page points to Yetime, who are essentially the Chinese distributor for Yedang. Which I presume is why they keep a "YD" logo on their site.
Or you can simply read yedang own history of 2006 where it says:
/01 + signed the exclusive software license contract of MMORPG game 'Laxe Lore' with 'Shanghai Yetime Network Technology' in China
/02 + an alpha test service of casual shooting game 'Shooro Online'
+ relocated to a new office building
+ changed the name of company to 'Yedang Online'
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
accel99
signed the exclusive software license contract of MMORPG game 'Laxe Lore' with 'Shanghai Yetime Network Technology' in China
Thank you. The words "exclusive software license contract" do not equal, it's nothing to do with us any more.
We each hold an "exclusive software license" with Microsoft for our operating system. It's exclusive to us (unless we have a Bulk agreement or a Volume License). All it means is that they have a sold customer for their product.
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Re: Laxe Lore [aka modified Priston Tale engine]
Seems like laxelore refuses to die.The chinese company has made another hompage(seems the old laxelore domain was taken from them.)The page seems to have been made like 2 months ago and almost no links work,including the game download links
Heres the new link:
http://lr.yetime.cn/dafault.html
EDIT:I think I found a direct link to the client ,I am gonna go ahead and download it.Hopefully its nothing bad and its gonna take sometime, around 2 hours or more.Also I dont think the game is called laxelore anymore and on the page I see no mention of yedang anymore,hmm? Might be called legend of the king online...
Some gaming site shows how laxelore looks now:
http://images.17173.com/2010/newgame.../11209/032.jpg
http://images.17173.com/2010/newgame.../11209/030.jpg
http://images.17173.com/2010/newgame...3151348_01.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Nice find... I'll have to keep an eye on that sight, it still seems a little incomplete.
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Re: Laxe Lore [aka modified Priston Tale engine]
I downloaded the blasted thing but cant log in.Figures that you have to register your account for this game as my current isnt allowed in.Strange thing the log in petercat with no password saved was present on the screen.This could simply be a press/gm client.I had to use app local on it other wise it wouldnt start up.Strange enough in my account for the hosting site the game F.E. has just appeared,and the log in screen has links to a page called FE.yetime.cn, the page does not exist YET.I guess they are really close to releasing this game.Also an alternate site to lr.yetime.cn is lr.joysmart.cn.
The log in screen, as far as I can get...for now:
http://img269.imageshack.us/img269/7...0315220015.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Cool... care to share the link or host that client somewhere?
Just to be able to sniff the packets from the login server, even for invalid user/pass would help simulate a login server of our own. ^^
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Cool... care to share the link or host that client somewhere?
Just to be able to sniff the packets from the login server, even for invalid user/pass would help simulate a login server of our own. ^^
I wouldnt mind putting it up on megaupload, just tel me if you agree to that.Another thing though b4 I got it to work it would just direct me to download another client in a zip file called client_0303.rar, which Iam downloading right now as to see if they have any differences.Would you also like for me to upload that one too?
BTw the download link to the 303 client is to fe.joysmart.cn which is a mirror to lr.yetime.cn.
EDIT:I worry the 1st client i download is invalid to the log in server(maybe its not up to date) ,So I will first test the second client Iam downloading before uploading either.
EDIT 2: Apprantly the first one I downloaded is the up to date one.Iam uploading that one as we speak.That one list 1 server on its server list.BTW check lr.yetime.com it was massively updated and it looks pretty good.Looks like this game is coming out sooner than we though.
EDIT 3: Here is the first client I found.Either rename the folder to something english or use applocale.
Here,http://www.megaupload.com/?d=U0CTAFBR
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Re: Laxe Lore [aka modified Priston Tale engine]
lr.yetime.com doesn't resolve for me. Grabbing the client now. :)
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
lr.yetime.com doesn't resolve for me. Grabbing the client now. :)
My bad its lr.yetime.cn not com.Sorry.Hopefully you find the client useful.I looked further onto the screenshot and I gotta say the look underwhelming.They look worse than alpha.It seems to lack that real time lighting that made pt1 and laxelore look good.I hope its just pc settings.
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Re: Laxe Lore [aka modified Priston Tale engine]
Looks like a very different game
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Re: Laxe Lore [aka modified Priston Tale engine]
I rechecked my account and it seems that they added the game to registration list.I clicked on it and it takes me to the apply page for it,but when I try to apply for it ,it says it closed for now.Igive it a few more days b4 Iam able to sign in.Anyone here is gonna join me?
EDIT:BTW bob they seem to have ANOTHER client for download on the main page.Iam downloding it now to check if its any different.Maybe the one I uploaded wont be useful anymore.
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Re: Laxe Lore [aka modified Priston Tale engine]
Whether I can log in or not, I can compare the data files and access meshes and textures and stuff as I could with the old clients... nothing is useless. XD
As for lighting, pt1 still doesn't do more than a little gouraud shading. The screenies on the website are badly reduced colour images... like poor quality gifs... who knows how much detail was there before they made it compatible with an Atari ST. :o~ (no offence to ST fans)
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Whether I can log in or not, I can compare the data files and access meshes and textures and stuff as I could with the old clients... nothing is useless. XD
As for lighting, pt1 still doesn't do more than a little gouraud shading. The screenies on the website are badly reduced colour images... like poor quality gifs... who knows how much detail was there before they made it compatible with an Atari ST. :o~ (no offence to ST fans)
Funny you say that because What I downloaded was not a client.It was a gameplay video that was 700 mb big!Its show that its graphically lacking(lighting wise).Should i upload it to youtube?I game gonna check how long that will take.Also it seems the game might open the 18th of this month.Are you gonna try it IF it does?
Edit: 10-20 more min to upload unto youtube, hopefully.Sometimes i find they reject my videos AFTER Ive uploaded them.
Edit 2: Gameplay video here(the video is being proccessed so quality may improve.) [ame="http://www.youtube.com/watch?v=oET7k3WxTsI"]YouTube- laxelore china( legend of the rings online)[/ame]
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Re: Laxe Lore [aka modified Priston Tale engine]
:O I think i saw a bit of Pixel Shader 2.0 in action xD! Impressive. /sarcasm.
Looks like a good game, i found it 2 days before it shutdown for us -.- lol.
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Re: Laxe Lore [aka modified Priston Tale engine]
Well... the lighting in that video is more advanced than the last release of Lax, since it's clearly using speculative maps... so I don't see how you think that is poor.
Game play looks set to compete with Diablo III, the mapping looks very Dungeon Siege II (I like the shrines. XD) and the 3D has been toned down to nearly but not quite Isometric... The action can be seen to be pretty turn based, and feels rather Baulders Gate / Icewind dale to me. The desert floor looked really like Diablo II textures heading out to Tal'rashas Tomb, rendered with the Dungeon Siege II engine. But pt1 stole a lot of sound effects files from Diablo, so I'm not surprised by these connections.
Connections to PT are there in that I still see Blacksmith Gus, many of the early sheltom inventory items and the LaxeLore big daft king Rabie / Hopy cross thing. XD
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Well... the lighting in that video is more advanced than the last release of Lax, since it's clearly using speculative maps... so I don't see how you think that is poor.
Game play looks set to compete with Diablo III, the mapping looks very Dungeon Siege II (I like the shrines. XD) and the 3D has been toned down to nearly but not quite Isometric... The action can be seen to be pretty turn based, and feels rather Baulders Gate / Icewind dale to me. The desert floor looked really like Diablo II textures heading out to Tal'rashas Tomb, rendered with the Dungeon Siege II engine. But pt1 stole a lot of sound effects files from Diablo, so I'm not surprised by these connections.
Connections to PT are there in that I still see Blacksmith Gus, many of the early sheltom inventory items and the LaxeLore big daft king Rabie / Hopy cross thing. XD
'
Ok.. but are you going play this game tomorrow/Whenever they open?Or am I gonna be the only english speaking person there?
If you are ,are you still planning doing all your research/packet sniffing?
Edit: I just noticed no character has the neck piece that shows their individual class or am I blind?
Edit 2: They already let me sign up for the game, this game probably starts tomorrow at midnight or the early in the am next day.Looks like this game is seriously coming.The servers arent open yet.
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Re: Laxe Lore [aka modified Priston Tale engine]
I'm really not good at playing games, I still try, usually on "Can I play Daddy?" mode. XD
I will try to get in and do some testing though. :D:
--- EDIT --- today is listed as open beta day \o/ I can't sign in though... keep trying I guess.
Looking at the data from the old one, some more PT relations, the mushroom, globlin, mephit (Imp) sounds from PT are still in this game, as are sounds from many many WoW monsters XD
The BGM has some interesting music, including an mp3 tagged as created by You'n'Gun from the album "Priston Tale" which sounds like a nice high quality version of the OLD PT login music to me... I could be wrong though I usually disable all music in PT (and most games).
I suspect this could be a source of higher quality audio files for PT for a custom client.
Some technical details... they either read some of my posts about ideas for improving the PT client... or they just came to the same conclusions I did. :D The sound is produced with fmod.dll and the entire game engine is Ogre based. The entire Ogre library is externalised as guirenderer.dll, it's the 3D and everything, not just the GUI.
The data files are now combined into .pak files, which are not like the old Westwood Studios LZ Pak archives but some custom form that will take some head scratching to sus out.
The cursors are Windows .ani files and are similar to the old Lax cursors, but slightly improved. I know a lot of people are using the Lax cursors in PT now... and I always did with ZPT, they just look nicer. XD
So even if you can't play it, there are still some nice resources to plunder for your PT client. :D:
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I'm really not good at playing games, I still try, usually on "Can I play Daddy?" mode. XD
I will try to get in and do some testing though. :D:
--- EDIT --- today is listed as open beta day \o/ I can't sign in though... keep trying I guess.
Looking at the data from the old one, some more PT relations, the mushroom, globlin, mephit (Imp) sounds from PT are still in this game, as are sounds from many many WoW monsters XD
The BGM has some interesting music, including an mp3 tagged as created by You'n'Gun from the album "Priston Tale" which sounds like a nice high quality version of the OLD PT login music to me... I could be wrong though I usually disable all music in PT (and most games).
I suspect this could be a source of higher quality audio files for PT for a custom client.
Some technical details... they either read some of my posts about ideas for improving the PT client... or they just came to the same conclusions I did. :D The sound is produced with fmod.dll and the entire game engine is Ogre based. The entire Ogre library is externalised as guirenderer.dll, it's the 3D and everything, not just the GUI.
The data files are now combined into .pak files, which are not like the old Westwood Studios LZ Pak archives but some custom form that will take some head scratching to sus out.
The cursors are Windows .ani files and are similar to the old Lax cursors, but slightly improved. I know a lot of people are using the Lax cursors in PT now... and I always did with ZPT, they just look nicer. XD
So even if you can't play it, there are still some nice resources to plunder for your PT client. :D:
Yo bob , I think it starts at 2 pm in china, the open beta.Which is around 2 am for me.If it does gonna join me around that or is too late for you.
Edit:Well Iam already playing and will post a few screenshots.I find it to look a bit worse than laxelore(original) but Ill probably get mocked for saying that.I like it so far but the only thing that annoys me is the lack of sound effect, I dunno if its just me but I dont have any attack sounds.Gonna go mess with some of the setting.
http://img341.imageshack.us/img341/6...0318021015.jpg
http://img192.imageshack.us/img192/2...0318021511.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Here the game always close and I get a "package\font\font.tga" error >.<
Can someone, please, upload this font.tga for me?
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Re: Laxe Lore [aka modified Priston Tale engine]
there is any english version?
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
Skuld
Here the game always close and I get a "package\font\font.tga" error >.<
Can someone, please, upload this font.tga for me?
No... there are no tga files in the game, as the error states, the font.tga is part of the font package, which is found in the file package\font.pkg... to replace a file in that archive you need an archiver that can handle their custom package format... and as I've already said, it's not like the PAK files we used to know from Westwood Studios. And if you Googled it (I haven't tried) that is probably what you would find.
The .PAK extension was popular with games like DUNE II and Command & Conquer back on DOS, but I know what they look like in a hex editor, and it's not one of those.
Quote:
Originally Posted by
tnrh1
there is any english version?
This game is available in only one language... Chinese.
The art and engine are sourced from the same developers who made PT1 (not the ones responsible for PT2) and many of the resources are the same... they attempted to sell it to all (most) of the companies that licensed PT1 from them... but only Yetime of China have shown any interest as yet. In fact, that is the reason LaxeLore (which was supposed to be PT2) failed to get off the ground before someone else licensed the PristonTale brand name and released the Second Enigam with the PT2 title to Yedang instead.
TBH, LaxeLore and this new incarnation, Legend of the Ring - OnLine, have more in common with PT1 than Second Enigma, which always reminds me of Rappelz.
@accel99: You can use newer, more advanced, more complex graphics and sound badly and make things look worse. XD Just because it doesn't look so good, doesn't mean it's doing less... and just because it looks better doesn't mean it's doing more.
PT1 looks stunning considering how little of the GPU it's actually using. (2D Alpha Blending Bit-Blitter, and maybe some GPU floating-point) PT2 (and Rappelz) uses full DirectX 9 capabilities, including bump-mapping (more correctly UV-Mapping) and 2.0 shared effects... and looks pants... TBH. XD
I need a user ID and password. :*: lol
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Re: Laxe Lore [aka modified Priston Tale engine]
You already have it on your computer?thats take me 2days to download it!
I wish we can take some items/monsters from there.
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Re: Laxe Lore [aka modified Priston Tale engine]
I have explained how to get the monsters and Armour and stuff in to 3D Studio, Blender, or probably Maya from the older Lax clients.
I imagine they are still NIFs (NetImmense) in this new game, but wrapped up in the .pak files like the TGA mentioned above.
What I don't know is how to get a mesh from 3D Studio / Blender / Maya or WHY in to PT... other than you export as an .ASE. The weapon guide goes over my head, so armour and stuff. /o\ *shrugs* :lol:
I know that aside from monsters and NPCs the NIFs are stored separate for boots, legs, chest... where PT only takes account of the chest piece, so you'd have to merge matching items from Lax in your 3D app to use it in PT... and I know I would never get that right... my 3D spacial awareness is just useless, believe me, I tried to make cloths for Oblivion for ages, and even with all the resources, meshes, textures, rigging and animation (.kf Key Frames) available to me, I couldn't stop collisions and things off centre and skewiff and passing through each other where they shouldn't. XD
I can re-work the textures, UV-Maps, Transparencies and Speculative maps for existing meshes... that's all 2D and I'm fine with that... but the slightest 2-pixel nudge by me in a 3D (CAD, design tool or WHY) and everything goes to pot and I don't understand why... so I leave it alone. :lol:
If anyone else is looking for a Yetime passport the url is http://passport.yetime.cn/reg.aspx and the fields you need to fill in are like this:-
http://e.imagehost.org/0913/Image1.png
Usual stuff. Password needs to be more between 6 and 12 characters, the PIN isn't 4 digit it's a number between 1 and 100. The humaniser is just typing what you read to the right.
If you give them a valid Email address they can confirm your account and remind you your password or PIN via that... providing you still remember the other details.
I still can't use any of these details to log in to the game though, and if I try to access my passport for Legend of the Ring it asks me for my 15 to 18 digit ID number... It's not like they've eMailed me one or anything. :(:
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I have explained how to get the monsters and Armour and stuff in to 3D Studio, Blender, or probably Maya from the older Lax clients.
I imagine they are still NIFs (NetImmense) in this new game, but wrapped up in the .pak files like the TGA mentioned above.
What I don't know is how to get a mesh from 3D Studio / Blender / Maya or WHY in to PT... other than you export as an .ASE. The weapon guide goes over my head, so armour and stuff. /o\ *shrugs* :lol:
I know that aside from monsters and NPCs the NIFs are stored separate for boots, legs, chest... where PT only takes account of the chest piece, so you'd have to merge matching items from Lax in your 3D app to use it in PT... and I know I would never get that right... my 3D spacial awareness is just useless, believe me, I tried to make cloths for Oblivion for ages, and even with all the resources, meshes, textures, rigging and animation (.kf Key Frames) available to me, I couldn't stop collisions and things off centre and skewiff and passing through each other where they shouldn't. XD
I can re-work the textures, UV-Maps, Transparencies and Speculative maps for existing meshes... that's all 2D and I'm fine with that... but the slightest 2-pixel nudge by me in a 3D (CAD, design tool or WHY) and everything goes to pot and I don't understand why... so I leave it alone. :lol:
If anyone else is looking for a Yetime passport the url is
http://passport.yetime.cn/reg.aspx and the fields you need to fill in are like this:-
http://e.imagehost.org/0913/Image1.png
Usual stuff. Password needs to be more between 6 and 12 characters, the PIN isn't 4 digit it's a number between 1 and 100. The humaniser is just typing what you read to the right.
If you give them a valid Email address they can confirm your account and remind you your password or PIN via that... providing you still remember the other details.
I still can't use any of these details to log in to the game though, and if I try to access my passport for Legend of the Ring it asks me for my 15 to 18 digit ID number... It's not like they've eMailed me one or anything. :(:
What you said before about the game resources being used basically the wrong way,yes I agree,but that what pisses me off,they had a fine looking game before they tampered with it.Hell the last screenshots they released of the orignal laxelore they added/updated simple effect like len flare and more advanced effects like depth of field and textured mapped/depth mapped? shadows.
Edit:Btw its not really about the graphics iam complaining about,its kinda how I like the aesthetics of the old laxelore that made me stand there for hours and looks at it despite not being the greatest thing in world.I feel that with the new game by removing a few thing they already had up running they took a bit of what I like that was coherent with game.Now I see people with enemies that are pets(the wolfs from the old island,giant scorpions! ), the spawns seem to all over place and the npcs are rather random now(a giant hopy on the middle of the town?,A goblin wizard who used to be an enemy?).It just seems to me maybe they to come up some thing on their own seeing how yedang is no longer supporting this game,maybe?
About the id... you need a Chinese social security.And the rocid generator is useless for that.I have something that would help you with that,Ill pm you if you want?
---------- Post added at 05:27 PM ---------- Previous post was at 05:23 PM ----------
Quote:
Originally Posted by
Skuld
Here the game always close and I get a "package\font\font.tga" error >.<
Can someone, please, upload this font.tga for me?
Skuld the only problem might be is you left the files in the folder that is in chinese.Simply rename the folder in english letters or use msapplocale.I had that problem but the reliase it was just that.
Edit: just checked the client updated to I think 1.003 but the servers are offline and the download link for the client is also not working.I hope it wasnt a 1 day thing.
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Re: Laxe Lore [aka modified Priston Tale engine]
That would explain why I can't get in. The client didn't arrive till this morning. :(
Anyway... some information about the files.
I may be wrong about the NetImmense format, as poses seem to the in a special pose format and the meshes are a .mesh file... that's not to say it isn't still a NIF file with a dodgy extension. They do seem to have gone back to TGAs for the textures, and are using JPGs as well. :o I wouldn't go there since Jpeg artefacts are nasty and the format doesn't support alpha layers... jp2k files are okay... I s'pose. :wink:
You can check the file names inside the PAK files by looking at the file "FileIndex.pcf" it's pretty plain text.
The format seems to be:-
update_version_number<CR><LF>
No_PAK_files<CR><LF>
PAK_index PAK_name 100000 0<CR><LF> (and loop for No_PAK_files, the index starts at 2 and doubles each time, an index of 1 for any file indicates a file not stored in a PAK)
FileName Size Size Size CRC32 PAK_index [1 0|2 0]<CR><LF> (repeated for each file)
The 1 0|2 0 is probably related to packing method (eg. do you compress or not, or RLE vs. LZ compression... but I'm not sure)
The PAK files have an awful lot of null space and are excellent candidates for using the NTFS Sparse flag (which skips runs of 00 or FF bytes in a file. The look a bit like a Hard Disk image with the catalogue (FAT / MFT on Windows FileSystems) missing / encoded in a non-transparent fashion.
--EDIT--
Quote:
About the id... you need a Chinese social security.And the rocid generator is useless for that.I have something that would help you with that,Ill pm you if you want?
Err... yes please.
Actually, it's rather like the engine has the capable of a lot of effects that weren't there before... their Meshes and textures weren't designed to take advantage of those effects so for a beta, they are probably still converting from the old format to the new.
I didn't see Lax using UV-Maps, the gouraud in PT1 is a cheat effect achieved only in software that covers up the fact that meshes are really low quality. (X-Wing and Tie fighter used it to great effect) True 3D lighting is faster and doesn't look much worse.
For those lighting effects to work, every model has to reflect light like a plastic soldier all over... With the addition of speculative maps, you can have a range of "shine" from chrome to complete matte. Of course textures like hair, skin and silks should be somewhere between, but my guess is that the meshes where originally created to fit a model which has that total plastic look, and someone has thrown some basic Speculative map over them so they don't look totally Nintendo-64 (everything totally matt with not shading) under the Ogre engine. This initial work up has left a basic Uber-shiny metal and totally mat everything else.
So basically, the engine is proving it can do it, but the artists have got a lot of work ahead of them to create a whole new set of overlay textures to match the light maps (normal colour texture).
Probably the money men want to see that there is enough interest in the game to invest in that much time and money in the art department before they jump in and spend a shed load more on a game that failed to make it to market the last time it was developed.
I see in the files there are DX9+ shader files... the fact may well be that they are blank at the moment, but the fact that the engine already has support for the developers to put stuff in there is always good news. :D:
My message is, I can see potential, don't be put off by the limited visible feature set in the Beta. :wink:
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Re: Laxe Lore [aka modified Priston Tale engine]
@BOBSOBOL
Ipmed you twice , Ithink, sorry wasnt sure if it sent or not.
So basically Iam too hasty and theres room to improve.I couldnt tell there was an overlaying specualr map.Everything looks pretty constant like you were saying they were trying to prevent.I felt like it was a step backward though from what laxelore was at ALPHA though.Maybe it has potential but the overall presentation has comedown, like animated 3d portraits are gone,so are realtime shadows and a true moveable camera.I understand not to pour money into something that may not be worthwhile but I mean to downgrade it?You keep saying they are converting the assets, they switched away from gamebryo?Also how did the orginal worked? they didnt use specular mapping or it was just like you say gouraud with specular to hide hard edges.So you would say the older engine is inferior to what the current could achieve if they actually tried more?(Sorry to ask so many I like to model,and gotten pretty decent on it but cant create a texture for the life of me.)
Heres a shot of the old one, compare that to the new one.
EDIT:Appears the servers are back and updated my client once again but cant log in.The config for the client seems to be broken as trying to update mysetting result in a crash.So I used a hexeditor to take away fullscreen because it was really glitchy for some odd reason.
Edit: its up running now
http://img511.imageshack.us/img511/5...5060206411.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
I'm not sure how to describe it to you... I tried making some screen shots of the meshes with and without Speculative (gloss map) applied, but you can only really see the effect of high gloss when the mesh (or it's surrounding light source) moves. :s
There is a speculative map in Lax textures, but not in PT1 ones. The map is very low contrast, and in many cases almost a plain grey square... I can't tell from a still shot what is lightmap and what is glossmap, but from the video you linked, you can clearly see highly glossy ribbing to armours and stuff.
That may exist on a very few meshes in Lax, but I've never been able to get in to the game to play them... what it definitely isn't in is PT1.
The options screen has broken in the new update for this new client, but I was going to suggest seeing if your rendering settings are turned down. When I go to get a screenie of it... I find it now causes "Application has failed and is being shut down by Windows." :( Well it worked yesterday.
Button on the bottom left of the launcher anyway, in case it's just me, or Vista or something. XD
I'm not sure that NetImmense / GameBryo mesh files natively support UV texture maps, but Bethesda (Oblivion, Fallout) link a UV-map (the purply blueish one) with the speculative (or emmisive light) in the alpha channel. I think that's what DirectX expects, but I could be wrong.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I'm not sure how to describe it to you... I tried making some screen shots of the meshes with and without Speculative (gloss map) applied, but you can only really see the effect of high gloss when the mesh (or it's surrounding light source) moves. :s
There is a speculative map in Lax textures, but not in PT1 ones. The map is very low contrast, and in many cases almost a plain grey square... I can't tell from a still shot what is lightmap and what is glossmap, but from the video you linked, you can clearly see highly glossy ribbing to armours and stuff.
That may exist on a very few meshes in Lax, but I've never been able to get in to the game to play them... what it definitely isn't in is PT1.
The options screen has broken in the new update for this new client, but I was going to suggest seeing if your rendering settings are turned down. When I go to get a screenie of it... I find it now causes "Application has failed and is being shut down by Windows." :( Well it worked yesterday.
Button on the bottom left of the launcher anyway, in case it's just me, or Vista or something. XD
I'm not sure that NetImmense / GameBryo mesh files natively support UV texture maps, but Bethesda (Oblivion, Fallout) link a UV-map (the purply blueish one) with the speculative (or emmisive light) in the alpha channel. I think that's what DirectX expects, but I could be wrong.
Depends what you when you say have my rendering setting been turned down.But yea I find that trying to go the graphics setting crashes, then if the game starts full it looks glitched(for me a at least), then to top it off when I close it, it changes my desktop resolution to whatever the default resolution for the game was(in this case 1024x900 i think).So I had to change to windowed mode through a hex editor,but If i try to change the resolution through a hex editor only the height changes but not the width...rather strange despite making sure I change the height as well.You think its locked on purpose?
You said that you found low res grey texture as a specular? Maybe they took a note of how the consoles used to do it, fake specular to some extent by using a low res texture and apply to the model using enviorment mapping(I think they took that approach for sure on a couple of the creatures of the 1st laxelore for example the shiny gel monster whose name I cant recall).I think the extra light sheen on the armor might be just "baked"/dawn into texture when the artist made them?
Faked specular maybe similar to how this guy did fake rim lighting?
http://img411.imageshack.us/img411/1125/rimtest.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
accel99
Depends what you when you say have my rendering setting been turned down.But yea I find that trying to go the graphics setting crashes, then if the game starts full it looks glitched(for me a at least), then to top it off when I close it, it changes my desktop resolution to whatever the default resolution for the game was(in this case 1024x900 i think).
Legend of the Ring\data\config\client.confwill give window mode and stop the desktop res change.
Code:
width 1024
height 768
bitsperpel 32
frequency 60
Are the display settings, so you could just set them to your dekstop resolution, or monitor native res.
All the other settings which used to be in the little GUI are in here too.
Code:
texturemode 32
light 1
model 2
shadow 2
texture 2
weather 1
control 1
viewrange 80
sound 1
music 0
soundvolume 255
musicvolume 0
is what mine says right now... I don't think it's the best, but I haven't figured out what the limits are.
Quote:
Originally Posted by
accel99
So I had to change to windowed mode through a hex editor,but If i try to change the resolution through a hex editor only the height changes but not the width...rather strange despite making sure I change the height as well.You think its locked on purpose?
It is now... it wasn't when we first downloaded the client.
Quote:
Originally Posted by
accel99
You said that you found low res grey texture as a specular?
Low contrast, (mostly RGB 128,128,128) not low res. They are the same resolution as the light map.
Quote:
Originally Posted by
accel99
Maybe they took a note of how the consoles used to do it, fake specular to some extent by using a low res texture and apply to the model using enviorment mapping(I think they took that approach for sure on a couple of the creatures of the 1st laxelore for example the shiny gel monster whose name I cant recall).I think the extra light sheen on the armor might be just "baked"/dawn into texture when the artist made them?
It is... from PT1, but Lax and LROL have true Specular maps... there just aren't many meshes that really use it... yet.
I got in game today... made a noob, killed three Rabie things and came back to town as I was low on health... seemed to get PK'ed and couldn't res, logged out and now I can't get back in. XD
Maybe I was banned. IDK.
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Re: Laxe Lore [aka modified Priston Tale engine]
@bobsobol
Your not banned.I noticed that for me the game starts at 2 am est then they close around 12:30 noon.So you probably logged in as they closed.I havent been home today so I cant check till now if its running.If your online maybe you see me running about iam accel1.Also its kinda annoying how the exp is pretty low.Also is it me or you cant customize your own stats?
Edit : they added their schedule on the page. For me its equivalent to 2 am to 12 noon sunday to thursday, fri-sat 2am to 2 pm
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Re: Laxe Lore [aka modified Priston Tale engine]
I'm not sure what this is if it's not "lens flare" XD
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Re: Laxe Lore [aka modified Priston Tale engine]
Slightly bemused why the PT 3D people haven't taken up some of these resources... so here's an example I threw together.
The first 4 NPCs from the LaxeLore data folder as .ASE files... no textures yet, and I'm not sure animation is there, but the bones are.
>zShare Download<
As I say, I'm no good at 3D and had to "borrow" a copy of 3D Studio from a friend, as it's useless in my hands, except to export a .ASE file.
At this stage I could just as easily export a 3DS or something if that's easier to work with... I have no idea, but... come on modellers... Tell me what else you need so we can put these NPCs / Monsters etc into our PT servers, and I'll see if I can't get them out to Max for you. XD
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Slightly bemused why the PT 3D people haven't taken up some of these resources... so here's an example I threw together.
The first 4 NPCs from the LaxeLore data folder as .ASE files... no textures yet, and I'm not sure animation is there, but the bones are.
>
zShare Download<
As I say, I'm no good at 3D and had to "borrow" a copy of 3D Studio from a friend, as it's useless in my hands, except to export a .ASE file.
At this stage I could just as easily export a 3DS or something if that's easier to work with... I have no idea, but... come on modellers... Tell me what else you need so we can put these NPCs / Monsters etc into our PT servers, and I'll see if I can't get them out to Max for you. XD
Iam just hobbyist when it comes to modeling.I can model similar to pt1 just fine and body model more complex similar to laxelore if not more complex but cant model complex faces/heads(curses).Then i suck at photoshop and dont understand uv mapping so IAm an utter noob,but still Ill give you an opinion. When i try to put things in an engine say like irrlicht engine(I find it easy to use but I dont know programming so meh) sometimes exporting to commenfile formats it doesnt show right(textures,out of place vertices)(though sometimes it does..), maybe you could provide the artist with plugins to export properly with less hassle on the programming side(are there no plugins to export to whatever pt1 uses?) so they can focus on the art side of it?
Edit:are the .ase models in laxelore from when they showed laxelore the first time around when it looked like it was using the pt1 engine(like from the very 1ST trailer) or just something unrelated?
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Re: Laxe Lore [aka modified Priston Tale engine]
The ASE models ARE PT1 format... you don't need a plug-in to export .ASE files, you just need Max or Maya. That's why I've exported the NIF to ASE and provided the download above... if someone can get them into the game (aligned right) they will know what else they need... textures, presumably (and I'm working on that, if nothing else I can view them on screen so I can screen capture that and export it as TGA) and animations? (Net immense KFM files, how does animation work in ASE?) I don't think PT uses collision and physics data (which is in the NIFs) anything else?
I (and others) have explained how PT works with ASE meshes before... but not in this thread, so I'll try to be brief. PT client knows ASEs, and looks for ASEs... when it finds one, it converts it to a binary form which is quicker for the engine to read... like a cache file, it calls that file by the same name as the .ase with a .smd or .smb extension... then if you move or delete the .ase, when it can't find the .ase it will see if the cache file (.smd or .smb) is still there, and if it is, it will use that.
That's why I exported to .ase, but I don't know enough about it to know if what else modellers need. When I was taught 3D modelling, the "state of the art" was AutoCAD for DOS, and the aim of 3D modelling was always to produce clean technical drawings with exact measurements for parts explosions that engineers could use to manufacture goods.
If you wanted 3D to render to game "sprites" you used a ray tracer like POV-Ray or QRT since no graphics chip on the face of the planet could render 3D in real-time. XD
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Re: Laxe Lore [aka modified Priston Tale engine]
I am currently working with a friend to bring all of Laxe Lores weapons into Priston Tale :D
It's a lengthy process, but I'm getting faster at it. Hopefully soon I will have all the items PT-ready =D
Here is a teaser for you.
http://img405.imageshack.us/img405/2717/20106542642.jpg
http://img517.imageshack.us/img517/4755/20106542159.jpg
http://img3.imageshack.us/img3/2962/2010654365.jpg
Here are the pt files, so you can test it out for yourself :P
MEGAUPLOAD - The leading online storage and file delivery service
^^ Sorry bout the link, it goes default to that ^^
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Re: Laxe Lore [aka modified Priston Tale engine]
A question about LaxeLore
This game still in beta or already finished?
problem >.<
I just can see the modules without texture. Can someone help?
I'm using NifsSkope
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Re: Laxe Lore [aka modified Priston Tale engine]
Well
After many weeks of work, its finally here!
Every single Laxe Lore weapon converted to work in PristonTale!
Zipped - ~50mb
UnZipped - ~130mb
Download Links:
MEGAUPLOAD - The leading online storage and file delivery service
Laxe Lore Weapons for PristonTale.zip
RapidShare: 1-CLICK Web hosting - Easy Filehosting
About:
This project came about when Kenni and SunnyZ got together and decided to look through Laxe Lore's files. After a while they found out how to extract the model files and skins from Laxe Lore.
They were impressed with the weapons, so they decided to re-create every lost Laxe Lore weapon so that everyone could enjoy the awesome weapons in Pristontale!
(Laxe Lore was an abandoned game created by Yedang, it was basically Pristontale V1.5)
Bugs:
There are a few items with skinning problems, some parts are invisible or have boxes around em.
I think these very few items require TGA skins and working on with the 3d model, its being looked into. If there are any items that look a bit weird, or are held incorrectly in game please e-mail us at *******@iinet.net.au
This is only V1.0 of this release, so not everything is perfect, but its pretty darn close.
Credits:
This entire PristonTale weapon package was created by Kenni and SunnyZ with files copyrighted by Laxe Lore Yedang. By downloading and using this you agree copyright laws suck and should be ignored. All 3D Studio Max files have been included with this package so you can see exactly how to create your own weapons. If you decide to use or publish these files on your server no permission or credit is necessary, but it would be nice ^^ These files are for everyone to use in anyway they see fit, except blackmail, that's illegal.
And now for your enjoyment weapon previews!
http://img13.imageshack.us/img13/124/1handaxe.jpg
http://img444.imageshack.us/img444/3507/2handaxe.jpg
http://img709.imageshack.us/img709/6/2handbow.jpg
http://img193.imageshack.us/img193/7549/1handclaw.jpg
http://img808.imageshack.us/img808/5735/1handhammer.jpg
http://img180.imageshack.us/img180/2113/2handhammer.jpg
http://img706.imageshack.us/img706/2...andjavelin.jpg
http://img808.imageshack.us/img808/2001/2handscythe.jpg
http://img37.imageshack.us/img37/1638/1handsword.jpg
http://img413.imageshack.us/img413/8436/2handsword.jpg
Enjoy!
This wont be the last you'll see from us, much more to come :P
- Kenni & SunnyZ
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
sungam3d
Bugs:
There are a few items with skinning problems, some parts are invisible or have boxes around em.
I think these very few items require TGA skins and working on with the 3d model, its being looked into.
If 2 TGA (as in, textures with alpha transparency) are used in a single mesh, there are limitations in the PT 3D game engine which make this look very ugly.
Laxe Lore uses sub-meshes, in NPCs, (I like Lax NPCs, and maps and haven't looked hard at weapons) but I noticed that they usually use a different mapping mesh on the same texture file... this isn't a requirement of the NIF format. If they started expanding their use of the full features of NIFs to combine multiple textures into one mesh, each with it's own transparency (let alone shine and glow) maps, these features will need to be "dumbed down" for PT, which does transparency badly, and uses a global shine value, not a shine texture.
Great work, and thanks for sharing these. :D:
Quote:
Originally Posted by
JayMoko
A question about LaxeLore
This game still in beta or already finished?
Laxe Lore was the Beta for PT 2... and was Axed. So it's both Beta and Finished. "Legend of the Ring On-Line" is a re-incarnation of the old Laxe Lore code in a new game, moving away from it's PT legacy. Most PT people consider Laxe Lore to be much more in "the spirit of" Priston Tale than what was finally released as "Pritson Tale 2" (Second Enigma)
Quote:
Originally Posted by
JayMoko
problem >.<
I just can see the modules without texture. Can someone help?
I'm using NifsSkope
NifSkope will display the textures, if you have fixed the headers (for both mesh and texture nifs) with the program I listed some pages back, and you are using a fairly recent version... there is one version of NifSkope that would export textures too!!! but the feature was buggy and was dropped, brought back in an unreleased version and then dropped again before release.
PyFFI is much more capable, but an arse to set up (Linux style dependencies with no RPM / DEB package to work it out for you on Windows) and the only GUI relies on a version of PyQT which is incompatible with any version of Python I can make PyFFI work on.
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Re: Laxe Lore [aka modified Priston Tale engine]
I decided to check a few things and found something interesting.On some english press pdf reveals that laxelore was sold to chinese developer called joysmart,joysmart plan is to make it popular in china then release it globally.The pdf is called loren.pdf
Index of /games/LegendOfRing
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Re: Laxe Lore [aka modified Priston Tale engine]
I have played Legend of the Ring... It's fun, but I can't read the Chinese, so I'm not sure what my quests are and don't get the game "lore".
I'm looking forward to an English version.
That document is updated from one I had as a Powerpoint presentation and auto-manually translated. XD
There are some "nice" features of LaxeLore that are missing in Legend of the Ring, and they are not allowed to officially use any of the PT Lore or branding, as that is already sold to the "Second Enigma" game. (which sux IMHO)
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I have played Legend of the Ring... It's fun, but I can't read the Chinese, so I'm not sure what my quests are and don't get the game "lore".
I'm looking forward to an English version.
That document is updated from one I had as a Powerpoint presentation and auto-manually translated. XD
There are some "nice" features of LaxeLore that are missing in Legend of the Ring, and they are not allowed to officially use any of the PT Lore or branding, as that is already sold to the "Second Enigma" game. (which sux IMHO)
Iam looking forward to it as well.The only removed features I noticed were 3d portraits,Stat point distribution,1 or 2 classes were cut,slightly wonky camera.
I wouldnt say the original lore was sold to pt2.If I remember right laxelore was the transition to pt2.Pristontale being the human monster war thing, laxelore humans are starting to lose to the monsters/gods angry as humans and pt2 all being lost till they find the second enigma.
I hope they kept some of the orginal maps like spirit island and the other two.They were actually better than the current maps.I wonder what caused them to give up on laxelore,even in 2008 they were still working with yetime to release it.
EDIT:bobsobol,do you think you could upload the very last laxelore client that was at magic biz?(it had some log files,meant for the press)I had on another harddrive but sadly it went bye bye.
http://game.people.com.cn/mediafile/...8496780592.jpg
http://game.people.com.cn/mediafile/...2733424924.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
From this link to be exact:http://magicgame.biz/games/Laxelore(offline now)
Could you upload that one if you want?
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Re: Laxe Lore [aka modified Priston Tale engine]
By Lore I mean "game lore" or "history, places, names etc" like Star Wars lore = Wookies, Jedi, Sith, Tuscan Raiders etc. Ultima lore = The Avatar, the Guardian, Lord British, Britania, Thepa, Gargish Runes etc. Warcraft lore = Azeroth, Horde and Alliance, Night Elves, Blood Elves, The Frozen Throne, The Maelstrom and the Dark Portal etc.
I do NOT Laxe Lore. I just mean that Legend of the Ring is re-branded because all the names will have to change to disenfranchise it as being connected to Priston Land. (Like, we all know "Independence Day" is a contemporary interpretation of H.G. Wells "War of the Worlds", and Star Wars is a re-write of Frank Herberts "Dune", they just change all the names and mix everything up. Officially, there is nothing to bridge the gap between PT and "Second Enigma". "Second Enigma" is PT 2, and there is nothing in-between.
Unofficially "Laxe Lore", and "Legend of the Ring" are much closer relations to PT than "Second Enigma".
And I only have two copys of "Laxe Lore". Dated 2008-12-15 (update patched), and the original installer created 2007-3-6 and posted in this thread already... but I'll re upload if the link is dead, or I'm mistaken.
The updater still works... somewhat.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
By Lore I mean "game lore" or "history, places, names etc" like Star Wars lore = Wookies, Jedi, Sith, Tuscan Raiders etc. Ultima lore = The Avatar, the Guardian, Lord British, Britania, Thepa, Gargish Runes etc. Warcraft lore = Azeroth, Horde and Alliance, Night Elves, Blood Elves, The Frozen Throne, The Maelstrom and the Dark Portal etc.
I do NOT Laxe Lore. I just mean that Legend of the Ring is re-branded because all the names will have to change to disenfranchise it as being connected to Priston Land. (Like, we all know "Independence Day" is a contemporary interpretation of H.G. Wells "War of the Worlds", and Star Wars is a re-write of Frank Herberts "Dune", they just change all the names and mix everything up. Officially, there is nothing to bridge the gap between PT and "Second Enigma". "Second Enigma" is PT 2, and there is nothing in-between.
Unofficially "Laxe Lore", and "Legend of the Ring" are much closer relations to PT than "Second Enigma".
And I only have two copys of "Laxe Lore". Dated 2008-12-15 (update patched), and the original installer created 2007-3-6 and posted in this thread already... but I'll re upload if the link is dead, or I'm mistaken.
The updater still works... somewhat.
I know you meant that kinda lore,thats why I said its a transition/middle ground between pt1 and pt2,maybe I phrased it wrong.
Yea, the link died(http://magicgame.biz/games/Laxelore/).I would appreciate if you can reupload it,the press version that has all kinds of logs and the 3d login screen.Since my hdd died thats the only one iam missing.
On another note I have to say joysmart is rather careless,they keep site that the patcher uses update viewable by anyone(linkupdatefe.joysmart.cn - /).Strange enough they have an update dated june 22nd of this year,well over the beta period that finished around may 23 2010.Since its inaccessible iam guessing this what they are working on?
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Re: Laxe Lore [aka modified Priston Tale engine]
Okay... it's uploading now, I'll leave that going over night as it's a big file.
The final install should be v1.20.537 dated Dec 2008... which is interesting as the update link you point to is referring to 01.01.00x in Jun 2010. -.^
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Re: Laxe Lore [aka modified Priston Tale engine]
I have two version of LaxeLore. One that's an original installer unknown version (392mb) the PTGameD.exe file was created 3rd may 2007
And I also have the RAR'd one from http://magicgame.biz/games/Laxelore/ Version 1.0.337 (708mb) the PtGameD.exe file was created 15th may 2008
I will upload them as well, more mirrors are better than none =D
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Re: Laxe Lore [aka modified Priston Tale engine]
Thank you both bobsobol and sungam3d,the more the better.I uploaded a little something.Its a collection of laxelore pics, alot of them believe it or not are rather rare.Its not much but its showed how the game evolved over time(alot!).
Link:Laxelore kit
The folders include:
Veryearlyalpha:Pictures of laxelore when its base used to be pristontale 1 graphics.28 pics.(interesting how it began)
Yedangshot[prealpha]:korean Yedang released shots before the global based beta took place.31 pics
Alpha:Screenshots taken by players during the global beta.(makes me nostalgic,reminds of a guy whos ign was tic tac,he wanted to create a laxelore server)38 pics
Yetimeshot[china]:Screenshots of a Chinese translated version by yetime before it was transformed into legend of the rings online.40 pic
Wallpaper:Official laxelore wallpapers.9 pics
conceptart:Official laxelore concept art of characters,monsters,npc.11
classemblem:contains the emblem of all classes.8 pic
PCcharacters:Shows player characters both classes male and female,as well a the chinese description of all classes.
otherart: 3d renders,announcement banner,logo art and so on.
E3-2006:Laxelore at e3 2006...
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Re: Laxe Lore [aka modified Priston Tale engine]
MegaUpload
Kinda big so I left it going, RZ was unavailable to me this morning, so it isn't until this evening that I could post the link. ;)
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Re: Laxe Lore [aka modified Priston Tale engine]
Original installer unknown version (392mb) the PTGameD.exe file was created 3rd may 2007: http://www.megaupload.com/?d=5TN0NWJD
RAR'd one from http://magicgame.biz/games/Laxelore/ Version 1.0.337 (708mb) the PtGameD.exe file was created 15th may 2008
(Split over 5 Rar's (~150mb ea)
Part1: http://ifile.it/bszn1qp/Laxelore.part01.rar
Part2: http://ifile.it/8sq9k7y/Laxelore.part02.rar
Part3: http://ifile.it/d2xry93/Laxelore.part03.rar
Part4: http://ifile.it/dcfolys/Laxelore.part04.rar
Part5: http://ifile.it/kfar8jm/Laxelore.part05.rar
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Okay... it's uploading now, I'll leave that going over night as it's a big file.
The final install should be v1.20.537 dated Dec 2008... which is interesting as the update link you point to is referring to 01.01.00x in Jun 2010. -.^
Hmm,Funny you should say that,found a chinese screen shot(early 2008) that says version 1.09.10...
[click to enlarge]
http://img121.imageshack.us/img121/6139/b0819laxe06.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
Wow! I think the shader effect on the grass would be more appropriate for water TBH. XD I'm glad that one is gone in LotROL
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Wow! I think the shader effect on the grass would be more appropriate for water TBH. XD I'm glad that one is gone in LotROL
Yes its good that its gone from lotro.Thats a shader effect?That looks to me like a couple of alpha planes lazily layered on each other.
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Re: Laxe Lore [aka modified Priston Tale engine]
Hard to see without it animating, but I think it's a ripple shader, because it seems to be distorting her feet as well as the grass they are standing on.
You can see this with "distance blur" shaders sometimes (the ones that simulate the focal length of a camera, or human eye to cover up low quality textures in distant terrain) around the fringes of near (un-blurred) objects, like trees and rooftops.
Because shaders currently affect entire 2D surface, and is then applied to that surface through an alpha mask, blurring and distortion effects (as opposed to HDR, brightness, hue or saturation style "fix in place" effects) can "pull in" bits of the image from areas beyond the overlay "mask".
(I've done a little bit of shader 2.0 experimentation with Oblivion mods.)
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Hard to see without it animating, but I think it's a ripple shader, because it seems to be distorting her feet as well as the grass they are standing on.
You can see this with "distance blur" shaders sometimes (the ones that simulate the focal length of a camera, or human eye to cover up low quality textures in distant terrain) around the fringes of near (un-blurred) objects, like trees and rooftops.
Because shaders currently affect entire 2D surface, and is then applied to that surface through an alpha mask, blurring and distortion effects (as opposed to HDR, brightness, hue or saturation style "fix in place" effects) can "pull in" bits of the image from areas beyond the overlay "mask".
(I've done a little bit of shader 2.0 experimentation with Oblivion mods.)
Oh,I didnt quite notice her feet(its a bit unnoticeable).That is indeed an odd place for that distortion effect.Thank you for the lesson,always had a vague idea how post process effects/frame buffer effects/frame manipulation(what ever else you programmer guys call it.) but now you pretty much confirmed to me its real time photoshopping.Though I didnt think when a 3d object distorts another is that the entire frame(or maybe I misunderstood and its only applied to the surface of that specific object?) is distorted then a alpha mask is applied to make it seem like only a section is affected.
(sorry for the ton of text)
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Re: Laxe Lore [aka modified Priston Tale engine]
Hey guys its been a while.Seems they put up a new client on its official site.Iam downloading as I speak.Iam gonna go an give it a try.I wonder how many ppl are still interested in laxelore still.Seems they are finally going to open.
---------- Post added at 04:07 PM ---------- Previous post was at 03:30 PM ----------
It seems the date for the opening test is on the 26th of this month.I already donwloaded the client so Iam good to go.
---------- Post added at 04:33 PM ---------- Previous post was at 04:07 PM ----------
Mirror for the client MEGAUPLOAD - The leading online storage and file delivery service
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Re: Laxe Lore [aka modified Priston Tale engine]
New clients have everything packed in .pkg files... someone would like to write app to open it? ;)
PS. I am not sure what goal LL have but it's looking less and less like PT.
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Re: Laxe Lore [aka modified Priston Tale engine]
Is it a Laxe client, or a Legend of the Ring client? AFAIK Laxe Lore is defunct, and it's code has been recycled into LotR-OL, who's goal is to distance it's self as much as possible from the PT heritage of Laxe.
--- EDIT ---
Oh! Yea, .pkg files, should be easy to work out a QuickBMS script to handle them.
Typically most MMOs are using some form of "packaging" (like archives) now, and of course developers like Westwood Studios (.pak files from as early as Dune II), ID (Quake .mdk / Doom .wad etc), Blizzard (.mpq) and Bethesda (.bsa) have always been around.
Most people think this is to "hide" data from users, and for Blizzard that was one reason... however, Blizzard have come to embrace MPQ modders, especially with Diablo II and Warcraft III, and Bethesda have always recommended Elder Scrolls modders to extract the .bsa archives, and now recommend mod makers pack up their mods data into them too.
The real reason is that light decompression, and avoiding Windows file system unindexed searching for file names usually produces more optimal loading times while playing than relying on the Windows file system cache and reading uncompressed data down the IDE (or SATA or what-ever) line during play.
Remember... thinking low-level, as any video game programmer should, accessing the hard disk isn't just slower than accessing RAM, it also creates interrupt requests, and takes up DMA handles. This will stop any hardware access by the graphics card to memory (because the IDE / SATA / Firewire / SCSI controller has to have sole access at that time) and will also force a slow "context change", because the drivers controlling the external storage (hard disk, CD, even a solid state drive or USB thumb-drive) are Ring 0 privileged code run as part of the kernel.
Context switches are bahd! (slow) Context switches to access slow devices are really bahd! So you keep them to a minimum. :wink:
If your game can keep the entire archive set in memory, like a compressed RAM disk that bypasses the OS entirely after the initial load, you are laughing. But even if you can only generate an in-memory database of real files, and offsets within them at which actual file data is located, you can keep the handles open for all the archives (avoiding the need to FindFirstFile(), FindNextFile() repeatedly until a match is found or a "not found" error is returned... and that is slow on most OS / file systems) and won't have to read the index of the archive again during game action.
Simple "Deflate" (zip), LZH, or even RLE decompression is relatively fast, compared to loading largely redundant (repeating, or predictably changing) data directly from disk. And if you can keep global "dictionary(s)" in memory as well, the read and decompress time of methods like Deflate and LZH / LZO becomes very very fast indeed by comparison to reading uncompressed.
In fact, slow media loading times was one of the original arguments for compressing executables, especially when they where likely to be read from floppy discs, CDs or across a network. (but also because ATA hard disks where so much slower than even 33mhz EDO RAM :lol:)
This is where PKLite, (from the same people who invented PK-Zip which used to "own" the .zip file format via patent) ComPac (for DOS .COM files only) and PEtite (one of the first to handle 32-bit Windows executables) came in. And most of DR-DOS (from Digital Research) utilities, from version 5 onwards where packed with PKLite.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Is it a Laxe client, or a Legend of the Ring client? AFAIK Laxe Lore is defunct, and it's code has been recycled into LotR-OL, who's goal is to distance it's self as much as possible from the PT heritage of Laxe.
I instinctively called it laxelore but I meant legend of the rings online.A new test is to start at 26th but they dont seem to mention how long it will last if not just for that day.In that case I wouldnt be surprised as that company seems to prefer tests ranging from 3 days to like a week.
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Re: Laxe Lore [aka modified Priston Tale engine]
Anyway the most important things are sniffs ;), so if u can provide some then is ez can look for comm/encryption routines & also begin to make sandboxes ;)
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Re: Laxe Lore [aka modified Priston Tale engine]
Hasnt come out yet, It 12:36am in china or something like that atm.Just wanted to share one of those shots(on their website) that made me go wtf.
http://img543.imageshack.us/img543/1360/93916497.jpg
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Re: Laxe Lore [aka modified Priston Tale engine]
wow that game looks so PT-like, but better graphics, cool.
That's the same rabbit on a well known private server, dunno If I can say it, so I wont.
TLOTR looks like a new game I will be trying out :D
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Re: Laxe Lore [aka modified Priston Tale engine]
I see no rabbit. o.O And it's looking more and more WoW like to me.
ESO is the most PT like MMO I've played in a long time.Pet system is very different, but the "clean family fun for all ages" feel and slightly Manga character style is more like PT than even PT2. (2nd Enigma)
I spoke to the Perfect World PServer folks about setting up a PServer for this, and they tell me their servers can wipe all the existing Perfect World maps, quests, monsters, NPCs etc, and apply all the ESO maps, quests, weapons and monsters... but they can't use ESO on a PW server... and you would loose some things like pet system and maybe some skills would still be different or so.
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
I see no rabbit. o.O And it's looking more and more WoW like to me.
ESO is the most PT like MMO I've played in a long time.
Pet system is very different, but the "clean family fun for all ages" feel and slightly Manga character style is more like PT than even PT2. (2nd Enigma)
I ran ether saga on of my crappier pc(celeron d/radeon x1300) At max resolution all effects on and still ran at 60 fps.I was impressed how well it ran with all the action going on screen.
Also bob u dont see the rabbit?
Its in the middle and its pink with yellow robe, it was the highest lvl enemy is laxelore.I used to hog the rabit spawn all to myself(for many hours) that ppl started challenging me to a duel for it.Unfortunately for them despite being one of the most unknown person in the server I was most likely one of the strongest(if not the most strongest) on the server.
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Re: Laxe Lore [aka modified Priston Tale engine]
Oh... the ant with bat-wing ears is a rabbit! O.O
Yea. ESO is quite a nice little game. Not too hard, not to resource hungry and absolutely no blood and gore. Very child safe. (one of the great things about games like PT and Maple Story that is lacking in many modern MMOs)
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Re: Laxe Lore [aka modified Priston Tale engine]
I might be wrong but therer seems to be a middleman now.The server is up but I cant log in.I think u have to register to a chinese forum and have enough currency in that forum to get a registration code.Like I said I might be wrong but this seems to be the case.
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Re: Laxe Lore [aka modified Priston Tale engine]
Last "open beta" you only needed to provide your Chinese Social Security number on the registration page on their web site and a login was authorised.
I managed to get one of these and log in, but didn't dare "speak" because I can only speak "English", and that would rather give the game away.
All the quests and guides are in Chinese, and no amount of "on-line translator" is going to help me with that. XD
I somehow managed to get to about level 5 without the slightest idea what I was doing, or upsetting anyone. Which I thought was pretty good.
The server was also only up for 6 hrs a day, and they are hours that suit Chinese players... so pretty much between 11pm and 5am here. XD
They could easily "Geo-locate" your IP too. If they really wanted to be "picky".
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Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by
bobsobol
Last "open beta" you only needed to provide your Chinese Social Security number on the registration page on their web site and a login was authorised.
I managed to get one of these and log in, but didn't dare "speak" because I can only speak "English", and that would rather give the game away.
All the quests and guides are in Chinese, and no amount of "on-line translator" is going to help me with that. XD
I somehow managed to get to about level 5 without the slightest idea what I was doing, or upsetting anyone. Which I thought was pretty good.
The server was also only up for 6 hrs a day, and they are hours that suit Chinese players... so pretty much between 11pm and 5am here. XD
They could easily "Geo-locate" your IP too. If they really wanted to be "picky".
I actually did all that but I weas refering to one of the "news" messages I did a google translate on.It says u need to sign up with some website to get a beta invite from them.Other wise yeah the orginal method for the 1st beta was make an account, then make a subaccount for the game you want to play.Thats not working for me.(making the sub account, it says lord of the rings sewrver is not up in any region).If they did an ip-block u wouldnt be able to log in either,no?
EDIT:Some other chinese site that I google translated says that you simply input your account password directly as it cannot be changed(remember how I said it nolonger lets me make a subaccount).I guess Iam just trying at the wrong time.