Haenir
Dalayan Master
Here is the situation with models and load times. I will update this post as changes are implemented.
1) Model resource storage changed between Titanium and newer clients.
2) Global load and zone loads are bloated with many, many, many unnecessary models
Simply put, the load files are a mess, loading many resources that are unnecessary, and not loading many models globally that should really be global (pet models are being loaded zone by zone, etc.).
What this does is increase client load time (server select to character select) greatly. It also increases zoning time (because every time you zone you're loading 40+ models you really should only load once) and probably causes more than a few crashes (especially for people with lower memory systems).
2.5 introduced a new globalload method that allows us to only load all those pet etc. models once! And we haven't yet taken advantage of this.-------------------------------------------------
Here is the PLAN to fix these issues:
Phase 1: Replacing global load files with optimized versions. STATUS DONE (patched in)
What you as a player should do to PREPARE:
Unfortunately (or fortunately perhaps) the way forward is to deprecate titanium as the basis for models (clients installed will still play the game but models will be borked).
If you're still using a titanium install:
1) Model resource storage changed between Titanium and newer clients.
In Titanium models were stored in zonename_chr.s3d archives -- which was terrible as far as organization and also led to many models being replicated in many locations. Later clients store most models in modelcode_chr.s3d or modelcode.eqg archives -- much easier to work with.
What this means is that when 2.5 rolled out, anyone using non-Titanium installs saw lots of borked models. Some changes to model files also borked things like skeleton animations.
Going forward the way that resources are differ from install sources gives us the choice of either (1) loading extra models to support both titanium installs and later installs (this will increase load times and increase crashes); or (2) focusing on one install source's organizational schema (this will require players to obtain the correct install files)
Going forward the way that resources are differ from install sources gives us the choice of either (1) loading extra models to support both titanium installs and later installs (this will increase load times and increase crashes); or (2) focusing on one install source's organizational schema (this will require players to obtain the correct install files)
2) Global load and zone loads are bloated with many, many, many unnecessary models
Simply put, the load files are a mess, loading many resources that are unnecessary, and not loading many models globally that should really be global (pet models are being loaded zone by zone, etc.).
What this does is increase client load time (server select to character select) greatly. It also increases zoning time (because every time you zone you're loading 40+ models you really should only load once) and probably causes more than a few crashes (especially for people with lower memory systems).
2.5 introduced a new globalload method that allows us to only load all those pet etc. models once! And we haven't yet taken advantage of this.
Here is the PLAN to fix these issues:
Phase 1: Replacing global load files with optimized versions. STATUS DONE (patched in)
- Significantly reduces loadtime from server select to character select. On my own system from 30 seconds to 5 seconds -- ymmv based on hardware.
- Replaces skeleton models with animated classic skeleton
- Replaces wolf/spirit wolf with classic models (wolf and skeleton models are somewhat linked in EQ's resources, I have a way to probably load them separately if we want luclin wolves but classic skellies)
- Should reduce crashes that are caused by excessive memory use (from loading too many unnecessary models)
- Oh, also the new drake model no longer wields weapons out of its forehead. RIP dragon unicorn
- Will reduce zoning time (some zones will still take longer than others, but every zone should load faster once global models are loading in their proper place)
- Will further reduce crashes from excessive memory use
- /bug reports on NPCs with model issues (showing up as naked humans or otherwise not correct) -- this will likely be NPCs used in events that were overlooked in Phase 2
- Custom textures from a couple of zones (Overgrowth / MielechD) as well as custom elementals and iksar skeletons will need to be added into the modelcode_chr.s3d files.
What you as a player should do to PREPARE:
Unfortunately (or fortunately perhaps) the way forward is to deprecate titanium as the basis for models (clients installed will still play the game but models will be borked).
If you're still using a titanium install:
- Install via a later source -- anything Seeds of Destruction (which is what the 2.5 client is built on) or after should include the files you need (Daybreak and steam installs are free and web-based)
- If you do this you should copy over any customized ui files you have as well as character specific ini files (copy all .ini files and your entire uifiles folder to your new install)
- Acquire the resources from a later install in another way
- Rejoice in not having borked models anymore, and also about 200 more models for devs to work with that are unavailable from titanium installs
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