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  #81  
Old 12-12-2013, 12:07 PM
Telin Telin is offline
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Quote:
Originally Posted by Rhun [You must be logged in to view images. Log in or Register.]
A huge thank you from me too. This really is awesome! [You must be logged in to view images. Log in or Register.]

Can you do something about the mage and wizard bolt spells? The bolt is only very tiny and barely visible, while the original was pretty big.
Also the bolt graphic is moving quicker than the actual time until it hits.
Yes ill work on this, I haven't casted these spells on this server yet. The size would be easy the speed can be altered but I'm not sure I could synch it perfectly.
Last edited by Telin; 12-12-2013 at 12:09 PM..
  #82  
Old 12-12-2013, 10:03 PM
Telin Telin is offline
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Selo's using classic particles in latest update. Animations are the same, sprites have more detail. Anyone remember this in 1999-2002?

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Last edited by Telin; 12-13-2013 at 02:21 AM..
  #83  
Old 12-13-2013, 02:28 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
Yes ill work on this, I haven't casted these spells on this server yet. The size would be easy the speed can be altered but I'm not sure I could synch it perfectly.
I looked into this a while back and found :

flare002.dds and geng00.dds. geng00.dds is the same that was present in yellow cd as geng00.bmp. I could find no way to object-ize these. The reason we use the gbs graphic is because it was the closest global object which could be put on a path to move.

There's probably a missing opcode for sending delayed magic missles on a course. The source controls that aspect, and still needs work.

I hope you can find more about the bolts.
  #84  
Old 12-13-2013, 03:37 PM
Telin Telin is offline
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That sounds like fun. Are there any throwing weapon animations or modern spell effects that have moving objects? That could help.
  #85  
Old 12-14-2013, 06:50 AM
Rhun Rhun is offline
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Arrows maybe? I think there was also a throwing weapon animation later, though I dont know if it was already implemented in the Titanium version.
  #86  
Old 12-14-2013, 06:59 AM
Clark Clark is offline
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nice thread
  #87  
Old 12-14-2013, 01:21 PM
liveitup1216 liveitup1216 is offline
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Loving the old spell effects, please keep it up!
  #88  
Old 12-14-2013, 06:42 PM
Telin Telin is offline
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Couple things I've been working on for the next update:

Healing: Hand effects are now long, thin chains like Classic. Also the rings are closer to the caster and target like Classic.

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Bard: Chant of Battle line of songs now use classic particles and level properly. I also added missing hand particles for the right hand and corrected their look. Here is a level 6 bard playing the song. Previously nothing would show up at these levels beyond the initial cast.

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Last edited by Telin; 12-14-2013 at 06:47 PM..
  #89  
Old 12-15-2013, 05:40 AM
Telin Telin is offline
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Updated for the weekend. I spent most of my time today studying Necromancer spells. I have taken a lot of notes comparing classic effects to what we have right now. I noticed most of the disease and poison spells are not correct. I noticed that one cold spell was missing a ton of effects. Luckily, I think I have the tools to recreate them.
  #90  
Old 12-15-2013, 12:49 PM
liveitup1216 liveitup1216 is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
Updated for the weekend. I spent most of my time today studying Necromancer spells. I have taken a lot of notes comparing classic effects to what we have right now. I noticed most of the disease and poison spells are not correct. I noticed that one cold spell was missing a ton of effects. Luckily, I think I have the tools to recreate them.

You sir are a true hero of the people.
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