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  #91  
Old 07-29-2014, 11:18 PM
Zaela Zaela is offline
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bump?

at a cursory glance the rogue epic drips seems like a skeletal animation rather than a particle... which is kind of weird. Makes me less interested in trying to look at it. The s3d skeleton/animation format is terrible.
  #92  
Old 07-29-2014, 11:50 PM
FiZiKaLReFLeX FiZiKaLReFLeX is offline
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Bump, I'm not going to quote the guy a couple pages back with a fix... But, if the Devs could fix this? I'm working on getting my epic for my monk... and knowing that the awesome particle effects won't show is really pissing me off... Half the fun of getting something cool like that is showing it off and being proud of it. If your epic looks no different than regular items, it's kinda lame.

If that guy posted a fix and it worked on test servers, why not just implement it? And why hasn't any devs responded to this post in over 2 and a half years?
  #93  
Old 08-08-2014, 12:55 AM
slappytwotoes slappytwotoes is offline
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Bump for monks everywhere

Gotta show off mah fist bubbles
  #94  
Old 08-10-2014, 01:24 AM
bigsykedaddy bigsykedaddy is offline
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Quote:
Originally Posted by slappytwotoes [You must be logged in to view images. Log in or Register.]
Bump for monks everywhere

Gotta show off mah fist bubbles
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  #95  
Old 08-10-2014, 01:57 AM
bigsykedaddy bigsykedaddy is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
^ Tested on my own test server. Works in all the general cases I could think of (equipping, unequipping, swapping weapons in while equipped, equipping two weapons and then epic and then unequipping weapons, logging in with epic equipped, logging in without it equipped and equipping it, having the other client log in while monk is already in zone with it equipped, etc).

Works. EZPZ 30 minute fix including testing. Does show bubbles in offhand if you have a 2H equipped but if you don't want that it's a one-line fix.
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  #96  
Old 08-10-2014, 02:16 AM
paulgiamatti paulgiamatti is offline
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C'mon devs, let's get this fixed. See page 8 of this thread. Someone make a thread about the rogue epic too!

And,

Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
Necromancer particles are also wrong,they should radiate as a sphere instead of a circle. It would be an easy fix once located.
Last edited by paulgiamatti; 08-10-2014 at 02:18 AM..
  #97  
Old 08-10-2014, 02:25 AM
Zaela Zaela is offline
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If we were being really forward thinking (potential future custom content..?) a general system where monks inherit weapon models from their gloves when barehanded (assuming the gloves have a model listed and it isn't IT63 [default baggie-on-the-ground model]) wouldn't be much more complicated. (And would be more satisfying from a programmer's point of view ;p)

Could probably do the same with epic-style barehand damage/delay override, have it take damage and delay from gloves if present rather than being hardcoded. I can't remember if damage and delay values will show up on stat windows for non-weapon-type items, though. Code checking for "is this item a weapon?" may need to be tweaked a bit, too.
  #98  
Old 08-10-2014, 08:39 AM
Zaela Zaela is offline
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Quote:
Originally Posted by paulgiamatti [You must be logged in to view images. Log in or Register.]
Someone make a thread about the rogue epic too!
Took another quick look at the rogue epic thing. Turns out it is a particle, but one that is attached to a moving bone, which complicates things a bit.

In my files, one of the fields related to the bone has a value of 33; looking at some other models with skeletons, I'm pretty sure this field sets the number of milliseconds per frame in the animation (33 milliseconds = 30 frames per second). The animation of the bone is only 6 frames long; 0.2 seconds seems a bit brisk.

The particle itself has its own timing values: in my files, the lifetime of the particle is set to 400 milliseconds while the delay between emissions of the particles is 1500 milliseconds.

Changing the milliseconds-per-frame value on the bone to 250 (1500 / 6) seemed promising for a few seconds, but it quickly desynchronized (eventually the bead of poison starts dripping up). Tried a few other values, but didn't get anything that seemed right.

So, I made a very straightforward tool to mess with these three timing values: Rogue Epic Particle Speed Adjuster (source). If you have a rogue epic, download and unzip that, run it and point it at your EQ folder when prompted. Any changes you make will immediately be saved to the relevant file on disk. If you want to back it up, gequip.s3d is the file that gets changed.

Hopefully with some experimentation someone will be able to come up with satisfactory values. Note that you'll have to log all the way out and close the EQ program after making a change in order to see the difference; the game keeps these files cached after you load in for the first time to speed up reloading.
  #99  
Old 08-12-2014, 09:35 PM
Furinex Furinex is offline
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Might I recommend asking Telin, See the thread in the Server Chat Forum for Old School Particle Effects.
  #100  
Old 08-15-2014, 10:27 PM
slappytwotoes slappytwotoes is offline
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Bump for great justice!

Sry Nilbog & Co. can't let this die on page 2
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