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#61
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![]() I read through this, unfortunately, I feel like his methods might not work since he's dealing with items and spells seem to be a bit tricker. Anyways, it might help, and I just dont kow.
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#62
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![]() Quote:
EDIT: Im installing the original EQ onto my pc right now, do you have some place I can send this file so you can view it? | |||
Last edited by Furinex; 05-04-2013 at 04:17 PM..
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#63
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![]() Quote:
Quote:
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Last edited by azxten; 05-04-2013 at 04:23 PM..
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#64
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![]() Email sent out to ya. Looks like the spell.eff file is like... the same as the one in EQT, maybe Im wrong.
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#65
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![]() I made an #effects channel on irc.eqemulator.net if you wanted a place to discuss in real time.
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#67
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![]() I have been observing the behavior of the current state of using what classic particles we have and how they should behave. Obviously all hand particles aren't being generated. It appears that any particles that are supposed to be directly tied to the caster, and therefore move with the caster are not being rendered. The particles around the caster and target are being generated, but upon moving they don't stay with the character as shown in this screenshot:
[You must be logged in to view images. Log in or Register.] Also there seems to be some link that allows for the complex nature of the particles out of the hands and how they seem to flow gracefully depending on where the hands move, instead of being forced in one static direction: [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] Here is how the classic healing effect looks for a level 24-39 caster: The ground level particles work properly. They actually never did follow the caster with movement. But the second higher ring that is missing is supposed to stick with the caster's movement. I don't have a level 39 character on the server to check and see if the globe of blue particles is working. [You must be logged in to view images. Log in or Register.] Here is the healing spell shown correctly with the second ring and of course the hand particles: [You must be logged in to view images. Log in or Register.] Here is the druid DoT line of spells. This shows the correct graphic for my level, except for the missing hand particles: [You must be logged in to view images. Log in or Register.] Here is the gate spell, it's missing a few particles from the initial casting. Maybe it's tied to the reason the hand particles don't work. Otherwise this is correct for a level 24-38 caster. [You must be logged in to view images. Log in or Register.] Here is a druid AOE fire spell. Only a few initial particles are missing. Otherwise this looks correct for a 24-38 caster. [You must be logged in to view images. Log in or Register.] Here is a root/haste spell effect. This is the correct mid level particles for around the caster. The outer rings are supposed to be added at 39. [You must be logged in to view images. Log in or Register.] | ||
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#68
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![]() Here is a direct damage fire spell effect. Notice the missing waist (and hand) particles, which always follow the caster on movement. The ground level effects don't require sticking with the caster and so it shows up correctly here.
[You must be logged in to view images. Log in or Register.] Here is the correct effect. With the waist particles, hands, and at level 39+ the random fireballs. [You must be logged in to view images. Log in or Register.] Here is how the buff spell looks on the target. It's correct for my level, as somebody mentioned in the forums earlier. Just orange and blue. [You must be logged in to view images. Log in or Register.] Here's how the hand particles should behave for my level if they worked: [You must be logged in to view images. Log in or Register.] | ||
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#69
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![]() Ok. Is there a method to play eqmac on pc that works? I can't seem to find one that still actually works and I would love to test or even compare files.
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#70
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![]() According to sources, virus scanners are giving the patch a false positive on a virus. This could limit its transferability.
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