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  #61  
Old 06-26-2013, 04:18 PM
Vellaen Vellaen is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
The blue sparkles from hands will be missing until we can add a line and make it work or figure out how they originally worked in first place. I wish I had a fresh spellsnew file from when they first starting using it (luclin?)to see if there was a third line of code for the hand effect or if they used color changing on the particles at the end of the cone effect from orange to blue. Particle engines do have that ability. It's possible they experimented with it at that time.
My current theory is still that the particle effects in the tiers are inclusive, meaning you only have to program (using shields/buffs as an example) the green from the hands in the 1-23 section for the spell, the orange from the hands in the 24-38 section, and the blue in the 39-60 section. This would produce the classic effects within the limit of two effects per tier.

Biding my time until I have a character at level 39 to test it out, then it's time to study Furinex's guide in the first post and see what I can make happen.
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  #62  
Old 06-26-2013, 07:00 PM
Furinex Furinex is offline
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The spell effects listed on the front page should have the orange from 24-38. Not sure why you arent seeing them but redownload them. I am updating the post anyways with some minor updates as I have been reworking this some.

EDIT: As I was posting this, I was looking into the sow line... it looks like because of the way we did the start of the sow spell, so the little blue effects would come out of the hands at the right angle, or close to it, the rest of the line is doing the same thing and I cant find the offset to fix. I'll keep working on it.
Last edited by Furinex; 06-26-2013 at 07:24 PM..
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  #63  
Old 07-01-2013, 04:43 AM
dali_lb dali_lb is offline
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Quote:
Originally Posted by Vellaen [You must be logged in to view images. Log in or Register.]
That's odd, because I'm using your spell files and I'm not getting the orange from the hands 24-39 (currently 35). When I see 39+ casting, they get the green/orange from the hands, just no blue sparkles.
Thats because the 24-38 and 39-60 effects are exchanged in the current mode.

When casting a shield/hp buff
on the target of the spell buff you will currently first see the Orange effect at 39 (should be 24)
at 24 the blue effect is added (should be 39)

but as mentioned that should be pretty easy to fix for this spell line.

the problems with hands effect is another thing.

I am also convinced tho that we are missing something out
There must be some default values somewhere for the directions of the effects.

But got to remember its propably very old coding.
I remember Verant/Sony posting that bigger than 10 slot bags would never happen in game because of the datafiles being one big sequential file and not indexed so it would require total redesign of client if they were to add bigger bags.

So there still is a chance that these files simply just is a big datafile with each single part of all spells being explicit defined in one spot.

gotta love old nerd coders .. as long as they are still around able to fix their code themself [You must be logged in to view images. Log in or Register.]
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  #64  
Old 07-01-2013, 07:06 AM
Furinex Furinex is offline
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The current spell file shows orange effects at 24 as it should. If it Isn't like this for you and you have my file, redownload it or delete the two files in your folder and extract again.
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  #65  
Old 07-02-2013, 01:12 PM
dali_lb dali_lb is offline
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The file spellsnew v0.048.zip still have the 39 and 24 effects exchanged.

just redownloaded it and tried [You must be logged in to view images. Log in or Register.]


Edited

I apologice ... found out that eqemulauncher patches spellsnew.eff each time it loads, and nowhere to turn it off

Worked after just running the eqgame.exe directly
Last edited by dali_lb; 07-02-2013 at 01:34 PM..
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  #66  
Old 07-11-2013, 11:12 PM
Furinex Furinex is offline
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Need some help finding a value. Im looking for the value areas for the 49 Bard song, Song of Shields. This song currently looks like Hymn of restoration and SHOULD look like the Aegolism line of spells. I want to fix this however, I cant seem to find the area where that spell is linked to in the spellsnew.eff/edd files. Any help on this would be appreciated. Currently the spell uses speld2 (which I have searched for but didnt find anything that looked like that specific song).
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  #67  
Old 07-18-2013, 12:52 PM
nilbog nilbog is offline
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Bump.

I encourage people to try this. Looks much better than the default. The more people who try and experiment with this, the better it will get.
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  #68  
Old 07-18-2013, 10:35 PM
Telin Telin is offline
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I have gotten frustrated over the complexity of the issue. I was trying to repair the classic particles and ignoring the spellsnew files entirely. I would probably need to debug this client and the older one. I can't execute this completely without a server I guess. The classic particles just need the spawn points defined for them just like the newer particles get. I just don't understand coding enough to make these necessary changes. The particles exist and all ground level particles work correctly and most particles around the character but they do not bind with character movement and also do not bind to hands as we pointed out before how they go to center of zone. Decompiling gives a lot of clues as to what is going on during the spell loading process and maybe an experienced coder could fix these issues without major work.

It would be easier to keep toggling with the spellsnew files to make that look better but it wouldn't be classic :-/
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  #69  
Old 07-22-2013, 06:59 AM
Furinex Furinex is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
I have gotten frustrated over the complexity of the issue. I was trying to repair the classic particles and ignoring the spellsnew files entirely. I would probably need to debug this client and the older one. I can't execute this completely without a server I guess. The classic particles just need the spawn points defined for them just like the newer particles get. I just don't understand coding enough to make these necessary changes. The particles exist and all ground level particles work correctly and most particles around the character but they do not bind with character movement and also do not bind to hands as we pointed out before how they go to center of zone. Decompiling gives a lot of clues as to what is going on during the spell loading process and maybe an experienced coder could fix these issues without major work.

It would be easier to keep toggling with the spellsnew files to make that look better but it wouldn't be classic :-/
Gonna agree with this. I also don't know enough to fix this the way I would like. Hence I'm going through and trying to mimic the old spell effects.
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  #70  
Old 07-28-2013, 03:38 PM
Telin Telin is offline
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I bet that the orange particles for the npc_aegov2 effect from the hands are supposed to change to blue toward the end of its life. That's probably why there is no line for a 3rd particle. Here is a video demonstrating this effect with Unity:

http://www.3dbuzz.com/training/view/...animator-color
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