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#1
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Good job on mezz spell. I will say though that I consider this project obselete if those guys working on the older client succeed. Spell issues would be gone for classic particles. There would be issues with healing and the blue from hands in the buff spells for the newer particles we currently use. But if we delete the spellsnew files with that older client, the particles should be corrected.
Those bugs exist on eqmac as well using the spellsnew files. You will only get a true representation of the classic particles by bypassing the newer particles from those file deletions. As far as fixing what we can, there are dozens that still need the level 24/39 particles adjusted. I spent a lot of time in eqmac with old particles turned on so I have memorized every step to the particle additions but don't have time to mess with files. You can try going there as a guide. The level one heal cannot be accurately recreated from spellsnew. The old particles use a very long blue particle trail and lands with a giant particle in center of target with a small sprinkling of particles flowing up and outward out of target. If you use spellsnew files on eqmac and cast heal, it will look like it did here with just particles from hands that are shorter and a ring around target | ||
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#2
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Hi Telin,
Yeah I saw the project for the older client. I hope that succeeds, as I sure want to use it. Who knows how long it might take though. I am doubting that an older client willl be mandatory to use, so I don't consider this project an entire waste of time. As I bet there will be those who will want to stick with the Titanium client. I don't have a Mac, or a Hackintosh and it looks like a recent patch broke the hack for using a PC client on Al'Kabor. Nevertheless, I know a lot of the effects from memory, and there's always YouTube [You must be logged in to view images. Log in or Register.] I've some time & patience to fix some of these effects if it's 'minor' adjustments to the file, as I am no programmer. Just need to find out all the ones which are not right. Many thanks for your help! | ||
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#3
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Just wanted to say thank you so much for the work that has been done here. On Live, I was always super excited to get my casters to 24 and 39 for the upgraded spell effects and was sad to see that they were not truly classic.
Thanks for taking the time to do this and sharing it with the community! | ||
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#4
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I have the original Everquest Trilogy CDs so if any of the files would be of use let me konw.
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#5
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The particles of summoning spells are not exactly centered on the caster (at least not on my gnome mage). Its a bit to the left.
I am using .048. Is that fixable in these files or do I have to report it as a bug? | ||
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#6
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Now that the last official classic era server is shutting down, I hope all information that can be collected from the only working server of an older client is being taken advantage of before it's gone. It could be useful to this bug and many others.
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#7
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Some testing using EQMac client before it's gone. Here i was able to turn off the green particles from the hands and keep the blue and orange. This doesn't help with much, but it was interesting. Notice the pink and purple from the collision of orange and blue.
[You must be logged in to view images. Log in or Register.] | ||
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Last edited by Telin; 10-23-2013 at 10:58 PM..
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#8
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for truee classic spells effect, delete the Spellsnew.eff and spellsnew.edd from your eq folder, back it up somewhere else or w/e. try it, no particles gettin out of the hand when casting, but 100% classic when casted dunno if that help lol
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#9
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Quote:
The main thing is finding the code to link the emitters to the character model's skeletal mesh. I'm not sure if it is as simple as an offset, a few, or require reverse engineering all spell-related sections of the client itself. I have been looking into this possibility. I probably cannot talk about what actions I'm taking. I have tested a lot of offsets using the spellsnew.eff and spellsnew.edd. So far I haven't found anything to align them to the character's arms. This client really is quite different then the clients before it. They never used the character's arm alignment in any spell effect at this point. That's probably why it's not working currently. The spell effects from this era were all "floaty". A lot of spell points for the character models are defined though, just not the one we need. | |||
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#10
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I have made the following changes to the following spell effects making them as close to classic EQ as possible for now:
- Added new healing effect for low levels (1-23) to replace the previously overdone effect. This effect remains for all levels filling in the previously void center of the target. - The healing ring effect around target now begins at level 24 to match the ring around caster. - Selo's effect now appropriately levels with character. - SoW/Stat effect now scales in complexity exactly as classic does with level. The caster has all effects at 24 and target at 39. I hope you guys will test these and let me know what you think. | ||
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Last edited by Telin; 10-28-2013 at 11:16 PM..
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