View Full Version : Classic Spell Particles - More progress!
Telin
02-03-2014, 06:29 PM
Okay v0.77b should be less laggy for column of frost. Also shortened the length of time the blue column lasts.
Silent
02-03-2014, 07:02 PM
You are awesome, thank you.
Buriedpast
02-03-2014, 07:32 PM
wrong thread :p
Bakaris
02-04-2014, 04:34 AM
Sweet! Thanks
rafaone
02-04-2014, 05:53 AM
WHy is this not yet added into official patches?? 0_o
Vellaen
02-04-2014, 11:08 AM
WHy is this not yet added into official patches?? 0_o
Waiting for 1.0, I expect. Telin is still frequently tweaking the effects.
Really enjoying this, thanks for all your hard work!
RiffDaemon
02-04-2014, 03:17 PM
Waiting for 1.0, I expect.
Waiting with bated breath. Having this and the finalized classic UI would be titties.
Striiker
02-05-2014, 01:57 AM
I finally came out from under the rock I apparently have been under and installed this. It's pretty bad ass and brings back the awesome spell effects which I missed so much. Great work!
Telin
02-07-2014, 01:31 PM
Bump for my birthday and all the new people!
odiecat99
02-07-2014, 01:50 PM
Happy Birthday
Also thank you for the work you put into this project kind Sir:):D
1203jjt
02-07-2014, 02:17 PM
Wow, this was a definite improvement. Thanks a ton!
SmallpaulTZ
02-08-2014, 12:12 PM
Great work Telin, simply wonderful! :)
/gnomecheer! :)
Arterian
02-08-2014, 01:59 PM
So good...so good.
Telin,
A wurm in VP casted "Burning Drake Breath" on me, and the cast model is something out of luclin/PoP era. It's suppose to just be a fire breath. Can you take a look at it? Again the spell is called Burning Drake Breath - http://lucy.allakhazam.com/spell.html?id=1955
I have it on fraps, take a look. - http://youtu.be/f3uRcUUQnt0
odiecat99
02-10-2014, 02:22 AM
good find Perun
Telin
02-10-2014, 08:25 AM
Telin,
A wurm in VP casted "Burning Drake Breath" on me, and the cast model is something out of luclin/PoP era. It's suppose to just be a fire breath. Can you take a look at it? Again the spell is called Burning Drake Breath - http://lucy.allakhazam.com/spell.html?id=1955
I have it on fraps, take a look. - http://youtu.be/f3uRcUUQnt0
Thanks!
Clark
02-10-2014, 09:03 AM
Happy Birthday
Also thank you for the work you put into this project kind Sir:):D
baalzy
02-10-2014, 02:51 PM
Just loaded these up last night. Seeing Vampiric Curse cast on a mob is pretty sweet now. Though I'll admit I don't remember that animation at all in classic. No complaint if it isn't though.
Telin
02-10-2014, 03:12 PM
Just loaded these up last night. Seeing Vampiric Curse cast on a mob is pretty sweet now. Though I'll admit I don't remember that animation at all in classic. No complaint if it isn't though.
Is that the blue rain effect? I used the classic spell effect video from Yeahlight as a guide to recreate it. You can also see it with spells.eff, it was toned down in Luclin era though.
Ahldagor
02-10-2014, 09:33 PM
Bump for my birthday and all the new people!
happy bd. and keep up the well done work
Tenloar
02-14-2014, 07:16 AM
Hi! Love the progress!
I am in no way complaining or diminishing your work, I love it!
I just had one question, is there anyway to enable the graphic that shows you when someone dings? It's not classic so that's probably why you removed it.
Just a thought, thanks!
dragolyche
02-14-2014, 03:57 PM
Well done !
Get this man VIP tagged. He's doing real work.
nilbog
02-15-2014, 12:51 PM
Stickied; thought it was already was!
We will be including these changes in future patches, so report issues as you encounter them and provide feedback.
nilzark
02-15-2014, 01:10 PM
Stickied; thought it was already was!
We will be including these changes in future patches, so report issues as you encounter them and provide feedback.
http://clatl.com/binary/1953/1367496144-golf-clap.gif
http://overheardinthesacristy.files.wordpress.com/2008/03/applause.gif%3Fw%3D460
Telin, which graphic file is used for the "Chant of Battle" line? I want to tweak it for my monk so I don't have to see it anymore. Is it "spelyb" ?
Telin
02-15-2014, 02:30 PM
Telin, which graphic file is used for the "Chant of Battle" line? I want to tweak it for my monk so I don't have to see it anymore. Is it "spelyb" ?
That would be it, but messing with it will mess up see invisible and dragon breath smoke effects.
rafaone
02-16-2014, 05:49 AM
Stickied; thought it was already was!
We will be including these changes in future patches, so report issues as you encounter them and provide feedback.
Thanks
whitebandit
02-17-2014, 12:22 PM
Stickied; thought it was already was!
We will be including these changes in future patches, so report issues as you encounter them and provide feedback.
http://replygif.net/i/432.gif
Buriedpast
02-17-2014, 12:53 PM
Can we have an option to go back to simple P1999 stuff?
Because...This shit lags me the f*ck out, as much as I LOVE it.
Sure, at home on my PC all the glitz and glam is on, but even on the best netbook money can buy, its FPS under 10 with all this stuff on minimum with these effects.
Telin
02-17-2014, 03:10 PM
Can we have an option to go back to simple P1999 stuff?
Because...This shit lags me the f*ck out, as much as I LOVE it.
Sure, at home on my PC all the glitz and glam is on, but even on the best netbook money can buy, its FPS under 10 with all this stuff on minimum with these effects.
Even though it's not a classic option, These effects can still be adjusted for opacity and density via the options menu if your system can't handle it. Most of the animations are similar so I'm not sure why you can't handle minimum settings on your notebook :/
Telin
02-19-2014, 01:23 AM
This isn't classic, so it won't be part of the project. But.. This is a proper rain of frost! :)
http://imageshack.com/a/img208/584/egw5.jpg
RiffDaemon
02-19-2014, 03:50 PM
Well you're a shoe-in for custom spell content should this server ever go that route.
This isn't classic, so it won't be part of the project. But.. This is a proper rain of frost! :)
http://imageshack.com/a/img208/584/egw5.jpg
http://static2.wikia.nocookie.net/__cb20131026211443/animalcrossing/images/9/97/Doge.jpg
forcebarb1
02-20-2014, 02:07 PM
can anyone help me? i did replace the old Spellsnew.eff, Spellsnew.edd and Actoremittersnew.edd with the new ones i dowloaded, and put the old spells with the new ones, but it still doesnt work :( any help?
Telin
02-20-2014, 02:14 PM
can anyone help me? i did replace the old Spellsnew.eff, Spellsnew.edd and Actoremittersnew.edd with the new ones i dowloaded, and put the old spells with the new ones, but it still doesnt work :( any help?
If you hear sounds but see nothing, it's possible that your spell particle image files are not not in eq/SpellEffects. Perhaps they're in an additional SpellEffects folder inside. Make sure they're loosely stored in the first SpellEffects folder where all the others are located.
Yoite
02-20-2014, 02:58 PM
about the lag, i have a decent machine and eq runs fine but for some reason after using these files the cancel magic spell and other spells that use the same effect lag pretty bad. no other issues i can think of that ive seen but the cancel magic effect.
edit - i notice my files are out of date so ill update and post back if it still cause the same issue
Telin
02-20-2014, 03:32 PM
about the lag, i have a decent machine and eq runs fine but for some reason after using these files the cancel magic spell and other spells that use the same effect lag pretty bad. no other issues i can think of that ive seen but the cancel magic effect.
edit - i notice my files are out of date so ill update and post back if it still cause the same issue
Thanks for the feedback! I will take a look at this effect tonight. I haven't lagged yet, but it could probably be scaled back slightly and achieve the same visual effect.
forcebarb1
02-20-2014, 03:35 PM
the problem is that it says that my spells files are old and that i need to uptade them :/ and i did download the new ones and replace the old ones but it still doesnt work ;(
forcebarb1
02-20-2014, 03:39 PM
the problem is that when i started p99 today it "first time playing" it said that my spells files were to old or something like that and i cant play, but when i downloaded the new ones and replaced the old ones it still doesnt work :(
nilbog
02-20-2014, 03:41 PM
the problem is that it says that my spells files are old and that i need to uptade them :/ and i did download the new ones and replace the old ones but it still doesnt work ;(
Manually browse to your /Everquest directory, and check for yourself. (right click on spells_us.txt properties/date) If you have EQ installed in a program files directory, you might not have sufficient privileges to add files to it. You can move the entire folder to a better location such as C:/Everquest to circumvent this issue.
forcebarb1
02-20-2014, 03:44 PM
the problem is that when i started playing today it said that my spells were old and needed to be updated, and when i downloaded the new ones and replaced the old ones i still did not work :(
forcebarb1
02-20-2014, 03:45 PM
oh ok sorry for spamming having lags that my messages dont popping up :)
forcebarb1
02-20-2014, 03:53 PM
i dont really understand what you mean, btw i'm using mac :/
Buriedpast
02-20-2014, 04:24 PM
Even though it's not a classic option, These effects can still be adjusted for opacity and density via the options menu if your system can't handle it. Most of the animations are similar so I'm not sure why you can't handle minimum settings on your notebook :/
Well its a top of the line netbook, absolutely doesnt get much better than mine. Just...Well, when you have 40-80 players in one spot all spamming shit and dragon ae's going off, its kinda nuts.
Telin
02-20-2014, 04:26 PM
Well its a top of the line netbook, absolutely doesnt get much better than mine. Just...Well, when you have 40-80 players in one spot all spamming shit and dragon ae's going off, its kinda nuts.
Oh yes. Probably why they were turned off so often during raids in classic screenshots.
NextGenesis88
02-20-2014, 04:37 PM
Well its a top of the line netbook, absolutely doesnt get much better than mine. Just...Well, when you have 40-80 players in one spot all spamming shit and dragon ae's going off, its kinda nuts.
I never noticed any lag from spells. I always thought they didn't take much power. But even awesome computers will lag from having so many character models on screen. Especially with shadows enabled.
Buriedpast
02-20-2014, 04:46 PM
Def no shadows.
I mean on my PC, max everything is no issue. It runs fine 100fps no matter what.
Just seems odd these are a little more taxing than you would think.
forcebarb1
02-20-2014, 05:37 PM
can someone help me? i cant play! :( it says that my spells files are outdated and i downloaded the new ones and replaced the old ones but it still doesnt work and i really want to play :( :(
Telin
02-20-2014, 05:54 PM
can someone help me? i cant play! :( it says that my spells files are outdated and i downloaded the new ones and replaced the old ones but it still doesnt work and i really want to play :( :(
You need the patch files, not the effect files in this thread.
http://www.project1999.com/files/P99Files31.zip
forcebarb1
02-20-2014, 06:01 PM
:)
forcebarb1
02-20-2014, 06:03 PM
so i do place the files at the same place as the first time, i used p99files30 :)?
forcebarb1
02-20-2014, 06:12 PM
thank you!!!!!!!!!!!!!!!!! :) :) :) :) :) :) see you in game buddy!! :D
Yoite
02-20-2014, 11:22 PM
Thanks for the feedback! I will take a look at this effect tonight. I haven't lagged yet, but it could probably be scaled back slightly and achieve the same visual effect.
I have updated to v0.83 and the lag with cancel magic seems to be gone. Sorry i should have checked that before i post. Anyways, keep up the great work. love it!
raptorak
02-23-2014, 04:39 PM
New spell effects has changed the sounds for some spells, and now when I cast clarity there is no sound at all :(
Telin
02-23-2014, 04:47 PM
New spell effects has changed the sounds for some spells, and now when I cast clarity there is no sound at all :(
Don't worry, it's not broken. Clarity was a silent spell in classic. After all, it's supposed to be a breeze so it wouldn't make a sound.
Hi there, i seem to be having issues installing the new spell effects. I did as the post says and replaced everything in my directory and in my spell effects folders but i still get the error on character screen saying my spell files are out of date. Anyone know what i could be doing wrong possibly?
Telin
02-23-2014, 05:14 PM
Hi there, i seem to be having issues installing the new spell effects. I did as the post says and replaced everything in my directory and in my spell effects folders but i still get the error on character screen saying my spell files are out of date. Anyone know what i could be doing wrong possibly?
You just need the patch files from the main page. They include this version of the spell effects now so you won't have to install these separately.
i need the patch files from which main page?
Telin
02-23-2014, 05:17 PM
Project 1999 Files (V32) : http://www.project1999.com/index.php
Ahh gotcha, got it to work. thank you very much!
mreynert
02-23-2014, 06:08 PM
Don't worry, it's not broken. Clarity was a silent spell in classic. After all, it's supposed to be a breeze so it wouldn't make a sound.
There are definitely incorrect spell sound effects though right now. Gate never sounded like an abjuration spell, summon spells have an incorrect spell completion sound (which sounds like an abjuration cast). Invisibility has zero sound whatsoever until it finishes casting and then it plays the old sound it made when you STARTED casting it, not the completion sound.
Lots of them are right atm, healing/abjuration they work fine, at least the ones I've tested. Others are quite jarringly noticeable. It really seems like the effects were accidentally tagged onto the wrong spells in a series or something, someone misaligned the names by +/- 1 or something. spell23 is getting the sound from spell22 and spell22 is getting spell21, etc. Just a guess.
Ahldagor
02-23-2014, 06:09 PM
Project 1999 Files (V32) : http://www.project1999.com/index.php
CONGO-RATS!
raptorak
02-23-2014, 06:20 PM
There are definitely incorrect spell sound effects though right now. Gate never sounded like an abjuration spell, summon spells have an incorrect spell completion sound (which sounds like an abjuration cast). Invisibility has zero sound whatsoever until it finishes casting and then it plays the old sound it made when you STARTED casting it, not the completion sound.
Lots of them are right atm, healing/abjuration they work fine, at least the ones I've tested. Others are quite jarringly noticeable. It really seems like the effects were accidentally tagged onto the wrong spells in a series or something, someone misaligned the names by +/- 1 or something. spell23 is getting the sound from spell22 and spell22 is getting spell21, etc. Just a guess.
I miss the sound on the clarity but fair enough if it is classic. However, it is a shame I used that example since the most jarring one is when I cast Invis and it sounds like I'm casting Arcane Shielding or something.
Also any way I can get a sound back for clarity? (non classic I know :) )
Telin
02-23-2014, 06:52 PM
There are definitely incorrect spell sound effects though right now. Gate never sounded like an abjuration spell, summon spells have an incorrect spell completion sound (which sounds like an abjuration cast). Invisibility has zero sound whatsoever until it finishes casting and then it plays the old sound it made when you STARTED casting it, not the completion sound.
Gate and Invisibility share the same effect. Sometimes when chain casting the sounds don't play if there hasn't been enough time between sounds, but that can be the case for any spell.
I can assure you gate from 1999-Velious did have the "abjuration" sound effect from the cast phase. This can be confirmed using the old spell database which currently doesn't work well visually, but the sounds are still intact. I also remember this well as I recently tested on EQMac with the old effects on. The sound that you're used to is still played at the end of this spell as this was always part of the effect.
Numerous other spell sounds were changed based on research. There is a video on YouTube that has several spells and their sounds from a classic EQ client if you wish to look at it.
mreynert
02-23-2014, 09:16 PM
Gate and Invisibility share the same effect.
No they don't right now. Gate = Abjure, Invis = nothing followed by div sounds.
I can wait 12 minutes between casts and cast these spells and this is replicated every. single. time.
They are SUPPOSED to be, but they aren't. I also have the summon spell noise ingrained in my mind from back then, and what's in game now is not right. The casting sound is right, the follow-up is partially right, but missing components.
And is Canni supposed to sound like cancel magic? I did not play a shaman, so don't know on that one. Trying to find that youtube link you mentioned.
*Edit* Is this the video you were referring to?
http://www.youtube.com/watch?v=80kN9wO3DsM
If so, that's not from live, that is another project aiming to recreate things called EQClassic that has been in development since 09
I can assure you gate from 1999-Velious did have the "abjuration" sound effect from the cast phase. This can be confirmed using the old spell database which currently doesn't work well visually, but the sounds are still intact. I also remember this well as I recently tested on EQMac with the old effects on. The sound that you're used to is still played at the end of this spell as this was always part of the effect.
Numerous other spell sounds were changed based on research. There is a video on YouTube that has several spells and their sounds from a classic EQ client if you wish to look at it.
While I respect the work you have done and absolutely love the fixed shielding particles, this is flat out wrong. Gate never had an abjuration sound effect. It made that high pitched divination spell sound like it was before the patch. I remember this very clearly from live.
And is Canni supposed to sound like cancel magic? I did not play a shaman, so don't know on that one. Trying to find that youtube link you
Canni line was correct before patch with that harsh sound effect.
Telin
02-23-2014, 09:55 PM
While I respect the work you have done and absolutely love the fixed shielding particles, this is flat out wrong. Gate never had an abjuration sound effect. It made that high pitched divination spell sound like it was before the patch. I remember this very clearly from live.
It still has the sound effect at the end. Which makes more sense, as you are actually going invisible.
Telin
02-23-2014, 09:56 PM
Canni line was correct before patch with that harsh sound effect.
It still has that sound effect at the end, the bursting sound was removed.
Telin
02-23-2014, 09:57 PM
No they don't right now. Gate = Abjure, Invis = nothing followed by div sounds.
I can wait 12 minutes between casts and cast these spells and this is replicated every. single. time.
They are SUPPOSED to be, but they aren't. I also have the summon spell noise ingrained in my mind from back then, and what's in game now is not right. The casting sound is right, the follow-up is partially right, but missing components.
And is Canni supposed to sound like cancel magic? I did not play a shaman, so don't know on that one. Trying to find that youtube link you mentioned.
*Edit* Is this the video you were referring to?
http://www.youtube.com/watch?v=80kN9wO3DsM
If so, that's not from live, that is another project aiming to recreate things called EQClassic that has been in development since 09
Correct as most wouldn't be making videos back then. The spell sounds are client side and would not require editing because the old spell database remained the same.
mreynert
02-23-2014, 11:24 PM
Correct as most wouldn't be making videos back then. The spell sounds are client side and would not require editing because the old spell database remained the same.
IIRC they had to completely rebuild their client from the ground up, it's NOT the old classic client.
RiffDaemon
02-24-2014, 11:11 AM
I also have the summon spell noise ingrained in my mind from back then, and what's in game now is not right. The casting sound is right, the follow-up is partially right, but missing components.
While I respect the work you have done and absolutely love the fixed shielding particles, this is flat out wrong. Gate never had an abjuration sound effect. It made that high pitched divination spell sound like it was before the patch. I remember this very clearly from live.
Hopefully you two or others can find proof out there. Memories are fickle bitches, as proven by countless "this is how it was in Classic" threads.
Rhambuk
02-24-2014, 11:15 AM
Are these spell files the one that are supplied on the getting started page or are they separate?
Pringles
02-24-2014, 11:22 PM
Anyway to get the new particles without the new sounds?
Telin
02-24-2014, 11:30 PM
Are these spell files the one that are supplied on the getting started page or are they separate?
These are the same ones currently (v0.84). I'll update in the future for some tweaks or if there are some major breakthroughs. Still researching the ability to tie emitters to character model skeletal mesh and also increasing the number of animations allowed per spell.
Telin
02-24-2014, 11:37 PM
Anyway to get the new particles without the new sounds?
There is not. Just remember that these are classic sounds. I provided another video in the bug thread to help others remember. It has been 12 years since these were last heard and seen by most people after all.
This is a classic server, so wouldn't you want everything as classic as possible? I think it's great that we're now able to have the sounds and particles of the classic era. Providing custom spells would defeat the purpose.
Pringles
02-24-2014, 11:40 PM
This is a classic server, so wouldn't you want everything as classic as possible? I think it's great that we're now able to have the sounds and particles of the classic era. Providing custom spells would defeat the purpose.
Not to take away from what you've done here (I think its great), but after playing here for the last 4 years...... ive become accustomed to our previous sounds, and dont care for the new classic ones. Ill go back to the previous sounds / particles, but I like your new particles..... guess I cant have my cake and eat it too :)
Hokushin
03-01-2014, 12:20 PM
Not sure how many people got monk epic in live before Velious, but I remember pretty clearly that the robe click, and the epic click had two different particle effects. Johnthans Whistling Warsong has the correct particle effect, but Celestial Fists did not have the sphere of particles around you like JWW did. Currently they are both the same effect on this server, but the Celestial Fists were more of a color slant type spell, except with all gold particles, no colors. Anyone else remember that?
ALSO: Great work on these classic effects :)
Telin
03-01-2014, 06:16 PM
Not sure how many people got monk epic in live before Velious, but I remember pretty clearly that the robe click, and the epic click had two different particle effects. Johnthans Whistling Warsong has the correct particle effect, but Celestial Fists did not have the sphere of particles around you like JWW did. Currently they are both the same effect on this server, but the Celestial Fists were more of a color slant type spell, except with all gold particles, no colors. Anyone else remember that?
ALSO: Great work on these classic effects :)
Do you mean like the ground effect for the song?
Hokushin
03-01-2014, 11:03 PM
Do you mean like the ground effect for the song?
Yes, but more fine particles, and expanded farther out, without the sphere of particles around the character.
Telin
03-01-2014, 11:26 PM
Well just tried it out using old spells and casted "Celestial Tranquility". It showed the full effect for me. I did notice however that both sphere effects lasted only about half the time as the ground effect. So I'll shorten the length of time for the sphere effects. That'll be less annoying in groups for sure!
Yoite
03-02-2014, 01:27 AM
The effect for spell Project Lighting seems to be causing a bit of stagger lag. Anyone else experience this and would it be possible to take a look and maybe lower the density or something of this particular AE?
Telin
03-02-2014, 01:38 AM
The effect for spell Project Lighting seems to be causing a bit of stagger lag. Anyone else experience this and would it be possible to take a look and maybe lower the density or something of this particular AE?
If you're kiting or casting on 4 mobs it is sure to cause some lag. I'll take a look at it and see if I can achieve the same effect, but this spell even lagged some when I was kiting Spirocs when using the old spell effects on EQMac.
One of the issues with the new particle system is that unlike the old spells, these effects are scaled to the size of the character model. So larger models like giants are going to blow the effect up and use more resources. :(
Yoite
03-02-2014, 01:40 AM
Thanks, I would just lower the density (opacity i think its called in the menu) on my end but then all the other spells with no issues would be lowered as well.
Telin
03-03-2014, 08:53 PM
Thanks, I would just lower the density (opacity i think its called in the menu) on my end but then all the other spells with no issues would be lowered as well.
I went ahead and removed an effect from this spell that you couldn't see anyway at any level casted. There was really no use for it and so it may help free up some resources.
I will probably go back and cut down the fire as well. The fire from this client is very overdone compared to classic, and I had cut the height and density of it once already. I will revisit it again in the future.
Are there any Bards who played from Velious and up to Luclin release remember the Velious songs Melody of Ervaj and Composition of Ervaj? They seem to be the only 2 songs I've encountered that used different spell effects (Magic DoT/Slow effect) so far. I'm not sure how often those songs were used, but if any Bards remember other songs looking like regular spell effects please let me know.
While comparing the current Magic DoT/Slow effect to Classic I noticed the level 39+ target effect where a fast ring of particles expand outward and back in were not in the classic effect. I did discover a 3rd classic target effect that I will use to replace it.
paulgiamatti
03-05-2014, 08:46 AM
Edit: Nevermind! Got it working
Has anyone run into an issue where the healing spell also has skulls similar to a fear/dot spell?
Telin
03-06-2014, 03:17 PM
Has anyone run into an issue where the healing spell also has skulls similar to a fear/dot spell?
I haven't seen it on any streams. Did it start with a recent update?
Telin
03-10-2014, 07:23 PM
Classic Color Skew After-Effect
https://dl.dropboxusercontent.com/u/252108328/colorslantfinal.jpg
Classic Suffocate Hand Effect
https://dl.dropboxusercontent.com/u/252108328/FinalSuffocate.jpg
Classic Blind Ground Effect
https://dl.dropboxusercontent.com/u/252108328/finalblind.jpg
Arterian
03-11-2014, 06:59 AM
Starting campaign for Telin to get a DE mask as a reward for his work! :)
kylok
03-11-2014, 02:32 PM
VIP / Contributor > guise - he's already won forumquest
Arterian
03-12-2014, 01:34 PM
Did the buff effect get tweaked? I was grouped with a lvl 30 cleric and she had blue particles in her buffs. 24-38 buffs should only be orange and green. Blue is at 39.
Telin
03-12-2014, 02:22 PM
Did the buff effect get tweaked? I was grouped with a lvl 30 cleric and she had blue particles in her buffs. 24-38 buffs should only be orange and green. Blue is at 39.
For now I had to put the blue and orange together at 24 because the client limits the number of emitters. There may be a way to fix thus in the future, but something is blocking additional effects except for certain spells like fire bolts.
Psyduck
03-14-2014, 12:26 PM
I haven't logged on in a while, but do these spell effect changes include being able to see the spell particles come out of hands/eyes/surround you in first person view?
Telin
03-14-2014, 12:49 PM
I haven't logged on in a while, but do these spell effect changes include being able to see the spell particles come out of hands/eyes/surround you in first person view?
Not yet. This is still the new system so it is clipped in first person. I was able to cause some to be seen in first person initially but it caused the client to crash on some illusion models. I'm sure there's a way to turn it off but it would probably require editing the dx.dll.
It works in first person when the particles were not attached to the models and originate from a "default location", but then it crashed using tree form. I have also experimented editing the eqclient.ini settings and putting a negative value on the particle clip plane. That didn't work.
Robben
03-27-2014, 12:30 PM
Thank you for working on this. Makes it that much more nostalgic :D
Kautin
03-31-2014, 09:13 PM
Hey Telin,
First off thanks for all the work that you have done. I have enjoyed it thoroughly and I am sure others have as well.
I just wanted to bring up one issue that perhaps you might be able to shed some light on.
As you know the graphic on the Monk Epic is suppose to have swirly things coming out of the monks fist. Since the beginning of time only the monk can see it for them self and no one can see it on them.
Is there any way you think you might be able to fix this to where all the monks that have the epics can have their swirlies to show off to all of norrath??
Maybe it is not even possible for a reason I am to ignorant to understand, just thought I would ask 8x
Thanks for all that you do!
Telin
04-01-2014, 03:21 PM
Hey Telin,
First off thanks for all the work that you have done. I have enjoyed it thoroughly and I am sure others have as well.
I just wanted to bring up one issue that perhaps you might be able to shed some light on.
As you know the graphic on the Monk Epic is suppose to have swirly things coming out of the monks fist. Since the beginning of time only the monk can see it for them self and no one can see it on them.
Is there any way you think you might be able to fix this to where all the monks that have the epics can have their swirlies to show off to all of norrath??
Maybe it is not even possible for a reason I am to ignorant to understand, just thought I would ask 8x
Thanks for all that you do!
This issue is deeper than just the particle system. It may have something to do with server/client communication and checking the hand slots for particle effects. I wouldn't know how to fix it directly but I'll try to think of some ways around it. I could recreate that effect easily. If there was a way to add a spell effect to the item that is always active and does nothing but use an animation that would work.
Kautin
04-01-2014, 05:41 PM
That to me sounds like an excellent way to fix the issue at hand * no pun intended* . I was hoping you would say something along those lines, because that was kind of the original thought that came to mind before I posted and I figured I might as well ask.
Seeing that there has literally been 0 progress on fixing the monk epic via server/client communication. Adding the spell effect to the item and keeping it active while it is being worn seems to be the next best thing. Only flaw that I could see resulting from this, is the fact that the spell particle opacity would directly effect the monk epic particles. Rather a more permanent* spell particle * that did not yield to the spell density meter in the options tab would be the bees knees!
Anyways I will let you do your magic! I know you have a lot on your plate but like me, I know you like a challenge 8)...
Telin
04-01-2014, 10:56 PM
https://dl.dropboxusercontent.com/u/252108328/tee.jpg
https://dl.dropboxusercontent.com/u/252108328/tee2.jpg
Telin
04-07-2014, 01:35 AM
After spending a couple hours on this effect tonight, I like this spell effect again. It was always so impressive in classic.
https://dl.dropboxusercontent.com/u/252108328/tttt.jpg
Bakaris
04-07-2014, 01:39 AM
<3
Furinex
04-07-2014, 08:53 PM
Telin, Great things. I just logged in with your updated patch and you took this to an entirely new level. Great Job man!
Telin
04-07-2014, 09:41 PM
Telin, Great things. I just logged in with your updated patch and you took this to an entirely new level. Great Job man!
Thanks Furinex! Did you get the files on this thread? I made 50+ changes since the server patch :)
Furinex
04-08-2014, 07:09 AM
Thanks Furinex! Did you get the files on this thread? I made 50+ changes since the server patch :)
Yes I did, I've already looked through how you did it and I'm impressed. This is excellent work. I was especially happy to see the diamond effect functioning properly on the shielding effect. And the method used to achieve this is nothing short of genius. Again, amazing job.
Robben
04-09-2014, 09:18 AM
Thank you for all your hard work, it's genuinely appreciated
Telin
04-10-2014, 12:05 PM
Thank you for all your hard work, it's genuinely appreciated
Thanks Robben!
dragolyche
04-14-2014, 04:19 PM
Link is Dead ?
Ty for work
Telin
04-14-2014, 04:26 PM
Link is Dead ?
Ty for work
Thanks for pointing that out! It should be working now.
MilanderTruewield
04-20-2014, 12:07 PM
The one thing I've noticed that's a little off is the Flash of Light particles. I could have sworn that the particles that radiate outward on that type of spell were on a horizontal plane instead of vertical... anyone else remember this? Or am I just bass ackwards?
In either case, this work is A++, outstanding!
Telin
04-20-2014, 12:20 PM
The one thing I've noticed that's a little off is the Flash of Light particles. I could have sworn that the particles that radiate outward on that type of spell were on a horizontal plane instead of vertical... anyone else remember this? Or am I just bass ackwards?
In either case, this work is A++, outstanding!
It did have both. The head and feet eventually shared the same effect. so there should be one vertical at the head for lvl 1 and two horizontal at the head and feet at 24 and one more vertical from the feet at 39. The newer version on the forums does this, but the one in game right now is missing the horizontal one at the feet because there was a 4th effect of larger particles that flashed around the caster. I've since seen the classic animation without that effect so I swapped it out for the additional foot particles and I think it looks much better now. The beginning sound effect is also changed to what it was in classic. Try the version in the first post. They're also centered perfectly so spinning around will look better.
peatrick
04-22-2014, 10:55 AM
Hadn't logged in more than a couple times in the past ~4 months, but just applied these and VERY excited to log back in and run around casting. Thanks again, SO very much, Telin for your tirelessly dedicated and supremely amazing work that allows us to all benefit a significant bit than we would otherwise. I adore the effort, especially when you logged into R99 to specifically troubleshoot errors i was having. Thank you again. You are a class act, sir and the community owes you a huge debt and VERY large thank you.
Be safe, be nice, be fun...
-Erdriick Alef`Gard
60 [Sorcerer] Red99
Telin
04-22-2014, 12:02 PM
Thanks, Peatrick! I appreciate the kind words!
Telin
04-23-2014, 01:35 AM
Added the classic slant to this effect:
https://dl.dropboxusercontent.com/u/252108328/EQ002513.jpg
Centered Ice effects and other detailed changes:
https://dl.dropboxusercontent.com/u/252108328/EQ002514.jpg
Centered lightning effect on ground and enhanced the classic red "blast" effect. Also touched up some particle sizes and densities.
https://dl.dropboxusercontent.com/u/252108328/EQ002522.jpg
Telin
04-23-2014, 01:42 PM
In response to a question about the lightning hand particles, classic had a smaller line of sprites going upward from the hands starting at level 24. I can't get this added yet due to the limit of 4 effects. 2 for the hands and 1 for the surrounding sprites at level 39. I could do 1 hand, but that may look bad. I may be able to "split" the current effect to go in both directions, but they would both be going the same distance :-/
kanras
04-28-2014, 11:11 PM
Got to witness the new effects in-game for the first time just now. I have to say, that's some damn fine work right there.
Telin
04-28-2014, 11:21 PM
Got to witness the new effects in-game for the first time just now. I have to say, that's some damn fine work right there.
Wow, Thanks! I greatly appreciate that, Kanras. :)
forcebarb1
05-08-2014, 11:41 AM
i'm playing on a mac and when my i cast a spell it wont show off on the screen any advice?
forcebarb1
05-08-2014, 11:44 AM
show on*
Telin
05-08-2014, 03:12 PM
Just make sure inside your directory you have the latest versions of spellsnew.edd, spellsnew.eff and the SpellEffects folder. There aren't too many things other than that that can be wrong. Make sure your settings don't have them turned off.
rafaone
05-08-2014, 05:41 PM
Telin is there any news on the spell casting on yourself / others casting on you particles to be visible on 1st person view?
Telin
05-08-2014, 06:14 PM
Not yet, I could use a more experienced person who's done some reverse engineering with this game and is passionate about spell effects.
Telin
05-12-2014, 01:04 AM
Mesmerize target effect. Classic was a little less intense.
https://dl.dropboxusercontent.com/u/252108328/EQ002555.jpg
Root hand effects are no longer a dense stream and look more interesting in motion.
https://dl.dropboxusercontent.com/u/252108328/EQ002567.jpg
Fire hand effects are a long stream of one fire particle like classic.
https://dl.dropboxusercontent.com/u/252108328/EQ002557.jpg
azxten
05-16-2014, 02:27 AM
Ballin..
Edit:
Interesting, no particle effects in first person? Hadn't noticed that, let me see if I can do anything.. I'll probably get to this next year sometime so don't get your hopes up but its in the pipe.
iruinedyourday
05-16-2014, 02:36 PM
dude, thanks so much for putting in the work! so awesome.:D
Telin
05-17-2014, 10:23 AM
Thank you!
I posted a video of healing with changes since the last in-game patch.
http://youtu.be/PHRPseuLgjI
Telin, once again you've done some of the best work this server has seen to date.
Telin
05-19-2014, 09:30 PM
Telin, once again you've done some of the best work this server has seen to date.
Thanks!
Also, wanted to share some exciting news (at least for me). It's just a clue into the fact that I think it'll be possible to align hand particles to the bones again. Using Zaela's weapon editor, I was able to easily change the emitter attachment to the bone. I used the monk epic and changed the particles to healing. It resulted with a classic motion of the hand particles. If I waved, danced, or did the casting animation, the particles flowed outward while maintaining a constant alignment with the arm.
It's hard to tell in a screenshot, but this is the effect. Notice the particles flowed up above the head with the hand and are not all fixed in one direction. If I did ever get this to work on spells, it would require some editing to make them look perfect.
https://dl.dropboxusercontent.com/u/252108328/EQ002573.jpg
Telin
05-19-2014, 10:18 PM
More Examples:
Shield spell broken into 3 separate effects like classic along with the bone alignment. These would require a lot of editing to make it look more classic, they would look fuller and come out farther.
https://dl.dropboxusercontent.com/u/252108328/1.jpg
Male model emitters flow more straight out.
https://dl.dropboxusercontent.com/u/252108328/2.jpg
Male arms at rest with the particles going straight down more like classic.
https://dl.dropboxusercontent.com/u/252108328/3.jpg
Waving with particles shooting into air.
https://dl.dropboxusercontent.com/u/252108328/4.jpg
Kautin
05-19-2014, 10:32 PM
im excited, if you're excited.
Telin
05-21-2014, 08:59 PM
im excited, if you're excited.
I was just excited to discover it's a setting still available in the client. Now how to change spell emitters from attaching to point_of_origin to root_bone is a complex issue that would require some help. I upped the effects to a little bit closer to how it'll look if fixed.
https://dl.dropboxusercontent.com/u/252108328/EQ002700.jpg
rafaone
05-22-2014, 03:18 AM
Great, they look a lot more like classic now. Great work as ever, can't wait to download it.
Not yet, I could use a more experienced person who's done some reverse engineering with this game and is passionate about spell effects.
Sorry I can't be of use here :( but lack the skills unfortunately. However it would be great if at some point we could see again the particles in first person view, because, at least for me, that was one of the things that made Everquest diferent to other MMOs in therms of inmersion (aside with the camera movement when swinging a weapon).
Cheers !!
doacleric
06-09-2014, 08:12 PM
Have you tried this trick while also reverting to the "old" spell effects system seen by deleting the spellsnew files? I wonder if that stops the emitters from coming out of location 0,0,0 in the zone.
chaosegg
06-28-2014, 09:17 AM
Telin is there any news on the spell casting on yourself / others casting on you particles to be visible on 1st person view?
/me +1 want to know this also
Telin
06-28-2014, 11:17 AM
I haven't found a way to apply the root bone alignment to the spellbind points yet. It can be done with weapon points so far. Maybe it's possible to change it for the spellpoints or maybe the hand emitters can be forced to use the weapon points since they are at the same location anyway. I did find the spell points in the client, but I wouldn't know what to change the tracks to since they're not in plain text.
The clipped particles seem to be hard coded for all spell points on models. They're viewable if emitting from the ground and not attached, but that makes the game crash with illusion spells for some reason. Someone may be able to turn off the clipping by erasing the code, but I'm only speculating and would need someone with a lot if client code knowledge.
Telin
06-28-2014, 07:17 PM
Video of particle emitter linked to bone through a weapon (http://youtu.be/K9HBaLtVcWU)
SyanideGas
06-28-2014, 10:10 PM
Very noice
Gazer75
07-21-2014, 12:19 PM
Is this part of the patch files, or do I need to get this separately?
Telin
07-21-2014, 12:22 PM
The latest version from May isn't included in patch files. The patch files use the February version. It should be included in next patch though.
rafaone
07-21-2014, 12:56 PM
Is part of the patch files now, at least until february :)
Wizardling
09-02-2014, 05:54 AM
Thanks for the cool work on this :-) I love it.
Telin
09-07-2014, 02:12 PM
Thanks for the cool work on this :-) I love it.
Thanks!
I haven't had any time to work on this as of late, but I did begin using a classic client so that I can compare spell effects with the real thing in motion. I made a couple small changes already because of this, and there will be many more to come.
The Clarity particles are softer, less dense, and larger. The healing hand effects are larger, softer, and spread out more toward the end.
https://dl.dropboxusercontent.com/u/252108328/spellssept.jpg
Mockba1980
09-07-2014, 02:54 PM
Good Job Telin & Thanks :)
Wizardling
09-07-2014, 05:18 PM
I'm continually amazed at the high quality of Project 1999 and associated efforts such as Classic Spell Particles. You guys put other classic MMO server efforts to shame, in terms of quality and friendly professionalism.
Out of curiosity - how does one get an original classic EQ client up and running? A custom single player server? Or some kind of more basic emulator that fakes communication with a server well enough to explore the world, cast spells, etc, if not actually interact with it?
Arterian
09-07-2014, 07:01 PM
Still no way to remove the blue particles coming from hands when using buffs from 24-38 huh?
Telin
09-17-2014, 12:14 PM
Still no way to remove the blue particles coming from hands when using buffs from 24-38 huh?
No. That's one of the big issues I need help with. The game blocks any attempts to have more than 4 effects at once. This spell is the most difficult since it's all about the hands and would require 6 separate effects. This is why I have to combine the orange and blue particles. It creates an effect that is better than what we had, but I could probably do better combining the green and orange effects, keep the green held back a few sprites, and creating a separate effect for the blue diamonds. I think this would look better since the green and orange particles flow in the same way just the orange particles extend further out. The blue diamonds would look better being separate so they're not included in every orange particle as well as being able to go lower to the ground as in classic.
Telin
09-17-2014, 06:40 PM
This is the alternative I was proposing:
It's still a work-in-progress, but I think it looks better having the orange and blue separated. So the orange particles can flow outward more, and the blue diamonds are a little heavier. They also appear more concentrated in their own trail as opposed to being evenly dispersed with the orange particles as they currently do.
The causes a new problem. Since I can't separate the green and orange in this case, I either have to have level 1 players cast orange particles, or have lower level spells use a separate green-only effect. That wouldn't line up exactly with level 24 for all classes, and any higher level player casting a lower level spell would get the lower level hand effects. This would also carry over to NPCs since they default to level 1 effects. :/
https://dl.dropboxusercontent.com/u/252108328/testbuff.png
Telin
09-18-2014, 10:25 PM
Here is the new look after refining. Compare it to what has been in game.
https://dl.dropboxusercontent.com/u/252108328/tgg.jpg
https://dl.dropboxusercontent.com/u/252108328/gtt.png
Trosh
09-25-2014, 11:10 PM
When I cast a buff spell (the green one.. like a HP buff) it has orange particles in it before lvl 24.. and I thought that they were only green until 24, then you had the orange, and at some point (like 45) they added blue to the buff.. or am I remembering incorrectly?
It may just be that I have something set wrong in a folder
Telin
09-26-2014, 07:20 AM
When I cast a buff spell (the green one.. like a HP buff) it has orange particles in it before lvl 24.. and I thought that they were only green until 24, then you had the orange, and at some point (like 45) they added blue to the buff.. or am I remembering incorrectly?
It may just be that I have something set wrong in a folder
You're correct; however because of the Titanium client I can only use two effects per hand. So two particles had to be meshed together in one effect. I first had the blue and orange together which made it non classic from 24-38 and never looked that great. This new method combines the green and orange which means it has to start at level 1. Separating the blue from the rest though looks much more classic at higher levels. So now it will be correct from level 24+.
I talked about this briefly a few posts back.
Fotty
10-11-2014, 02:15 AM
Just want to say after downloading and installing the latest sell particles, eq kept crashing. Cost me about 30% xp and three hours or running to get corpses. :(
Wizardling
10-11-2014, 02:49 AM
Just want to say after downloading and installing the latest sell particles, eq kept crashing. Cost me about 30% xp and three hours or running to get corpses. :(
That's what backups are for. Restore and get going again with a setup that worked for you, in a couple minutes.
Telin
10-11-2014, 09:07 AM
Can you tell me if it was crashing randomly or after certain spells? What zones were you in? What npcs and players were being casted on.
Fotty
10-12-2014, 12:55 AM
That's what backups are for. Restore and get going again with a setup that worked for you, in a couple minutes.
right... you don't need to be a dick. I obviously reverted back to the old files.. I was just letting him know in the hopes it would help the developer and potentially save other people the same problem.
Fotty
10-12-2014, 12:57 AM
Can you tell me if it was crashing randomly or after certain spells? What zones were you in? What npcs and players were being casted on.
Was pretty random. Didn't happen whenever I cast a certain spell, but I was AOE Kiting.. so Selo's, Denon's Discord, Chords of Discord, and Heal. I was in Lake of Ill Omen casting on yard trash.
Wizardling
10-12-2014, 01:43 AM
right... you don't need to be a dick. I obviously reverted back to the old files.. I was just letting him know in the hopes it would help the developer and potentially save other people the same problem.
You said EQ "kept crashing" and you lost three hours of play to subsequent CRs, and 30% XP. I wasn't trying to be rude. I was merely pointing out there needn't be a reason to endure continual crashing and multiple subsequent lengthy recoveries due to a file change, with backups having been made and available to restore from :-)
Hogfather
10-12-2014, 05:37 AM
Really nice work, thanks :)
Not sure if this was covered (big thread! tl;dr), but when casting magic DDs, I recall the particles spreading up and down from the caster's fists. With the current spell patch they just 'drip'.
Rennol
10-15-2014, 12:28 AM
Really nice work, thanks :)
Not sure if this was covered (big thread! tl;dr), but when casting magic DDs, I recall the particles spreading up and down from the caster's fists. With the current spell patch they just 'drip'.
Heya, yeah I was wondering this as well.
In classic, from 1-23, magical DD effects went "up" from the hands, from 24-38 they went both "up" and "down" and then from 39 onwards the spherical effects around the caster appeared.
Telin
10-15-2014, 07:26 AM
Yeah this was brought up before, but unfortunately I can't do more than 4 effects at once. Almost every spell is lacking some classic animations because of this so I just have to choose the most important ones to bring back.
The lightning spell currently uses 3 for the caster. I can add the upward effect to one hand or I may be able to alter the current effects to flow in two directions starting at level 1. I haven't tried that yet.
khanable
11-04-2014, 01:52 AM
boner
rafaone
11-04-2014, 04:41 AM
+1000
Deadlyfury
11-04-2014, 04:40 PM
Now I remember why I loved classic spells so much! Awesome work!
Telin
11-09-2014, 02:39 PM
I tried my best to get lightning hand effects to go in two directions. You can see that they go upward slightly as well as downward in a longer trail. It's easier to see in game. It makes it a bit more interesting and classic.
https://dl.dropboxusercontent.com/u/252108328/tey.jpg
Made final adjustments to summoning spells.
https://dl.dropboxusercontent.com/u/252108328/summon.jpg
rafaone
11-09-2014, 05:53 PM
Great job again mate.
Even being boring, is there any progress on spells and first person view?
Cheers !!
Telin
11-09-2014, 06:09 PM
Great job again mate.
Even being boring, is there any progress on spells and first person view?
Cheers !!
Nothing that would be acceptable yet. I was able to mess with other files and it allowed first-person particles, but the trade off was they were not connected to the character models. So if you started running they would be left behind.
rafaone
11-09-2014, 06:31 PM
Nothing that would be acceptable yet. I was able to mess with other files and it allowed first-person particles, but the trade off was they were not connected to the character models. So if you started running they would be left behind.
I see .. well it's a step ahead nevertheless :)
Telin
11-10-2014, 11:44 PM
New Summoning Animation (http://youtu.be/-U99dyk4T28)
Ever since switching to the newest spell file, I've noticed certain spells and jboots lose their sound effect regularly. Is this linked to your spell file? I can fraps the issue to show you.
elessin alkabor
11-19-2014, 12:14 AM
greetings everyone thanks so much for the hard work loving the classicness, on all the servers i have ever played including al kabor i never saw bolts such as the ones in this video i found on youtube, a mage casts a nuke and you can watch it fly to the mob and explode, when was this removed from the eq timeline does anyone know?
https://www.youtube.com/watch?v=Xhca2AjyHeY&list=UUmOZ35xt59cbi-CkxLHv_wA&index=219
Telin
11-19-2014, 07:22 AM
The bolts were removed when they switched to the new system around 2002 I think. They worked on alkabor if you deleted the spellsnew files I have screenshots of them flying through air.
Telin
11-19-2014, 07:27 AM
Ever since switching to the newest spell file, I've noticed certain spells and jboots lose their sound effect regularly. Is this linked to your spell file? I can fraps the issue to show you.
The files just tell the game which sound to use. I dont think they could be linked to any audio issues at all. I have always noticed that some sounds won't play consistently.
I may of done something wrong but troubleshooting it but i keep getting the orange particles in my buff spell (shelds etc) I'm only lvl 7 pretty sure i got those at lvl 29 if I remember.
Telin
12-01-2014, 02:27 PM
I may of done something wrong but troubleshooting it but i keep getting the orange particles in my buff spell (shelds etc) I'm only lvl 7 pretty sure i got those at lvl 29 if I remember.
You're right it should be held back until level 24, but because of the client limitation I had to combine them to begin at level 1. The trade off is a better look at high levels with the blue diamonds being on their own emitter.
Telin
12-01-2014, 02:33 PM
Classic sound effect changes were implemented with latest patch for the following spells:
The beginning of:
Blinding spell effects
The end of:
Life Drain spell effects
Color slant spell effects
Telin
12-14-2014, 03:05 PM
https://dl.dropboxusercontent.com/u/252108328/SEEINVIS.jpghttp://
https://dl.dropboxusercontent.com/u/252108328/AOE.jpghttp://
https://dl.dropboxusercontent.com/u/252108328/ILLUSION.jpg
https://dl.dropboxusercontent.com/u/252108328/ROOT.jpg
https://dl.dropboxusercontent.com/u/252108328/IMMOLATE.jpg
https://dl.dropboxusercontent.com/u/252108328/FIREBOLT.jpg
https://dl.dropboxusercontent.com/u/252108328/BURST.jpg
https://dl.dropboxusercontent.com/u/252108328/BLIND.jpg
https://dl.dropboxusercontent.com/u/252108328/DOT.jpg
My Favorite:
https://dl.dropboxusercontent.com/u/252108328/BUFF.jpg
Telin
12-14-2014, 03:06 PM
My 2nd favorite:
https://dl.dropboxusercontent.com/u/252108328/HEAL.jpg
https://dl.dropboxusercontent.com/u/252108328/GATE.jpg
https://dl.dropboxusercontent.com/u/252108328/ICE.jpg
https://dl.dropboxusercontent.com/u/252108328/MEZ.bmp
https://dl.dropboxusercontent.com/u/252108328/BIND.jpg
https://dl.dropboxusercontent.com/u/252108328/SOW.jpg
oldhead
12-29-2014, 04:04 AM
These are in game now? I noticed the spells look great now so I am assuming yes.
Nalefein
01-02-2015, 10:13 AM
Hi there!
Do I need to download these effects or are they included in the p99 files in the Guidebook? The spells look cool and classic to me, just wondering if I should download these effects also.
Thx!
Telin
01-02-2015, 10:24 AM
These effects are included in the p99 patch as of v36 (12/04/14).There will be future updates soon, and the opening post will reflect the new dates.
Nalefein
01-02-2015, 11:23 AM
Awesome Telin. Part of the magic of Everquest (!) was the awesome spell effects. Congratulations on bringing them back so majestically :)
Catashe
01-02-2015, 11:43 AM
Is there anyway to remove the golden sparkles from chars under 24/25(which ever lvl is supposed to add them) from the abjuration buffs when casting? aka Minor shielding
Original it was just green for low lvls then it adding the golden particles mid 20s then adding the blue and white, etc around 40
Telin
01-02-2015, 12:15 PM
Is there anyway to remove the golden sparkles from chars under 24/25(which ever lvl is supposed to add them) from the abjuration buffs when casting? aka Minor shielding
Original it was just green for low lvls then it adding the golden particles mid 20s then adding the blue and white, etc around 40
Not at the moment. The client enforces a max of 4 emitters at once. It would require 6 to make this spell level up perfectly. The orange and green particles flow similarly so that is why they're combined. The blue diamond effect appears heavier and denser, therefore they're separated as a priority. Only levels 1-23 are wrong using this method.
Do you think these can be used in Live EQ?
Telin
04-03-2015, 04:02 PM
Yes they can, but not as is and would require a lot of moving around to get it to line up with live's spell animations which are assigned. It would be simple if you could edit the spells_us, but that is overwritten during the load screen. You would also have to guess on a lot of new spells of which animations would make the most sense if they existed in classic. I wouldn't mind doing this when I find the time.. I know it would be welcomed for the new progression server.
Telin
04-05-2015, 12:30 AM
I can confirm that with some tedious work, they will work on live servers!
https://dl.dropboxusercontent.com/u/252108328/liveheal.jpg
https://dl.dropboxusercontent.com/u/252108328/livebuff.jpg
Sirken
04-05-2015, 01:21 AM
<3 you telin
Telin
04-14-2015, 09:52 PM
For some reason, others' target effects are not displaying at intended settings. I'm going through the files now to enhance those effects, this will cause your own spell's target effect to look a little overdone. (Few more particles and brighter looking) I'm going to see if this is a better trade off. I already had the healing effect overdone when these were patched. I haven't heard any complaints about that. I've brought it to the attention of others like Haynar to see if they can find anything server-side that could make all spells appear consistent.
Telin
04-18-2015, 07:02 PM
The new files enhance target effects as well as implement a few classic changes. Follow the rules in the opening post (I can't edit right now).
--April 15, 2015--
--Sicken Spell Line --Decreased the level 1 caster effect's speed, opacity, and increased the curve's angle.
--Clarity and Bard Regeneration Line-- A previously level 1 effect now requires level 24 for the caster as per classic. You'll only have 1 hand effect due to client limitation.
Download the (2) test files here: Spell Target Changes (https://dl.dropboxusercontent.com/u/252108328/SpellTarget%20v0.3.zip)
Telin
04-19-2015, 03:09 PM
--April 19, 2015--
--Bard's healing songs at 39+ were too bright during the cast and has been scaled down slightly.--
Spell Changes v0.4 (https://dl.dropboxusercontent.com/u/252108328/SpellTarget%20v0.4.zip)
peatrick
04-20-2015, 04:37 PM
Telin has been providing top shelf service to the community for years, now. When i had an issue on Red99 in 2013, almost immediately he logged on and showed up in Nektulos Forest to provide first hand support and resolved the issue. We're all able to enjoy a significantly more classically good experience due to the immense and continued efforts. Thank you kindly. You are THE best, bar none. Keep up the great work! :D
-Erdriick Alef`Gard
Dark Elf Sorcerer
--April 19, 2015--
--Bard's healing songs at 39+ were too bright during the cast and has been scaled down slightly.--
Spell Changes v0.4 (https://dl.dropboxusercontent.com/u/252108328/SpellTarget%20v0.4.zip)
Telin
04-21-2015, 11:39 PM
Improved the look of Drake's Breath in Skyfire Mountains.
Spell Changes v0.4a (https://dl.dropboxusercontent.com/u/252108328/SpellTarget%20v0.4a.zip)
Baadan
04-22-2015, 01:11 PM
Telin,
Apologies if this has been asked before. What is the difference between the update you just posted and Classic Spells v0.98 (https://www.dropbox.com/s/3qf6v5zqaz3hkas/ClassicSpells%20v.0.98.zip?dl=0) in the original post?
Telin
04-22-2015, 01:24 PM
My last few posts go into detail. There were some level adjustments to clarity, decreases to a couple caster effects (clarity and sicken) and enhanced all target effects because the client for some reason downgrades effects when you watch others cast on their target (other than on you).
Your own spells always appeared correctly, but other players and npcs did not. For example, with the new files, if you watch a Magician's fire bolt spell land on their target, the fire explosion will appear brighter and have a slightly higher particle density. Previously the classic fire explosion was showing up too dim and the flames were breaking up too much.
salimoneus
04-22-2015, 08:24 PM
Nice updates on this, thanks for the efforts!
Telin
04-25-2015, 12:58 AM
Small update:
--Bind Affinity's caster effects are now attached to the hands like in classic. The effects were adjusted to appear correctly for their new location. There is a ring around one hand at level 1 and both at level 24+.
--Also Rain spell effects don't last as long each tick. So they shouldn't be as overwhelming.
SpellChangesv1.0 (https://dl.dropboxusercontent.com/u/252108328/SpellChanges%20v1.0.zip)
Caridry
05-11-2015, 12:36 PM
If I recall they changed the particle system so they could be adjusted to control the opacity and density. The older ones could only be completely on or completely off. They had to create new particles in order to do this. The new particles were not an exact duplication of the classic animations. The older animations were smoother and always looked full even from the distance. We're using the classic-like animations from where they first revamped the particle system. Unfortunately the live Titanium client didn't use these anymore so the code was not maintained for these effects. When EQ went from DX8 to DX9 that is when the old particle system was broken. Before then, you could just delete the spellsnew files and the old default particle system would load.
I believe this is why I remember the /effects none/self/all command
Nirgon
05-11-2015, 01:07 PM
still going eh
this guy is the man
LGraves
05-26-2015, 06:45 PM
This is....awesome! Thanks much Telin!
-Corros
peatrick
06-03-2015, 12:53 AM
Keep up the good wr0k, sire!~ :D
still going eh
this guy is the man
Fact.
Telin
06-03-2015, 12:07 PM
Keep up the good wr0k, sire!~ :D
Fact.
Thanks all! I'm glad people like the work. I haven't done much lately, but there are a few things left to do.
kunoxs
06-16-2015, 04:37 PM
This is amazing! Nice work.
Zeddikus
06-16-2015, 05:30 PM
I cannot get these to work? I'm playing on lockjaw progression, just came back after a great many years and HATE the new spell effects. I immediately found this post, and installed per the original post.
I put the 3 files (spellsnew.edd, spellsnew.eff and actoremittersnew.edd) into my D:/program files/Everquest folder
I then put all the files inside the spell effects folder I downloaded into D:/program files/Everquest/SpellEffects, merging the ones I downloaded with the default. I started up the game and I still don't have any changes :*(
I also tried deleting spellsnew.edd and spellsnew.eff and I can't see the hand particles, only the feet (ground) particles. So that didn't work either. What have I missed, any help available?
Telin
06-17-2015, 10:11 AM
I cannot get these to work? I'm playing on lockjaw progression, just came back after a great many years and HATE the new spell effects. I immediately found this post, and installed per the original post.
I put the 3 files (spellsnew.edd, spellsnew.eff and actoremittersnew.edd) into my D:/program files/Everquest folder
I then put all the files inside the spell effects folder I downloaded into D:/program files/Everquest/SpellEffects, merging the ones I downloaded with the default. I started up the game and I still don't have any changes :*(
I also tried deleting spellsnew.edd and spellsnew.eff and I can't see the hand particles, only the feet (ground) particles. So that didn't work either. What have I missed, any help available?
Those files won't work on any live server. It would require a change to a file controlled by the server to point to the right animation. I can edit the spellsnew files to make them work, but it will take hours of work. I haven't had much time. If there's enough interest out there, then I'll work on making them for the progression server.
Zeddikus
06-17-2015, 12:41 PM
Those files won't work on any live server. It would require a change to a file controlled by the server to point to the right animation. I can edit the spellsnew files to make them work, but it will take hours of work. I haven't had much time. If there's enough interest out there, then I'll work on making them for the progression server.
Ohhhh I see. Okay. Well I will be keeping up with this thread in hopes that someday you will be able to make them work for the new progression servers. I really really miss vanilla EQ, and the old spell effects, models, graphics, everything lol. Thanks for the timely response! I can finally stop messing around with my files :p
Telin
06-20-2015, 06:37 PM
I started to work on requests to have these spell effects on Ragefire/Lockjaw servers.
It's impossible to do them 100% because some spells like Druid Skins and Druid Wolf Illusions are forced to share the same animation.
This first version will change some Root, Snare, Healing, SoW, and Resist Buffs to classic. All other new spell effects are intact.
ClassicSpells4EQLiveV1 (https://dl.dropboxusercontent.com/u/252108328/ClassicSpells4EQLiveV1.zip)
Angelstorm
06-25-2015, 07:26 PM
Do i have to install this to see spell effects? because nothing shows up on my screen in any view when i cast spells
Telin
07-01-2015, 07:28 AM
Do i have to install this to see spell effects? because nothing shows up on my screen in any view when i cast spells
Not if you patched correctly. Make sure you overwrite and merge folders. After you get them working you can update them here.
https://dl.dropboxusercontent.com/u/252108328/SpellChanges%20v1.0.zip
Ziggytwist
07-25-2015, 03:37 PM
I hope you are still playing around with this for live servers !! Praying to Inny for an update
milsorgen
07-30-2015, 02:10 PM
Can't wait to check these out tonight when I have some time to sit down and play.
Bristlebaner
08-03-2015, 11:31 AM
Live update please!
v3trae
08-20-2015, 11:18 PM
Check every day hoping to see an update for live. Please Telin, you're the hero we need.
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