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  #81  
Old 09-28-2013, 03:59 PM
Bardalicious Bardalicious is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
You can probably recode the dx8.dll file to work with dx9 and use the dx9 file name unless it does a checksum. Ive read where people have done this for other games, but it would have to be specifically done for this file and version of eq. Dx level 81 is probably the most the client needs since we aren't using anything too complex. All this work sounds expensive
very easy to spoof crc's on files if it is indeed being checked. but of course that may be against the rules here to alter the file regardless.
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  #82  
Old 09-28-2013, 04:03 PM
Bardalicious Bardalicious is offline
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Does anyone have an *ORIGINAL* EQ and Kunark disc floating around? Wouldn't mind having the files to do some comparisons. Of course you'd need to upload them for me tho, I have them but they are in storage somewhere =)
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  #83  
Old 10-02-2013, 04:54 AM
Rhun Rhun is offline
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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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  #84  
Old 10-20-2013, 12:37 AM
Telin Telin is offline
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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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  #85  
Old 10-21-2013, 01:57 PM
Dangermouse Dangermouse is offline
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Quote:
Originally Posted by Bardalicious [You must be logged in to view images. Log in or Register.]
Does anyone have an *ORIGINAL* EQ and Kunark disc floating around? Wouldn't mind having the files to do some comparisons. Of course you'd need to upload them for me tho, I have them but they are in storage somewhere =)
I've got an Kunark CD "English version" (in its original box no less!). If you want me to rip it and upload the files somewhere, let me know.

Alternatively if you just want a few files, I could install this disc and then send you a selection of files from the install dir. The disc itself just contains a load of CABs.
Last edited by Dangermouse; 10-21-2013 at 02:00 PM..
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  #86  
Old 10-23-2013, 01:12 AM
Telin Telin is offline
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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.

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Last edited by Telin; 10-23-2013 at 10:58 PM..
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  #87  
Old 10-28-2013, 07:48 PM
dealicious dealicious is offline
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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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  #88  
Old 10-28-2013, 08:22 PM
Telin Telin is offline
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Quote:
Originally Posted by dealicious [You must be logged in to view images. Log in or Register.]
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
Oh yes we know about that, the glorious original particles are really just too broken for anyone to want to use them right now. It makes sense to keep working on the newer particles first since they're still not perfect yet, but may help teach us a lot about how the older particle system works.

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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  #89  
Old 10-28-2013, 10:39 PM
Telin Telin is offline
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Default New spell update

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.
Attached Files
File Type: zip spellsnew v0.049t.zip (84.8 KB, 196 views)
Last edited by Telin; 10-28-2013 at 11:16 PM..
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  #90  
Old 10-29-2013, 12:23 AM
AffEcT AffEcT is offline
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Awesome work guys!
Love it!
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