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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 02-03-2009, 11:13 PM
Fifflefluff
Fire Beetle
 
Join Date: Jun 2008
Location: japan man
Posts: 20
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Quote:
Originally Posted by Secrets View Post
I don't know if it still works, but you can try deleting spellsnew.eff and spellsnew.edd, prior to titanium this worked, I haven't tested it but it should bring the old spell particles back. I remember reading this years ago, so i'm going off memory.
Yes, I removed these files before playing on either of the servers. In fact, in order to play on the Project 1999 server, I removed all of the following files from my EverQuest root directory:

spellsnew.edd
spellsnew.eff
arena.eqg
arena_EnvironmentEmitters.txt
lavastorm.eqg
nektulos.eqg
Nektulos_EnvironmentEmitters.txt

I also replaced the spells_us.txt with the spells_us.txt provided by Nilbog here. There's a similar spells_us.txt replacement necessary for playing on Vallon/Tallon Zek.
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  #2  
Old 02-04-2009, 10:11 AM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
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sorry for backwards npc here.. but i believe what he is talking about is the spells shooting out of their hands like this

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  #3  
Old 02-05-2009, 03:42 AM
Fifflefluff
Fire Beetle
 
Join Date: Jun 2008
Location: japan man
Posts: 20
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Yeah, that's what I meant.
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  #4  
Old 03-31-2009, 12:53 PM
Slaya21
Fire Beetle
 
Join Date: Feb 2005
Posts: 14
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so still no update on this huh?? what a shame :(
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  #5  
Old 03-31-2009, 01:13 PM
PathToEternity
Fire Beetle
 
Join Date: Mar 2009
Location: Knoxville
Posts: 28
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How would this be coded? Isn't this sort of thing client based?

I would really like to see this fixed also.
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  #6  
Old 04-03-2009, 09:35 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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This would most likely be source based. The source needs to be told to find the player/mob and attach that particle effect to the models hands.

That is the simple version =p

Since the primary focus of the project is move forward (as it should be), the back stuff gets archived and forgotten.

I truly wonder though, how easy this would be to fix? C++ ain't my forte...at all, ever, however.
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  #7  
Old 04-20-2009, 01:03 AM
Tabidzukare
Sarnak
 
Join Date: Mar 2009
Location: A place
Posts: 42
Default Coded or not..

What you have to think about is this:

If deleting the file brought back the old graphics, but changed the positioning of said graphics, then IT (meaning the deleted files) should contain the positioning information. Since just by deleting the file no one changed any source code, yet the position changed.. that's why it would lead me to believe it's not hard coded.

Even if it is hard coded, I have some ideas how to get around it. Namely the fact that the 'newspells.edd/eff' positioned itself properly right. If position data ISNT stored in the .edd/.eff files, then wouldn't changing the file name of the original spells.eff, into newspells.eff change this..

Another thought. The 'newspells' use two files a .edd/.eff, while the old spells are just an .eff file.. that could mean positional data is stored in the .edd file, in which case if you keep the .edd file and rename the original spells.eff to newspells.eff it might preserve the correct position.

I have several more thorough ideas but until I get home I can't try. Good luck guys, lets not settle for "no" as an answer, get in the files and make this work. I know we can do it, if we all share our thoughts and tests.
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