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

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  #1  
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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  #2  
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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  #3  
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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  #4  
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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  #5  
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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  #6  
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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  #7  
Old 04-20-2009, 05:43 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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If I was to guess, I would say that this is probably a limitation of the Titanium client. More than likely, whatever was used to tell the spell effects where to source from has been removed in newer clients since effects are obviously handled at least somewhat differently.

Though, if the client is still able to receive the hand location for old spells, my best guess would be that the info would be somewhere in the spawn structure or one of the other structures. It almost sounds like it just doesn't know at all where or who to tie the effects to, so it just sends them to 0 0 0. Otherwise, I would guess that it is something coded into the newer versions of eqgame.exe that can't be corrected in any normal way.
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