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  1. Z

    Haste, How does it work?

    Just for the record: buff effect slots are the main stacking mechanism for buffs. They're not relevant to the discussion of the different stacking types of haste effects as such; they're more concerned with buff effects that can add up linearly like +/-STR or +MaxHP, or ones you can have...
  2. Z

    Adventures In Texture Editing

    global_chr.s3d should be the correct file. No other file contains the halfling face textures (homhe####.bmp). And globalhom_chr.s3d would be for the Luclin halfling models. Maybe you have texture caching on on your laptop, with the old face still in the cache? The only shenanigans p99 does...
  3. Z

    Sequel to SoD - Input Requested

    I'm reminded of another concept I had at some point: going whole hog in the other direction and making the economy the only source of gear, per se. Raid mobs and such would be hunted for ultra rare components and unique recipes or weapon molds and so on. There could be recipes lines that...
  4. Z

    Sequel to SoD - Input Requested

    Feel like I'm a bit late to this thread... but! Always have some ideas floating around... Haven't read all the posts here and never cared much about lore, but these are the gameplay-ish things I would think about, off the top of my head: * Remove buffs -- at least long-term, set-and-forget...
  5. Z

    Adventures In Texture Editing

    Technically not texture related but I spent my morning making a dumb little particle data editor tool for old particle weapon models. Download link and some (video) examples of stuff that can be done with it here.
  6. Z

    Overcap Sneak Mod

    I have no idea of anything that might be working or not working since I haven't looked at the code in 3+ years and haven't been involved in dev stuff for at least as long. But: * Skill modifiers aren't worn effects. * Things like double attack and such are purely serverside, so there's no...
  7. Z

    Overcap Sneak Mod

    Inserting worn effects onto items you have equipped on the fly would be even more complicated than a buff. Which slot should the worn effect be inserted into? What if the item in that slot already has a worn effect? What happens when you unequip the item that the effect was inserted onto? What...
  8. Z

    Overcap Sneak Mod

    The server's ability to control a client's movement speed is pretty limited. The server gets to dictate your base movement speeds (for running and for walking, independently) when you enter a zone, but after that everything is in the client's hands -- buffs and worn effects and purely...
  9. Z

    Bring Back Nadox

    Nadox never made much sense... Can understand how changing the visible stats on items might be non-obvious with the new codebase (there used to be an obvious function where stats were explicitly taken from the item struct and slotted into the packet struct for sending to the client; in eqemu's...
  10. Z

    Adventures In Texture Editing

    Basically. The WLD format that classic models use is from a different time. Alpha transparency was the most computationally expensive kind of transparency available, they couldn't expect their players to have accelerated graphics of any kind, and they were using BMP textures with no alpha...
  11. Z

    Adventures In Texture Editing

    A middle ground might be possible (and not too difficult, if the client accepts it): not having a complete, body-covering robe model for non-robe races, but at least having a unique chest texture corresponding to each robe type. Would allow those races to see something spiffy rather than tinted...
  12. Z

    Adventures In Texture Editing

    The two export formats Grinkles mentioned don't support animation. I'd be surprised if that tool supported animation for display purposes, either... I've been dabbling with a framework for loading and displaying EQ models and animations a bit recently (kind of on-again off-again). Got to the...
  13. Z

    Moving to Canada

    I can't tell if that's supposed to be Medvedev or George Osborne.
  14. Z

    [2.5] At first glance

    Regarding the unexpected haste displays and lack of arrow stacks: Years back, I decided to reuse some narrowly-utilized item fields for different purposes, namely 1) to act as a scaling factor for chest proc rates (our original "system" had the maximum chest proc chance at ~2%, which wasn't...
  15. Z

    Shaman "overhaul".

    Always a bit odd being notified that I've been quoted in a thread I haven't seen. But just to clarify, yes, this is in, has been for about three years judging by the quoted post.
  16. Z

    Raid-wide combat spam

    Should be doable. Range on damage reports is determined serverside -- just a matter of sending versus not sending the packet. (Makes sense, too: why have the server waste effort sending out packets it knows will be ignored? And then conversely, why bother with a client restriction for something...
  17. Z

    Adventures In Texture Editing

    Everything is relative. Simple answer: Wherever 0x, 0y, 0z (0, 0, 0 -- the "origin" -- where the red and green lines intersect in Blender, up in the top of that bear's head in your screenshot) is for your model, that's where characters' hands go. As far as rotation is concerned, you only...
  18. Z

    Adventures In Texture Editing

    It really should have occurred to me while I was writing that last post that we could easily make whatever helmet model we wanted show up the very same way that I was testing them (same way GMs can make them show up in their hands, just... using the head slot) rather than relying on the client...
  19. Z

    Adventures In Texture Editing

    Those helms show up fine when put in the head slot of the appropriate races. There just may be no way to have an item use them. I just spent 15 minutes reminding myself how to get the velious helms hooked up to an item and I have to say I'm pretty sure that's all hardcoded in the client because...
  20. Z

    Adventures In Texture Editing

    I was bored so I started making a weapon model importer type thing for the usable-by-our-client formats. Link. Pretty rudimentary at the moment. Imports geometry from OBJ format. Currently can only have one texture area for the whole model, rather than possibly having separate areas split...
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