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mr bubbles
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Post subject: Client 5+ and mounted non humanoids Posted: Mon Mar 19, 2007 12:32 am |
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Joined: Thu Jan 18, 2007 2:34 am Posts: 91
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Just wondering if anyone knows a way around not being able to see the mobile when they are mounted as a non humanoid graphic with the client 5.x series.
For example, if a player polymorphs and is mounted he is invisible to other players, this goes for non humanoid npcs u put on horses.
I suppose its something major they changed in these clients for whatever reason.
If nothing can be done about it, what is the best 4.x client in terms of speed and reliability?
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OldnGrey
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Post subject: Posted: Mon Mar 19, 2007 3:32 am |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 548
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I didn't think there were ever any mounted animations for non human graphics in the standard OSI mul files.
I don't let a player mount when morphed out of std character graphic.
No doubt someone has added in some animations though.
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mr bubbles
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Post subject: Posted: Mon Mar 19, 2007 3:51 am |
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Joined: Thu Jan 18, 2007 2:34 am Posts: 91
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yeh there wern't. but with the older clients it showed the graphic perfectly, moving fine, now however it doesn't.
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OldnGrey
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Post subject: Posted: Mon Mar 19, 2007 4:21 am |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 548
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Ah, now for some reason that doesn't surprise me.
The v2 clients were extremely easy to get new monsters, animations and items to work, even if the client normally couldn't see them.
Heaven knows how v4 3d clients EVER worked since they don't use .def files but v4 2d clients do - and all in the same directory. I sort of get it, but then it confuses me again almost straight away. I have the feeling you would have to merge in the animations for each monster lower half IF you could find the room in the file slots. The size of the animx files would get BIG very quickly.
Somedays I despair of ever understanding what OSI were trying to achieve with their animation slots, def files and missing artwork.
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