This sounds similar to (if not exactly like) the problem I posted about a good while ago.
(
http://forums.graalonline.com/forums...hp?t=134260623)
The only solutions I got seem more convoluted than it needs to be. It would be nice if this thing, bug or intentional, was fixed/changed.
Edit: It looks like your problem may not be the exact same as mine, but it may be related. Personally I'm hoping it is, anyway =q
Further jargon/thinking out loud:
Perhaps that one new serverop (The one you told me was only useful on iphone, cant recall what it was called.) could be changed to adjust the visibility range of such particles on pc servers, while keeping it's current function on iphone servers? Instead of having particles get cut out if the viewer and the source are not in the same level, it would only be cut out if the viewer is however many levels/pixels/tiles/watever away from the source.
Then again, Since it seems that only the levels adjacent to the player's current level, as well as the player's current level are loaded (clientside) at a time, I don't see why we couldn't flat-out remove the limit because the player will never have more than 9 levels loaded at a time, so it's not like their computer will be burdened by displaying all particles offscreen to the ends of the gmap or anything. and if the current way particles are cut really matters, we could also instead make a new serverop: oldparticlerules=boolean (true will cut them out like they do currently, false will allow them to be displayed within the entire 3x3 level square. although I don't see what use setting it to false would actually have)