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Development::Bugs Bug reports which have been deemed true bugs, so they dont get lost elsewhere.

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  #1  
Old 03-05-2007, 02:34 PM
Angelox
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I haven't checked yet, but I'm betting Titanium clients only pose the cyclops heads on all textures, in any zone. I wished I saved my old 6.2 client for comparing, might have a back up somewhere.
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  #2  
Old 03-21-2007, 09:01 PM
Angelox
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I've been fooling around with older clients and this definitely is a "Titanium" client problem. Older 6x clients do not show these glitches.
I'll move this thread over to the bug-report areas, so the Devs might-can see it.
Edit;
As far as I've seen, this includes misplaced heads on giant models (Permafrost Ice Giant for one), and "twisted" heads on some npc's (Qeynos guards, erudite vendors, etc.)

Last edited by Angelox; 03-22-2007 at 05:07 AM..
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  #3  
Old 03-21-2007, 11:25 PM
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cavedude
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I agree the misplaced heads seem to be a client only issue, however the twisted heads are indeed a helmtexture issue. When PEQ first sourced in POK it was loaded with twisted heads, visible using both 0.6.2 and Titanium. This was being caused by mobs with a helmtexture of 31 (why they were I have no idea, they were collected that way) I changed it to 0 or 1 and their heads appeared correctly on both clients. Now there of course may be other cases of twisted heads, but this method has corrected all I have seen on PEQ thus far.
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  #4  
Old 03-22-2007, 12:00 AM
So_1337
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Thanks, that's at least a place to start. I have some time here at work today, I'll play around with some of the ones I know for sure (Sand Giants with cyclops heads, old-model ogres in Oggok with twisted heads).

I'll post if that's indeed a fix.
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  #5  
Old 03-22-2007, 02:44 AM
So_1337
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No dice. No matter what body or helmtexture type you set the NPC to, the cyclops head stays in place.

Where are the helm textures stored? If it's in a file, is there a chance that Titanium just has a bad batch of them?

I'm completely new to all of this, so please forgive me if that's an ignorant question. Being a client-side problem, though, it seems like the fix would be somewhere with the client.

EDIT: What I mean is, Angelox confirmed that the textures are in the S3D file, but is it possible they could've been corrupted somehow? I've checked the helmtextures on both cyclops-headed giants and on twisted-headed ogres, and all the helm textures are as they should be.

Last edited by So_1337; 03-22-2007 at 10:54 AM..
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  #6  
Old 03-22-2007, 02:53 AM
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I said the twisted heads, not the misplaced ones. We all agree that is a client issue, and it would have to be corrected in the Emu code though I seriously doubt it's a high priority.
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  #7  
Old 03-22-2007, 02:54 AM
So_1337
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Heh, sorry. You posted before I could edit to clarify what I meant.

EDIT: And another edit; I agree it's low on the priority list, but I figured I'd check into it since I saw this thread had been bumped today. Anything to break me away from the grind of fixing factions and loot tables on our server, I'll jump on. Anything to distract me from the work I should actually be doing here at my job, for that matter! =X

Last edited by So_1337; 03-22-2007 at 10:56 AM..
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  #8  
Old 03-22-2007, 07:45 AM
narcberry
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mispost, forgive the noob.
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  #9  
Old 03-22-2007, 08:48 AM
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Then we have two twisted head issues... I saw them in POK with the 0.6.2 client. Changing the helmtexture did correct them for both clients in my case. In fact, the SoW bot I placed had a twisted head at first since I just copied him from another NPC in the zone. I changed the helmtexture and if you log and and see now it is no longer twisted.
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  #10  
Old 03-23-2007, 02:19 AM
So_1337
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Switching to the 6x client did indeed fix both the cyclops heads and the twisted heads. It's very possible that there's one twisted head issue to do with helmtextures and one to do with just the Titanium client, as you said.
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  #11  
Old 03-23-2007, 03:16 AM
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The problem with using a backpatch is first it's illegal to host (and talking about it on these forums or in irc is forbidden), and secondly item links won't work with Titanium which I know would be a problem on PEQ when 80% of the population is using Titanium. Though, on the plus side no chance of eqgame.exe error

Man, I was one of the last old timers to start using Titanium. I refuse to let go of my 0.6.2 client because I like the UI better. I never thought I'd be on Titanium's side!

My solution above is the only real solution. The new data SOE is sending the client needs to be indentifed and support for it has to be added to the EQEmu code.
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