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  #1  
Old 08-15-2006, 04:43 AM
myrrddyn25
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I had an exceedingly similar issue save your titanium client files the ones eqvercheck.exe ( or whatever the name of that program that checks the version) checks and patch to live then copy in the saved client files fixes the issue...
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  #2  
Old 08-15-2006, 05:13 AM
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CrabClaw
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Quote:
Originally Posted by myrrddyn25
I had an exceedingly similar issue save your titanium client files the ones eqvercheck.exe ( or whatever the name of that program that checks the version) checks and patch to live then copy in the saved client files fixes the issue...
Lemme make a copy of my EQ install directory and try this one, I am curious. If not I'll go the #ZClip/#ZSave route. Thanks to both of you!

(Gawd, I love big hard drives.)
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  #3  
Old 08-15-2006, 07:45 AM
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CrabClaw
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Sorry, I could not edit my above post.

Ok my interesting findings from my little experiment.

I updated to Live and saved the old files like you said:

eqgame.exe
EQGfx_Dx8.dll
EQGraphicsDX9.dll
eqmain.dll
mss32.dll

I fired up EQEmu and logged in. I could log-in, select character and enter the game normally (yay sexy elf grrl, and no more puppy!), but the graphics were all scrambled like eggs. Regardless of any settings.

Ok, so I copied back all the files in the RenderEffects directory from my old vanilla titanium install. This got me back to square one, but with a live patched EQ. Interesting to me anyways.

Ok off to Natimbi (where I used to take my old guild farming and drunken beach parties. /sigh I miss my famliy guild.)...the same problems all over again. yes turning the HardwareTNL=False worked, but I like the TNL. Setting the #zclip to 1000 3000 and saving it worked nicely for fixing the clipping.

So, being in a sad, defeated, mood, I made it rain (#weather 1)....

Woah, this fixed things instantly! All the monsters re-drew to normal and I was back to my old stomping grounds in all its dreary discordian glory. Alone (/cry), but happy. Now changin' the weather back to clear (#weather 0) reset everything back to its broken state with untextured monsters and borked land textures.

Wierd ain't it? I don't mind making it rain when I enter the zone (I go there infrequently enough), and if I run into trouble with a live patched version I can always fall back to my old install, but maybe there is some RenderEffects files you need to fix the GoD type zones with similar problems? I also noticed in the UI there was a Ground Texture reolution setting I could not set.

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  #4  
Old 08-15-2006, 08:08 AM
tallerin
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Join Date: Mar 2005
Posts: 165
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the real issues lies in these files eqmain.dll, eqgraphicsdx9.dll, eaxman.dll, eqclient.ini and they can not be changed for us as they WILL break eqemu for you. This was also a problem on live but removing those files and updating again fixxed the issue. The only way to fix the problem that i have found so far is the HardwareTNL=False for the textures. As for the Zclip now i know why my GOD zones i couldn't see very far compared to other zones. But that may also be an issue with the same files and the changing the zclip might be the only fix for play on eqemu.
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  #5  
Old 08-15-2006, 01:09 PM
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CrabClaw
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Yes that is my conclusion about the TNL settings. But, thanks for the info.

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  #6  
Old 11-07-2006, 12:50 AM
cbodmer
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Join Date: Oct 2006
Posts: 24
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I would like to pick this subject up, even though it's older.

The problem appears on newer NVIDIA Graphic cards/drivers only and it has nothing to do with HardwareTNL actually, although that fixes it by eliminating fog. Yes, fog's the issue. All the zones that are exhibiting this behaviour have fog_minclip=fog_maxclip. This isn't working for NVIDIA cards/drivers.

Change fog_maxclip so that it is larger than fog_minclip and it will work, and you can actually keep your 3D accelerator running with HardwareTNL=true.

-Chris
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  #7  
Old 11-07-2006, 12:59 AM
sdabbs65
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Default ..

in the eqclient.ini
Try changing ParticleDensity=0 to ParticleDensity=1 and saving the change.
despite all its problems, it is still an enjoyable experience now that we have a few new zones to play with.
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  #8  
Old 11-07-2006, 01:07 AM
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Damilis
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Quote:
Originally Posted by cbodmer
I would like to pick this subject up, even though it's older.

The problem appears on newer NVIDIA Graphic cards/drivers only and it has nothing to do with HardwareTNL actually, although that fixes it by eliminating fog. Yes, fog's the issue. All the zones that are exhibiting this behaviour have fog_minclip=fog_maxclip. This isn't working for NVIDIA cards/drivers.

Change fog_maxclip so that it is larger than fog_minclip and it will work, and you can actually keep your 3D accelerator running with HardwareTNL=true.

-Chris
Rock on, I think this will solve the 'Kubrick-like' acid trip i experience when moving through certain parts of timourus deep.
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  #9  
Old 11-08-2006, 02:36 PM
John Adams
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Re: fog_maxclip:
Unfortunately, setting these values did not appear to clear up my problem with certain textures in GoD zones being blanked out (good bump, btw... I was looking for this )

I noticed I do not even have HardwareTNL= in my eqclient.ini, and I am assuming that means enabled (default)? If not, what section should it be in? [Display]?

There was another post here somewhere that I thought also addressed this, by copying some files from live into the RenderEffects folder (or something like that). Looking for that now.
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