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  #16  
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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  #17  
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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  #18  
Old 03-22-2007, 02:53 AM
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cavedude
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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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  #19  
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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  #20  
Old 03-22-2007, 03:03 AM
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cavedude
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I suspect the client is fine, in that it isn't bugged or anything. Sony probably changed their helmtextures or something such for the DoD client (which is why newer NPCs are being collected with the previously thought to be invalid 31 texture) More than likely, they added some columns which we aren't accounting for. It makes sense more columns would allow for more detailed and varied mobs and this lines up with the fact that SOE is underway with a graphical overhaul. If I am correct, the solution would be to figure out what new information SOE has added, and add support for that to the code while trying to prevent breaking backwards compatibility.
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  #21  
Old 03-22-2007, 06:59 AM
Angelox
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I tried everything! I was changing texure settings, logging in and out for hours. I can tell you that on Titanium client, the setting for helmtexture in npc_types is unaffected by what ever number you put in. I was working with giant heads in permafrost and the twisted head on guards at Qeynos.
The only solution I found, was posted at the French-Froggy site , and what it did was convert the Titanium client to a choice of 6x clients.
Once 6x client was running, all heads were fixed, twisted and misplaced - I also checked the erudite banker in erudin which looked good too.
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  #22  
Old 03-22-2007, 07:45 AM
narcberry
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mispost, forgive the noob.
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  #23  
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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  #24  
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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  #25  
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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  #26  
Old 03-23-2007, 07:50 AM
Angelox
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Actually, my intentions here are to post a bug and describe it as best possible - with hopes that it might get fixed one day. I'm now sure what I posted is correct, because of all the experimenting i did with this.
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  #27  
Old 05-21-2007, 09:02 AM
ChaosSlayer
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i would like that in addition to Cycloc heads, there is issue with:

Panda/Cave Kodiak heads which both show head of a walrus man
Qeynos/Freeport guards have their helms twisted sideway

Would be nice if someone could also fix snow tiger tales..but i guess even sony never managed to fix those...
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  #28  
Old 05-26-2007, 06:40 AM
ChaosSlayer
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i have just discovered that new pumas found in DoN are HORIBLY mutalated.

They missing heads (no heads AT ALL!) and middle body part....

so its neck, front legs, back side and tail... thats all what remained...
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  #29  
Old 06-12-2007, 06:24 AM
moydock
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Ogre guards/vendors heads are also twisted to add to the list.
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