I messed around with this last night and found out something.
I cannot use the second copy to run WinEQ. Even if I make that the primary account it crashes the same way every time. I was able to log on normally and with EQwindows on that exact same folder.
If I copied my primary to another spot on the main hard drive that also worked.... doing more testing!
Second session always crashes
Moderators: Lavish Software Team, Moderators
Ok I found out what the problem was.
I renamed every folder inside the D:\Everquest folder zzz....
For example zzzuifiles
I then copied over all of the folders from the primary copy and it worked.
I then deleted the folders one by one and renamed the zzz folder back to it's orginal.
I had a WinEQ directory in the D:\Everquest directory as I did on my primary account. How ever in the D:\ dir there was a file called WinEQ.dll as soon as I deleted this file it works, put it back and it crashed.
In my primary eq folder the only thing in that folder is eqgame.exe so I made my secondary account the same way.
I renamed every folder inside the D:\Everquest folder zzz....
For example zzzuifiles
I then copied over all of the folders from the primary copy and it worked.
I then deleted the folders one by one and renamed the zzz folder back to it's orginal.
I had a WinEQ directory in the D:\Everquest directory as I did on my primary account. How ever in the D:\ dir there was a file called WinEQ.dll as soon as I deleted this file it works, put it back and it crashed.
In my primary eq folder the only thing in that folder is eqgame.exe so I made my secondary account the same way.
Upgraded to v1.0
Now if the profiles are identical (and default) the second instance runs.
If I point the second profile to my other EQ directory on second drive (that runs OK under EQWindows) and leave everything else the same, it still crashes.
I have Visual C++ V6 installed and it asks me if I want to debug.
Is there anything I can do with that that will help?
- might want to PM me if so
Debugging info follows:
WINEQLOG.TXT
Initializing resolution to 1280x1024
D3DDEVTYPE_HAL
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
CreateDevice successful
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WEQ_DirectInput8Create(1C20000,800,0€y¿:H¢Mª™]dí6—,2919268,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
-- Requested Direct3D8 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 0
BackBufferWidth: 0
EnableAutoDepthStencil: 0
Flags: NULL
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_DEFAULT
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
-- Requested Direct3D8 Device Information --
EQ Display Mode 1280x1024
IDirect3D8Proxy::Release()
There was no line in DBG.TXT with the fatal error you mention so the last few lines are:
[Tue Jul 20 10:55:34 2004]00011:Init point i.
[Tue Jul 20 10:55:34 2004]00012:Init point j.
[Tue Jul 20 10:55:34 2004]00013:Init point k.
[Tue Jul 20 10:55:35 2004]00014:Init done.
[Tue Jul 20 10:55:37 2004]00000:Found adapter #0 - NVIDIA GeForce4 Ti 4200
[Tue Jul 20 10:55:37 2004]00001:Adapter #0 - NVIDIA GeForce4 Ti 4200 :
[Tue Jul 20 10:55:37 2004]00002:32Bit = 1, D32 = 0, D24 = 1, D16 = 1
[Tue Jul 20 10:55:37 2004]00003:16Bit(565) = 1, D32 = 0, D24 = 1, D16 = 1
[Tue Jul 20 10:55:37 2004]00004:16Bit(1555) = 0, D32 = 0, D24 = 0, D16 = 0
[Tue Jul 20 10:55:38 2004]00000:Init ddraw start.
[Tue Jul 20 10:55:39 2004]00005:t3dInitializeDevice: Using 32bit mode.
[Tue Jul 20 10:55:39 2004]00006:t3dInitializeDevice: Using 24bit depth buffer.
[Tue Jul 20 10:55:39 2004]00007:t3dInitializeDevice completed successfully.
[Tue Jul 20 10:55:39 2004]00001:Done Initializing device (0).
[Tue Jul 20 10:55:40 2004]00002:Done Enabling autoMipMapping.
[Tue Jul 20 10:55:40 2004]00003:After create camera.
[Tue Jul 20 10:55:40 2004]00004:Before font creation.
[Tue Jul 20 10:55:40 2004]00005:After font creation.
Now if the profiles are identical (and default) the second instance runs.
If I point the second profile to my other EQ directory on second drive (that runs OK under EQWindows) and leave everything else the same, it still crashes.
I have Visual C++ V6 installed and it asks me if I want to debug.
Is there anything I can do with that that will help?
- might want to PM me if so

Debugging info follows:
WINEQLOG.TXT
Initializing resolution to 1280x1024
D3DDEVTYPE_HAL
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
CreateDevice successful
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WEQ_DirectInput8Create(1C20000,800,0€y¿:H¢Mª™]dí6—,2919268,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
-- Requested Direct3D8 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 0
BackBufferWidth: 0
EnableAutoDepthStencil: 0
Flags: NULL
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_DEFAULT
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
-- Requested Direct3D8 Device Information --
EQ Display Mode 1280x1024
IDirect3D8Proxy::Release()
There was no line in DBG.TXT with the fatal error you mention so the last few lines are:
[Tue Jul 20 10:55:34 2004]00011:Init point i.
[Tue Jul 20 10:55:34 2004]00012:Init point j.
[Tue Jul 20 10:55:34 2004]00013:Init point k.
[Tue Jul 20 10:55:35 2004]00014:Init done.
[Tue Jul 20 10:55:37 2004]00000:Found adapter #0 - NVIDIA GeForce4 Ti 4200
[Tue Jul 20 10:55:37 2004]00001:Adapter #0 - NVIDIA GeForce4 Ti 4200 :
[Tue Jul 20 10:55:37 2004]00002:32Bit = 1, D32 = 0, D24 = 1, D16 = 1
[Tue Jul 20 10:55:37 2004]00003:16Bit(565) = 1, D32 = 0, D24 = 1, D16 = 1
[Tue Jul 20 10:55:37 2004]00004:16Bit(1555) = 0, D32 = 0, D24 = 0, D16 = 0
[Tue Jul 20 10:55:38 2004]00000:Init ddraw start.
[Tue Jul 20 10:55:39 2004]00005:t3dInitializeDevice: Using 32bit mode.
[Tue Jul 20 10:55:39 2004]00006:t3dInitializeDevice: Using 24bit depth buffer.
[Tue Jul 20 10:55:39 2004]00007:t3dInitializeDevice completed successfully.
[Tue Jul 20 10:55:39 2004]00001:Done Initializing device (0).
[Tue Jul 20 10:55:40 2004]00002:Done Enabling autoMipMapping.
[Tue Jul 20 10:55:40 2004]00003:After create camera.
[Tue Jul 20 10:55:40 2004]00004:Before font creation.
[Tue Jul 20 10:55:40 2004]00005:After font creation.
V1.10 still crashes in the same way
Visual Studio .NET debugger crashes too when trying to debug so that was not much help.
WINEQ.log (last lines)
-- End Requested Direct3D8 Device Information --
IDirect3D8Proxy::Release()
WEQ_DirectInput8Create(400000,800,0€y¿:H¢Mª™]dí6—,89E734,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
WEQ_Direct3DCreate9(31) successful
IDirect3D9Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 1280x1024, D3DFMT_X8R8G8B8
IDirect3D9Proxy::CreateDevice()
-- Requested Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_D24X8
BackBufferCount: 1
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 1024
BackBufferWidth: 1280
EnableAutoDepthStencil: 1
Flags: D3DPRESENTFLAG_LOCKABLE_BACKBUFFER
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_IMMEDIATE
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
D3DDEVTYPE_HAL
D3DCREATE_SOFTWARE_VERTEXPROCESSING
-- End Requested Direct3D9 Device Information --
CreateDevice successful on adapter 0
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_A4R4G4B4)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_DXT1)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_DXT3)... Format OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
DBG.TXT last lines
[Thu Jul 22 11:26:52 2004]00467: StartWorldDisplay: load2
[Thu Jul 22 11:26:52 2004]00468:Load world point 1 (load2)
[Thu Jul 22 11:26:52 2004]00469:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:52 2004]00470:Load world point 3 (b06b878, load2.wld).
[Thu Jul 22 11:26:54 2004]00471:Successful read of world.
[Thu Jul 22 11:26:54 2004]00472:Load world end (1).
[Thu Jul 22 11:26:54 2004]00473:Start world 4: Main world file loaded...
[Thu Jul 22 11:26:54 2004]00474: StartWorldDisplay: load2
[Thu Jul 22 11:26:54 2004]00475:Load world point 1 (objects)
[Thu Jul 22 11:26:54 2004]00476:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:54 2004]00477:Load world point 3 (b06b878, objects.wld).
[Thu Jul 22 11:26:54 2004]00478:Successful read of world.
[Thu Jul 22 11:26:54 2004]00479:Load world end (1).
[Thu Jul 22 11:26:54 2004]00480: StartWorldDisplay: load2
[Thu Jul 22 11:26:54 2004]00481:Load world point 1 (lights)
[Thu Jul 22 11:26:54 2004]00482:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:54 2004]00483:Load world point 3 (b06b878, lights.wld).
[Thu Jul 22 11:26:54 2004]00484:Successful read of world.
[Thu Jul 22 11:26:54 2004]00485:Load world end (1).
[Thu Jul 22 11:26:54 2004]00486:Start world 5: Camera locations set...
[Thu Jul 22 11:26:54 2004]00487:Start world 6: Lighting enabled...
[Thu Jul 22 11:26:54 2004]00488:Start world 7: Executed some more code, and stop reading these!
[Thu Jul 22 11:26:54 2004]00489:Start world 8: Particles, DynamicLOD, Yon, and MIDI set...
[Thu Jul 22 11:26:54 2004]00490:Start world 9: Now you've done it. You've gone ahead and looked. Now it's all gonna break. (name sprites done)
[Thu Jul 22 11:26:54 2004]00491:Start world done. (load2)
[Thu Jul 22 11:26:54 2004]00492:load done.
[Thu Jul 22 11:26:55 2004]00493:Starting char select.
[Thu Jul 22 11:26:55 2004]00494:Clearing display buffers.
[Thu Jul 22 11:26:55 2004]00495:Display buffers cleared.
Visual Studio .NET debugger crashes too when trying to debug so that was not much help.
WINEQ.log (last lines)
-- End Requested Direct3D8 Device Information --
IDirect3D8Proxy::Release()
WEQ_DirectInput8Create(400000,800,0€y¿:H¢Mª™]dí6—,89E734,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
WEQ_Direct3DCreate9(31) successful
IDirect3D9Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 1280x1024, D3DFMT_X8R8G8B8
IDirect3D9Proxy::CreateDevice()
-- Requested Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_D24X8
BackBufferCount: 1
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 1024
BackBufferWidth: 1280
EnableAutoDepthStencil: 1
Flags: D3DPRESENTFLAG_LOCKABLE_BACKBUFFER
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_IMMEDIATE
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
D3DDEVTYPE_HAL
D3DCREATE_SOFTWARE_VERTEXPROCESSING
-- End Requested Direct3D9 Device Information --
CreateDevice successful on adapter 0
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_A4R4G4B4)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_DXT1)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,0,D3DRTYPE_TEXTURE,D3DFMT_DXT3)... Format OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
DBG.TXT last lines
[Thu Jul 22 11:26:52 2004]00467: StartWorldDisplay: load2
[Thu Jul 22 11:26:52 2004]00468:Load world point 1 (load2)
[Thu Jul 22 11:26:52 2004]00469:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:52 2004]00470:Load world point 3 (b06b878, load2.wld).
[Thu Jul 22 11:26:54 2004]00471:Successful read of world.
[Thu Jul 22 11:26:54 2004]00472:Load world end (1).
[Thu Jul 22 11:26:54 2004]00473:Start world 4: Main world file loaded...
[Thu Jul 22 11:26:54 2004]00474: StartWorldDisplay: load2
[Thu Jul 22 11:26:54 2004]00475:Load world point 1 (objects)
[Thu Jul 22 11:26:54 2004]00476:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:54 2004]00477:Load world point 3 (b06b878, objects.wld).
[Thu Jul 22 11:26:54 2004]00478:Successful read of world.
[Thu Jul 22 11:26:54 2004]00479:Load world end (1).
[Thu Jul 22 11:26:54 2004]00480: StartWorldDisplay: load2
[Thu Jul 22 11:26:54 2004]00481:Load world point 1 (lights)
[Thu Jul 22 11:26:54 2004]00482:Load world point 2 (h:\Program Files\EverQuest\load2.s3d)
[Thu Jul 22 11:26:54 2004]00483:Load world point 3 (b06b878, lights.wld).
[Thu Jul 22 11:26:54 2004]00484:Successful read of world.
[Thu Jul 22 11:26:54 2004]00485:Load world end (1).
[Thu Jul 22 11:26:54 2004]00486:Start world 5: Camera locations set...
[Thu Jul 22 11:26:54 2004]00487:Start world 6: Lighting enabled...
[Thu Jul 22 11:26:54 2004]00488:Start world 7: Executed some more code, and stop reading these!
[Thu Jul 22 11:26:54 2004]00489:Start world 8: Particles, DynamicLOD, Yon, and MIDI set...
[Thu Jul 22 11:26:54 2004]00490:Start world 9: Now you've done it. You've gone ahead and looked. Now it's all gonna break. (name sprites done)
[Thu Jul 22 11:26:54 2004]00491:Start world done. (load2)
[Thu Jul 22 11:26:54 2004]00492:load done.
[Thu Jul 22 11:26:55 2004]00493:Starting char select.
[Thu Jul 22 11:26:55 2004]00494:Clearing display buffers.
[Thu Jul 22 11:26:55 2004]00495:Display buffers cleared.