Ever since the patch on 10/27, the EQ mouse is invisible from the first screen where it asks you if you accept or decline their terms of service. I tried on both WinEQ 1.38 and 2 and the same thing happens for both. Everybody else in my guild that had WinEQ reported the same problem. I imagine it has something to do with the patch making EQ now use the windows mouse and no longer requiring the alt-shift-r to mouse in and out of EQ, but it makes playing very difficult.
Also, Playing in WinEQ 2 caused a short blackout period when switching boxes, and playing without WinEQ at all causes each box to require alt-enter to be hit every time I switch a box or it will remain blacked out.
WinEQ Version 1.38 Initializing
Windows Version Info: Microsoft Windows XP/Service Pack 2/2600.xpsp_sp2_gdr.050301-1519
Installing EQPN Single Instance (C:\Program Files\WinEQ\EQPlayNice.DLL)
Failed
Profile allowing sound
--- Begin EQ Graphics Settings ---
Luclin models: 0 (+0 min RAM)
Texture Compression: ON (+0 min RAM)
Sound: ON (+12 min RAM)
Texture Caching: ON (+0 min RAM)
Calculated minimum RAM: 212MB (BASE+12MB)
Additional setting: HardwareTnL=TRUE
Additional setting: VertexShaders=0
Additional setting: 20PixelShaders=1
Additional setting: 1xPixelShaders=0
--- End EQ Graphics Settings ---
Available System Physical RAM: 2047MB/2047MB. Load 13%
WEQ_Direct3DCreate9(31) successful
IDirect3D9Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 800x600, D3DFMT_X8R8G8B8
IDirect3D9Proxy::GetAdapterCount()=1
IDirect3D9Proxy::GetAdapterIdentifier(0)...RADEON 9800 PRO/ati2dvag.dll/6/14/10/6575
IDirect3D9Proxy::GetDeviceCaps()
IDirect3D9Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,0)... Format OK
IDirect3D9Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,1)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D32)... Format not available
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D24X8)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D16)... Format OK
IDirect3D9Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,D3DFMT_R5G6B5,0)... Format OK, forcing not available because adapter display mode is different
IDirect3D9Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X1R5G5B5,D3DFMT_X1R5G5B5,0)... Format not available
WEQ_CreateWindowExA(40000,_EverQuestwndclass,EverQuest,90000000,0,0,100,40,0,0,400000,0)
Locale: us
WEQ_Direct3DCreate9(31) successful
IDirect3D9Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 800x600, D3DFMT_X8R8G8B8
IDirect3D9Proxy::CreateDevice()
-- Requested Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_D24S8
BackBufferCount: 1
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferHeight: 600
BackBufferWidth: 800
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_MIXED_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
-- End Requested Direct3D9 Device Information --
CreateDevice successful on adapter 0
Available Texture Memory: 366MB
WinEQ window size: CUSTOM 765x574
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
WEQ_DirectInput8Create(32C0000,800,0€y¿:H¢Mª™]dí6—,2C3A188,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
IDirect3DDevice9Proxy::Reset()
-- Requested Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 0
BackBufferWidth: 0
EnableAutoDepthStencil: 0
Flags: NULL
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType (Antialiasing): D3DMULTISAMPLE_NONE * Can be overridden by drivers
PresentationInterval: D3DPRESENT_INTERVAL_DEFAULT
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
BackBufferHeight corrected to 600
BackBufferWidth corrected to 800
EQ Requesting Display Mode 800x600
-- End Requested Direct3D9 Device Information --
-- Actual Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_X8R8G8B8
BackBufferHeight: 600
BackBufferWidth: 800
EnableAutoDepthStencil: 0
Flags: NULL
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_DEFAULT
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 1
-- End Actual Direct3D9 Device Information --
Available Texture Memory: 368MB
WinEQ window size: CUSTOM 765x574
WEQ_DirectInput8Create(400000,800,0€y¿:H¢Mª™]dí6—,988C7C,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 800x600, D3DFMT_X8R8G8B8
IDirect3D9Proxy::CreateDevice()
-- Requested Direct3D9 Device Information --
AutoDepthStencilFormat: D3DFMT_D24S8
BackBufferCount: 1
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferHeight: 600
BackBufferWidth: 800
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_MIXED_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
-- End Requested Direct3D9 Device Information --
CreateDevice successful on adapter 0
Available Texture Memory: 364MB
WinEQ window size: CUSTOM 765x574
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
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WinEQ Everquest invisible mouse since 10/27 patch
Moderators: Lavish Software Team, Moderators
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- GamingTools Subscriber
- Posts: 4
- Joined: Wed Aug 25, 2004 7:48 pm
I am experiencing exaclty the same issue and still cannot find a resolution. I also believe this to be caused by the mouse changes in the 10/27 patch. Others have posted issues as well on the Sony boards...I am still not sure of any resolution at this time. I'll report back if I happen to stumble upon something....all I can hope is that Sony makes the mouse changes such that they can be disabled in some fashio.
~Dinky~
~Dinky~
just found this on the main page of this site....might help us lol:
Final Update
As of 11:15am EDT, Friday October 28, 2005, they have fixed the switch configuration at the datacenter and we are back to normal operating capacity. Thank you for your patience during the affected periods. I am right now heading to the mentioned services and will have some family time for the next day or two, but we will be correcting any reported problems with WinEQ and the EQ mouse as soon as possible. The WinEQ 2 patch mostly fixes the problems in the meantime.