Probably a simple problem

WinEQ 1.x Lite discussion

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Klozz
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Joined: Fri Jul 16, 2004 2:52 am

Probably a simple problem

Post by Klozz » Tue Jul 20, 2004 1:36 pm

I just started using WinEQ a week or two ago. I downloaded version 9.92 and was experiencing some crashes when I was 2 boxing. I downloaded the new 1.00 version, and I can't kick off a single instance of EQ. Right after I select my server, I get the following error:

"Eqgame has caused an error in WINEQ.DLL. Eqgame will now close."

Sorry if my question is elementary, I'm not exactly the best at computers. I never realized that playing EQ would be so computer knowledge intensive!

Lax
Owner
Posts: 6634
Joined: Fri Jun 18, 2004 6:08 pm

Post by Lax » Tue Jul 20, 2004 2:34 pm

:)

My guess is the 16-bit vs 32-bit color depth issue that is currently plaguing WinEQ. The compatability update for 1.00 fixed a wide range of issues. 16-bit vs 32-bit color was previously not an issue, but is possible in this version. I am working on the next version which should solve this problem, thank you for your patience. I hope to have it for you by tomorrow.

In the meantime, try changing your desktop color depth in the desktop control panel, and this may help you.

Also, any time you experience an issue like this, it would help for us to have your WinEQ.log file. It is found in the WinEQ directory. If you do not see the ".log" or ".txt" part, there is two files that are of type "Text Document", and the log file is the top one.

Klozz
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Post by Klozz » Tue Jul 20, 2004 5:23 pm

I read your advice about the 16 bit/32 bit in some of the other threads and made sure that all of my accounts and computer were in 16 bit, which they are. Let me take a shot at posting my WinEQ.log:



-- End Requested Direct3D8 Device Information --
Initializing resolution to 1024x768
D3DDEVTYPE_HAL
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
CreateDevice successful
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WEQ_DirectInput8Create(2CE0000,800,0€y¿:H¢Mª™]dí6—,3BD3040,0)
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_R5G6B5
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 800x600
IDirect3D8Proxy::Release()

Klozz
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Posts: 11
Joined: Fri Jul 16, 2004 2:52 am

Post by Klozz » Mon Jul 26, 2004 12:11 am

Downloaded 1.16 today and attempted to use it. I got the same exact error that I listed above, right after my server selection. Here is what I found in my WinEQ log:


Windowed: 0
Initializing resolution to 1024x768
D3DDEVTYPE_HAL
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
-- End Requested Direct3D8 Device Information --
CreateDevice successful on adapter 0
Available Texture Memory: 114MB
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WEQ_DirectInput8Create(2D00000,800,0€y¿:H¢Mª™]dí6—,3BF3040,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
IDirect3DDevice8Proxy::Reset()
-- Requested Direct3D8 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_R5G6B5
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
EQ Display Mode 800x600
-- End Requested Direct3D8 Device Information --
Available Texture Memory: 114MB
IDirect3D8Proxy::Release()


I should add that I use .992 fine!

Lax
Owner
Posts: 6634
Joined: Fri Jun 18, 2004 6:08 pm

Post by Lax » Mon Jul 26, 2004 1:16 am

Since 1.00, pretty much the entire log file has been very useful rather than just the end. Grab me the entire thing so I can try to replicate and solve the problem

Klozz
Non-Subscriber
Posts: 11
Joined: Fri Jul 16, 2004 2:52 am

Post by Klozz » Mon Jul 26, 2004 6:12 pm

Here goes!


Available System Physical RAM: 256MB/511MB. Load 33%
WEQ_Direct3DCreate9(31) successful
IDirect3D9Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 800x600, D3DFMT_R5G6B5
IDirect3D9Proxy::GetAdapterCount()=1
IDirect3D9Proxy::GetAdapterIdentifier(0)...NVIDIA GeForce4 Ti 4200
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
IDirect3D9Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,D3DFMT_R5G6B5,1)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D32)... Format not available
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D24X8)... Format OK
IDirect3D9Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D16)... Format OK
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)
WEQ_Direct3DCreate8(220)...successful
IDirect3D8Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 800x600, D3DFMT_R5G6B5
IDirect3D8Proxy::GetAdapterCount()=1
IDirect3D8Proxy::GetAdapterIdentifier(0)...NVIDIA GeForce4 Ti 4200
IDirect3D8Proxy::GetDeviceCaps()
IDirect3D8Proxy::GetAdapterModeCount()
IDirect3D8Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,0)... Format OK
IDirect3D8Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,1)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D32)... Format not available
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D24X8)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,2,D3DRTYPE_SURFACE,D3DFMT_D16)... Format OK
IDirect3D8Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,D3DFMT_R5G6B5,0)... Format OK
IDirect3D8Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,D3DFMT_R5G6B5,1)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D32)... Format not available
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D24X8)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,2,D3DRTYPE_SURFACE,D3DFMT_D16)... Format OK
IDirect3D8Proxy::CheckDeviceType(0,D3DDEVTYPE_HAL,D3DFMT_X1R5G5B5,D3DFMT_X1R5G5B5,0)... Format not available
IDirect3D8Proxy::Release()
WEQ_Direct3DCreate8(220)...successful
IDirect3D8Proxy::GetAdapterDisplayMode()
AdapterDisplayMode 800x600, D3DFMT_R5G6B5
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,0,D3DRTYPE_TEXTURE,D3DFMT_A4R4G4B4)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,0,D3DRTYPE_TEXTURE,D3DFMT_DXT1)... Format OK
IDirect3D8Proxy::CheckDeviceFormat(0,D3DDEVTYPE_HAL,D3DFMT_R5G6B5,0,D3DRTYPE_TEXTURE,D3DFMT_DXT3)... Format OK
IDirect3D8Proxy::CreateDevice()
-- Requested Direct3D8 Device Information --
AutoDepthStencilFormat: D3DFMT_D16
BackBufferCount: 1
BackBufferFormat: D3DFMT_R5G6B5
BackBufferHeight: 768
BackBufferWidth: 1024
EnableAutoDepthStencil: 1
Flags: D3DPRESENTFLAG_LOCKABLE_BACKBUFFER
FullScreen_RefreshRateInHz: 0
hDeviceWindow: 0
MultiSampleType: D3DMULTISAMPLE_NONE
PresentationInterval: D3DPRESENT_INTERVAL_DEFAULT
SwapEffect: D3DSWAPEFFECT_DISCARD
Windowed: 0
Initializing resolution to 1024x768
D3DDEVTYPE_HAL
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_MULTITHREADED
-- End Requested Direct3D8 Device Information --
CreateDevice successful on adapter 0
Available Texture Memory: 114MB
IDirect3DDevice8Proxy::SetGammaRamp()...OK
IDirect3DDevice8Proxy::SetGammaRamp()...OK
WEQ_DirectInput8Create(2D00000,800,0€y¿:H¢Mª™]dí6—,3BF3040,0)
IID_IDirectInput8A
WEQ_IDirectInput8A::CreateDevice(a+o ÕÏ¿ÇDEST)
Single-char Keyboard
WEQ_IDirectInput8A::CreateDevice(`+o ÕÏ¿ÇDEST)
Single-char Mouse
IDirect3DDevice8Proxy::Reset()
-- Requested Direct3D8 Device Information --
AutoDepthStencilFormat: D3DFMT_UNKNOWN
BackBufferCount: 0
BackBufferFormat: D3DFMT_R5G6B5
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
EQ Display Mode 800x600
-- End Requested Direct3D8 Device Information --
Available Texture Memory: 114MB
IDirect3D8Proxy::Release()

Klozz
Non-Subscriber
Posts: 11
Joined: Fri Jul 16, 2004 2:52 am

Post by Klozz » Mon Jul 26, 2004 10:37 pm

I also have developed a new problem. This may be related to using an older version of WinEQ (still using 0.992), but I have found that I can switch profiles using the Tiled Mode, but when I go back to regular mode, I can only see one window. One stays on top, and the other stays in the back. When I hit my hotkey to switch windows, I can see my mouse release the top version of EQ, but the bottom version doesn't take its place. In the tiled version, they switch fine.

Lax
Owner
Posts: 6634
Joined: Fri Jun 18, 2004 6:08 pm

Post by Lax » Tue Jul 27, 2004 12:05 am

One is probably set to always on top...

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