Hangups after character select

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Nerva
Posts: 238

Hangups after character select

Post#1 » Mon Apr 02, 2012 3:45 am

Okay, here's an old problem I've had for as long as I've played on THF, and I'm finally tired of it.

Logging into the game usually goes fine up until the character select screen. When I click "enter world" there seems to be about a 50/50 chance of me getting in fine. The other half of the time, the game hangs up for anywhere from 5-10 minutes, then kicks me back to the login screen.

It's easy to know when I'm gonna get in, because the loading screen appears within a minute of clicking "enter world." If the game hangs up, the loading screen never appears, and I'm just left on the character screen until it crashes back to login.

I'm using the Titanium client (switching clients through legitimate means is not an option right now) installed fresh off my CDs in accordance with EQEmulator's Getting Started Guide. I am using THF's Custom Loginserver, because I thought the problem might've been due to EQEmu - it's not, it occurs on both. I'm running the game on Windows XP.

Here's the contents of dbg.txt in my Everquest/Logs directory.

Code: Select all

2012-04-01 21:38:37   Starting EverQuest (Build Oct 31 2005 10:33:37)
2012-04-01 21:38:37   Timezone: UTC-5h00m
2012-04-01 21:38:37   Loading graphics DLL.
2012-04-01 21:38:37   Parsing INI file .\eqclient.ini
2012-04-01 21:38:37   INI file .\eqclient.ini loaded.
2012-04-01 21:38:38   Initializing timers.
2012-04-01 21:38:41   Psh (61990).
2012-04-01 21:38:41   
2012-04-01 21:38:41   Checking critical files.
2012-04-01 21:38:41   Initializing WinSock.
2012-04-01 21:38:41   Enumerating 3D devices.
2012-04-01 21:38:41   Found adapter #0 - ATI RADEON XPRESS 200 Series   (6.14.10.6727)
2012-04-01 21:38:42   Adapter #0 - ATI RADEON XPRESS 200 Series   :
2012-04-01 21:38:42   32Bit = 1, D32 = 0, D24 = 1, D16 = 1
2012-04-01 21:38:42   16Bit(565) = 1, D32 = 0, D24 = 1, D16 = 1
2012-04-01 21:38:42   16Bit(1555) = 0, D32 = 0, D24 = 0, D16 = 0
2012-04-01 21:38:42   Initializing keypress handler.
2012-04-01 21:38:42   Parsing INI file .\defaults.ini
2012-04-01 21:38:42   INI file .\defaults.ini loaded.
2012-04-01 21:38:42   Loading keyboard tables.
2012-04-01 21:38:42   Creating window.
2012-04-01 21:38:42   Checking display driver version.
2012-04-01 21:38:43   Activating window.
2012-04-01 21:38:43   Picking a default resolution, desktop is 1280 x 1024, 32 bits
2012-04-01 21:38:43   Ratio is 1.25
2012-04-01 21:38:43   Resolution selected 1280 x 1024, 32 bits
2012-04-01 21:38:44   CRender::InitDevice: Using 32bit mode.
2012-04-01 21:38:44   CRender::InitDevice: Using vsync 0.
2012-04-01 21:38:44   CRender::InitDevice: Using 24bit depth buffer with 8 bit stencil.
2012-04-01 21:38:44   CRender::InitDevice: HardwareTnL Enabled. 
2012-04-01 21:38:44   Hardware vertex shaders disabled.
2012-04-01 21:38:44   Initializing render system.
2012-04-01 21:38:44   Trilinear Mipmapping available.
2012-04-01 21:38:44   Vertex Shader Version: 2.0
2012-04-01 21:38:44   Pixel Shader Version: 2.0
2012-04-01 21:38:44   Initializing engine internals.
2012-04-01 21:38:44   CRender::InitDevice completed successfully.
2012-04-01 21:38:46   Parsing INI file ./eqlsUIConfig.ini
2012-04-01 21:38:46   INI file ./eqlsUIConfig.ini loaded.
2012-04-01 21:39:02   Server selected 195.5.177.21 (2466448).
2012-04-01 21:39:02   Initializing DirectInput.
2012-04-01 21:39:02   Initializing Keyboard.
2012-04-01 21:39:02   Initializing Mouse.
2012-04-01 21:39:02   Creating font list.
2012-04-01 21:39:03   Creating game object.
2012-04-01 21:39:03   Deleting obsolete files.
2012-04-01 21:39:03   Loading string tables.
2012-04-01 21:39:03   Initializing client variables.
2012-04-01 21:39:03   Loading spell effects.
2012-04-01 21:39:03   Initializing display structures.
2012-04-01 21:39:03   Sound Manager loaded 2165 filenames from soundassets.txt.
2012-04-01 21:39:09   Voice Manager loaded 12 macros from VoiceData.txt.
2012-04-01 21:39:09   Networking: using port [3877].
2012-04-01 21:39:09   Networking: Connection Established [1]
2012-04-01 21:39:09   WorldAuthenticate: Initiating Login.
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x6957 (26967).
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0xfa6 (4006).
2012-04-01 21:39:18   WorldRPServer message: server name HiddenForest
2012-04-01 21:39:18   
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x3c25 (15397).
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x7cba (31930).
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x52a4 (21156).
2012-04-01 21:39:18   WorldAuthenticate.  Access granted.
2012-04-01 21:39:18   
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x4ec (1260).
2012-04-01 21:39:18   WorldAuthenticate.  I got a message of type 0x4513 (17683).
2012-04-01 21:39:19   Check 1sa. 0x04970289
2012-04-01 21:39:19   
2012-04-01 21:39:19   Check 1x. 0x9e15bc94
2012-04-01 21:39:19   
2012-04-01 21:39:19   Race Manager loaded 475 races from racedata.txt.
2012-04-01 21:39:19   Player Animations loaded 9 specific sounds from file AnimationSounds.txt.
2012-04-01 21:39:20   Initializing display.
2012-04-01 21:39:20   Initializing Particle System.
2012-04-01 21:39:20   Setting display options.
2012-04-01 21:39:20   CRender::InitDevice: Using 32bit mode.
2012-04-01 21:39:20   CRender::InitDevice: Using vsync 0.
2012-04-01 21:39:20   CRender::InitDevice: Using 24bit depth buffer with 8 bit stencil.
2012-04-01 21:39:20   CRender::InitDevice: HardwareTnL Enabled. 
2012-04-01 21:39:20   Hardware vertex shaders disabled.
2012-04-01 21:39:20   Initializing render system.
2012-04-01 21:39:20   Trilinear Mipmapping available.
2012-04-01 21:39:20   Vertex Shader Version: 2.0
2012-04-01 21:39:20   Pixel Shader Version: 2.0
2012-04-01 21:39:20   RenderEffects\SPL/Lit.fxo is using Technique: Lit_DX6_FF_PS0
2012-04-01 21:39:20   RenderEffects\SPL/RegionOldDetailSingle.fxo is using Technique: DetailSingle_DX6_VS1_PS0
2012-04-01 21:39:20   RenderEffects\SPL/RegionOldDetailPalette.fxo is using Technique: DetailPalette_DX6_VS1_PS0
2012-04-01 21:39:20   RenderEffects\SPL/RegionC1.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:20   RenderEffects\SPL/RegionCG1.fxo is using Technique: RegionCG1_DX6_VS1_PS0_1Pass
2012-04-01 21:39:21   RenderEffects\SPL/RegionCE1.fxo is using Technique: RegionCE1_DX6_VS1_PS0_NoEnv
2012-04-01 21:39:21   RenderEffects\SPL/RegionCB1.fxo is using Technique: RegionCB1_DX6_VS1_PS0_NoBump
2012-04-01 21:39:21   RenderEffects\SPL/RegionCBS1.fxo is using Technique: RegionCBS1_DX6_VS1_PS0_NoBumpNoShine
2012-04-01 21:39:21   RenderEffects\SPL/RegionCBSG1.fxo is using Technique: RegionCBSG1_DX6_VS1_PS0_NoBumpNoShineNoGlow
2012-04-01 21:39:21   RenderEffects\SPL/RegionCBSGE1.fxo is using Technique: RegionCBSGE1_DX6_VS1_PS0_NoBumpNoShineNoGlowNoEnv
2012-04-01 21:39:21   RenderEffects\SPL/RegionC1_2UV.fxo is using Technique: RegionC1_2UV_DX6_VS1_PS0
2012-04-01 21:39:21   RenderEffects\SPL/RegionCB1_2UV.fxo is using Technique: RegionCB1_2UV_DX6_VS1_PS0_NoBump
2012-04-01 21:39:21   RenderEffects\SPL/RegionCBSG1_2UV.fxo is using Technique: RegionCBSG1_2UV_DX6_VS1_PS0_NoBumpNoShineNoGlow
2012-04-01 21:39:21   RenderEffects\SPL/RegionTerrain.fxo is using Technique: RegionTerrain_DX6_VS1_PS0_FallbackDetail
2012-04-01 21:39:21   RenderEffects\SPL/RegionLava.fxo is using Technique: RegionLava_DX6_VS1_PS0_NoBump
2012-04-01 21:39:21   RenderEffects\SPL/RegionLava2.fxo is using Technique: RegionLava2_DX6_VS1_PS0_NoBump
2012-04-01 21:39:21   RenderEffects\SPL/SModelC1.fxo is using Technique: SModelC1Prelit_DX6_VS1_PS0
2012-04-01 21:39:22   RenderEffects\SPL/SModelCG1.fxo is using Technique: SModelCG1Prelit_DX6_VS1_PS0_1Pass
2012-04-01 21:39:22   RenderEffects\SPL/SModelCE1.fxo is using Technique: SModelCE1Prelit_DX6_VS1_PS0_NoEnv
2012-04-01 21:39:22   RenderEffects\SPL/SModelCB1.fxo is using Technique: SModelCB1Prelit_DX6_VS1_PS0_NoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelCBS1.fxo is using Technique: SModelCBS1Prelit_DX6_VS1_PS0_NoShineNoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelCBSG1.fxo is using Technique: SModelCBSG1Prelit_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelCBSGE1.fxo is using Technique: SModelCBSGE1Prelit_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelC1_2UV.fxo is using Technique: SModelC1_2UVPrelit_DX6_VS1_PS0
2012-04-01 21:39:22   RenderEffects\SPL/SModelCB1_2UV.fxo is using Technique: SModelCB1_2UVPrelit_DX6_VS1_PS0_NoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelCBSG1_2UV.fxo is using Technique: SModelCBSG1_2UVPrelit_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelLava.fxo is using Technique: SModelLava_DX6_VS1_PS0_NoBump
2012-04-01 21:39:22   RenderEffects\SPL/SModelLava2.fxo is using Technique: SModelLava2Prelit_DX6_VS1_PS0_NoBump
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshC1.fxo is using Technique: SkinMeshC1_DX6_VS1_PS0
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCG1.fxo is using Technique: SkinMeshCG1_DX6_VS1_PS0
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCE1.fxo is using Technique: SkinMeshCE1_DX6_VS1_PS0_NoEnv
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCB1.fxo is using Technique: SkinMeshCB1_DX6_VS1_PS0_NoBump
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCBS1.fxo is using Technique: SkinMeshCBS1_DX6_VS1_PS0_NoShineNoBump
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCBSG1.fxo is using Technique: SkinMeshCBSG1_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshCBSGE1.fxo is using Technique: SkinMeshCBSGE1_DX6_VS1_PS0_NoBumpNoShineNoGlowNoEnv
2012-04-01 21:39:23   RenderEffects\SPL/SkinMeshLava.fxo is using Technique: SkinMeshLava_DX6_VS1_PS0_NoBump
2012-04-01 21:39:24   RenderEffects\SPL/SkinMeshLava2.fxo is using Technique: SkinMeshLava2_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:39:24   RenderEffects\SPL/SkinMeshOld.fxo is using Technique: SkinMeshOld_DX6_VS1_PS0
2012-04-01 21:39:24   RenderEffects\SPL/SkinMeshLuclin.fxo is using Technique: SkinMeshLuclin_DX6_VS1_PS0_2Pass
2012-04-01 21:39:24   RenderEffects\SPL/SkinMeshLuclinT1.fxo is using Technique: SkinMeshLuclinT1_DX6_VS1_PS0_1Pass
2012-04-01 21:39:24   RenderEffects\SPL/RegionOldA.fxo is using Technique: RegionOldA_DX6_VS1_PS0
2012-04-01 21:39:24   RenderEffects\SPL/RegionWater.fxo is using Technique: RegionWater_DX6_VS1_PS0_NoBumpNoFresnelNoEnv
2012-04-01 21:39:24   RenderEffects\SPL/RegionWaterFall.fxo is using Technique: RegionWaterFall_DX6_VS1_PS0
2012-04-01 21:39:24   RenderEffects\SPL/RegionLavaH.fxo is using Technique: RegionLava_DX6_VS1_PS0_NoBumpNoFresnelNoEnv
2012-04-01 21:39:24   RenderEffects\SPL/SModelWater.fxo is using Technique: SModelWater_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:39:24   RenderEffects\SPL/SkinMeshWater.fxo is using Technique: SkinMeshCBSGE1_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:39:24   RenderEffects\SPL/Region_Basic.fxo is using Technique: RegionBasic_DX6_VS1_PS0
2012-04-01 21:39:24   RenderEffects\SPL/Region_Blend.fxo is using Technique: RegionBlnd_DX6_VS1_PS0_NoBlndNoBumpNoCoverage
2012-04-01 21:39:24   RenderEffects\SPL/Region_BlendNoBump.fxo is using Technique: RegionBlndNoBump_DX6_VS1_PS0_NoBlndNoCoverage
2012-04-01 21:39:25   RenderEffects\SPL/Region_Full.fxo is using Technique: RegionFull_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:25   RenderEffects\SPL/Region_Full_2UV.fxo is using Technique: RegionFull2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:25   RenderEffects\SPL/Region_Bump.fxo is using Technique: RegionBump_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:39:25   RenderEffects\SPL/Region_Bump_2UV.fxo is using Technique: RegionBump2UV_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:39:25   RenderEffects\SPL/Region_SB.fxo is using Technique: RegionSB_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:25   RenderEffects\SPL/Region_SB_2UV.fxo is using Technique: RegionSB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:25   RenderEffects\SPL/Region_GB.fxo is using Technique: RegionGB_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:39:25   RenderEffects\SPL/Region_GB_2UV.fxo is using Technique: RegionGB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:39:25   RenderEffects\SPL/Region_RB.fxo is using Technique: RegionRB_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:39:25   RenderEffects\SPL/Region_RB_2UV.fxo is using Technique: RegionRB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:39:25   RenderEffects\SPL/SModel_Basic.fxo is using Technique: SModelBasic_DX6_VS1_PS0
2012-04-01 21:39:25   RenderEffects\SPL/SModel_Blend.fxo is using Technique: SModelBlnd_DX6_VS1_PS0_NoBlndNoBumpNoCoverage
2012-04-01 21:39:25   RenderEffects\SPL/SModel_BlendNoBump.fxo is using Technique: SModelBlndNoBump_DX6_VS1_PS0_NoBlndNoCoverage
2012-04-01 21:39:26   RenderEffects\SPL/SModel_Full.fxo is using Technique: SModelFull_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:26   RenderEffects\SPL/SModel_Full_2UV.fxo is using Technique: SModelFull2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:26   RenderEffects\SPL/SModel_Bump.fxo is using Technique: SModelBump_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:39:26   RenderEffects\SPL/SModel_Bump_2UV.fxo is using Technique: SModelBump2UV_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:39:26   RenderEffects\SPL/SModel_SB.fxo is using Technique: SModelSB_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:26   RenderEffects\SPL/SModel_SB_2UV.fxo is using Technique: SModelSB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:39:26   RenderEffects\SPL/SModel_GB.fxo is using Technique: SModelGB_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:39:26   RenderEffects\SPL/SModel_GB_2UV.fxo is using Technique: SModelGB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:39:26   RenderEffects\SPL/SModel_RB.fxo is using Technique: SModelRB_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:39:26   RenderEffects\SPL/SModel_RB_2UV.fxo is using Technique: SModelRB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:39:26   RenderEffects\SPL/Terrain_Bump3Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:26   RenderEffects\SPL/Terrain_3Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:26   RenderEffects\SPL/Terrain_Bump2Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:26   RenderEffects\SPL/Terrain_2Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\SPL/Terrain_Bump1Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\SPL/Terrain_1Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\SPL/Terrain_NoDetail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_Base.fxo is using Technique: TerrainBase_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_LightB3SVS1.fxo is using Technique: TerrainLightB3SVS1_DX9_VS1_PS20
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_LightB2SVS1.fxo is using Technique: TerrainLightB2SVS1_DX9_VS1_PS20
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_LightB1SVS1.fxo is using Technique: TerrainLightB1SVS1_DX9_VS1_PS20
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_LightVS1.fxo is using Technique: TerrainLightVS1_DX9_VS1_PS20
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_TextureD3SC1T.fxo is using Technique: TerrainTextureD3SC1T_DX8_VS1_PS14
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_TextureD2SC1T.fxo is using Technique: TerrainTextureD2SC1T_DX8_VS1_PS11
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_TextureD1SC1T.fxo is using Technique: TerrainTextureD1SC1T_DX8_VS1_PS11
2012-04-01 21:39:27   RenderEffects\MPL/Terrain_TextureC1T.fxo is using Technique: TerrainTextureC1T_DX8_VS1_PS11
2012-04-01 21:39:27   RenderEffects\MPL/Region_Base.fxo is using Technique: RegionBase_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\MPL/Region_BaseB.fxo is using Technique: RegionBaseB_DX8_VS1_PS11_Norm
2012-04-01 21:39:27   RenderEffects\MPL/Region_BaseG.fxo is using Technique: RegionBaseG_DX6_VS1_PS0
2012-04-01 21:39:27   RenderEffects\MPL/Region_BaseGA.fxo is using Technique: RegionBaseGA_DX8_VS1_PS11_Norm
2012-04-01 21:39:27   RenderEffects\MPL/Region_BaseGB.fxo is using Technique: RegionBaseGB_DX8_VS1_PS11_Norm
2012-04-01 21:39:27   RenderEffects\MPL/Region_Light1.fxo is using Technique: RegionLight1_DX8_VS1_PS11_Norm
2012-04-01 21:39:27   RenderEffects\MPL/Region_LightB1.fxo is using Technique: RegionLightB1_DX8_VS1_PS11_Norm
2012-04-01 21:39:27   RenderEffects\MPL/Region_LightBS1.fxo is using Technique: RegionLightBS1_DX9_VS2_PS20
2012-04-01 21:39:27   RenderEffects\MPL/Region_LightBSF1.fxo is using Technique: RegionLightBSF1_DX9_VS2_PS20
2012-04-01 21:39:28   RenderEffects\MPL/Region_LightBVS1.fxo is using Technique: RegionLightBVS1_DX9_VS2_PS20
2012-04-01 21:39:28   RenderEffects\MPL/Region_LightB2VS1.fxo is using Technique: RegionLightB2VS1_DX9_VS2_PS20
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1.fxo is using Technique: RegionTextureD1_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1T.fxo is using Technique: RegionTextureD1T_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1C1.fxo is using Technique: RegionTextureD1C1_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1C1T.fxo is using Technique: RegionTextureD1C1T_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1C1ST.fxo is using Technique: RegionTextureD1C1ST_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1R1.fxo is using Technique: RegionTextureD1R1_DX8_VS1_PS11
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1C1R1T.fxo is using Technique: RegionTextureD1C1R1T_DX8_VS1_PS11
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD1C1SR1T.fxo is using Technique: RegionTextureD1C1SR1T_DX8_VS1_PS11
2012-04-01 21:39:28   RenderEffects\MPL/Region_TextureD2C1ST.fxo is using Technique: RegionTextureD2C1ST_DX8_VS1_PS11
2012-04-01 21:39:28   RenderEffects\MPL/SModel_Base.fxo is using Technique: SModelBase_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/SModel_BaseB.fxo is using Technique: SModelBaseB_DX8_VS1_PS11_Norm
2012-04-01 21:39:28   RenderEffects\MPL/SModel_BaseG.fxo is using Technique: SModelBaseG_DX6_VS1_PS0
2012-04-01 21:39:28   RenderEffects\MPL/SModel_BaseGA.fxo is using Technique: SModelBaseGA_DX8_VS1_PS11_Norm
2012-04-01 21:39:28   RenderEffects\MPL/SModel_BaseGB.fxo is using Technique: SModelBaseGB_DX8_VS1_PS11_Norm
2012-04-01 21:39:28   RenderEffects\MPL/SModel_Light1.fxo is using Technique: SModelLight1_DX8_VS1_PS11_Norm
2012-04-01 21:39:28   RenderEffects\MPL/SModel_LightB1.fxo is using Technique: SModelLightB1_DX8_VS1_PS11_Norm
2012-04-01 21:39:28   RenderEffects\MPL/SModel_LightBS1.fxo is using Technique: SModelLightBS1_DX9_VS2_PS20
2012-04-01 21:39:29   RenderEffects\MPL/SModel_LightBSF1.fxo is using Technique: SModelLightBSF1_DX9_VS2_PS20
2012-04-01 21:39:29   RenderEffects\MPL/SModel_LightBVS1.fxo is using Technique: SModelLightBVS1_DX9_VS2_PS20
2012-04-01 21:39:29   RenderEffects\MPL/SModel_LightB2VS1.fxo is using Technique: SModelLightB2VS1_DX9_VS2_PS20
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1.fxo is using Technique: SModelTextureD1_DX6_VS1_PS0
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1T.fxo is using Technique: SModelTextureD1T_DX6_VS1_PS0
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1C1.fxo is using Technique: SModelTextureD1C1_DX6_VS1_PS0
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1C1T.fxo is using Technique: SModelTextureD1C1T_DX6_VS1_PS0
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1C1ST.fxo is using Technique: SModelTextureD1C1ST_DX6_VS1_PS0
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1R1.fxo is using Technique: SModelTextureD1R1_DX8_VS1_PS11
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1C1R1T.fxo is using Technique: SModelTextureD1C1R1T_DX8_VS1_PS11
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD1C1SR1T.fxo is using Technique: SModelTextureD1C1SR1T_DX8_VS1_PS11
2012-04-01 21:39:29   RenderEffects\MPL/SModel_TextureD2C1ST.fxo is using Technique: SModelTextureD2C1ST_DX6_VS1_PS11
2012-04-01 21:39:29   RenderEffects\MPL/FinalBlend.fxo is using Technique: Final_DX8_VS1_PS11
2012-04-01 21:39:30   Initializing engine internals.
2012-04-01 21:39:30   CRender::InitDevice completed successfully.
2012-04-01 21:39:30   Display options set, return code 1.
2012-04-01 21:39:30   AutoMipMapping set to 0.
2012-04-01 21:39:30   Camera created.
2012-04-01 21:39:30   Storing display options.
2012-04-01 21:39:30   Initializing fonts.
2012-04-01 21:39:30   Loading string tables.
2012-04-01 21:39:30   Initializing UI.
2012-04-01 21:39:30   Initializing UI manager.
2012-04-01 21:39:30   Initializing fonts.
2012-04-01 21:39:30   Parsing UI XML.
2012-04-01 21:39:34   Loading default UI resources.
2012-04-01 21:39:34   Initializing Music.
2012-04-01 21:39:34   Activating Load Screen.
2012-04-01 21:39:35   Display initialized.
2012-04-01 21:39:35   Initializing global data.
2012-04-01 21:39:35   Loading GlobalFroglok_chr
2012-04-01 21:39:35   Loading GlobalPCFroglok_chr
2012-04-01 21:39:36   Loading frogequip
2012-04-01 21:39:36   Loading GlobalSKE_chr2
2012-04-01 21:39:36   Loading Global_obj
2012-04-01 21:39:36   Loading GEquip
2012-04-01 21:39:37   Loading GEquip8
2012-04-01 21:39:37   Loading GEquip2
2012-04-01 21:39:37   Loading grass
2012-04-01 21:39:38   Loading GEquip5
2012-04-01 21:39:38   Loading GEquip4
2012-04-01 21:39:38   Loading GEquip3
2012-04-01 21:39:38   Loading loyequip
2012-04-01 21:39:39   Loading ldonequip
2012-04-01 21:39:39   Loading gatesequip
2012-04-01 21:39:40   Loading globalHUM_chr2
2012-04-01 21:39:40   Loading globalHUM_chr
2012-04-01 21:39:40   Loading globalHUF_chr2
2012-04-01 21:39:40   Loading globalHUF_chr
2012-04-01 21:39:41   Loading globalBAM_chr2
2012-04-01 21:39:41   Loading globalBAM_chr
2012-04-01 21:39:41   Loading globalBAF_chr2
2012-04-01 21:39:41   Loading globalBAF_chr
2012-04-01 21:39:42   Loading globalTRM_chr2
2012-04-01 21:39:42   Loading globalTRM_chr
2012-04-01 21:39:42   Loading globalTRF_chr2
2012-04-01 21:39:42   Loading globalTRF_chr
2012-04-01 21:39:42   Loading globalOGM_chr2
2012-04-01 21:39:42   Loading globalOGM_chr
2012-04-01 21:39:43   Loading globalOGF_chr2
2012-04-01 21:39:43   Loading globalOGF_chr
2012-04-01 21:39:43   Loading globalIKM_chr2
2012-04-01 21:39:43   Loading globalIKM_chr
2012-04-01 21:39:43   Loading globalIKF_chr2
2012-04-01 21:39:43   Loading globalIKF_chr
2012-04-01 21:39:44   Loading globalKEM_chr2
2012-04-01 21:39:44   Loading globalKEM_chr
2012-04-01 21:39:44   Loading VEquip
2012-04-01 21:39:45   Loading globalKEF_chr2
2012-04-01 21:39:45   Loading globalKEF_chr
2012-04-01 21:39:45   Loading LGEquip_amr2
2012-04-01 21:39:45   Loading LGEquip_amr
2012-04-01 21:39:46   Loading LGEquip2
2012-04-01 21:39:46   Loading LGEquip
2012-04-01 21:40:32   Loading sdc_chr
2012-04-01 21:40:34   Loading cst_chr
2012-04-01 21:40:34   Loading brl_chr
2012-04-01 21:40:34   Loading rak_chr
2012-04-01 21:40:35   Loading dr2_chr
2012-04-01 21:40:35   Loading glm_chr
2012-04-01 21:40:35   Loading mmv_chr
2012-04-01 21:40:36   Loading syn_chr
2012-04-01 21:40:36   Loading jkr_chr
2012-04-01 21:40:46   Loading gtd_chr
2012-04-01 21:41:00   Loading mmm_chr
2012-04-01 21:41:00   Loading mmf_chr
2012-04-01 21:41:01   Loading lmm_chr
2012-04-01 21:41:01   Loading lmf_chr
2012-04-01 21:41:02   Loading mmy_chr
2012-04-01 21:41:03   Loading sdm_chr
2012-04-01 21:41:03   Loading luj_chr
2012-04-01 21:41:04   Loading poair_chr
2012-04-01 21:41:06   Loading sleeper2_chr
2012-04-01 21:41:07   Loading thegrey_chr
2012-04-01 21:41:08   Loading blackburrow_chr
2012-04-01 21:41:09   Loading powater_chr
2012-04-01 21:41:13   Loading pofire_chr
2012-04-01 21:41:21   Loading dreadlands_chr
2012-04-01 21:41:25   Loading sleeper_chr
2012-04-01 21:41:29   Loading poeartha_chr
2012-04-01 21:41:31   Loading frozenshadow_chr
2012-04-01 21:41:32   Loading rathemtn_chr
2012-04-01 21:41:33   Loading ponightmare_chr
2012-04-01 21:41:35   Loading codecay_chr
2012-04-01 21:41:36   Loading skt_chr
2012-04-01 21:41:37   Loading Global6_chr2
2012-04-01 21:41:37   Loading Global6_chr
2012-04-01 21:41:39   Loading Global4_chr
2012-04-01 21:41:40   Loading Global_chr
2012-04-01 21:41:43   Loading eastwastes_chr
2012-04-01 21:41:45   Loading potorment_chr
2012-04-01 21:41:45   Loading potactics_chr
2012-04-01 21:41:49   Loading Global2_chr
2012-04-01 21:41:50   Loading Global3_chr
2012-04-01 21:41:51   Initializing sky system.
2012-04-01 21:41:58   Global data initialized.
2012-04-01 21:41:59   Starting process game.
2012-04-01 21:41:59   Starting network game.
2012-04-01 21:41:59   
2012-04-01 21:42:01   Starting load.
2012-04-01 21:42:01   
2012-04-01 21:42:01   Attempting to load clz.EQG.
2012-04-01 21:42:06   Loaded clz.EQG.
2012-04-01 21:42:06   Verifying world files.
2012-04-01 21:42:07   Loading zone specific files.
2012-04-01 21:42:07   Initializing cameras.
2012-04-01 21:42:07   Initializing lights.
2012-04-01 21:42:07   Initializing visual effects.
2012-04-01 21:42:07   Initializing target indicator.
2012-04-01 21:42:07   Initializing player path.
2012-04-01 21:42:07   Performing post-load operations.
2012-04-01 21:42:08   Initializing precipitation system.
2012-04-01 21:42:11   World initialized: clz
2012-04-01 21:42:12   load done.
2012-04-01 21:42:12   
2012-04-01 21:42:16   Starting char select.
2012-04-01 21:42:17   
2012-04-01 21:42:17   Clearing display buffers.
2012-04-01 21:42:17   
2012-04-01 21:42:17   Display buffers cleared.
2012-04-01 21:42:17   
2012-04-01 21:42:17   Initializing character select UI.
2012-04-01 21:42:17   Resetting game UI.
2012-04-01 21:42:44   Zone Connect -- 0 -- Received MSG_ZONE_ADDRESS
2012-04-01 21:42:44   Zone addr [195.5.177.21:52507] received...
2012-04-01 21:42:44   ZONING
2012-04-01 21:42:44   Networking: Connection Closed [0] with 0 pending bytes.
2012-04-01 21:42:44   Networking: using port [3917].
2012-04-01 21:42:45   Networking: Connection Established [1]
2012-04-01 21:42:45   Connected to 195.5.177.21:52507...
2012-04-01 21:42:45   
2012-04-01 21:42:56   Zone Connect -- 2 -- Sending MSG_EQ_ADDPLAYER
2012-04-01 21:48:52   TIMED OUT WAITING FOR MY EQPlayer (in GetZoneInfoFromNetwork())!! top = 0
2012-04-01 21:48:52   
2012-04-01 21:48:52   Networking: Connection Closed [0] with 0 pending bytes.
2012-04-01 21:48:52   nError is TRUE at C:\EQ\EverQuest\EverQuest.cpp:20261
2012-04-01 21:48:52   
2012-04-01 21:48:52   Exiting normally.
2012-04-01 21:48:52   Cleanup 1
2012-04-01 21:48:52   
2012-04-01 21:48:56   Cleanup 4
2012-04-01 21:48:56   
2012-04-01 21:48:56   Cleanup 5
2012-04-01 21:48:56   
2012-04-01 21:48:56   Cleanup 6
2012-04-01 21:48:56   
2012-04-01 21:48:56   Cleanup 7
2012-04-01 21:48:57   
2012-04-01 21:48:57   Cleanup 8
2012-04-01 21:48:57   
2012-04-01 21:48:57   Cleanup 9
2012-04-01 21:48:57   
2012-04-01 21:48:58   Cleanup 10
2012-04-01 21:48:58   
2012-04-01 21:48:59   Resetting UI.
2012-04-01 21:48:59   Resetting character select UI.
2012-04-01 21:48:59   Resetting game UI.
2012-04-01 21:49:21   UI Reset.
2012-04-01 21:50:35   Cleanup 11
2012-04-01 21:50:36   
2012-04-01 21:50:36   Picking a default resolution, desktop is 1280 x 1024, 32 bits
2012-04-01 21:50:36   Ratio is 1.25
2012-04-01 21:50:36   Resolution selected 1280 x 1024, 32 bits
2012-04-01 21:50:37   CRender::InitDevice: Using 32bit mode.
2012-04-01 21:50:37   CRender::InitDevice: Using vsync 0.
2012-04-01 21:50:37   CRender::InitDevice: Using 24bit depth buffer with 8 bit stencil.
2012-04-01 21:50:37   CRender::InitDevice: HardwareTnL Enabled. 
2012-04-01 21:50:37   Hardware vertex shaders disabled.
2012-04-01 21:50:37   Initializing render system.
2012-04-01 21:50:37   Trilinear Mipmapping available.
2012-04-01 21:50:37   Vertex Shader Version: 2.0
2012-04-01 21:50:37   Pixel Shader Version: 2.0
2012-04-01 21:50:38   Initializing engine internals.
2012-04-01 21:50:38   CRender::InitDevice completed successfully.
2012-04-01 21:50:40   Parsing INI file ./eqlsUIConfig.ini
2012-04-01 21:50:40   INI file ./eqlsUIConfig.ini loaded.
2012-04-01 21:51:04   Server selected 195.5.177.21 (4688660).
2012-04-01 21:51:04   Initializing DirectInput.
2012-04-01 21:51:04   Initializing Keyboard.
2012-04-01 21:51:04   Initializing Mouse.
2012-04-01 21:51:04   Creating font list.
2012-04-01 21:51:05   Creating game object.
2012-04-01 21:51:06   Deleting obsolete files.
2012-04-01 21:51:06   Loading string tables.
2012-04-01 21:51:12   Initializing client variables.
2012-04-01 21:51:13   Loading spell effects.
2012-04-01 21:51:15   Initializing display structures.
2012-04-01 21:51:16   Sound Manager loaded 2165 filenames from soundassets.txt.
2012-04-01 21:51:37   Voice Manager loaded 12 macros from VoiceData.txt.
2012-04-01 21:51:38   Networking: using port [4029].
2012-04-01 21:51:38   Networking: Connection Established [1]
2012-04-01 21:51:38   WorldAuthenticate: Initiating Login.
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x6957 (26967).
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0xfa6 (4006).
2012-04-01 21:51:48   WorldRPServer message: server name HiddenForest
2012-04-01 21:51:48   
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x3c25 (15397).
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x7cba (31930).
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x52a4 (21156).
2012-04-01 21:51:48   WorldAuthenticate.  Access granted.
2012-04-01 21:51:48   
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x4ec (1260).
2012-04-01 21:51:48   WorldAuthenticate.  I got a message of type 0x4513 (17683).
2012-04-01 21:51:50   Check 1sa. 0x04970289
2012-04-01 21:51:50   
2012-04-01 21:51:51   Check 1x. 0x9e15bc94
2012-04-01 21:51:51   
2012-04-01 21:51:51   Player Animations loaded 9 specific sounds from file AnimationSounds.txt.
2012-04-01 21:51:51   Initializing display.
2012-04-01 21:51:51   Initializing Particle System.
2012-04-01 21:51:51   Setting display options.
2012-04-01 21:51:52   CRender::InitDevice: Using 32bit mode.
2012-04-01 21:51:52   CRender::InitDevice: Using vsync 0.
2012-04-01 21:51:52   CRender::InitDevice: Using 24bit depth buffer with 8 bit stencil.
2012-04-01 21:51:52   CRender::InitDevice: HardwareTnL Enabled. 
2012-04-01 21:51:52   Hardware vertex shaders disabled.
2012-04-01 21:51:52   Initializing render system.
2012-04-01 21:51:52   Trilinear Mipmapping available.
2012-04-01 21:51:52   Vertex Shader Version: 2.0
2012-04-01 21:51:52   Pixel Shader Version: 2.0
2012-04-01 21:51:52   RenderEffects\SPL/Lit.fxo is using Technique: Lit_DX6_FF_PS0
2012-04-01 21:51:52   RenderEffects\SPL/RegionOldDetailSingle.fxo is using Technique: DetailSingle_DX6_VS1_PS0
2012-04-01 21:51:52   RenderEffects\SPL/RegionOldDetailPalette.fxo is using Technique: DetailPalette_DX6_VS1_PS0
2012-04-01 21:51:52   RenderEffects\SPL/RegionC1.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:51:52   RenderEffects\SPL/RegionCG1.fxo is using Technique: RegionCG1_DX6_VS1_PS0_1Pass
2012-04-01 21:51:53   RenderEffects\SPL/RegionCE1.fxo is using Technique: RegionCE1_DX6_VS1_PS0_NoEnv
2012-04-01 21:51:53   RenderEffects\SPL/RegionCB1.fxo is using Technique: RegionCB1_DX6_VS1_PS0_NoBump
2012-04-01 21:51:53   RenderEffects\SPL/RegionCBS1.fxo is using Technique: RegionCBS1_DX6_VS1_PS0_NoBumpNoShine
2012-04-01 21:51:53   RenderEffects\SPL/RegionCBSG1.fxo is using Technique: RegionCBSG1_DX6_VS1_PS0_NoBumpNoShineNoGlow
2012-04-01 21:51:53   RenderEffects\SPL/RegionCBSGE1.fxo is using Technique: RegionCBSGE1_DX6_VS1_PS0_NoBumpNoShineNoGlowNoEnv
2012-04-01 21:51:53   RenderEffects\SPL/RegionC1_2UV.fxo is using Technique: RegionC1_2UV_DX6_VS1_PS0
2012-04-01 21:51:53   RenderEffects\SPL/RegionCB1_2UV.fxo is using Technique: RegionCB1_2UV_DX6_VS1_PS0_NoBump
2012-04-01 21:51:53   RenderEffects\SPL/RegionCBSG1_2UV.fxo is using Technique: RegionCBSG1_2UV_DX6_VS1_PS0_NoBumpNoShineNoGlow
2012-04-01 21:51:54   RenderEffects\SPL/RegionTerrain.fxo is using Technique: RegionTerrain_DX6_VS1_PS0_FallbackDetail
2012-04-01 21:51:54   RenderEffects\SPL/RegionLava.fxo is using Technique: RegionLava_DX6_VS1_PS0_NoBump
2012-04-01 21:51:54   RenderEffects\SPL/RegionLava2.fxo is using Technique: RegionLava2_DX6_VS1_PS0_NoBump
2012-04-01 21:51:54   RenderEffects\SPL/SModelC1.fxo is using Technique: SModelC1Prelit_DX6_VS1_PS0
2012-04-01 21:51:54   RenderEffects\SPL/SModelCG1.fxo is using Technique: SModelCG1Prelit_DX6_VS1_PS0_1Pass
2012-04-01 21:51:54   RenderEffects\SPL/SModelCE1.fxo is using Technique: SModelCE1Prelit_DX6_VS1_PS0_NoEnv
2012-04-01 21:51:54   RenderEffects\SPL/SModelCB1.fxo is using Technique: SModelCB1Prelit_DX6_VS1_PS0_NoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelCBS1.fxo is using Technique: SModelCBS1Prelit_DX6_VS1_PS0_NoShineNoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelCBSG1.fxo is using Technique: SModelCBSG1Prelit_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelCBSGE1.fxo is using Technique: SModelCBSGE1Prelit_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelC1_2UV.fxo is using Technique: SModelC1_2UVPrelit_DX6_VS1_PS0
2012-04-01 21:51:55   RenderEffects\SPL/SModelCB1_2UV.fxo is using Technique: SModelCB1_2UVPrelit_DX6_VS1_PS0_NoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelCBSG1_2UV.fxo is using Technique: SModelCBSG1_2UVPrelit_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:51:55   RenderEffects\SPL/SModelLava.fxo is using Technique: SModelLava_DX6_VS1_PS0_NoBump
2012-04-01 21:51:56   RenderEffects\SPL/SModelLava2.fxo is using Technique: SModelLava2Prelit_DX6_VS1_PS0_NoBump
2012-04-01 21:51:56   RenderEffects\SPL/SkinMeshC1.fxo is using Technique: SkinMeshC1_DX6_VS1_PS0
2012-04-01 21:51:56   RenderEffects\SPL/SkinMeshCG1.fxo is using Technique: SkinMeshCG1_DX6_VS1_PS0
2012-04-01 21:51:56   RenderEffects\SPL/SkinMeshCE1.fxo is using Technique: SkinMeshCE1_DX6_VS1_PS0_NoEnv
2012-04-01 21:51:56   RenderEffects\SPL/SkinMeshCB1.fxo is using Technique: SkinMeshCB1_DX6_VS1_PS0_NoBump
2012-04-01 21:51:57   RenderEffects\SPL/SkinMeshCBS1.fxo is using Technique: SkinMeshCBS1_DX6_VS1_PS0_NoShineNoBump
2012-04-01 21:51:57   RenderEffects\SPL/SkinMeshCBSG1.fxo is using Technique: SkinMeshCBSG1_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:51:57   RenderEffects\SPL/SkinMeshCBSGE1.fxo is using Technique: SkinMeshCBSGE1_DX6_VS1_PS0_NoBumpNoShineNoGlowNoEnv
2012-04-01 21:51:57   RenderEffects\SPL/SkinMeshLava.fxo is using Technique: SkinMeshLava_DX6_VS1_PS0_NoBump
2012-04-01 21:51:58   RenderEffects\SPL/SkinMeshLava2.fxo is using Technique: SkinMeshLava2_DX6_VS1_PS0_NoShineNoGlowNoBump
2012-04-01 21:51:58   RenderEffects\SPL/SkinMeshOld.fxo is using Technique: SkinMeshOld_DX6_VS1_PS0
2012-04-01 21:51:58   RenderEffects\SPL/SkinMeshLuclin.fxo is using Technique: SkinMeshLuclin_DX6_VS1_PS0_2Pass
2012-04-01 21:51:58   RenderEffects\SPL/SkinMeshLuclinT1.fxo is using Technique: SkinMeshLuclinT1_DX6_VS1_PS0_1Pass
2012-04-01 21:51:58   RenderEffects\SPL/RegionOldA.fxo is using Technique: RegionOldA_DX6_VS1_PS0
2012-04-01 21:51:59   RenderEffects\SPL/RegionWater.fxo is using Technique: RegionWater_DX6_VS1_PS0_NoBumpNoFresnelNoEnv
2012-04-01 21:51:59   RenderEffects\SPL/RegionWaterFall.fxo is using Technique: RegionWaterFall_DX6_VS1_PS0
2012-04-01 21:51:59   RenderEffects\SPL/RegionLavaH.fxo is using Technique: RegionLava_DX6_VS1_PS0_NoBumpNoFresnelNoEnv
2012-04-01 21:51:59   RenderEffects\SPL/SModelWater.fxo is using Technique: SModelWater_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:52:00   RenderEffects\SPL/SkinMeshWater.fxo is using Technique: SkinMeshCBSGE1_DX6_VS1_PS0_NoEnvNoShineNoGlowNoBump
2012-04-01 21:52:00   RenderEffects\SPL/Region_Basic.fxo is using Technique: RegionBasic_DX6_VS1_PS0
2012-04-01 21:52:00   RenderEffects\SPL/Region_Blend.fxo is using Technique: RegionBlnd_DX6_VS1_PS0_NoBlndNoBumpNoCoverage
2012-04-01 21:52:00   RenderEffects\SPL/Region_BlendNoBump.fxo is using Technique: RegionBlndNoBump_DX6_VS1_PS0_NoBlndNoCoverage
2012-04-01 21:52:01   RenderEffects\SPL/Region_Full.fxo is using Technique: RegionFull_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:01   RenderEffects\SPL/Region_Full_2UV.fxo is using Technique: RegionFull2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:01   RenderEffects\SPL/Region_Bump.fxo is using Technique: RegionBump_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:52:01   RenderEffects\SPL/Region_Bump_2UV.fxo is using Technique: RegionBump2UV_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:52:01   RenderEffects\SPL/Region_SB.fxo is using Technique: RegionSB_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:01   RenderEffects\SPL/Region_SB_2UV.fxo is using Technique: RegionSB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:01   RenderEffects\SPL/Region_GB.fxo is using Technique: RegionGB_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:52:02   RenderEffects\SPL/Region_GB_2UV.fxo is using Technique: RegionGB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:52:02   RenderEffects\SPL/Region_RB.fxo is using Technique: RegionRB_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:52:02   RenderEffects\SPL/Region_RB_2UV.fxo is using Technique: RegionRB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:52:02   RenderEffects\SPL/SModel_Basic.fxo is using Technique: SModelBasic_DX6_VS1_PS0
2012-04-01 21:52:03   RenderEffects\SPL/SModel_Blend.fxo is using Technique: SModelBlnd_DX6_VS1_PS0_NoBlndNoBumpNoCoverage
2012-04-01 21:52:03   RenderEffects\SPL/SModel_BlendNoBump.fxo is using Technique: SModelBlndNoBump_DX6_VS1_PS0_NoBlndNoCoverage
2012-04-01 21:52:03   RenderEffects\SPL/SModel_Full.fxo is using Technique: SModelFull_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:03   RenderEffects\SPL/SModel_Full_2UV.fxo is using Technique: SModelFull2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:04   RenderEffects\SPL/SModel_Bump.fxo is using Technique: SModelBump_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:52:04   RenderEffects\SPL/SModel_Bump_2UV.fxo is using Technique: SModelBump2UV_DX6_VS1_PS0_NoBumpNoCoverage
2012-04-01 21:52:04   RenderEffects\SPL/SModel_SB.fxo is using Technique: SModelSB_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:05   RenderEffects\SPL/SModel_SB_2UV.fxo is using Technique: SModelSB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoSpec
2012-04-01 21:52:05   RenderEffects\SPL/SModel_GB.fxo is using Technique: SModelGB_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:52:05   RenderEffects\SPL/SModel_GB_2UV.fxo is using Technique: SModelGB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoGlow
2012-04-01 21:52:05   RenderEffects\SPL/SModel_RB.fxo is using Technique: SModelRB_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:52:05   RenderEffects\SPL/SModel_RB_2UV.fxo is using Technique: SModelRB2UV_DX6_VS1_PS0_NoBumpNoCoverageNoReflect
2012-04-01 21:52:06   RenderEffects\SPL/Terrain_Bump3Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:06   RenderEffects\SPL/Terrain_3Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:06   RenderEffects\SPL/Terrain_Bump2Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:06   RenderEffects\SPL/Terrain_2Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:06   RenderEffects\SPL/Terrain_Bump1Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:07   RenderEffects\SPL/Terrain_1Detail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:07   RenderEffects\SPL/Terrain_NoDetail.fxo is using Technique: RegionC1_DX6_VS1_PS0
2012-04-01 21:52:07   RenderEffects\MPL/Terrain_Base.fxo is using Technique: TerrainBase_DX6_VS1_PS0
2012-04-01 21:52:07   RenderEffects\MPL/Terrain_LightB3SVS1.fxo is using Technique: TerrainLightB3SVS1_DX9_VS1_PS20
2012-04-01 21:52:07   RenderEffects\MPL/Terrain_LightB2SVS1.fxo is using Technique: TerrainLightB2SVS1_DX9_VS1_PS20
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_LightB1SVS1.fxo is using Technique: TerrainLightB1SVS1_DX9_VS1_PS20
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_LightVS1.fxo is using Technique: TerrainLightVS1_DX9_VS1_PS20
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_TextureD3SC1T.fxo is using Technique: TerrainTextureD3SC1T_DX8_VS1_PS14
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_TextureD2SC1T.fxo is using Technique: TerrainTextureD2SC1T_DX8_VS1_PS11
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_TextureD1SC1T.fxo is using Technique: TerrainTextureD1SC1T_DX8_VS1_PS11
2012-04-01 21:52:08   RenderEffects\MPL/Terrain_TextureC1T.fxo is using Technique: TerrainTextureC1T_DX8_VS1_PS11
2012-04-01 21:52:09   RenderEffects\MPL/Region_Base.fxo is using Technique: RegionBase_DX6_VS1_PS0
2012-04-01 21:52:09   RenderEffects\MPL/Region_BaseB.fxo is using Technique: RegionBaseB_DX8_VS1_PS11_Norm
2012-04-01 21:52:09   RenderEffects\MPL/Region_BaseG.fxo is using Technique: RegionBaseG_DX6_VS1_PS0
2012-04-01 21:52:09   RenderEffects\MPL/Region_BaseGA.fxo is using Technique: RegionBaseGA_DX8_VS1_PS11_Norm
2012-04-01 21:52:09   RenderEffects\MPL/Region_BaseGB.fxo is using Technique: RegionBaseGB_DX8_VS1_PS11_Norm
2012-04-01 21:52:10   RenderEffects\MPL/Region_Light1.fxo is using Technique: RegionLight1_DX8_VS1_PS11_Norm
2012-04-01 21:52:10   RenderEffects\MPL/Region_LightB1.fxo is using Technique: RegionLightB1_DX8_VS1_PS11_Norm
2012-04-01 21:52:10   RenderEffects\MPL/Region_LightBS1.fxo is using Technique: RegionLightBS1_DX9_VS2_PS20
2012-04-01 21:52:10   RenderEffects\MPL/Region_LightBSF1.fxo is using Technique: RegionLightBSF1_DX9_VS2_PS20
2012-04-01 21:52:10   RenderEffects\MPL/Region_LightBVS1.fxo is using Technique: RegionLightBVS1_DX9_VS2_PS20
2012-04-01 21:52:10   RenderEffects\MPL/Region_LightB2VS1.fxo is using Technique: RegionLightB2VS1_DX9_VS2_PS20
2012-04-01 21:52:11   RenderEffects\MPL/Region_TextureD1.fxo is using Technique: RegionTextureD1_DX6_VS1_PS0
2012-04-01 21:52:11   RenderEffects\MPL/Region_TextureD1T.fxo is using Technique: RegionTextureD1T_DX6_VS1_PS0
2012-04-01 21:52:11   RenderEffects\MPL/Region_TextureD1C1.fxo is using Technique: RegionTextureD1C1_DX6_VS1_PS0
2012-04-01 21:52:11   RenderEffects\MPL/Region_TextureD1C1T.fxo is using Technique: RegionTextureD1C1T_DX6_VS1_PS0
2012-04-01 21:52:11   RenderEffects\MPL/Region_TextureD1C1ST.fxo is using Technique: RegionTextureD1C1ST_DX6_VS1_PS0
2012-04-01 21:52:12   RenderEffects\MPL/Region_TextureD1R1.fxo is using Technique: RegionTextureD1R1_DX8_VS1_PS11
2012-04-01 21:52:12   RenderEffects\MPL/Region_TextureD1C1R1T.fxo is using Technique: RegionTextureD1C1R1T_DX8_VS1_PS11
2012-04-01 21:52:12   RenderEffects\MPL/Region_TextureD1C1SR1T.fxo is using Technique: RegionTextureD1C1SR1T_DX8_VS1_PS11
2012-04-01 21:52:12   RenderEffects\MPL/Region_TextureD2C1ST.fxo is using Technique: RegionTextureD2C1ST_DX8_VS1_PS11
2012-04-01 21:52:13   RenderEffects\MPL/SModel_Base.fxo is using Technique: SModelBase_DX6_VS1_PS0
2012-04-01 21:52:13   RenderEffects\MPL/SModel_BaseB.fxo is using Technique: SModelBaseB_DX8_VS1_PS11_Norm
2012-04-01 21:52:13   RenderEffects\MPL/SModel_BaseG.fxo is using Technique: SModelBaseG_DX6_VS1_PS0
2012-04-01 21:52:13   RenderEffects\MPL/SModel_BaseGA.fxo is using Technique: SModelBaseGA_DX8_VS1_PS11_Norm
2012-04-01 21:52:13   RenderEffects\MPL/SModel_BaseGB.fxo is using Technique: SModelBaseGB_DX8_VS1_PS11_Norm
2012-04-01 21:52:14   RenderEffects\MPL/SModel_Light1.fxo is using Technique: SModelLight1_DX8_VS1_PS11_Norm
2012-04-01 21:52:14   RenderEffects\MPL/SModel_LightB1.fxo is using Technique: SModelLightB1_DX8_VS1_PS11_Norm
2012-04-01 21:52:14   RenderEffects\MPL/SModel_LightBS1.fxo is using Technique: SModelLightBS1_DX9_VS2_PS20
2012-04-01 21:52:14   RenderEffects\MPL/SModel_LightBSF1.fxo is using Technique: SModelLightBSF1_DX9_VS2_PS20
2012-04-01 21:52:14   RenderEffects\MPL/SModel_LightBVS1.fxo is using Technique: SModelLightBVS1_DX9_VS2_PS20
2012-04-01 21:52:14   RenderEffects\MPL/SModel_LightB2VS1.fxo is using Technique: SModelLightB2VS1_DX9_VS2_PS20
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1.fxo is using Technique: SModelTextureD1_DX6_VS1_PS0
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1T.fxo is using Technique: SModelTextureD1T_DX6_VS1_PS0
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1C1.fxo is using Technique: SModelTextureD1C1_DX6_VS1_PS0
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1C1T.fxo is using Technique: SModelTextureD1C1T_DX6_VS1_PS0
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1C1ST.fxo is using Technique: SModelTextureD1C1ST_DX6_VS1_PS0
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1R1.fxo is using Technique: SModelTextureD1R1_DX8_VS1_PS11
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1C1R1T.fxo is using Technique: SModelTextureD1C1R1T_DX8_VS1_PS11
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD1C1SR1T.fxo is using Technique: SModelTextureD1C1SR1T_DX8_VS1_PS11
2012-04-01 21:52:14   RenderEffects\MPL/SModel_TextureD2C1ST.fxo is using Technique: SModelTextureD2C1ST_DX6_VS1_PS11
2012-04-01 21:52:15   RenderEffects\MPL/FinalBlend.fxo is using Technique: Final_DX8_VS1_PS11
2012-04-01 21:52:15   Initializing engine internals.
2012-04-01 21:52:15   CRender::InitDevice completed successfully.
2012-04-01 21:52:15   Display options set, return code 1.
2012-04-01 21:52:15   AutoMipMapping set to 0.
2012-04-01 21:52:15   Camera created.
2012-04-01 21:52:15   Storing display options.
2012-04-01 21:52:15   Initializing fonts.
2012-04-01 21:52:15   Loading string tables.
2012-04-01 21:52:15   Initializing UI.
2012-04-01 21:52:16   Initializing UI manager.
2012-04-01 21:52:16   Initializing fonts.
2012-04-01 21:52:16   Parsing UI XML.
2012-04-01 21:52:24   Loading default UI resources.
2012-04-01 21:52:24   Initializing Music.
2012-04-01 21:52:24   Activating Load Screen.
2012-04-01 21:52:25   Display initialized.
2012-04-01 21:52:25   Initializing global data.
2012-04-01 21:52:26   Loading GlobalFroglok_chr
2012-04-01 21:52:26   Loading GlobalPCFroglok_chr
2012-04-01 21:52:29   Loading frogequip
2012-04-01 21:52:30   Loading GlobalSKE_chr2
2012-04-01 21:52:30   Loading Global_obj
2012-04-01 21:52:30   Loading GEquip
2012-04-01 21:52:32   Loading GEquip8
2012-04-01 21:52:32   Loading GEquip2
2012-04-01 21:52:34   Loading grass
2012-04-01 21:52:34   Loading GEquip5
2012-04-01 21:52:35   Loading GEquip4
2012-04-01 21:52:35   Loading GEquip3
2012-04-01 21:52:35   Loading loyequip
2012-04-01 21:52:36   Loading ldonequip
2012-04-01 21:52:36   Loading gatesequip
2012-04-01 21:52:42   Loading globalHUM_chr2
2012-04-01 21:52:43   Loading globalHUM_chr
2012-04-01 21:52:49   Loading globalHUF_chr2
2012-04-01 21:52:50   Loading globalHUF_chr
2012-04-01 21:52:52   Loading globalBAM_chr2
2012-04-01 21:52:52   Loading globalBAM_chr
2012-04-01 21:52:53   Loading globalBAF_chr2
2012-04-01 21:52:53   Loading globalBAF_chr
2012-04-01 21:52:54   Loading globalTRM_chr2
2012-04-01 21:52:54   Loading globalTRM_chr
2012-04-01 21:52:56   Loading globalTRF_chr2
2012-04-01 21:52:56   Loading globalTRF_chr
2012-04-01 21:52:59   Loading globalOGM_chr2
2012-04-01 21:53:00   Loading globalOGM_chr
2012-04-01 21:53:03   Loading globalOGF_chr2
2012-04-01 21:53:03   Loading globalOGF_chr
2012-04-01 21:53:05   Loading globalIKM_chr2
2012-04-01 21:53:06   Loading globalIKM_chr
2012-04-01 21:53:07   Loading globalIKF_chr2
2012-04-01 21:53:07   Loading globalIKF_chr
2012-04-01 21:53:08   Loading globalKEM_chr2
2012-04-01 21:53:09   Loading globalKEM_chr
2012-04-01 21:53:11   Loading VEquip
2012-04-01 21:53:14   Loading globalKEF_chr2
2012-04-01 21:53:16   Loading globalKEF_chr
2012-04-01 21:53:36   Loading LGEquip_amr2
2012-04-01 21:53:53   Loading LGEquip_amr
2012-04-01 21:54:09   Loading LGEquip2
2012-04-01 21:54:14   Loading LGEquip
2012-04-01 21:56:01   Loading sdc_chr
2012-04-01 21:56:04   Loading cst_chr
2012-04-01 21:56:04   Loading brl_chr
2012-04-01 21:56:04   Loading rak_chr
2012-04-01 21:56:05   Loading dr2_chr
2012-04-01 21:56:05   Loading glm_chr
2012-04-01 21:56:05   Loading mmv_chr
2012-04-01 21:56:06   Loading syn_chr
2012-04-01 21:56:06   Loading jkr_chr
2012-04-01 21:56:23   Loading gtd_chr
2012-04-01 21:56:30   Loading mmm_chr
2012-04-01 21:56:30   Loading mmf_chr
2012-04-01 21:56:31   Loading lmm_chr
2012-04-01 21:56:32   Loading lmf_chr
2012-04-01 21:56:33   Loading mmy_chr
2012-04-01 21:56:34   Loading sdm_chr
2012-04-01 21:56:34   Loading luj_chr
2012-04-01 21:56:34   Loading poair_chr
2012-04-01 21:56:40   Loading sleeper2_chr
2012-04-01 21:56:40   Loading thegrey_chr
2012-04-01 21:57:06   Loading blackburrow_chr
2012-04-01 21:57:22   Loading powater_chr
2012-04-01 21:57:27   Loading pofire_chr
2012-04-01 21:57:33   Loading dreadlands_chr
2012-04-01 21:57:40   Loading sleeper_chr
2012-04-01 21:57:43   Loading poeartha_chr
2012-04-01 21:57:54   Loading frozenshadow_chr
2012-04-01 21:57:59   Loading rathemtn_chr
2012-04-01 21:58:04   Loading ponightmare_chr
2012-04-01 21:58:10   Loading codecay_chr
2012-04-01 21:58:11   Loading skt_chr
2012-04-01 21:58:12   Loading Global6_chr2
2012-04-01 21:58:12   Loading Global6_chr
2012-04-01 21:58:13   Loading Global4_chr
2012-04-01 21:58:14   Loading Global_chr
2012-04-01 21:58:26   Loading eastwastes_chr
2012-04-01 21:58:29   Loading potorment_chr
2012-04-01 21:59:00   Loading potactics_chr
2012-04-01 21:59:27   Loading Global2_chr
2012-04-01 21:59:38   Loading Global3_chr
2012-04-01 21:59:39   Initializing sky system.
2012-04-01 21:59:56   Global data initialized.
2012-04-01 21:59:56   Starting process game.
2012-04-01 21:59:56   Starting network game.
2012-04-01 21:59:57   
2012-04-01 21:59:59   Starting load.
2012-04-01 22:00:00   
2012-04-01 22:00:00   Attempting to load clz.EQG.
2012-04-01 22:00:06   Loaded clz.EQG.
2012-04-01 22:00:07   Verifying world files.
2012-04-01 22:00:07   Loading zone specific files.
2012-04-01 22:00:07   Initializing cameras.
2012-04-01 22:00:07   Initializing lights.
2012-04-01 22:00:07   Initializing visual effects.
2012-04-01 22:00:08   Initializing target indicator.
2012-04-01 22:00:08   Initializing player path.
2012-04-01 22:00:08   Performing post-load operations.
2012-04-01 22:00:08   Initializing precipitation system.
2012-04-01 22:00:09   World initialized: clz
2012-04-01 22:00:09   load done.
2012-04-01 22:00:09   
2012-04-01 22:00:13   Starting char select.
2012-04-01 22:00:13   
2012-04-01 22:00:13   Clearing display buffers.
2012-04-01 22:00:13   
2012-04-01 22:00:13   Display buffers cleared.
2012-04-01 22:00:13   
2012-04-01 22:00:14   Initializing character select UI.
2012-04-01 22:00:14   Resetting game UI.
2012-04-01 22:00:52   Zone Connect -- 0 -- Received MSG_ZONE_ADDRESS
2012-04-01 22:00:53   Zone addr [195.5.177.21:52507] received...
2012-04-01 22:00:54   ZONING
2012-04-01 22:00:54   Networking: Connection Closed [0] with 0 pending bytes.
2012-04-01 22:01:01   Networking: using port [4286].
2012-04-01 22:01:02   Networking: Connection Established [1]
2012-04-01 22:01:02   Connected to 195.5.177.21:52507...
2012-04-01 22:01:02   
2012-04-01 22:01:44   Zone Connect -- 2 -- Sending MSG_EQ_ADDPLAYER
2012-04-01 22:07:41   TIMED OUT WAITING FOR MY EQPlayer (in GetZoneInfoFromNetwork())!! top = 0
2012-04-01 22:07:41   
2012-04-01 22:07:41   Networking: Connection Closed [0] with 0 pending bytes.
2012-04-01 22:07:41   nError is TRUE at C:\EQ\EverQuest\EverQuest.cpp:20261
2012-04-01 22:07:41   
2012-04-01 22:07:41   Exiting normally.
2012-04-01 22:07:41   Cleanup 1
2012-04-01 22:07:41   
2012-04-01 22:07:48   Cleanup 4
2012-04-01 22:07:48   
2012-04-01 22:07:54   Cleanup 5
2012-04-01 22:07:54   
2012-04-01 22:07:54   Cleanup 6
2012-04-01 22:07:54   
2012-04-01 22:07:54   Cleanup 7
2012-04-01 22:07:54   
2012-04-01 22:07:54   Cleanup 8
2012-04-01 22:07:54   
2012-04-01 22:07:54   Cleanup 9
2012-04-01 22:07:54   
2012-04-01 22:08:09   Cleanup 10
2012-04-01 22:08:09   
2012-04-01 22:08:09   Resetting UI.
2012-04-01 22:08:09   Resetting character select UI.
2012-04-01 22:08:09   Resetting game UI.
2012-04-01 22:08:32   UI Reset.
2012-04-01 22:10:03   Cleanup 11
2012-04-01 22:10:03   
2012-04-01 22:10:04   Picking a default resolution, desktop is 1280 x 1024, 32 bits
2012-04-01 22:10:04   Ratio is 1.25
2012-04-01 22:10:04   Resolution selected 1280 x 1024, 32 bits
2012-04-01 22:10:04   CRender::InitDevice: Using 32bit mode.
2012-04-01 22:10:04   CRender::InitDevice: Using vsync 0.
2012-04-01 22:10:04   CRender::InitDevice: Using 24bit depth buffer with 8 bit stencil.
2012-04-01 22:10:04   CRender::InitDevice: HardwareTnL Enabled. 
2012-04-01 22:10:04   Hardware vertex shaders disabled.
2012-04-01 22:10:05   Initializing render system.
2012-04-01 22:10:05   Trilinear Mipmapping available.
2012-04-01 22:10:05   Vertex Shader Version: 2.0
2012-04-01 22:10:05   Pixel Shader Version: 2.0
2012-04-01 22:10:05   Initializing engine internals.
2012-04-01 22:10:05   CRender::InitDevice completed successfully.
2012-04-01 22:10:08   Parsing INI file ./eqlsUIConfig.ini
2012-04-01 22:10:08   INI file ./eqlsUIConfig.ini loaded.
Characters
Malarath - Lv70 Froglok Necromancer, 700+ AAs, progress T7-2
Valtar - Lv70 Gold Drakkin Wizard, 300+ AAs, progress T7-1
Szakadar -Lv70 Iksar Monk, 100+ AAs, progress T5

sr0415
Posts: 44

Re: Hangups after character select

Post#2 » Mon Apr 02, 2012 5:32 am

I have been having the same problem but I've only been having it the last 3-4 days. Ever since my toons bugging up while raiding nadox on friday. I relogged the 3 toons whose AA's were bugged and they all crashed to login screen ever since that I have had trouble getting past the character select screen and for the toons that I am able to log in it takes forever to zone and 1/2 the time they will get kicked to login while zoning. I have tried several different things. I have done a full restore on my system 3 times now and have tried a different client. I was using titanium and now have tried SoD and still have the problem. I was able to log on to EZ server without a problem. I did another full restore today and am currently reinstalling the THF installer for titanium and SoD and will try again with both.

Vaion
Posts: 3712

Re: Hangups after character select

Post#3 » Mon Apr 02, 2012 5:41 am

How exactly were your AAs bugged? And what happened in Nadox that bugged your characters?

Name of characters that are bugged?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

sr0415
Posts: 44

Re: Hangups after character select

Post#4 » Mon Apr 02, 2012 5:56 am

Vaion wrote:How exactly were your AAs bugged? And what happened in Nadox that bugged your characters?

Name of characters that are bugged?


Its a pretty common AA bug I know a lot of people have. It usually happens after you die and get rez'd. After zoning some of the AA abilities of the effected character don't show up in the AA menu, usually the first thing I notice the AA that gives you a extra spell slot is gone and thus the character will only have 8 spells on their spell bar. I used to simply fix this by logging the toon out and back in. What happened in Nadox was I died on a few characters, when I got rez'd their AA's were bugged like I described above. But relogging only caused them to crash. Ever since then I have the problem with character select and zoning on all my characters. I have just been testing it with my main account Verreth is on.

Vaion
Posts: 3712

Re: Hangups after character select

Post#5 » Mon Apr 02, 2012 6:04 am

... Makes me wonder if this is part of the AA zone crash that we have been having for awhile that I havent ever been able to recreate...


What exact AAs and/or class are the characters that are crashing like this?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

sr0415
Posts: 44

Re: Hangups after character select

Post#6 » Mon Apr 02, 2012 6:09 am

I noticed it on my SK, Wiz, Mage, Rng, and Cleric. But the AA bug is minor compared to basically not being able to log in and stay logged in at the moment.

Vaion
Posts: 3712

Re: Hangups after character select

Post#7 » Mon Apr 02, 2012 6:33 am

It's possible that the AA bug is what is causing the issue of the random LDs. Any chance that you know of what AAs are showing up as bugged? Also which client do you use?
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

sr0415
Posts: 44

Re: Hangups after character select

Post#8 » Mon Apr 02, 2012 6:38 am

Not sure which AA's. When I was able to log in, the AA's are not bugged anymore. I was using titanium. Now I am setuping up both titanium and SoD. If I am able to resolve this issue with the characters staying logged in, I will report which AA's are bugged next time that bug happens to me. Like I said its pretty common, I know my guildies get the same bug sometimes.

sr0415
Posts: 44

Re: Hangups after character select

Post#9 » Mon Apr 02, 2012 10:10 am

It was a internet issue it seems. I did some work on my router and called my ISP, in the end it seems to have been resolved. I will still keep a lookout for that AA bug and PM you when it occurs.

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