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  #11  
Old 07-26-2014, 01:58 PM
Brynnag Brynnag is offline
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why would you want to see more of those horrible looking trees
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  #12  
Old 07-26-2014, 06:24 PM
Wizardling Wizardling is offline
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I've a thing for pixelated scenery. What can I say - I'm one sick puppy.
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  #13  
Old 07-26-2014, 06:25 PM
Wizardling Wizardling is offline
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Quote:
Originally Posted by Grimjaw [You must be logged in to view images. Log in or Register.]
uhh sounds like u just need to max out all ur clip planes. U can already see waay to far just buy doing that.
Yeah, like I said - I was curious whether there was a way to extend my view beyond the settings in Options->Display tab.
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  #14  
Old 07-26-2014, 07:36 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Wizardling [You must be logged in to view images. Log in or Register.]
Yeah, like I said - I was curious whether there was a way to extend my view beyond the settings in Options->Display tab.
Is it classic to be able to see further? I have been learning to tweak some of that. Might be able to increase range of the clip plane.

H
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  #15  
Old 07-26-2014, 08:19 PM
a_gnoll_pup a_gnoll_pup is offline
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Can confirm that clip planes work different in DX8/DX7 than they do in DX9.

Basically, Haynar, the clip plane is more akin to a 'fog effect' when sky is set to 0, which is emulated in DX9 already. However, the clip plane also applies to zones that have a zsky != 0 titanium where as in older clients I can find no evidence of this happening.

Basically, if the sky setting in the NewZone_Struct is set to 1 or higher, clip plane should not be shown for geometry settings. It should only be shown if it is 0.

Additionally, the titanium client has something called the 'actor clip plane', which causes NPCs to drop their animation past the clip plane, and beyond double the distance, disappear entirely. The client has an artificial limit that you can hex edit to remove, and have NPCs show up and move at any distance, which is how the functionality is in the EQMac client (in DX7/DX8, the actor clip plane did not exist.)

Hope that clears some stuff up - the first is a server code change, the latter is a client setting.
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  #16  
Old 07-27-2014, 02:40 AM
Wizardling Wizardling is offline
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I'd love to alter the actor clip plane most of all, really. I want to see mobs as far off as possible, but the jerkiness when they're close enough to draw, but not to animate is immersion breaking.
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  #17  
Old 07-29-2014, 04:48 PM
talian21 talian21 is offline
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Hey gnollpup, could you be more specific with your hexedit pls? It really annoys me the mobs moving w/o animation at range; I'd really like to change that, ruins my immersion to see griffs/sphinx's "flying" around w/o flapping, etc.
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  #18  
Old 07-29-2014, 05:10 PM
Grimjaw Grimjaw is offline
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I don't know the technical side of it, but what I do know is you could NEVER see this far on live, regardless of all settings cranked, etc, the environment would fade out. on P1999 for example you can stand in the middle of EC, look north and see 1 zone wall, look south and see the opposite zone wall. This NEVER happened on live and made the world feel much larger.,


again, instead of seeing mobs "standing still", we shouldn't even be seeing that far to begin with.
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  #19  
Old 07-29-2014, 05:31 PM
Haynar Haynar is offline
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I have been looking at differences between dx7/8 and dx9. They just flat out changed the range on some params for no logical reason.

Maybe will play with actor clip plan some.

Whats sad, is I understood everything Secrets said.

Dug around in client way too much lately.

H
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  #20  
Old 07-29-2014, 09:57 PM
phacemeltar phacemeltar is offline
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Quote:
Originally Posted by a_gnoll_pup [You must be logged in to view images. Log in or Register.]
The client has an artificial limit that you can hex edit to remove
i might win noob of the day here, but what sort of software do i use to check out this code?
it should all be compressed in an s3d file?
so what do most devs use to view the values?
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