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  #21  
Old 07-29-2014, 10:40 PM
Zaela Zaela is offline
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Quote:
Originally Posted by phacemeltar [You must be logged in to view images. Log in or Register.]
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?
A disassembler. (OllyDBG is the go-to free one, better ones cost money.)

Would not be in the s3d's/graphics files -- that's just data. Would need to look in the client executable itself, or its graphics DLLs maybe.

If you don't have a general idea of what assembled machine instructions look like, don't bother.
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  #22  
Old 07-29-2014, 11:10 PM
Haynar Haynar is offline
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Some of the disassemblers are very pricey. I like ida pro with hexrays so i can view the pseudo c code too.

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  #23  
Old 07-30-2014, 12:03 AM
Wizardling Wizardling is offline
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In the meantime I suppose the only thing to be done is to reduce the distance _everything_ is drawn at. I don't understand why they made the maximum actor clip plane less than the maximum overall clip plane setting.

So what were the precise settings in classic for clipping planes? Perhaps it would be more fun to go for a more fully classic experience, than my original goal, which now seems impractical, and annoying with immersion breaking results.

I don't suppose anyone kept their old eqclient.ini files from Kunark/Velious days with max graphical settings enabled, so we could take a look?
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