Jump to content

Recommended Posts

Posted

every server i play i get this:

Error setting display mode: CreateDevice failed (D3DERR_INVALIDCALL). Please delete your Option.ini file if this error prevents you from starting the game.

 

History: UD3DRenderDevice::UnSetRes <- CreateDevice <- UD3DRenderDevice::SetRes <- HandleBigChange <- UD3DRenderDevice::Lock <- UViewport::Lock <- UWindowsViewport::Lock <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

what is this?

Posted

if you delete option.ini you will cant conect to l2... So maybe you can try add an other option.ini from an other patch? or add one official?

Posted

if you delete option.ini you will cant conect to l2... So maybe you can try add an other option.ini from an other patch? or add one official?

 

i try from another patch and from official but got this:

 

Error setting display mode: CreateDevice failed (D3DERR_NOTAVAILABLE). Please delete your Option.ini file if this error prevents you from starting the game.

 

History: UD3DRenderDevice::UnSetRes <- CreateDevice <- UD3DRenderDevice::SetRes <- HandleBigChange <- UD3DRenderDevice::Lock <- UViewport::Lock <- UWindowsViewport::Lock <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

Reboot again your  client..or check if your patch havent .ini

patch have ini... i will rebot client

 

/edit client rebboted but the same thig

Posted

i cant play now ether but now i git this

 

IDirect3DVertexBuffer9::Lock failed(D3DERR_NOTAVAILABLE).

 

History: FD3DVertexStream::Cache <- FD3DRenderInterface::SetVertexStreams <- USubSkeletalMeshInstance::Render <- USkeletalMeshInstance::Render <- FDynamicActor::Render <- SolidRendering <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

and i saw that the l2.exe come up with 298.000 kb !!! (ctrl+alt+del)

Posted

i already use client and i checked the vga drivers and i got this now again:

OS : Windows XP 5.1 (Build: 2600)

CPU : GenuineIntel PentiumPro-class processor @ 1808 MHz with 1023MB RAM

Video : NVIDIA GeForce 9500 GT (9107)

 

Error setting display mode: CreateDevice failed (D3DERR_INVALIDCALL). Please delete your Option.ini file if this error prevents you from starting the game.

 

History: UD3DRenderDevice::UnSetRes <- CreateDevice <- UD3DRenderDevice::SetRes <- HandleBigChange <- UD3DRenderDevice::Lock <- UViewport::Lock <- UWindowsViewport::Lock <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

Posted

done it but

OS : Windows XP 5.1 (Build: 2600)

CPU : GenuineIntel PentiumPro-class processor @ 1808 MHz with 1023MB RAM

Video : NVIDIA GeForce 9500 GT (9107)

 

IDirect3DVertexBuffer9::Lock failed(D3DERR_NOTAVAILABLE).

 

History: FD3DVertexStream::Cache <- FD3DRenderInterface::SetVertexStreams <- DrawSection <- USubSkeletalMeshInstance::DrawSection <- USkeletalMeshInstance::Render <- FDynamicActor::Render <- FActorSceneNode::Render <- UCanvas::DrawRadarBack <- NCRadarWnd::OnPaint <- NCVirtualWndMain::DrawChildWindow <- NCVirtualWndMain::DrawChildWindow <- NCVirtualWndMain::DispatchWndMsg <- NConsoleWnd::ConsolePostRender <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

maybe the card reader can't play l2?i dont know i have done everything

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • <dailyReward days="28" autoOpen="true" minimumOnlineTimeSeconds="30" oneRewardPerIP="true" resetIfMissDay="true">   For now, I have these settings in the XML—this is the V1 version I created, though I plan to make further improvements over time. Of course, I’ll also add more protections—MAC, HWID, and perhaps others like account-based restrictions—to make it more secure. We can also implement non-tradable items to further enhance the system's security. I’ll keep posting updates and refining both the system and the interface. I might make a video tomorrow; if you look at the top, you'll see the "auto-open" feature can be toggled on or off, allowing users to rely solely on the `.daily` command. Cheers! Note: If I sell it in this state, I’ll provide support and roll out updates to users. I’m not forcing anyone to buy anything; I’d even provide the patch files so that anyone with the necessary skills can add features, modify it, or improve it further.
    • If the problem is that the target is lost, the action of aiming at another character, upon losing collision, does not allow aiming.   This one works as it should, allowing you to target characters
    • MICROTEXT AND WATERMARKS BREAK MOST RENDERINGS Microtext and watermarks aren’t just small decorative details. They are one of the most common reasons a document fails verification, even when it looks decent at first glance. The issue is that these elements are almost impossible to reproduce “by eye.” Microtext requires precise geometry and legibility at a very small size, while a watermark needs the correct density, transparency, and accurate placement relative to other security features. Any deviation becomes obvious during detailed inspection. ▪ What’s most often done wrong: - microtext is drawn too thick or blurry - the watermark is made either too visible or almost invisible - the positioning between microtext and watermark is ignored - the original printing technology isn’t taken into account when choosing density and shape - The stronger the document’s security features, the less room there is for approximation. What matters here isn’t visual similarity, but accurate reproduction of the original technical characteristics. If your document contains microtext and watermarks, this is always an area that requires extra attention. Write to us in DMs. We’ll review your case and point out exactly which details need the highest precision during rendering. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #drawing #microtext #photoshop #editing #watermarks
    • GoldRush launches tomorrow! July 18 16:00 GMT+3 Europe / International Register your account in the website, connect wallet and be ready to dominate!
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..