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About Ben

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  • Birthday 08/19/1991

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  1. Hello pk_hitman, It won't be long now that 1.9.5p4 has been released for Windows and Linux users. There have been a few issues with code signing (this is now required by Apple for an app to run cleanly without user intervention) as I do not have a developer account, but I'll be looking to get this resolved in the coming week.
  2. Hello Maxine, As of macOS 10.15 (Catalina) Apple has ended support for 32-bit apps, which is why the game has stopped working for you. The good news is that this is an issue we saw coming, and for the last few weeks I have been successfully testing a working 64-bit build of the macOS client. I am currently on the move, but I’d be happy to share the current test client with you when I am next available.
  3. macOS - 64-bit client - help needed

    Resolution issue is fixed, thanks to some genius-level thinking from Revi. It turns out there was a slight change in the way 10.15 handles lower resolution apps and this needed to be specified explicitly in the info.plist file: NSHighResolutionCapable = NO Pending more testing, we provisionally have a working 64-bit client compatible with the upcoming version of macOS
  4. macOS - 64-bit client - help needed

    I have heard back from Sir_Odie, his help pinpointing the issue proved invaluable. It turns out there was a small issue in the new SDL_main.m file required by the upgraded version of the SDL.framework (1.2) I used for 64-bit compilation. Now we have it working fine under 10.14, I have upgraded one of my machines to 10.15 (Catalina) for testing and I'm seeing a strange graphical bug which is not present on 10.14. Have you ever come across that before? The EL log isn't giving me any clues as to what might be the issue, displaying only the same information as both the current Odie and 64-bit builds do on a 10.14 machine.
  5. macOS - 64-bit client - help needed

    I have just re-downloaded the latest Sir_Odie build to double-double check, and it does indeed work as expected. Weird. Could we perhaps have the client automatically copy the included servers.lst to the user configuration folder, the same way it builds the rest of the files in there if it can't find them? If we can't figure out why my build no longer utilises the internal servers.lst file, that would save an additional step for Mac users installing the client. I'll try and reach out to Sir_Odie and see whether he does indeed use some trick to make his build behave differently. Although I am using the same Xcode project, it could just be down to the newer Xcode version I am using (he builds his client on an older machine). Edit: Just built the source as it was on the 17th of April (before the change you mentioned) to double-double-triple check, still seeing the strange different behaviour.
  6. macOS - 64-bit client - help needed

    Things work a little differently on macOS, unfortunately. Nothing is really installed anywhere as almost everything (besides the user data) is self-contained within the EternalLands.app in /Applications. You can't really start the game from the datadir because the datadir and executable must be in a prescribed place within the .app - there isn't much flexibility. Thank you for taking a look at this, Bluap, I really appreciate it. Enjoy the rest of the weekend.
  7. macOS - 64-bit client - help needed

    The #data_dir not failing over is causing some other launch problems too, if not manually changed. Odie client behaviour (launches): [14:26:19, /Users/linke/Desktop/el-devel/elc/macosx/../io/elpathwrapper.c:664] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\Program Files\Eternal Lands\/". Using "/Applications/EternalLands.app/Contents/Resources/data". New client behaviour (crashes): [14:28:09, /Users/ben/Desktop/Eternal-Lands-master/io/elpathwrapper.c:664] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\Program Files\Eternal Lands\/". Using "/". [14:28:09, /Users/ben/Desktop/Eternal-Lands-master/init.c:736] Error: Fatal error while loading data files. Either set the data_dir correctly or run from the data directory. I'm guessing this wouldn't be a problem for new installs (it could be added to the el.ini in the included data files, right?), but it would cause problems for people upgrading.
  8. macOS - 64-bit client - help needed

    I understand why it is behaving differently now That would be a great help, without such a change Mac users would have to manually copy servers.lst over to ~/Library/Application Support/Eternal Lands/.
  9. macOS - 64-bit client - help needed

    Interesting, I must be doing something different to cause it to ignore the servers.lst contained within the .app. The Odie client reads servers.lst from within itself: EternalLands.app/Contents/Resources/data/servers.lst (tested and confirmed). My client seems to ignore this file, even with an identical set of data files
  10. macOS - 64-bit client - help needed

    Success! I have it running, though there's a bit of weirdness with files needing to be in places they didn't need to be previously. To get it to work I had to manually place servers.lst in ~/Library/Application Support/Eternal Lands/ and edit #data_dir in the el.ini under ~/Library/Application Support/Eternal Lands/main.
  11. macOS - 64-bit client - help needed

    Getting closer: [10:43:55, /Users/ben/Desktop/Eternal-Lands-master/engine/logging.cpp:310] Log started at: Sun Sep 8 10:43:55 2019 BST [10:43:55, /Users/ben/Desktop/Eternal-Lands-master/engine/logging.cpp:313] version: 1.9.5 [10:43:55, /Users/ben/Desktop/Eternal-Lands-master/servers.c:118] Error: Fatal error: servers.lst file missing! Unsure what is causing the servers.lst fatal error, it is definitely present.
  12. Towards the end of this month Apple will be releasing the next version of macOS, Catalina. One of the more notable un-features of Catalina will be the end of support for 32-bit apps, meaning that the majority of our Mac players will be gradually left out in the cold unless we can come up with a working 64-bit build of the game. Now, I am not a developer, but I have slowly been working through the issues and I think I am close to having a working build. The issue I am stuck on right now is framework-related; I have identified that six of the .frameworks required to build and run the game are not suitable for use with 64-bit: SDL.framework SDL_image.framework SDL_net.framework vorbis.framework ogg.framework cal3d.framework Replacing the old SDL, SDL_image, and SDL_net frameworks with suitable replacements has proven to be easy as these are readily available from libsdl.org. I have also been able to locate some pre-built vorbis and ogg frameworks (built for iOS, but seem to work nonetheless) - though these are of course not ideal. The real stumbling block is the cal3d framework. Despite numerous attempts, I can't figure out how to get it to build correctly. If somebody could provide some expertise (or perhaps even step in and take over) I would be most appreciative, as it would be a great shame for us to lose our Mac community.
  13. Thank you for the tip, Elbowrond. I’m glad everything is running smoothly for you
  14. Cannot open application..

    Looks like we've got this solved, the config had adopted incorrect display settings leading to a OpenGL error on launch: Error: Couldn't set GL mode: Failed to find display resolution: 1680x1050x32 Solution was to modify el.ini (located in ~/Library/Application Support/Eternal Lands/main/) to manually disable #full_screen and reduce #video_mode to a more reasonable resolution. #video_mode= 6 #full_screen= 0
  15. Cannot open application..

    Cody, I have dropped you an email.