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bluap

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About bluap

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  1. Testing client ported to SDL2

    Updated builds again. Fixed scene not redrawing after window resize. Fixed some errors during initial windows creation and added lots more checking and reporting of errors. Lots of code clean-ups.
  2. Testing client ported to SDL2

    Updated builds. Window is now resizeable on all versions of SDL2. Not related to this port, I also fixed a possible crash and definite memory leak in the handling of AFK messages.
  3. Testing client ported to SDL2

    Another build with all the packages updated. Mainly updating to get the map editor working again but also adding use of the keypad Enter key anywhere the normal RETURN key can be used. Thanks shadowgate for testing and letting me know of the issue.
  4. Testing client ported to SDL2

    Good news, thanks Kaddy.
  5. Testing client ported to SDL2

    All the builds have been updated and should now show a version date of 20191201.02xx . There are now Detian and Ubuntu packages available in addition to Snap and Flatpak. The click through behaviour should work and I've added some error trapping and reporting to help debug elsewhere.
  6. Testing client ported to SDL2

    Thanks, that make perfect sense. This behaviour is already enabled for my Linux desktop but not for my Windows test machine. However, adding use of SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH does the trick so I'll include that with the next build. Note that this HINT is only available for SLD 2.0.5 and above so if the window resizing does not work for someone, this will not work either. From what I remember of of our in-game chat Kaddy, you should be fine.
  7. Testing client ported to SDL2

    The function to modify the keyboard repeat rate has been removed from SDL2, instead, as far as I can tell, it uses the OS set rate. I've tried this on my Linux/Gnome desktop and it has the desired effect in the client. I'm not sure how else to reproduce the previous behaviour. The other items you mentioned in-game. I've not see any random game freezes so that's going to be hard to investigate. I've looked at the old/new behaviour for switching windows and clicks/key-presses being actioned and I cannot see any differences. I've lost the chat we had as my chat log was set read-only (from some time ago when I was help debug a problem someone else was having - probably need a visible warning about that), so perhaps you can give more more details on what you are seeing. P.S. Thanks again for testing.
  8. Testing client ported to SDL2

    I've committed a fix to git for the num lock issue. The same problem also happened for caps lock so that's fixed too. I've also fixed a problem with the password manger not moving/resizing when its open and the main window is resized. I've updated the windows zip packages (at the same link) with new builds and rebuilt the flatpak and snap packages. The later in progress as I type this. The version number will be dated 20191129.23xx. If you are testing then please download and update, carry on testing and let me know how you get on. Thanks.
  9. Testing client ported to SDL2

    That's really useful, thank you Nogrod. It looks like numlock is the issue an I can reproduce the problem with my own set-up too. During development, I checked that it worked as a numlock but do not have it enabled normally. I'll take a look and produce a new build with a fix which. This will not be until the weekend unfortunately due to work commitments. If it's possible to continue using the current version with numlock off until then, great. Thanks again.
  10. Testing client ported to SDL2

    Thanks for testing. I've tried this on several machines, on Windows and Linux but not seen variable behaviour like that. I've tried using alternative keyboard layouts which looks OK too. Perhaps you could enable some debug and see if that could help us understand what is happening. There are a few debug printf() statements in events.c that could be useful if uncommented. Here's a patch: $ git diff events.c diff --git a/events.c b/events.c index 417925c7..5ffa7deb 100644 --- a/events.c +++ b/events.c @@ -246,8 +246,8 @@ int HandleEvent (SDL_Event *event) break; //don't have focus, so we shouldn't be getting keystrokes } unicode = utf8_to_unicode(event->text.text); - //printf("SDL_TEXTINPUT text=[%s] len=%lu,%lu timestamp=%u\n", (unsigned char *)event->text.text, sizeof(event->text.text), strlen(event->text.text), event->key.timestamp); - //printf("UTF-8 udf8=(%x,%x) unicode=%x\n", event->text.text[0], event->text.text[1], unicode); + printf("SDL_TEXTINPUT text=[%s] len=%lu,%lu timestamp=%u\n", (unsigned char *)event->text.text, sizeof(event->text.text), strlen(event->text.text), event->key.timestamp); + printf("UTF-8 udf8=(%x,%x) unicode=%x\n", event->text.text[0], event->text.text[1], unicode); if (unicode) { if ((last_SDL_KEYDOWN_timestamp != event->key.timestamp) || (last_SDL_KEYDOWN_return_value == -1)) @@ -262,10 +262,10 @@ int HandleEvent (SDL_Event *event) if (afk_time) last_action_time = cur_time; // Set the latest event... Don't let the modifiers ALT, CTRL and SHIFT change the state cm_post_show_check(1); /* any keypress forces any context menu to close */ - //printf("SDL_KEYDOWN keycode=%u,[%s] mod=%u timestamp=%u\n", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.mod, event->key.timestamp); + printf("SDL_KEYDOWN keycode=%u,[%s] mod=%u timestamp=%u\n", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.mod, event->key.timestamp); last_SDL_KEYDOWN_timestamp = event->key.timestamp; last_SDL_KEYDOWN_return_value = keypress_in_windows (mouse_x, mouse_y, event->key.keysym.sym, 0, event->key.keysym.mod); - //printf("SDL_KEYDOWN result=%d\n", last_SDL_KEYDOWN_return_value); + printf("SDL_KEYDOWN result=%d\n", last_SDL_KEYDOWN_return_value); break; case SDL_QUIT:
  11. I have a new version of the client available to test that is ported to use SDL2, version 2 of the Simple Direct Media layer. There are lots of benefits from using this never version but the port has required a lot of changes. The handling of keyboard input as been totally rewritten so could do with some good testing. One immediate change you will notice is that the client window is now resizeable and can be maximised like any normal window (needs SDL version 2.0.5 or higher). You can also switch between full-screen and back on Windows as well as Linux without graphic glitches (this is possible because this no longer requires destroying the graphic context and hence lots of unload/reload of textures etc). There are 32-bit and 64-bit zip packages packages for Windows. These just contain the el.exe and dll files so save your original files before extracting into an existing install. The snap (edge) and flatpak (develop) packages for Linux should already be using this version. There is not yet a Linux static build as this needs major work too, but you can of course build from source. You will need to install libsdl2-dev, libsdl2-net-dev and libsdl2-image-dev in additional to previous libraries. I'd suggest using the CMake file. I'll do some Ubuntu/Debian package builds ASAP. The version string should show the UK date/time of the build (20191126.2321 or similar). Please let me know how you get on with this test version.
  12. New client update available 1.9.5.p4

    That's good news, thanks for testing. I'll see if I can work out how to avoid that again.
  13. New client update available 1.9.5.p4

    I think Ben is working on that, see this thread. I do not have a mac I can use to help.
  14. New client update available 1.9.5.p4

    Thanks, very useful. What's your Perspective value set to on the Camera tab of Options? I think the default is 0.4 but with lower values I can reproduce something like your problem. A recent change to the client lowered the maximum viewing distance for poor-man mode. I made this change because I found having that lower viewing distance made a really big improvement to FPS and the default is quite high. You can also up the viewing distance after switching to poor-man.
  15. New client update available 1.9.5.p4

    @dragon_killer last we spoke, you were going to give more details of the issue with poor-man. That would still be useful including a screen shot if possible.
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