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bluap

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Everything posted by bluap

  1. Eternal Lands 1.9.6 release candidate

    I've added a RC2 release on github that contains client only builds for Linux and Windows with the latest changes, plus Android packs for 1.9.6 data and 1.9.5 data.
  2. The Cal3d library used is the same as the desktop client. For some reason, I thought you'd said the v1.1.2 client crashed in the same way, perhaps that was someone else. The gl4es version I build against is slightly newer than used for v1.1.2, but not the latest. I've been unable to build a working client against the latest gl4es. We could try build against the same gl4es version as 1.1.2. I'll try that later.... The latest build 1.9.5p9-dev-20211116.2246: Fixes not displaying the last line for multi-select options. The issue with scrolling the spin-buttons is gong to be a bigger change. Until then you can just touch the up/down arrows or enter values directly
  3. Turns out this one is more serious, the font is there an being used, its just not being displayed by the multi-select widget. Turns out all such widgets are missing the last value. This is an existing bug in how the scrollbar increment is calculated, its just showing up because of the increased button separation on Android. I have a fix but will have to finish the work tomorrow. Another clue is always helpful, thanks. Glad you got the build environment working. Good news
  4. Wow, I didn't even know sliding the values had an effect on Android but its just a scroll bar after all. I'll need to check but its probably a simple fix. So it is, I hadn't noticed. I'll check the old and new data packs as it should be present. Thanks for continuing to test. BTW, I've not yet found anything conclusive about the crash you reported but the log is useful. I assume you continue to get the issue, if there's anything you can add to the circumstances of the crash, please do.
  5. Eternal Lands 1.9.6 release candidate

    When I fixed the language screen bug, I found and fix more historical issues with the rules window and the new character screen. There was also a discussion on the Android development treads about a better way to open the on-screen keyboard. Adding that I found and fixed a few historical chat window issues. Not that much churn in the client code but some. Should we do another round of RC builds before release? Its all scripted for me so its not a load of work, just time.
  6. That's good to hear! Hopefully one last build before the release. The latest build 1.9.5p9-dev-20211114.2017: Fix new character hud not resizing sometimes. Automatically down-scale the new character hud if space is limited.
  7. The latest build 1.9.5p9-dev-20211114.1509: Added "Keyboard" button to the left of the input field that toggles the on-screen keyboard. Removed the inconsistent long-press-near-top keyboard activation but retained option to use EL logo. Removed the console help that was not helping - the button should be discoverable.
  8. IIRC you use the "old behaviour" for chat. I've found a bug that means you cannot activate the keyboard with the long press at the top using that chat mode. We have probably being talking back and forth at odds, sorry. I'll fix that bug. A keyboard icon would need to be created; though not something that I could easily do. We could have another icon at the bottom of the screen but there is already limited space there. Horizontal space is limited too, and sharing the space with the logo would be a bit cramped I think. How about a button to toggle the keyboard that sits to the left of where the input text area is. Initially this could be labelled "keyboard" or "KBD". If someone wants to create an icon, great. I may try drawing something using line graphics. When the button is pressed it toggles the on-screen keyboard, enabling the boundary too when opening the keyboard. I'll remove the long-press and EL logo activations. Last resort: On Android it might be better to just remove text entry from the main game window, its often obscured by the keyboard anyway - just use the console window. That already has an obvious text entry area and touching that area opens the keyboard. The swipe left and right are easy to remember once discovered.
  9. The active region for long-press is 3x the input hight. So long pressing above or below will toggle the keyboard. The menu you're getting is for the input text box. I've tried so many things to make it easy and obvious to activate the keyboard. The EL icon is the simplest and cleanest solution IMHO and that's why I've made it the default. Unfortunate, people clearly do not want to use that. What if the input text box was always visible (like it is once there is some input) and you just touched that to open the keyboard? It currently does not activate the keyboard when touched because that was too easily triggered by mistake. If it was always visible, you could avoid it more easily.
  10. Really, that is not necessary. Just click the EL icon, or if you have changed that to launch the EL website, long press near the top of the screen.
  11. Have you set the controls option to use independent cursor? I've not being using that on Android but the mode is set to what ever is active when you enable the option and from then on it cannot be changed using the icon window icons - by design as you know having request it. Without the right-click to change cursor for the window, the option may not be as usable on Android as for on the desktop.
  12. As the help message says and as you said you're figured out. Touching the EL icon opens the on screen keyboard in console and non-console. Just like the desktop client, in non-console, you will see nothing until you start typing. As you said, the input field is at the top of the screen so visable for standard on-screen keyboards.
  13. The latest build 1.9.5p9-dev-20211112.1843 since the 1.9.6RC: Fix resizing of the language select window. Open android keyboard on logo touch even of hud is transparent. Fix user menu selection on Android when opened over menu bar. Fix calculation that limited width used for login screen rules window.
  14. The help covers both console and non-console mode.
  15. In the latest version you get help in the console when you login. If you switch on the EL logo link you can press and hold near the top of the screen instead. Again there is help in the console when you switch. I've tried a lot of ways to make the keyboard work when it should and be easy to open. I'd hoped people would notice the console help.
  16. Eternal Lands 1.9.6 release candidate

    OK, I see now, that's the same for me. It's a bug and I'll fix.....
  17. Eternal Lands 1.9.6 release candidate

    Not sure why its too small in your case, it should actually use most of the screen. Here's a screenshot of it on my device:
  18. Eternal Lands 1.9.6 release candidate

    Sorry, I got the links for windows the wrong way round in the release text. Fixed now.
  19. Nogrod, I've replied to your other post....
  20. Eternal Lands 1.9.6 release candidate

    The Android client is now based on the latest desktop source code with Android features incorporated from the original and then extended. The development thread you posted to had been up for a long time and answers some of your questions. The new client uses newer versions of libraries and includes years of client fixes and improvements. It also changes the default controls and reintroduces things like context menus (long press), user menus, the URL window, Notepad etc. It also has the password manager on by default which answered a major issue people had. Most people find the new camera and walking controls easer but you can enable the precious camera-bar method if you wish. Read thought the development thread for more information. Some others also experience crashes but we have not yet found a solution. I have tried many old and new devices and not experienced a crash. I've played on Android a lot too building a new character entirely on the android client. If the previous Android client was stable on your same device then please confirm that and tell us the specs, it may prove useful information. Did you remove the old client before installing the new? Was this the first time you'd used a test server profile on Android? The rules screen works the same as the desktop client does, if you successfully exit the client or saved while playing, you should not get the rules screen again unless you go to the new character screen. You should have a couple of user menus enabled, you can open functions missing a bottom bar icon, like the mini-map, from there. If the user menus are not shown then you may have an old el.ini file. Enable the menus in your settings. By default the hud background is shown but you can disabled it in settings. By default clicking the EL logo will toggle the on-screen keyboard. The Android status bar is on due to building with newer library versions. Most people like this and I've not sort to turn it off. The scaling issue is unexpected. The scaling code is completely different in this version as its using the desktop client code. However, on first start, the scaling should have been calculated using the same thresholds as the original client. As with the desktop client, you can go to the fonts tab of settings to set the overall scaling factor. Once that is done you could use the "#set_default_fonts" command to get a fresh state for fonts and font sizes. Unless you have a device with incredibly high DPI, the range of scaling should be fine; let us know if that is not the case.
  21. The latest build is the 1.9.6 release candidate executable, but with the 1.9.5 data so it safe to use on main. https://twinmoons.org.uk/el/git/el.apk 1.9.5p9-dev-20211109.0026
  22. In the 1.9.5p9 release forum thread, a number of people are reporting issues with Eye Candy effects. Either with loosing light after an MD effects or seeing extra intense MD effects. Please could people that have these or similar issues with Eye Candy effects please provide details of their Eye Candy settings, OS, Graphics card and drivers etc. If you think you have an idea of when this first started happening, please say. This could be after a particular client update, or an OS/driver update. If you really don't know, please just say. I'm not seeing the issue but the details for me this are: Max Effects Framerate: 45.0 Min Effects Framerate: 5:0 Light columns threshold: 5 Max Idle Cycles Per Second: 40 FPS: 60 Video card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 4.6.0 NVIDIA 470.57.02 Client Version: Latest Git OS: Linux Ubuntu 21.04
  23. Trade Bug in git Client

    Were both characters full stationary when you did the first click to initiate the trade?
  24. Trade Bug in git Client

    I can't see why this would happen normally, but you can change the storage to "view-only" while trading which is odd. The client continues to think the item is going to storage (the "s" remains and the log says it did) but in fact it goes to the inventory. I presume, that's not what you are doing but it may be a clue to what's going on. Like Grum, I'll continue looking....
  25. Another build, 64-bit Linux static binary: https://twinmoons.org.uk/el/git/el.x86_64.linux.bin.static
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