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bluap

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Posts posted by bluap


  1. > org.pjbroad.EternalLandsClient

     

    That's the snap version.  Still doesn't explain why you had the empty servers.lst file.  However, with snaps, the servers.lst file is located in HOME/snap/eternallands/common/config/ not $HOME/.elc/.

     

    You installed and got working the ubuntu deb version that does use $HOME/.elc/.

     
    > What's the system requirements on game?  this crashing didn't happen on ubuntu 20 that often in recovery mode
     
    You need accelerated graphics but the game works on pretty well older machines, you just get a lower frame rate.  It should not keep crashing.  Do you have anything specific that causes it crash or any error messages.  Have you looked in the log file $HOME/.elc/logs/main_<some random character>.log, anything fatal in there?

     


  2. 18 hours ago, Cordor said:

    Hello i changed the key.ini on android with apkeditor but #K_SPELL1 = KEYPAD_1 have no effect tyvm for development and help :-)

    Android is a bit tricky as the client has to unpack the files from the APK at run-time then caches them.  So if you just reloaded the apk then it would not have replaced the cached file.  When a new client is published with updated data, a flag is set in the APK to delete the cache version.

    If you are running a version of Android (pre 10 I think) that allows access to the file system, you can put a modified version of the key.ini file into your user config directory.  On android that is "/Internal/Android/data/com.purebinary.elc/files/user".


  3. Anyone still experiencing and issue like this, please upgrade to the latest stable release, 1.9.6p1.

    http://www.eternal-lands.com/forum/index.php?/topic/61733-new-client-release-1961

    Changes/fixes include:

    • Add additional logging when saving user files. The explicit file close needed for the logging may possibly fix "problem with ..." issues.
    • Detect if loading a zero length user file, log to user but don't disable saving. Zero length files have been reported but required user action to resolve.

  4. 13 hours ago, vinoveritas said:

    'Ok just made an example trade at Naralik sto,  Both Trim and Flava stand next to viroel basicly no 2 steps away from him (i have screenshot if you need it) bot stood next to each other,  trims inventory is empty, i gave from flava to trim  2 red snake 2 brown snake 2 green snake 4 bones  from inventory to trim and from storage  .....

    OK thanks, I've reproduced it.  It looks to be because you are sending the second accept, before you received the acknowledgement from the server for the first accept.  I'll add some additional logic to prevent that.  The failure mode is interesting, getting the destination wrong when storage is intended, but I see that happen too.  The fail is just because its wrongly going to inventory and you can't hold that much.  When you can hold it and it goes to inventory without failing the trade, the trade log fails to report.  I can see why that would be.  So the extra logic will fix the trade log bug you mentioned too.


  5. 7 hours ago, vinoveritas said:

    bluap to trading going to storage instead inventory bug,  i did do some testing and it only happens if on one side i do the accept from yellow to green very fast, and then fast accept on other side too, if i do it slowly it works every time as it should. Will make me a new git client compile for the other bug ty

    Could you provide the exact steps that lead to the failure, including who trades what from where (storage or inventory), who starts, the order of who clicks what, including changing the destination.  Really as much detail as you can.  Thanks.


  6. On 03/02/2022 at 8:21 AM, vinoveritas said:

    1st if i trade between 2 chars on teh same pc, now and then, one char does not get the trade.log, while the other does. only realized it for sure on trades when all chars where on same pc so.

    I can't see why that would be, each character uses a separate file, and the clients are separate processes so there is no possibility of a clash.  The 2022-01-15 update on this thread includes explicit file closing in a number of places where previously this would to happen automatically.  One of those places was the trade log so, if there was a problem with the automatic close that will be fixed now.  If you are using the 2022-01-15 build or later and still see this problem please let is know.

     

    On 03/02/2022 at 8:21 AM, vinoveritas said:

    Secondly there is the Tradebug where pretty regularly for me now trades do not go from storage to storage or from inventory to inventory as expected but from storage to inventory or other way around.  Best guess i had so far was the time needed between putting things into the trade window and accepting the trades. there

    Again, I've tied to reproduce this one but cannot.  One of the previous attempts to fix this introduced a new bug which is present in the 1.9.6.0 release, that new bug was fixed in the 2021-12-31 update - "Fix trade bug where storage could not be used if the window was hidden then shown."


  7. Also, could you have a look at the file client_state.json in your personal settings folder? If the file is zero length then please let us know, but you can just remove the file.  If the file is not zero length, please rename or move the it and make it available so I can try to find out what has gone wrong.  Once you have deleted the file or moved/renamed it, the client should just start with default state.  The client should do that even with a corrupt file so I'm surprised its crashing.


  8. 2 hours ago, Guest milen_ralley said:

    So, as grum suggested I typed in

    
    el.linux.bin lrnr-main

    and it got to the login \ character selection screen and was able to get into the game where I left off.  But have the previous problem when launching with the icon in the menu.

    That's good news.  The lrnr-main config uses port 443 like https so will not get blocked.  If you want to switch to that for the launcher, you can change the default in-game from the server tab of the options window.  Down the bottom of the tab select lrnr-main from the "Default Server ID" list.  It should then use that for the next restart.


  9. 23 hours ago, Guest mister_lister said:

    I checked my firewalls, one on my machine and the router, both allow telnet connections.

    When I try to connect with telnet to the address and port you gave it just hangs on "Trying to connect...."

    I will pm my ip address to revi.

    Thanks.

    You need to check that port 2000 is allowed on your firewalls, not the default telnet port (23).  You do not need port 23 for EL, we are just using the telnet command to test access.  The 2000 on the suggest command line will make telnet use port 2000 rather than 23; so its testing the game port.

     

    Edit: Also, if you are adjusting firewall rules.  Your only need to allow outgoing traffic on port 2000 for the game to work, not incoming.  The game does not require any special incoming ports to be open.


  10. Using telnet would not resolve the issue but just test if you could connect to the server

     

    The command is this, telenet <domain> <port>

    telnet game.eternal-lands.com 2000

    When run from a terminal, I get this output:

    Trying 192.99.21.222...
    Connected to game.eternal-lands.com.
    Escape character is '^]'.
    G�Welcome to the new server! Please report any problems on channel 6.
    <Ѳr�

    The "Welcome to the new server!...." bit shows that I can connect to the main server OK.  If you do not get that text, there is a problem with you connecting to the game server that is not due to the client but that is likely due to your ISP.

     

    Again, connecting to the test server would not correct the problem, it would just prove that the game is working on your system and the problem is likely access to the main game port, 2000.

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