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bluap

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Posts posted by bluap


  1. On 15/11/2021 at 1:29 AM, Nogrod said:

    The default font for the Encyclopedia, Ubuntu Mono Regular, is missing from the Encyclopedia font list and there is no font selected. I don't know what it's defaulting to but I can select any other font in the list.

    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.

     

    Quote

    Just today I noticed that further up in my logcat there is the following error. Sorry for not reporting this before but logcat spits out a lot of messages and I was trying to focus on the time of the crash.

    Another clue is always helpful, thanks.  Glad you got the build environment working.

     

    11 hours ago, Aislinn said:

    Love it!  It works perfectly and is very obvious.  Thank you so much.

    Good news :)


  2. 6 hours ago, Nogrod said:

    When trying to change the scaling values in the Options->Fonts tab by sliding up and down on the arrows, the shown value numbers do change but the scaling does not take effect.  If I restart the client, the old values are still there.  There is one exception.  The first time I launch the client and I change the scale, it won't take effect immediately but it will be in effect on the next client launch but I can't effect the scale changes anymore by sliding the arrows.  My workaround is to avoid sliding on the arrows and instead tap the scale value and change it through the keyboard. Changing the value through the keyboard has immediate effect and is saved.

    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.

     

    6 hours ago, Nogrod said:

    The default font for the Encyclopedia, Ubuntu Mono Regular, is missing from the Encyclopedia font list and there is no font selected. I don't know what it's defaulting to but I can select any other font in the list.

    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.


  3. On 11/11/2021 at 8:58 PM, Entropy said:

    Please let me know when the new android client is ready.

    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.


  4. 20 minutes ago, Aislinn said:

    How about another icon for the keyboard somewhere else?  (Maybe make the EL icon a little smaller and put a keyboard one - that looks like a keyboard - below it?) I love the idea of an icon for toggling the keyboard but I always use the EL icon to get to EL forums, it's so clean and easy and quick.  Plus it is over a decade of habit :P  For anyone who is used to the pc client, it would never occur to us that the EL icon would be the keyboard.  But I could live without it, for sure. I would much rather the easy way to toggle the keyboard.

     

    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.

     

     


  5. 11 hours ago, Nogrod said:

    When I long-press the top of the screen I only get a menu with "Cut Copy Paste | Date Time Coords" but not a keyboard.

    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.


  6. 16 minutes ago, Nogrod said:

    One way to bring up the keyboard in the main game window, if no input fields are readily available and you don't want to use the EL icon is as follows. Disable "Use Full Window Camera Controls" under Options->Controls. You can double click the camera bars to bring up the keyboard when you're not in console mode. If you don't see the camera bars after this - they may be hard to see - go to Options->HUD and click "Draw Camera Bars" to fill in the bars with color.

    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.


  7. 49 minutes ago, Aislinn said:

    I'm so sorry but now I can't eat.  I was able to eat fine, I figured that out, but suddenly it won't work any more.  I touch the veggies and nothing happens other than the icons change to the fist icon being highlighted even though I didn't do that myself.  Changing the icon doesn't do anything and goes right back to the fist as soon as I touch the vegetables.

    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.


  8. 1 minute ago, Aislinn said:

     

    I can see how to get the keyboard when in F1/console. I figured that out, also figured out why the text line is at the top (moving it back to bottom hides the line when the keyboard is up.) I did see that help.  However that doesn't help with bringing up the keyboard when not in console, which is necessary at times.  The EL icon is fine, I've always used it for EL site/forums link, but that's not crucial I guess.

    The help covers both console and non-console mode.


  9. 12 minutes ago, Aislinn said:

    I'm at a complete loss here:  I can't make the keyboard come up when not in F1/console mode.  How does one chat without going into F1?  Nevermind, found that it's the EL icon but what if we use that for EL site link?

    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.


  10. 1 hour ago, Aislinn said:

    I'm posting for Raz who is unable to get to forums right now but something about the full install is smaller than the executable only.  "If you click the full install it opens what looks like exe and dll and v/v." (Windows version)

    Sorry, I got the links for windows the wrong way round in the release text.  Fixed now.

     


  11. 31 minutes ago, Nogrod said:
    1. The client crashes after fighting mobs.  It happened once yesterday and today it crashes after every fight.  Before the crash, the animations get very choppy then get stuck and then the client crashes after about a second
    2. I got the screen where I have to read and accept the rules the first 2 times I launched the client.  After that it no longer takes me to that screen.
    3. How do I open the mini-map?  I tried tapping the top right corner of the screen but the click goes either onto a tile on the game screen or if I click on the EL icon in the HUD, I get a keyboard pop up.  I had no problems like this on the old version. One difference is that on the old version, the Android bar with the battery, clock, notification icon, etc. is hidden and so is the HUD. On the new version, I can't seem to click on the right spot either with the HUD visible or hidden.
    4. There is a big difference in the interface and font scale between 1.1.2 and 1.9.6.  In 1.9.6 everything is so tiny, I can only click menu options with much difficulty and chat text is almost impossible to read. Even cranking the scaling options way up barely makes a difference. Is there any way to control the resolution?

    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.

    1. 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?
    2. 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.
    3. 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.
    4. 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.

     


  12. 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....


  13. 3 hours ago, Grum said:

    Band-aid fix checked in. Though the entire eye candy code could probably use some refactoring, this should hold for now :unsure:

    Yep, that looks to have fixed it.  Pity the original author didn't use proper C++ casting as this would never have slipped through.  I checked a couple of the other uses of ->shift with casting and they would appear to always be a valid type.  There are plenty of other C style casts of objects in the code though and I wonder if we shouldn't spend a bit of time checking and replacing those too.


  14. Sorry I've been quiet on this for a few days, just too much RL stuff this week.  I'm using Ubuntu 21.10 on the Raspberry Pi 400 by the way.

    I'm still thinking its the particle positions that are going astray, they are not NaN but very large e+30s for one or more of the coords is typical when the blackout happens.  It is totally predicable that a blackout will happen if these large values are seen, and the blackout are reliably prevented if I "continue" the "// Draw Lights." loop in eye_candy.cpp when I see such values.  A quick hack logging but excluding and coords with fabs() > 1e12 stops the blackouts.  As a minimum work around I will look at the threshold some more and we could use that to prevent the blackouts.  My preferred option is to find the underlying reason for the large values and fix that.  I will be able to spend time this weekend on this but would be more than happy if someone else found the underlying fault before me :)  Here is my hacky patch with debug.

    diff --git a/eye_candy/eye_candy.cpp b/eye_candy/eye_candy.cpp
    index b1781240..01128d54 100644
    --- a/eye_candy/eye_candy.cpp
    +++ b/eye_candy/eye_candy.cpp
    @@ -2023,6 +2023,11 @@ namespace ec
     					std::min(p->color[2] * brightness, 1.0f),
     					0.0
     				};
    +				if (!(p->pos.is_valid()) || (fabsf(p->pos.x) > 1e12) || (fabsf(p->pos.y) > 1e12) || (fabsf(p->pos.z) > 1e12))
    +				{
    +					std::cout << "Invalid Pos " << p->pos.x << " " << p->pos.y << " " << p->pos.z << std::endl;
    +					continue;
    +				}
     				glEnable(light_id);
     				glLightfv(light_id, GL_POSITION, light_pos);
     				glLightfv(light_id, GL_DIFFUSE, light_color);

     

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