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bluap

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Posts posted by bluap


  1. On 21/10/2021 at 2:00 PM, Grum said:

    Well, drats. That is most unfortunate, as after the patch I seem to be unable to trigger the issue again. And also, I'm clean out of ideas (unless the position of the light also does something crazy). If you find time though, could you double check on the Pi that the light color values are now all between 0 and 1? Perhaps there's an FP issue somewhere leading to negative or NaN values? Dunno, grasping at straws here.

     

    W.r.t. cleaning up the lights code: my preferred method would be to use a proper shader and ditch the fixed mode lighting altogether. That might be a bit of work, though..

     

    Nothing odd about the brightness, no sign of NaNs.

     

    However, I think have a work around for the black screen problem.  In lights.c init_lights() change the ec_add_light() calls to use lights greater than 8.  This could be done conditionally based on GL_MAX_LIGHT which is way greater than 8 on all my systems but the minimum is 8 according to the documentation so it might not work on all systems.  I've hacked being able to change these lights without restarting the client and I can turn the problem on and off in this way so it looks like a fix  of sorts.

     

    However, it is only a work around and something is clearly messing with the lights.  I've looked though the code and found a possible bug in draw_lights() where GL_LIGHT4 is used sometimes but fixing this does not fix the problem so it could be down to more than one bug.  I'll carry on looking....

     

    I think all my change was doing was just disabling the lights for eye candy.  Perhaps that's the solution, add a "trouble shooting" option to disable lights use with eye candy.


  2. 58 minutes ago, Grum said:

    It looks like invalid light color values (> 1) in the eye candy effects may be the root cause of the screen blacking on certain systems. I have checked in a patch on Github to fix this issue. I am not 100% sure this fixes the issue, as I am not always able to trigger the bug. Some session it triggers on the first TPTR, other times I cannot trigger it at all. I can confirm though, that with the fix I made, I have so far not been able to trigger it at all anymore.

     

    If people who experience the screen blackening, and who are able to compile their own client, could test the fix, this would be much appreciated.

    Unfortunately, I'm still seeing the issue after the patch.  I've also been looking at the lights code but my time is limited currently, there's a great deal we could clean up there I think.  One thing I've yet to try is to adjust the randomness elements of the eye candy effects to made things a bit more repeatable for debugging.  Also, we've seen bugs with the eye candy code previously due to extremely large or small values, this could be another reason why its difficult to reproduce reliably.


  3. A little more debugging on my Raspberry Pi: I'm seeing the screen going black when using the eye candy debug window so can save on essence.  I'm seeing the effect when using the Teleport-to-Range and Life-Drain effects too.  It also happens outside with a single creature.  TTR is particularly repeatable.  It's not consistent between runs though, perhaps suggesting uninitialized memory as the cause.


  4. Adding to what Kaddy said, once you have your data restored, you should re-select the "Use New format to save user files (.json)" option.  The old data file formats are being phased out.  Also for others, if you place the old files into the folder before starting the new client for the first time, the conversion would be automatic.


  5. I presume you have the shaders installed?  There should be a sub-directory of the data called shaders, that contains these files:

    anim_depth.vert  anim_ghost_shadow.vert  anim_ghost.vert  anim_shadow.vert  anim.vert  reflectiv_water_fs.glsl  water_fs.glsl

     


  6. From the options window, server tab, enter pt as the language setting then restart the game.   Only some text will have the translations, and they have not been updated for a long time.

     

    Google translate:

    Na janela de opções, guia do servidor, digite pt como a configuração de idioma e reinicie o jogo. Apenas alguns textos terão as traduções, e elas não são atualizadas há muito tempo.


  7. On 17/09/2021 at 5:53 PM, Xeone said:

    With the latest build I get the following error on startup, granted this is on a very old Android tablet running Android 5.1.1 so I'm pushing my luck with compatibility but the previous version worked fine.

    Grum has hopefully fixed this (thanks) and I've updated the build.  Version 1.9.5-20210921.1411 also includes all the latest changes from the main client git.


  8. Thanks both for the info, nothing obvious jumps out.  Have either of you played around with the Eye candy test window?  If you enabled ECDEBUGWIN and rebuild, you can open the test window using ctrl+alt+c.  You can then generate EC effects without needing to cast the spells.  Obviously, only you see them.  It would be interesting if you experience the problem using this method.  Perhaps even build with debug and the ADDRSANITISER library option or using valgrind.

     

    After editing CMakeLists.txt to uncomment "-DECDEBUGWIN", to build with debug and the ADDRSANITISER library option using CMAKE you can something like this in the source directory:

    cmake -B debug-build -DCMAKE_BUILD_TYPE=debug -DADDRSANITISER=On
    make -C debug-build/
    # assuming you have #data_dir properly defined in el.ini.....
    debug-build/el.linux.bin test

     


  9. I checked with Radu and he was happy with me doing this.  I've just committed a change to add a new #command and a hud indicator.

     

    Here's the commit message that hopefully explains what I've done.  Let me know if you want any changes.

    Forum #61629: Added #summon_attack command and hud indicator.
    Provides control for attack mode of summoned creatures.
    #summon_attack options:
      * a-f set the mode
      * no parameters, toggle between attack at will and no attack
      * otherwise show help for the modes
    The hud indicator toggles between attack at will and no attack.
    On start the current attack mode is unknown until set.
    If the popup menu is used, the change of attack mode is tracked.


     


  10. 20 minutes ago, KoDdy said:

    would like also different colours in buddy list

    Assuming you mean the colour you can set for each buddy, that is currently limited by the "#change_buddy <player> <colour>" server command which only accepts the limited set of colours.  If that was changed, the client would have to be modified to to display the new colours and also to enable selection from the GUI.


  11. The client window can handle 100 buddies currently, this could easily be increased.  The client could potentially be changed to remove the limit and just allocate more memory as required.  However, I do not know if the client is the limiting factor.  How many buddies can a player actually have from the server perspective?


  12. On 09/08/2021 at 10:36 PM, Aislinn said:

    Me again, sorry :P

     

    So for a while now, I've noticed that every once in a while a spell effect (for example mana drain) would show up that looks like 3 times the intensity of how it normally looks. It also seems to me that the particle effects when a mob dies has the same issue - every once in a while, one would be much more powerful and intense.  Today in the invasion somebody else made a comment about it and it turns out others see the same thing happen - but only once in a while.  The general consensus is it started happening with #ver 1.9.5p9 but I personally have no clue when it started.

     

    Any ideas on this?

     

    On 24/06/2021 at 7:39 AM, Raz said:

    OK - I have had this happen to me 5-6 times now. Always with MD spell - and seems to happen more on long sessions.  Have also had other people report this.

    Game seems fine for a long period - then once it has gone wrong once, every MD spell causes it to happen.

     

    On 11/08/2021 at 12:30 PM, vinoveritas said:

    It started earlier, i have it too. and on lighting too  (not always just now and then) what i did to reduce it was to reduce the particelrate

    as mine was at 100 now its at 20 and i did not see the effect since

     

    I've started a new topic to collect information on this issue, please consider adding your details there.  Thanks.


  13. 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

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