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Erdie

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Everything posted by Erdie

  1. I found a servere client sound bug

    Exactly that´s the point! I consider the background sounds as very imortant. More important that certain objective sounds. They make athmosphere and feeling. The question ist how to find the root cause. Do you think this is a C-code issue or a configuraton issue?
  2. I found a servere client sound bug

    But e. g. Desert Pines has serveral background sound configured for night & day and they are existing on my disk. BTW: If just the path would be wrong, the EXTRA_SOUND_DEBUG function would log that a sound files is failed to open. There seems to be something wrong. Lood at VOTD as well, do you hear a background there? And .. be aware, there are some sound listenable which do not belong to the categorie <background> e. g. rain, thunderstorm, crowds and single artefacts on the maps. This works.
  3. I found a servere client sound bug

    I spend some time with "extra sound debug" and piped the stout to my Deskop. While doing "tail -f ~/Desktop/el_log.txt | grep Trying" I get the following output when harvesting coal in Desert Pines and walking between the mine and the storage: Trying to add sound: 41 (Teleporter) at 109, 55. Position: 0, 0, Gain: 1.000000 Trying to add sound: 41 (Teleporter) at 367, 16. Position: 0, 0, Gain: 1.000000 Trying to add sound: 41 (Teleporter) at 114, 165. Position: 0, 0, Gain: 1.000000 Trying to add sound: 41 (Teleporter) at 15, 331. Position: 0, 0, Gain: 1.000000 Trying to add sound: 41 (Teleporter) at 358, 196. Position: 0, 0, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 362, 92. Position: 362, 92, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 202, 101. Position: 202, 101, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 166, 99. Position: 187, 101, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 169, 101. Position: 178, 101, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 146, 86. Position: 165, 101, Gain: 0.400000 Trying to add sound: 41 (Teleporter) at 173, 75. Position: 0, 0, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 99, 36. Position: 98, 20, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 98, 20. Position: 98, 20, Gain: 1.000000 Trying to add sound: 138 (Icon Click) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 140 (Button Click) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 140 (Button Click) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 140 (Button Click) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 136 (Drag Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 137 (Drop Item) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 139 (Window Close) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 139 (Window Close) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 139 (Window Close) at 0, 0. Position: 100, 40, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 100, 40. Position: 100, 40, Gain: 1.000000 Trying to add sound: 118 (Stone 2Foot) at 103, 42. Position: 103, 42, Gain: 1.000000 Trying to add sound: 122 (Dirt 2Foot) at 102, 41. Position: 102, 41, Gain: 1.000000 Trying to add sound: 41 (Teleporter) at 109, 55. Position: 0, 0, Gain: 1.000000 As of the code in line 1149 of the function "check_for_new_streams" in sound.c I would expect a message like: check_for_new_streams - Background found: But this never happens. Background sound are definately configured for Desert Pines Actually I could not find out why this is not happening because I roughly understand the code up to now.
  4. I guess I am in a banned IP range

    No problem, I am in the same guesthouse since yesterday. So I will even make vacation from EL until next week See you later.
  5. I guess I am in a banned IP range

    I am on vacation in Italy. Yesterday I started my daily haidir quest but since today in the moring no more login is possible, that means once I push the login button nothing happens, even no error message. Could it be that the provider of my guesthouse is in a banned IP range? Thank you very much. -Erdie
  6. I guess I am in a banned IP range

    Hmm .. if this is the case, I have no clue why this doesn't work. But this is good to know, that you for the info. I will continue investigating.
  7. Dear all, I recently restarted playing EL. As you probably remember I contributed as a sound designer many years ago. I would like to continue to work on improvements. But first of all there is code change I would like to suggest: Mono sound files played by the game engine are mapped to the stereo panorama depending on the angle between the game actor and the relative direction of the actor and the sound source. Since this angle is not identical to the users/camera perspective it produces misleading results. For instance: If the actors face points to the camera, a sound source (e.g. monster) on the left side of the actor is played from the right side (loudspeaker/headset). IMHO it would be MUCH better if the spatial reference of sound is the camera angle and not the actor angle. If you agree with this I would like to ask if someone could support me to change this because I have only basic C programming skills. After this is working I would like to continue working on sound improvements maybe via a separate sound file git repo for the ogg files. What is your opinion? regards Erdie
  8. Sound code correction suggestion

    Hi Bluap, thank you for your reply I am sure that nobody will miss the old behavior once it is changed but nevertheless, a switch would be nice. I asked for that long, long ago and at that time Roja said to me that this is not possibe because the server has no information about the camera angle. I can´t believe that, because the client places the mono samples into the panorama by mixing between the channels left/right and the client actuall must know the angle of the camera since it renders the video output. But when investigating the souce code I still have not found where the direction of mono sounds is passed to the sound library. Actually I have no idea how it works. BTW: Is there a place within LNX for me?
  9. OpenGL 2.0 test client

    martin@kellerkind /usr/share/games/eternal-lands $ ~/el-opengl2.x86_64.linux.dynamic.optimised.korrode.2.bin Segmentation fault EDIT: Now it works with a self compiled version on gentoo, forgot to copy some files (hard to find in this long thread). When i press on tap for the map it crashes. EDIT: On slow maps like MM it is much faster. If you are inside where fps is very fast normally, it is a bit slower than the old client. For example: VOTD inside about 300 fps with gl2 client, about 500 fps with the old one. In MM i get about double fps if the camera is turned to the ground and i look to the horizon. It runs more smooth, too.
  10. EL Hardware

    Hi, I just want to introduce my idea for an Eternal Lands hardware based gadget: EL - keyboard. \o/ Very useful for notebook users. What do you think about it? -Erdie
  11. EL Hardware

    Ofc not, just adjust the file key.ini
  12. EL Hardware

    This Keyboard costs me about 7 Euro !
  13. EL Hardware

    Vacation? Why?
  14. Sounds are truncated

    Hi, since a certain time all sound played in the client seem to be truncated. I am currently developing sound for clap and jump and therefore unable to test them. When the animation starts the sound starts and stops at about 50% even the animation continues. I dont know the reason so far. I am running gentoo with rolling updates and my guess is that this could something to do with a new openal version or a buffer problem. In general i have no sound issues on my system anyway. All other sound applications, players etc. are working fine. Is this a known issue? Does anyone have a clue about that? thanks Erdie
  15. Sounds are truncated

    Whoow great Many thanks, Bluap. BTW: Shouldn't it be a good idea to report this to the openal guys? AFAIK it is a openal bug (even i dont understand why nobody else found it).
  16. Hi, Since I am a proud owner of a Full HD (1920x1080) 55" TV, I evidently tried to play EL on this device. I just figured out, that 1920x1080 is not provided as a standard video mode in the list and therefore there is no way to use fullscreen bc while using custom resolution you will get the error message "stop playing with video modes .." Is there a reason that this mode isn't supported as a standard preset? .. Or would it be a big effort to implement this? tyvm Erdie
  17. Video Mode 1920x1080 (full hd)

    Using the new CVS its works fine, Full HD + fullscreen. tyvm
  18. Video Mode 1920x1080 (full hd)

    Thank you all for replying. So far HD resolution work on the TV, even with the old D-Sub VGA interface (I dont have hdmi at my Laptop). I can make Twinview or use the TV as the main screen only. In general I figured out that EL is much faster in fullscreen mode, so in critical situations like PK I am switching to fullscreen with alt-return. In a twinview setup with high resolutions the overall performance decreaes a bit (I guess bc of the amount of data the graphic card has to deal with). Therefore it would be very useful to have this mode available. I will check the newest CVS, test it and give a feedback. @Bluap: Feel free to come and visit me. Lets play together but dont forget to tell the other moderators that you will have my IP address temporary I also will offer you excellent german beer - as much as you like. -Erdie
  19. Sounds are truncated

    In the meantime I figured out that even all new openal versions have this issue. This lets me assume that there could be a general compatiblilty problem in the game client and not in openal. I cannot imagine that openal has such a servere bug which was never detected by other users. The only working version is being removed from many distributions, including Gentoo so to get working sound you have to install in manually.
  20. I had the idea for a new, maybe expensive, magic stone: Astro shift The stone will shift your current astro forward or backward of a defined value and could be used when you want to participate in a special event but have currently astro at minimum. Or it can be used to "syncronize" the astro status of certain players. Of course, this is a advantage for the player but if the stone is rare and expensive, the balance could be achieved. Just an idea .. Regards Erdie
  21. New magic stone idea

    lol, the ecstasy seems to be limited ..
  22. I would like to suggest to enable the client in fullscreen mode for Twinview Monitors. Currently if I enable to fullscreen in 2 monitor mode, the client spans over 2 monitors which is IMHO not very useful. Since the performace is much better in fullsceen it would be helpful if this can be switched on even on a multiple screen setup. The output should be on one monitor not on both. Regards Erdie
  23. War against =HC=

    I am in Boe's Team
  24. Sounds are truncated

    Issue fixed with openal 1.9.563
  25. Sounds are truncated

    My version is 1.11.753 I will try to downgrade and retest. Will post the results here EDIT: I am running 1.9.563 now and it works I will stick to this version.
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