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NhmRatH

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About NhmRatH

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    Beaver
  • Birthday 10/01/1982

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  • Location
    Hidden in the Woods of Sorrow

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  1. Control Rosto Prices

    The Game didn't changed over the years. Mostly worse for the game, I had done a long break here, guess around 5years and well nothing changed. If games won't change they die one day. we had times where u paid players 8k gc for a rosto, but there you had 700+ players daily online. Now we have 200 max maybe, so less people going to buy rostos and if for there own usage. Still agree with the others before I am not willing paying 5bucks for 1 stone, far too expensive for the use of it.
  2. Idle is recruiting

    Exakt 9 Jahre später... Wird sich jetzt auch nicht mehr ändern
  3. awesome Germans !

    Hüstel... Ich muss schon sagen, wo sind denn alle hin. Komme ich mal wieder und niemand hier (Piper wird ignoriert 😋) Damit dieser geistfreie Post von mir nicht umsonst war *Bananen in die Meute wirft* Gibt es eigentlich noch den Erma, und was ist mit Vrumfondel.? Es grüsst ein verwirrter moony.
  4. **Generation X**Harvesting** - the 3rd Degree

    hi, would like to order: 50k red roses 50k red snapdragons ingame name Goatmoon
  5. awesome Germans !

    sch'mir'wurscht
  6. Next version of EL

    Hi, got new pc finally : Video card: AMD Radeon HD 6670 Vendor ID: ATI Technologies Inc. OpenGL Version: 4.2.11631 on Win os its running quite nicely but u still use opengl 3.3 as maximum version for now or do we get some extras in the stable version later on? Wanted to try linux version as well but still have to get it installed way to lazy for now. - the names and health-/mana bar is still dark purpose on still testing the shadow and light enviroment? cheers.
  7. awesome Germans !

    geh auf dein Baum und ess deine Eucalyptus pflanzen das wieder runter kommst
  8. awesome Germans !

    oh *klatsch* alles saftnasen hier
  9. Windows update test

    Runs quite nicely thx
  10. New OpenGL2 client

    Well to be honest im not sure about even with the actuall client i had to go back from cataclyst 10.2 to 9.2 as it caused badly failures with 'vertex buffer objects' still can play with animation progamm activated. took the infos from glinfo in game: Video card: ATI Radeon 9600 / X1050 Series Vendor ID: ATI Technologies Inc. OpenGL Version: 2.1.8494 Release Supported extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control well in test client i could try to put opengl2.1 and then start the game again, if i havent done it so far. but maybe the glinfo could help a bit more.
  11. New OpenGL2 client

    found out why its not working: [10:35:57, R:\elc.gl2\engine\glslprogram.cpp:1836] Error: R:\elc.gl2\engine\glslprogram.cpp(1836): Throw in function void eternal_lands::GlslProgram::do_build(const StringType&, const StringType&) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) linked, vertex shader(s) failed to link. [eternal_lands::errinfo_item_name_*] = mesh_solid [eternal_lands::errinfo_vertex_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform ivec3 dynamic_light_count; uniform vec4 ambient; uniform mat4 projection_view_matrix; uniform mat4x3 world_matrix; attribute vec2 texture_coordinate_0; attribute vec3 normal; attribute vec4 position; void main () { vec3 tmpvar_1; vec3 tmpvar_2; int tmpvar_3; vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = position.xyz; vec3 tmpvar_5; tmpvar_5 = (world_matrix * tmpvar_4); world_position = tmpvar_5; mat3 tmpvar_6; tmpvar_6[0] = world_matrix[0]; tmpvar_6[1] = world_matrix[1]; tmpvar_6[2] = world_matrix[2]; vec3 tmpvar_7; tmpvar_7 = normalize ((tmpvar_6 * normal)); world_normal = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_5; gl_Position = (projection_view_matrix * tmpvar_8); tmpvar_2 = tmpvar_7; tmpvar_1 = ambient.xyz; tmpvar_3 = 4; while (true) { if ((tmpvar_3 >= dynamic_light_count.z)) { break; }; vec4 tmpvar_9; tmpvar_9 = light_colors[tmpvar_3]; vec4 tmpvar_10; tmpvar_10 = light_positions[tmpvar_3]; vec3 tmpvar_11; tmpvar_11 = (tmpvar_10.xyz - (world_position * tmpvar_9.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_9.xyz * max (0.0, (1.0 - (dot (tmpvar_11, tmpvar_11) * tmpvar_10.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_11))))); tmpvar_3 = (tmpvar_3 + 1); }; vertex_color = tmpvar_1; world_uv = texture_coordinate_0; } etc.. In normal client he is using vertex shader looks like its the one handling the animations just in the test client it wont take so thats why i cant see any animation [eternal_lands::errinfo_parameter_name_*] = mesh_solid [eternal_lands::errinfo_fragment_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform sampler2D diffuse_sampler_0; void main () { vec3 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = normalize (world_normal); vec4 tmpvar_3; tmpvar_3 = light_colors[0]; vec4 tmpvar_4; tmpvar_4 = light_positions[0]; vec3 tmpvar_5; tmpvar_5 = (tmpvar_4.xyz - (world_position * tmpvar_3.w)); tmpvar_1 = (vertex_color + ((tmpvar_3.xyz * max (0.0, (1.0 - (dot (tmpvar_5, tmpvar_5) * tmpvar_4.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_5))))); vec4 tmpvar_6; tmpvar_6 = light_colors[1]; vec4 tmpvar_7; tmpvar_7 = light_positions[1]; vec3 tmpvar_8; tmpvar_8 = (tmpvar_7.xyz - (world_position * tmpvar_6.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_6.xyz * max (0.0, (1.0 - (dot (tmpvar_8, tmpvar_8) * tmpvar_7.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_8))))); vec4 tmpvar_9; tmpvar_9 = light_colors[2]; vec4 tmpvar_10; tmpvar_10 = light_positions[2]; vec3 tmpvar_11; tmpvar_11 = (tmpvar_10.xyz - (world_position * tmpvar_9.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_9.xyz * max (0.0, (1.0 - (dot (tmpvar_11, tmpvar_11) * tmpvar_10.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_11))))); vec4 tmpvar_12; tmpvar_12 = light_colors[3]; vec4 tmpvar_13; tmpvar_13 = light_positions[3]; vec3 tmpvar_14; tmpvar_14 = (tmpvar_13.xyz - (world_position * tmpvar_12.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_12.xyz * max (0.0, (1.0 - (dot (tmpvar_14, tmpvar_14) * tmpvar_13.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_14))))); gl_FragColor.xyz = (tmpvar_1 * texture2D (diffuse_sampler_0, world_uv).xyz); gl_FragColor.w = 1.0; } [10:35:58, R:\elc.gl2\engine\glslprogram.cpp:1836] Error: R:\elc.gl2\engine\glslprogram.cpp(1836): Throw in function void eternal_lands::GlslProgram::do_build(const StringType&, const StringType&) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) linked, vertex shader(s) failed to link. [eternal_lands::errinfo_item_name_*] = mesh_transparent [eternal_lands::errinfo_vertex_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform ivec3 dynamic_light_count; uniform vec4 ambient; uniform mat4 projection_view_matrix; uniform mat4x3 world_matrix; attribute vec2 texture_coordinate_0; attribute vec3 normal; attribute vec4 position; void main () { vec3 tmpvar_1; vec3 tmpvar_2; int tmpvar_3; vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = position.xyz; vec3 tmpvar_5; tmpvar_5 = (world_matrix * tmpvar_4); world_position = tmpvar_5; mat3 tmpvar_6; tmpvar_6[0] = world_matrix[0]; tmpvar_6[1] = world_matrix[1]; tmpvar_6[2] = world_matrix[2]; vec3 tmpvar_7; tmpvar_7 = normalize ((tmpvar_6 * normal)); world_normal = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = tmpvar_5; gl_Position = (projection_view_matrix * tmpvar_8); tmpvar_2 = tmpvar_7; tmpvar_1 = ambient.xyz; tmpvar_3 = 4; while (true) { if ((tmpvar_3 >= dynamic_light_count.z)) { break; }; vec4 tmpvar_9; tmpvar_9 = light_colors[tmpvar_3]; vec4 tmpvar_10; tmpvar_10 = light_positions[tmpvar_3]; vec3 tmpvar_11; tmpvar_11 = (tmpvar_10.xyz - (world_position * tmpvar_9.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_9.xyz * max (0.0, (1.0 - (dot (tmpvar_11, tmpvar_11) * tmpvar_10.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_11))))); tmpvar_3 = (tmpvar_3 + 1); }; vertex_color = tmpvar_1; world_uv = texture_coordinate_0; } [eternal_lands::errinfo_parameter_name_*] = mesh_transparent [eternal_lands::errinfo_fragment_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform sampler2D diffuse_sampler_0; void main () { vec3 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = normalize (world_normal); vec4 tmpvar_3; tmpvar_3 = texture2D (diffuse_sampler_0, world_uv); if ((tmpvar_3.w < 0.5)) { discard; }; vec4 tmpvar_4; tmpvar_4 = light_colors[0]; vec4 tmpvar_5; tmpvar_5 = light_positions[0]; vec3 tmpvar_6; tmpvar_6 = (tmpvar_5.xyz - (world_position * tmpvar_4.w)); tmpvar_1 = (vertex_color + ((tmpvar_4.xyz * max (0.0, (1.0 - (dot (tmpvar_6, tmpvar_6) * tmpvar_5.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_6))))); vec4 tmpvar_7; tmpvar_7 = light_colors[1]; vec4 tmpvar_8; tmpvar_8 = light_positions[1]; vec3 tmpvar_9; tmpvar_9 = (tmpvar_8.xyz - (world_position * tmpvar_7.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_7.xyz * max (0.0, (1.0 - (dot (tmpvar_9, tmpvar_9) * tmpvar_8.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_9))))); vec4 tmpvar_10; tmpvar_10 = light_colors[2]; vec4 tmpvar_11; tmpvar_11 = light_positions[2]; vec3 tmpvar_12; tmpvar_12 = (tmpvar_11.xyz - (world_position * tmpvar_10.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_10.xyz * max (0.0, (1.0 - (dot (tmpvar_12, tmpvar_12) * tmpvar_11.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_12))))); vec4 tmpvar_13; tmpvar_13 = light_colors[3]; vec4 tmpvar_14; tmpvar_14 = light_positions[3]; vec3 tmpvar_15; tmpvar_15 = (tmpvar_14.xyz - (world_position * tmpvar_13.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_13.xyz * max (0.0, (1.0 - (dot (tmpvar_15, tmpvar_15) * tmpvar_14.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_15))))); gl_FragColor.xyz = (tmpvar_1 * tmpvar_3.xyz); gl_FragColor.w = 1.0; } [10:35:59, R:\elc.gl2\manufacture.c:277] Error: load_recipes() read failed for file [recipes_goatmoon.dat] [10:35:59, R:\elc.gl2\manufacture.c:144] Error: load_recipe_names() Can't open file "recipes_goatmoon.names": No such file or directory [10:36:01, R:\elc.gl2\engine\glslprogram.cpp:1836] Error: R:\elc.gl2\engine\glslprogram.cpp(1836): Throw in function void eternal_lands::GlslProgram::do_build(const StringType&, const StringType&) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) linked, vertex shader(s) failed to link. [eternal_lands::errinfo_item_name_*] = animated_mesh_solid [eternal_lands::errinfo_vertex_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform ivec3 dynamic_light_count; uniform vec4 ambient; uniform mat4 projection_view_matrix; uniform vec4 bones[216]; uniform mat4x3 world_matrix; attribute vec2 texture_coordinate_0; attribute vec3 normal; attribute vec4 position; attribute vec4 bone_weight; attribute vec4 bone_index; void main () { vec3 tmpvar_1; vec3 tmpvar_2; int tmpvar_3; vec3 tmpvar_4; vec3 tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = position.xyz; tmpvar_5 = vec3(0.0, 0.0, 0.0); tmpvar_4 = vec3(0.0, 0.0, 0.0); int tmpvar_7; tmpvar_7 = int(bone_index.x); tmpvar_5.x = (dot (bones[(tmpvar_7 * 3)], tmpvar_6) * bone_weight.x); tmpvar_5.y = (dot (bones[((tmpvar_7 * 3) + 1)], tmpvar_6) * bone_weight.x); tmpvar_5.z = (dot (bones[((tmpvar_7 * 3) + 2)], tmpvar_6) * bone_weight.x); tmpvar_4.x = (dot (bones[(tmpvar_7 * 3)].xyz, normal) * bone_weight.x); tmpvar_4.y = (dot (bones[((tmpvar_7 * 3) + 1)].xyz, normal) * bone_weight.x); tmpvar_4.z = (dot (bones[((tmpvar_7 * 3) + 2)].xyz, normal) * bone_weight.x); if ((bone_weight.y <= 0.0)) { } else { int tmpvar_8; tmpvar_8 = int(bone_index.y); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_8 * 3)], tmpvar_6) * bone_weight.y)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_8 * 3) + 1)], tmpvar_6) * bone_weight.y)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_8 * 3) + 2)], tmpvar_6) * bone_weight.y)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_8 * 3)].xyz, normal) * bone_weight.y)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_8 * 3) + 1)].xyz, normal) * bone_weight.y)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_8 * 3) + 2)].xyz, normal) * bone_weight.y)); if ((bone_weight.z <= 0.0)) { } else { int tmpvar_9; tmpvar_9 = int(bone_index.z); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_9 * 3)], tmpvar_6) * bone_weight.z)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_9 * 3) + 1)], tmpvar_6) * bone_weight.z)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_9 * 3) + 2)], tmpvar_6) * bone_weight.z)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_9 * 3)].xyz, normal) * bone_weight.z)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_9 * 3) + 1)].xyz, normal) * bone_weight.z)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_9 * 3) + 2)].xyz, normal) * bone_weight.z)); if ((bone_weight.w <= 0.0)) { } else { int tmpvar_10; tmpvar_10 = int(bone_index.w); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_10 * 3)], tmpvar_6) * bone_weight.w)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_10 * 3) + 1)], tmpvar_6) * bone_weight.w)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_10 * 3) + 2)], tmpvar_6) * bone_weight.w)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_10 * 3)].xyz, normal) * bone_weight.w)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_10 * 3) + 1)].xyz, normal) * bone_weight.w)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_10 * 3) + 2)].xyz, normal) * bone_weight.w)); if ((bone_weight.w <= 0.0)) { }; }; }; }; vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = tmpvar_5; vec3 tmpvar_12; tmpvar_12 = (world_matrix * tmpvar_11); world_position = tmpvar_12; mat3 tmpvar_13; tmpvar_13[0] = world_matrix[0]; tmpvar_13[1] = world_matrix[1]; tmpvar_13[2] = world_matrix[2]; vec3 tmpvar_14; tmpvar_14 = normalize ((tmpvar_13 * normalize (tmpvar_4))); world_normal = tmpvar_14; vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = tmpvar_12; gl_Position = (projection_view_matrix * tmpvar_15); tmpvar_2 = tmpvar_14; tmpvar_1 = ambient.xyz; tmpvar_3 = 4; while (true) { if ((tmpvar_3 >= dynamic_light_count.z)) { break; }; vec4 tmpvar_16; tmpvar_16 = light_colors[tmpvar_3]; vec4 tmpvar_17; tmpvar_17 = light_positions[tmpvar_3]; vec3 tmpvar_18; tmpvar_18 = (tmpvar_17.xyz - (world_position * tmpvar_16.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_16.xyz * max (0.0, (1.0 - (dot (tmpvar_18, tmpvar_18) * tmpvar_17.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_18))))); tmpvar_3 = (tmpvar_3 + 1); }; vertex_color = tmpvar_1; world_uv = texture_coordinate_0; } [eternal_lands::errinfo_parameter_name_*] = animated_mesh_solid [eternal_lands::errinfo_fragment_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform sampler2D diffuse_sampler_0; void main () { vec3 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = normalize (world_normal); vec4 tmpvar_3; tmpvar_3 = light_colors[0]; vec4 tmpvar_4; tmpvar_4 = light_positions[0]; vec3 tmpvar_5; tmpvar_5 = (tmpvar_4.xyz - (world_position * tmpvar_3.w)); tmpvar_1 = (vertex_color + ((tmpvar_3.xyz * max (0.0, (1.0 - (dot (tmpvar_5, tmpvar_5) * tmpvar_4.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_5))))); vec4 tmpvar_6; tmpvar_6 = light_colors[1]; vec4 tmpvar_7; tmpvar_7 = light_positions[1]; vec3 tmpvar_8; tmpvar_8 = (tmpvar_7.xyz - (world_position * tmpvar_6.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_6.xyz * max (0.0, (1.0 - (dot (tmpvar_8, tmpvar_8) * tmpvar_7.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_8))))); vec4 tmpvar_9; tmpvar_9 = light_colors[2]; vec4 tmpvar_10; tmpvar_10 = light_positions[2]; vec3 tmpvar_11; tmpvar_11 = (tmpvar_10.xyz - (world_position * tmpvar_9.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_9.xyz * max (0.0, (1.0 - (dot (tmpvar_11, tmpvar_11) * tmpvar_10.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_11))))); vec4 tmpvar_12; tmpvar_12 = light_colors[3]; vec4 tmpvar_13; tmpvar_13 = light_positions[3]; vec3 tmpvar_14; tmpvar_14 = (tmpvar_13.xyz - (world_position * tmpvar_12.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_12.xyz * max (0.0, (1.0 - (dot (tmpvar_14, tmpvar_14) * tmpvar_13.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_14))))); gl_FragColor.xyz = (tmpvar_1 * texture2D (diffuse_sampler_0, world_uv).xyz); gl_FragColor.w = 1.0; } [10:36:04, R:\elc.gl2\engine\glslprogram.cpp:1836] Error: R:\elc.gl2\engine\glslprogram.cpp(1836): Throw in function void eternal_lands::GlslProgram::do_build(const StringType&, const StringType&) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) linked, vertex shader(s) failed to link. [eternal_lands::errinfo_item_name_*] = animated_mesh_transparent [eternal_lands::errinfo_vertex_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform ivec3 dynamic_light_count; uniform vec4 ambient; uniform mat4 projection_view_matrix; uniform vec4 bones[216]; uniform mat4x3 world_matrix; attribute vec2 texture_coordinate_0; attribute vec3 normal; attribute vec4 position; attribute vec4 bone_weight; attribute vec4 bone_index; void main () { vec3 tmpvar_1; vec3 tmpvar_2; int tmpvar_3; vec3 tmpvar_4; vec3 tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = position.xyz; tmpvar_5 = vec3(0.0, 0.0, 0.0); tmpvar_4 = vec3(0.0, 0.0, 0.0); int tmpvar_7; tmpvar_7 = int(bone_index.x); tmpvar_5.x = (dot (bones[(tmpvar_7 * 3)], tmpvar_6) * bone_weight.x); tmpvar_5.y = (dot (bones[((tmpvar_7 * 3) + 1)], tmpvar_6) * bone_weight.x); tmpvar_5.z = (dot (bones[((tmpvar_7 * 3) + 2)], tmpvar_6) * bone_weight.x); tmpvar_4.x = (dot (bones[(tmpvar_7 * 3)].xyz, normal) * bone_weight.x); tmpvar_4.y = (dot (bones[((tmpvar_7 * 3) + 1)].xyz, normal) * bone_weight.x); tmpvar_4.z = (dot (bones[((tmpvar_7 * 3) + 2)].xyz, normal) * bone_weight.x); if ((bone_weight.y <= 0.0)) { } else { int tmpvar_8; tmpvar_8 = int(bone_index.y); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_8 * 3)], tmpvar_6) * bone_weight.y)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_8 * 3) + 1)], tmpvar_6) * bone_weight.y)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_8 * 3) + 2)], tmpvar_6) * bone_weight.y)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_8 * 3)].xyz, normal) * bone_weight.y)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_8 * 3) + 1)].xyz, normal) * bone_weight.y)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_8 * 3) + 2)].xyz, normal) * bone_weight.y)); if ((bone_weight.z <= 0.0)) { } else { int tmpvar_9; tmpvar_9 = int(bone_index.z); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_9 * 3)], tmpvar_6) * bone_weight.z)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_9 * 3) + 1)], tmpvar_6) * bone_weight.z)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_9 * 3) + 2)], tmpvar_6) * bone_weight.z)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_9 * 3)].xyz, normal) * bone_weight.z)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_9 * 3) + 1)].xyz, normal) * bone_weight.z)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_9 * 3) + 2)].xyz, normal) * bone_weight.z)); if ((bone_weight.w <= 0.0)) { } else { int tmpvar_10; tmpvar_10 = int(bone_index.w); tmpvar_5.x = (tmpvar_5.x + (dot (bones[(tmpvar_10 * 3)], tmpvar_6) * bone_weight.w)); tmpvar_5.y = (tmpvar_5.y + (dot (bones[((tmpvar_10 * 3) + 1)], tmpvar_6) * bone_weight.w)); tmpvar_5.z = (tmpvar_5.z + (dot (bones[((tmpvar_10 * 3) + 2)], tmpvar_6) * bone_weight.w)); tmpvar_4.x = (tmpvar_4.x + (dot (bones[(tmpvar_10 * 3)].xyz, normal) * bone_weight.w)); tmpvar_4.y = (tmpvar_4.y + (dot (bones[((tmpvar_10 * 3) + 1)].xyz, normal) * bone_weight.w)); tmpvar_4.z = (tmpvar_4.z + (dot (bones[((tmpvar_10 * 3) + 2)].xyz, normal) * bone_weight.w)); if ((bone_weight.w <= 0.0)) { }; }; }; }; vec4 tmpvar_11; tmpvar_11.w = 1.0; tmpvar_11.xyz = tmpvar_5; vec3 tmpvar_12; tmpvar_12 = (world_matrix * tmpvar_11); world_position = tmpvar_12; mat3 tmpvar_13; tmpvar_13[0] = world_matrix[0]; tmpvar_13[1] = world_matrix[1]; tmpvar_13[2] = world_matrix[2]; vec3 tmpvar_14; tmpvar_14 = normalize ((tmpvar_13 * normalize (tmpvar_4))); world_normal = tmpvar_14; vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = tmpvar_12; gl_Position = (projection_view_matrix * tmpvar_15); tmpvar_2 = tmpvar_14; tmpvar_1 = ambient.xyz; tmpvar_3 = 4; while (true) { if ((tmpvar_3 >= dynamic_light_count.z)) { break; }; vec4 tmpvar_16; tmpvar_16 = light_colors[tmpvar_3]; vec4 tmpvar_17; tmpvar_17 = light_positions[tmpvar_3]; vec3 tmpvar_18; tmpvar_18 = (tmpvar_17.xyz - (world_position * tmpvar_16.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_16.xyz * max (0.0, (1.0 - (dot (tmpvar_18, tmpvar_18) * tmpvar_17.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_18))))); tmpvar_3 = (tmpvar_3 + 1); }; vertex_color = tmpvar_1; world_uv = texture_coordinate_0; } [eternal_lands::errinfo_parameter_name_*] = animated_mesh_transparent [eternal_lands::errinfo_fragment_shader_*] = #version 120 varying vec2 world_uv; varying vec3 vertex_color; varying vec3 world_normal; varying vec3 world_position; uniform vec4 light_positions[8]; uniform vec4 light_colors[8]; uniform sampler2D diffuse_sampler_0; void main () { vec3 tmpvar_1; vec3 tmpvar_2; tmpvar_2 = normalize (world_normal); vec4 tmpvar_3; tmpvar_3 = texture2D (diffuse_sampler_0, world_uv); if ((tmpvar_3.w < 0.5)) { discard; }; vec4 tmpvar_4; tmpvar_4 = light_colors[0]; vec4 tmpvar_5; tmpvar_5 = light_positions[0]; vec3 tmpvar_6; tmpvar_6 = (tmpvar_5.xyz - (world_position * tmpvar_4.w)); tmpvar_1 = (vertex_color + ((tmpvar_4.xyz * max (0.0, (1.0 - (dot (tmpvar_6, tmpvar_6) * tmpvar_5.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_6))))); vec4 tmpvar_7; tmpvar_7 = light_colors[1]; vec4 tmpvar_8; tmpvar_8 = light_positions[1]; vec3 tmpvar_9; tmpvar_9 = (tmpvar_8.xyz - (world_position * tmpvar_7.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_7.xyz * max (0.0, (1.0 - (dot (tmpvar_9, tmpvar_9) * tmpvar_8.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_9))))); vec4 tmpvar_10; tmpvar_10 = light_colors[2]; vec4 tmpvar_11; tmpvar_11 = light_positions[2]; vec3 tmpvar_12; tmpvar_12 = (tmpvar_11.xyz - (world_position * tmpvar_10.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_10.xyz * max (0.0, (1.0 - (dot (tmpvar_12, tmpvar_12) * tmpvar_11.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_12))))); vec4 tmpvar_13; tmpvar_13 = light_colors[3]; vec4 tmpvar_14; tmpvar_14 = light_positions[3]; vec3 tmpvar_15; tmpvar_15 = (tmpvar_14.xyz - (world_position * tmpvar_13.w)); tmpvar_1 = (tmpvar_1 + ((tmpvar_13.xyz * max (0.0, (1.0 - (dot (tmpvar_15, tmpvar_15) * tmpvar_14.w)))) * max (0.0, dot (tmpvar_2, normalize (tmpvar_15))))); gl_FragColor.xyz = (tmpvar_1 * tmpvar_3.xyz); gl_FragColor.w = 1.0; } taken from new_main_440.log file
  12. New OpenGL2 client

    Yes normal client is working fine for me. So not sure why it wont work properly in test client either. As i overwrote all necessary files as usual. maybe installing the client again could work not sure. All problems i do have with the client is when turning shadows on, first its not shown properly just like pixel sliding looks kinda strange and second if the shadows are on, well the reflections on water disappeares better shown as black when using reflections on 1 or 2 doesnt matter.
  13. New OpenGL2 client

    Hi, tried the new client with ATI Radeon 9600 gpu (openGL2.1) looks quite stable in PL but when moving to WS around the forests it completly freezes till 0fps unless doing mapwalking. (normally around 28fps is average). Btw when playing around the shadows cause option set it to no when trying to put it on low well then have to close the game, looks like dont support my card there. Bad that i dont see animations atm, that sliding looks a bit strange of using it permanently. But at least this update is the first one who worked out, couldnt use the older updates on opengl2 though regards.
  14. OpenGL 2.0 test client

    Hi downloaded the windows version tried even sir_odies version but after putting my password inside for starting the game it close for it self. guess mainly a problem when i look into main_d18.log [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:122] Info: GlslShader compiled successful: Vertex shader was successfully compiled to run on hardware. WARNING: 0:32: implicit cast from int to float [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:122] Info: GlslShader compiled successful: Fragment shader was successfully compiled to run on hardware. [12:32:36, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(1112): Throw in function void eternal_lands::GlslProgram::do_build(eternal_lands::String, eternal_lands::String) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) failed to link, vertex shader(s) linked. video card [12:23:34] Video card: ATI Radeon 9600 / X1050 Series [12:23:34] Vendor ID: ATI Technologies Inc. [12:23:34] OpenGL Version: 2.1.8494 Release [12:23:34] Supported extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
  15. The No-Name Store (Supported by Raid)

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