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    Phantom Warrior

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    Lost in the quartz mine -- again
  1. Yeah, the shadow I put in earlier was removed again. I'll revisit this later.
  2. I agree that would be dead useful. Due to the implementation of the multiselect widget it turns out to be harder than I thought, though. It is on my TODO list.
  3. TTF font paths are now stored relative to the font directory. Unfortunately, this requires users to select their fonts again, as I could not think of a way to select the correct multiselect buttons using the old absolute path without introducing a major hack in the config code.
  4. Great! Okay... To be honest, I don't really know for certain what caused this, which is why it was never mentioned in the commits. Disappointing, I know. I *suspect* it is because I more or less inadvertently switched from nearest neighbour to linear interpolation in the generation of the font texture for the TTF font (in Font::build_texture_atlas()). Speaking against this hypothesis is that at that point it shouldn't make any difference whatsoever which interpolation method is used since the dimensions of the texture and the image are the same and it should be a straight pixel-for-pixel copy without interpolation at all. But with OpenGL being a giant state machine, maybe this change bled through to the actual font rendering. If that is the case, we will have to make it more obvious. I would have to investigate to be certain though. I don't think it's necessary, it could be made to work with relative paths, I think. I'll try to whip something up tomorrow.
  5. User data from Windows to Linux

    I had an issue with the spellbar too, but figured I messed it up myself somehow. In my case, the coordinates were reset to 0,0, so the spellbar ended up in the top left corner of the screen (under the "Channels" button if you use tabbed chat). I fixed it by disabling tabbed chat, enabling the quickbar menu, right clicking on a spell, and selecting "Reset position".
  6. sound_warnings.txt

    Try copying sound_warnings.txt to your ~/.elc/main/ directory. That worked for me. I'm not sure why it's not loading from the data directory yet.
  7. Compiling Linux Client 6-28-2020

    Fixed, thanks.
  8. Fixed in git, thanks for reporting.
  9. After having a look at the code, it shouldn't. Could you tell me the name of your font, the UI font scale factor you use, and perhaps also provide a screenshot of the overlapping timer? Thanks!
  10. Yes, the baseline for those number is hard to get right. I could align them to bottom of the bars, but then it's easy to overflow at the top. I'll take a second look at that and also fix the timer. To my surprise, actually not. Apparently SDL_ttf will also open OpenType fonts, so I have added support for loading these as well to the client.
  11. Compiling Linux Client 6-28-2020

    You're more than welcome, I'm glad it works Hope you enjoy the TTF fonts, I know I find it a lot easier on the eyes.
  12. Compiling Linux Client 6-28-2020

    Ok, fixed.
  13. Compiling Linux Client 6-28-2020

    I'd say this is probably the least incorrect fix. Upon creation of the console window, all existing messages are wrapped, and afterwards new messages are wrapped by the call to update_console_win() two lines before. Since the console window is created before the opening window, there is no way to see a message being cut off due to not being line wrapped. So I'd vote for just removing the call to rewrap_message() in chat.c. Leaving it open for now so bluap can have a looksee, and either agree or tell me why I'm being stupid again.