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Cabman

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Posts posted by Cabman


  1. I use them fairly regularly. At least enough that I but my bot there....

    I also occasionally see others there too. It's a great place for bars (coal in the cocka cave, mule your own FEs) and of course it's an EE factory as well.

    On that note, I'm all for map changes that make these less than popular maps more useful to the game, so I wouldn't stand in the way of progress, as long as if you nerf the site I get a free bot move.


  2. Just to Doc my in game comments

     

    F2 with a new URL crashes 1.9.4

     

    Linux openSUSE 13.2 FireFox browser set as FireFox in ini as per 1.9.3

     

     

    browser: That's a second issue you're having on 13.2 that I don't...

     

    Should be firefox, not FireFox btw, Linux is very caps-specific.

     

    Which means in this case and your previous Mozilla, you've had crashes with an incorrect browser name.

     

    Try the correct spelling. (Mine doesn't crash with a bad entry, but we don't know as yet if yours does with a good one.)

     

    This is a problem with the statically linked linux binaries from the website. See http://www.eternal-lands.com/forum/index.php?showtopic=59956

     

    The binaries from ppa:pjbroad on deb & derivatives (and I assume from Burn's packages as well) do not appear to have this issue.


  3. Runnung with padsp -d, before the crash:

    utils/padsp.c: dsp_open()
    utils/padsp.c: fd_info_new()
    utils/padsp.c: dsp_open() succeeded, fd=28
    utils/padsp.c: SNDCTL_DSP_SETFRAGMENT: 0x0008000a
    open /dev/[sound/]mixer: No such file or directory
    utils/padsp.c: dsp_open()
    utils/padsp.c: fd_info_new()
    utils/padsp.c: dsp_open() succeeded, fd=34
    utils/padsp.c: SNDCTL_DSP_SETFRAGMENT: 0x0008000a
    open /dev/[sound/]mixer: No such file or directory
    utils/padsp.c: SNDCTL_DSP_RESET
    utils/padsp.c: SNDCTL_DSP_SETFMT: 16
    utils/padsp.c: SNDCTL_DSP_CHANNELS: 2
    utils/padsp.c: SNDCTL_DSP_SPEED: 44100
    utils/padsp.c: ss: s16le 2ch 44100Hz
    utils/padsp.c: SNDCTL_DSP_GETOSPACE
    utils/padsp.c: fragsize=1024, fragstotal=8, bytes=8192, fragments=8
    utils/padsp.c: stream established.
    
    

    and on the crash,

    utils/padsp.c: atfork_prepare() enter
    utils/padsp.c: atfork_prepare() exit
    utils/padsp.c: atfork_parent() enter
    utils/padsp.c: atfork_parent() exit
    utils/padsp.c: atfork_child() enter
    Assertion 'pa_atomic_load(&(->_ref) > 0' failed at pulsecore/memblock.c:597, function pa_memblock_unref(). Aborting.
    utils/padsp.c: atfork_child() exit
    
    

  4. Client downloaded on May 7, 2015 from EL website.

     

    With music and/or sound turned on, pressing F2 to launch the browser causes a hard crash. This does not happen when the sound & music is disabled.


    :~/eternallands$ ./eternallands.sh
    Assertion 'pa_atomic_load(&(->_ref) > 0' failed at pulsecore/memblock.c:597, function pa_memblock_unref(). Aborting.
    
    (process:19037): GLib-CRITICAL **: g_slice_set_config: assertion 'sys_page_size == 0' failed
    ./eternallands.sh: line 39: 19021 Aborted                 (core dumped) $(which padsp) ./el.*.linux.bin $server
    
    
    Linux 3.16.0-37-generic #51-Ubuntu SMP Tue May 5 13:45:59 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
    
    :~/eternallands$ lsb_release -a
    No LSB modules are available.
    Distributor ID:    Ubuntu
    Description:    Ubuntu 14.10
    Release:    14.10
    Codename:    utopic



  5. Hi. I'm running under Ubuntu 14.10 and compiled the latest Git client and am seeing extremely low frame rates when casting targeted spells. Especially MD. My FR stays (usually) well above 200 or so, but casting MD causes it to drop to 15 as the eye candy finishes it's loop. This doesn't happen on the "official" linux client available from the game website. I haven't tried the client from Ubuntu repositories.

     

    Any help in tracking down this performance issue would be helpful. I'm not really versed in program debug. However I really like the new features in the current client and would like to use it, but the FPS issue really makes it unplayable in combat.

     

     

    Makefile options:

    FEATURES += CLUSTER_INSIDES # Group objects into separate clusters for clipping on inside maps
    FEATURES += CUSTOM_LOOK # allows you to customize your look.
    FEATURES += CUSTOM_UPDATE # allows autoupdating of custom look information
    FEATURES += FUZZY_PATHS # Makes Tab Map walking not always follow exaclty the same path
    FEATURES += NEW_SOUND # Enables extended sound effects system
    FEATURES += PNG_SCREENSHOT # make screenshots in W3C's PNG format in game, requires libpng
    FEATURES += TEXT_ALIASES # Text aliases
    FEATURES += USE_INLINE # enable some optimizations to use inline functions instead of pure function calls
    FEATURES += BANDWIDTH_SAVINGS # enable bandwidth saving changes for message protocol
    FEATURES += ANIMATION_SCALING # Adds support for animation scaling, depending on the number of animation commands in the actor queue.
    FEATURES += FSAA # Adds support for full screen anti-aliasing using OpenGL multisampling.
    FEATURES += NEW_NEW_CHAR_WINDOW # Use the new character creation window; controls always on-screen
    FEATURES += NEW_TEXTURES # Enables the new texture loading and caching system (http://www.eternal-lands.com/forum/index.php?showtopic=54756)
    FEATURES += FASTER_MAP_LOAD # Enables optimizations to speed up the process of switching between maps
    FEATURES += FASTER_STARTUP # An attempt to reduce the startup time of EL somewhat
    FEATURES += MIDDLE_MOUSE_PASTE # Paste using the middle mouse button from the primary buffer on X systems
    FEATURES += USE_SIMD # Enables usage of simd instructions
    FEATURES += DEBUG # (undocumented)
    FEATURES += ECDEBUGWIN # press ctrl-alt-c to open the Eye Candy debug window: trigger most effects without casting spells or server side events

    cbattles@ubuntu:~/Build/Eternal-Lands-master$ uname -a

    Linux ubuntu 3.13.0-39-generic #66-Ubuntu SMP Tue Oct 28 13:30:27 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux

     

    cbattles@ubuntu:~/Build/Eternal-Lands-master$ glxinfo
    name of display: :0.0
    display: :0 screen: 0
    direct rendering: Yes
    server glx vendor string: NVIDIA Corporation
    server glx version string: 1.4
    server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_framebuffer_sRGB, GLX_EXT_swap_control, GLX_EXT_swap_control_tear,
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
    client glx vendor string: NVIDIA Corporation
    client glx version string: 1.4
    client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB,
    GLX_EXT_import_context, GLX_EXT_swap_control, GLX_EXT_swap_control_tear,
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_NV_copy_image, GLX_NV_float_buffer, GLX_NV_multisample_coverage,
    GLX_NV_present_video, GLX_NV_swap_group, GLX_NV_video_capture,
    GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_SGI_video_sync
    GLX version: 1.4
    GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_framebuffer_sRGB, GLX_EXT_swap_control, GLX_EXT_swap_control_tear,
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
    OpenGL vendor string: NVIDIA Corporation
    OpenGL renderer string: GeForce GTX 560 Ti/PCIe/SSE2
    OpenGL core profile version string: 4.3.0 NVIDIA 331.38
    OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler
    OpenGL core profile context flags: (none)
    OpenGL core profile profile mask: core profile
    OpenGL core profile extensions:
    GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture,
    GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,
    GL_ARB_compute_shader, GL_ARB_compute_variable_group_size,
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
    GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect,
    GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5,
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
    GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2,
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex,
    GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,
    GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,
    GL_ARB_shader_objects, GL_ARB_shader_precision,
    GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_include,
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sparse_texture,
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, 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_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_stencil8, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,
    GL_EXT_bgra, GL_EXT_bindable_uniform, 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_depth_bounds_test, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
    GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,
    GL_EXT_shader_image_load_store, GL_EXT_shadow_funcs,
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_buffer_object,
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,
    GL_EXT_texture_compression_rgtc, 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_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,
    GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_KHR_debug, GL_KTX_buffer_region,
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info,
    GL_NV_ES1_1_compatibility, GL_NV_bindless_multi_draw_indirect,
    GL_NV_blend_equation_advanced, GL_NV_blend_square, GL_NV_compute_program5,
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,
    GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,
    GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,
    GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,
    GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,
    GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,
    GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,
    GL_NV_light_max_exponent, GL_NV_multisample_coverage,
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query,
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object,
    GL_NV_parameter_buffer_object2, GL_NV_path_rendering,
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart,
    GL_NV_register_combiners, GL_NV_register_combiners2,
    GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float,
    GL_NV_shader_buffer_load, GL_NV_shader_storage_buffer_object,
    GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_multisample,
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_transform_feedback,
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program,
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SGIX_shadow, GL_SUN_slice_accum

    OpenGL version string: 4.4.0 NVIDIA 331.38
    OpenGL shading language version string: 4.40 NVIDIA via Cg compiler
    OpenGL context flags: (none)
    OpenGL profile mask: (none)
    OpenGL extensions:
    GL_AMD_multi_draw_indirect, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage,
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture,
    GL_ARB_color_buffer_float, GL_ARB_compatibility,
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,
    GL_ARB_compute_variable_group_size, GL_ARB_conservative_depth,
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,
    GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect,
    GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5,
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
    GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2,
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex,
    GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior,
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,
    GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote,
    GL_ARB_shader_image_load_store, GL_ARB_shader_image_size,
    GL_ARB_shader_objects, GL_ARB_shader_precision,
    GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine,
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100,
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_include,
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sparse_texture,
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, 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_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_stencil8, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,
    GL_EXT_bgra, GL_EXT_bindable_uniform, 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_depth_bounds_test, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
    GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,
    GL_EXT_shader_image_load_store, GL_EXT_shadow_funcs,
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_buffer_object,
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,
    GL_EXT_texture_compression_rgtc, 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_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,
    GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent,
    GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback2, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_EXT_vertex_attrib_64bit, GL_EXT_x11_sync_object, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_KHR_debug, GL_KTX_buffer_region,
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info,
    GL_NV_ES1_1_compatibility, GL_NV_bindless_multi_draw_indirect,
    GL_NV_blend_equation_advanced, GL_NV_blend_square, GL_NV_compute_program5,
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,
    GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_draw_texture,
    GL_NV_explicit_multisample, GL_NV_fence, GL_NV_float_buffer,
    GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program2,
    GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,
    GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,
    GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,
    GL_NV_light_max_exponent, GL_NV_multisample_coverage,
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query,
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object,
    GL_NV_parameter_buffer_object2, GL_NV_path_rendering,
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart,
    GL_NV_register_combiners, GL_NV_register_combiners2,
    GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float,
    GL_NV_shader_buffer_load, GL_NV_shader_storage_buffer_object,
    GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_multisample,
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_transform_feedback,
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program,
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SGIX_shadow, GL_SUN_slice_accum

     

    cbattles@ubuntu:~/Build/Eternal-Lands-master$ nvidia-debugdump -l
    Found 1 NVIDIA devices
    Device ID: 0
    Device name: GeForce GTX 560 Ti (*PrimaryCard)
    GPU internal ID: GPU-787954f3-55c1-1271-cbd9-dc8bb5a798c

     

     

    cbattles@ubuntu:~/.elc/main$ cat el.ini | grep '#'
    Only directives that start with a # are taken in consideration
    #server_address = game.eternal-lands.com
    #server_port = 2001
    #username= "Cabman"
    #password = ""
    #video_mode= 24
    #full_screen= 0
    #no_adjust_shadows= 1
    #shadows_on= 1
    #use_shadow_mapping= 1
    #clouds_shadows= 1
    #show_reflection= 1
    #show_fps= 1
    #limit_fps= 500
    #poor_man= 0
    #use_vertex_array = 1
    #use_mipmaps = 0
    #use_point_particles= 1
    #particles_percentage= 100
    #mouse_limit= 2
    #normal_camera_rotation_speed= 59.5
    #fine_camera_rotation_speed= 4
    #sit_lock= 1
    #item_window_on_drop= 1
    #view_digital_clock= 1
    #relocate_quickbar= 0
    #show_stats_in_hud= 1
    #show_statbars_in_hud= 1
    #show_help_text= 1
    #auto_afk_time= 5
    #afk_message = "Automessage: I am currently away from my computer"
    #afk_local= 1
    #use_global_ignores = 1
    #use_global_filters = 0
    #text_filter_replace = smeg
    #save_ignores = 1
    #log_chat = 2
    #name_text_size= 0.9
    #name_font= 0
    #chat_text_size= 0.9
    #chat_font= 0
    #enable_sound= 0
    #enable_music= 0
    #sound_gain= 0.5
    #music_gain= 1
    configuration tool, or here by adding a # before the browser command you prefer, and removing it
    #browser= "/usr/bin/firefox"
    Just put a # before the browser you use, and make sure there there are not two or more browsers
    #language= "en"
    #data_dir = "c:\Program Files\Eternal Lands\"
    #render_fog= 1
    #use_vertex_buffers= 1
    #compass_north = 1
    #caps_filter= 0
    #windowed_chat= 1
    #write_ini_on_exit = 1
    #ati_click_workaround= 0
    #use_alpha_border= 1
    #use_floating_messages = 1
    #local_chat_separate= 1
    #guild_chat_separate= 1
    #server_chat_separate= 1
    #mod_chat_separate= 1
    #highlight_tab_on_nick = 1
    #isometric= 0
    #perspective= 0.35
    #near_plane= 0.1
    #buddy_log_notice= 1
    #gamma= 1
    #shadow_map_size= 9
    #use_compiled_vertex_array= 1
    #autoupdate= 1
    #serverpopup= 1
    #use_old_clicker= 0
    #use_frame_buffer= 1
    #windows_on_top= 1
    #video_info_sent= 1
    #use_eye_candy= 1
    #enable_blood= 1
    #use_lamp_halo= 1
    #transparency_resolution_fix= 0
    #max_ec_framerate= 74
    #min_ec_framerate= 34
    #light_columns_threshold= 5
    #use_fancy_smoke= 1
    #max_idle_cycles_per_second= 1000
    #note_text_size= 1
    #crowd_gain= 1
    #enviro_gain= 0.5
    #actor_gain= 1
    #walking_gain= 1
    #gamewin_gain= 1
    #client_gain= 1
    #dim_sounds_on_rain= 0
    #view_analog_clock= 1
    #use_alpha_banner= 0
    #opaque_window_backgrounds= 0
    #customupdate= 1
    #special_effects= 1
    #time_warning_hour= -1
    #time_warning_sun= 4
    #time_warning_day= 5
    #continent_map_boundaries= 1
    #anisotropic_filter= 2
    #warn_gain= 1
    #render_skeleton= 0
    #render_mesh= 1
    #use_cursor_on_animal= 1
    #use_display_actors= 1
    #use_actor_bbox_check= 1
    #use_render_mesh_shader= 1
    #use_set_transformation_buffers= 1
    #use_build_actor_bounding_box= 1
    #use_model_attach_and_detach_mesh= 1
    #use_render_attached_meshs= 1
    #always_pathfinding= 1
    #water_shader_quality= 2
    #use_keypress_dialog_boxes= 1
    #use_full_dialogue_window= 1
    #use_ext_gpu_program_parameters= 0
    #use_new_selection= 1
    #use_harvesting_eye_candy= 1
    #skybox_show_sky= 1
    #skybox_show_clouds= 1
    #skybox_show_stars= 1
    #skybox_show_moons= 1
    #skybox_show_sun= 1
    #follow_cam= 0
    #fol_cam_behind= 0
    #extended_cam= 1
    #ext_cam_auto_zoom= 0
    #follow_strength= 0.03
    #const_speed= 1
    #lin_speed= 10
    #quad_speed= 10
    #far_plane= 150
    #min_tilt_angle= 20
    #max_tilt_angle= 150
    #far_reflection_plane= 30
    #normal_camera_deceleration= 1
    #skybox_update_every_frame= 0
    #seconds_between_shadows_updates= 10
    #use_draw_range_elements= 1
    #show_game_seconds= 1
    #skybox_update_delay= 10
    #rotate_minimap= 1
    #disable_sound= 0
    #sound_device= "\dev\dsp"
    #afk_snd_warning= 0
    #minimap_scale= 0.7
    #use_animation_program= 1
    #pin_minimap= 0
    #cm_banner_disabled= 1
    #disable_window_adjustment= 0
    #video_width= 1910
    #video_height= 1100
    #buff_icon_size= 14
    #disable_double_click= 0
    #logo_click_to_url= 0
    #logo_link= "http://www.eternal-lands.com"
    #enable_user_menus= 1
    #3d_map_markers= 1
    #showcustomclothing= 1
    #emote_filter= 0
    #gx_adjust= 0
    #gy_adjust= 2
    #disable_gamma_adjust= 1
    #mapmark_text_size= 0.3
    #anti_alias= 1
    #small_actor_texture_cache= 0
    #floating_session_counters= 1
    #achievements_ctrl_click= 1
    #max_zoom_level= 8
    #shader_quality= 2
    #num_quickbar_slots= 12
    #max_food_level= 45
    #show_poison_count= 1
    #use_view_mode_instance= 0
    #show_action_bar= 1
    #show_timestamp= 0
    #instance_mode_banner_height= 10.402
    #im_creature_view_names= 0
    #im_other_player_view_names= 1
    #im_other_player_view_hp= 0
    #im_other_player_banner_bg= 0
    #im_other_player_show_banner_on_damage= 0
    #im_creature_view_hp= 0
    #enable_trade_log= 0
    #trade_log_mode= 3
    #summoning_filter= 1
    #dark_channeltext= 0
    #anti_aliasing= 3
    #show_weather= 1
    #use_3d_alpha_blend= 1


  6. I second this. I remember scrambling to get to the 120+ range so that I could do invances since the 100-120 was rarely being run as most had capped out. Once I got to the 120-200, I went as often as possible and really enjoyed it. And ofc I did donate my share of bricks. It was a fun invance for me as I could hold my own against the lower level mobs and help the team as a ranger on the nasps and bosses.

     

    Then one day, the instance was split. I think I have seen at most two 120-145's since then.

     

    I don't begrudge the 145's for the experience they are getting, I just feel that I've been chasing the cap since 80's a/d and always falling short. And I feel that you are probably correct; this is causing a drop in rosto usage since it was us 120-200 newbs that would do a lot of the dying :P


  7. Just goes to show that bombs are overpowered.... But obviously that's what radu wants so he can make more $. Maybe I'll join the bombing club. I got a decent eng lvl. Think I'll bomb the exit to the igloo.

     

    Who cares if I lost a rosto? I got plenty more.


  8. Since I'm a crappy typist, and I also inadvertently bang on my keyboard a lot without noticing, I am often required to edit my chat text prior to sending (or more often, after sending so I can resend a more legible sentence). With the graphic window open, not in console mode, you need to hover the mouse over the line for the standard arrow and home, end, etc keys to work on that line. I would like to suggest that when in graphics window ( or any other view for that matter) that CTRL+ those keys would operate on the text input line. These do not appear to be mapped to anything at the moment. So CTRL + <- would move 1 char to the left in the active chat text at the bottom, etc. This would follow the logic of the CTRL + up/down that scrolls the text already.

     

    Don't know how difficult this is.....

     

    Thanks for listening.

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