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0ctane

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Everything posted by 0ctane

  1. first crash

    BTW, the log shows the crash happened in draw_3d_objects, which (in this version) is now controlled by the NEW_FRUSTRUM flag. So, that flag can let you chat with NPCs, but apparently has issues associated with it too. Let's close this thread. Post new stuff in this bug log.
  2. first crash

    Don't post OS X test client stuff on the general boards. OS X test client bugs should go to here.
  3. OS X client specific bugs and To Do

    Not a mac limitation. Did you accidentally turn off "Float messages" in the advanced video tab?
  4. Macintosh OS X port interest?

    My brother does good work, and I like those exp bars.The goal has been to make a working "official" Mac client. If his code makes it into CVS, then it will definitely be in the client. Before playing with patches, I need to address other issues. If Entropy gives the okay on the patch (even if it does not get into CVS) then I will consider adding it to the OS X client.
  5. Slashdot had a post about this a few days ago. I dunno if it will live up to expectations.
  6. Macintosh OS X port interest?

    Or you could compile it from CVS? 0ctane committed his changes. Wow, someone checked CVS pretty quick after I uploaded my stuff. Good luck with compiling on your own, though. The process is still a little involved. Eventually I will have a How-To since I am not using the Xcode project manager. Yes, they are right. It is currently limited to a few testers. I put some viral code in to dissuade people not on the list from using the port. It will slowly corrupt your hard drive. Just kidding. More seriously though, I did not want a flood of people complaining about problems with the game...I get enough from Atlantis. Fear not, there will be a general release fairly soon...likely with the main update. The NEW_FRUSTRUM compile option fixed that issue for all clients AFAIK. I told you guys that it was not a OSX specific bug. New version uploaded with F2 browser support. 1124c. Again, bugs go to this thread now.
  7. Teleport nexus locks EL

    Apparently still not fixed (or an OS X issue). While mining titanium, hit a tp nexus but did not move. Could no longer chat...no disconnect messages. Restarting the game puts me at a new location and things work again. The disconnect is a little random.
  8. OS X client specific bugs and To Do

    Drat. And I was so excited to have rain and sound working. I am usually playing with volume muted (since this is all on a work machine). Eventually I hope to have the NEW_WEATHER working, so I do not know if I will address this issue. Those +,- appear on my system too. If there is a strong feeling that these are deal-breakers, then I will address it. I am more concerned with getting copy/paste working right now. I will add these to the top list.
  9. OS X client specific bugs and To Do

    While the content of that weblink was a little outdated (pre-OS X), it gave me a good idea. I think I will have something availble in the near future. Thx ttlanhil. [edit] Yup, got it to work. So the next version that I post will have working default web-browser (likely Saffari) support.
  10. Macintosh OS X port interest?

    Well, I am trying to maintain my OS X beta website with "Known Issues" and what not. So, it is probably just easiest to PM me with additional problems. Plus, that would get this thread back to "interest" rather than "bugfix". BTW, I have tested the client on the Test Server (after adding new maps, graphics, and what-not) and have found no additional problems. So, I feel confident that we can get a general OS X release out when the new client is generally released. Hopefully I can coordinate this with Entropy. To submit bugs now, go to the bugs threads here : http://www.eternal-lands.com/forum/index.p...howtopic=22115#
  11. Bonus exp areas, no item made

    Well, I do not know if I will ever use this game feature, but we will have to see how it works out. Here is a thought though...the chances of making enhanced/modable items is pretty low. Why not make a Alchemy/Manu/whatever school out in the middle of nowhere...I mean REALLY far from any storage...where there is a significantly higher chance of making rare items. Make it so you have to cross long magic damage areas followed by chims and fluffies (that don't resond to MM cloaks) followed by a bunch of teleporting or something. If you survive this arduous journey, then you can train at the special school and make cool stuff. Of course, you still have to survive the trip back.
  12. Release candidate 4

    Quite a few people (and myself) are getting this problem with other NPCs like Molgor in the Mac client...cannot get a balloon over the NPC to access storage. I have played with options a bit, but nothing seems to help. Here is the current:OPTIONS=-DOSX -DELC -DATI_9200_FIX -DBUG_FIX_3D_OBJECTS_MIN_MAX -DNEW_ACTOR_ANIMATION
  13. Macintosh OS X port interest?

    Okay testers! Please grab the latest. On my machine, the bag/lamp/lampost glitches are gone. Magic school looks clean too. Woohoo! 1124a [edit] I managed to get the old weather working... it will be in the next release. I am not sure why the new weather has not been working. [edit2] and this gets thunderclaps working too. yea!
  14. Macintosh OS X port interest?

    Thanks for the tip...it will make my life easier. With just a quick inspection I found:#grep dungeon * ... 3d_objects.c: if (is_selflit && (!is_day || dungeon)) ... gamewin.c: if (dungeon || !is_day){ gamewin.c: if (!dungeon && shadows_on && is_day){ ... These look promising since they have the characteristics (inside, cave, night, lit lamps) that are related the trouble. I will have to do some code exploring... [edit]I think I found it. 3d_objects.c on line 259. By disabling the OpenGL calls in the statement, the bags (inside a house and outside) and lampposts at night do not have the glitch. Of course, I only had 3 minutes till the next day to check it. Now, to figure out why these calls are bad.... looks like the glDisable(GL_LIGHTING); on line 260 is the culprit.
  15. Please test the test server

    In bethel, near the bookseller map position (don't know where he really is) there is a ladder cave entrance (near a pk cave). Cannot exit from that cave. Just get "Go under the arch and click it to get outside the cave." "You are in the Bethel Caves [293,110]"
  16. Macintosh OS X port interest?

    I put a correct update at the usual test site. I do not know why that disk image was messed up. I have been playing around on the test server with the test_update.zip. This is all "daytime". With shadows off, and while outside, everything looks peachy. Lampposts are good. I can drop bags and they look okay. Bags dropped inside buildings look all messed up still. I went to Aluwen's temple, and the statues looked okay outside. Stepped on teleport, flaming globe looked funny. Went back to WS, and the statues were messed up again. Sigh... Some NPC do not respond correctly still. Sometimes moving around helps to get the talk bubble. Lot of graphics errors (like in Magic school) when going to Sarma (NPC for ferry to C2) and the counterpart return cave. This all makes me think that there is a state change when going inside that foobars stuff. Explored a bunch of C2, and everything outside looks good...bags, lamps and all. [edit] Nighttime, the problem crops up again. I will have to look at the lighting code for day vs night vs inside. [/edit] People textures look okay, but the shield still has an issue. New graphics look great. I like the mushrooms. Although not previously discussed, there is no rain...but there is lightning. Had it working at one point....
  17. Please test the test server

    While this could just be a mac issue... I went over to South Redmoon Island. When I click on the big map, my position does not appear. BTW, neat upperlevel fort/outpost. Also, the sign to North Redmoon does not seem to work. Also on Hurquin, no cursor on big map (does it work at all on C2?). In a house there, at [56,95], there is a wallhanging map that appears on the wrong side of the wall. Arrow sign exit from Idaloran to Irsis doesn't seem to work. From EVTR, the sign says "Welcome to Irsis!" but does not let me in. Arrow sign exit from Kusamura Jungle to Zirinkinbar doesn't work. Small map hole at 270,202 in KJ. Palon Vertas, door in ground in SE building, cannot get back out.
  18. I dunno. Maybe also include Joo Janta peril sensitive sunglasses. Magic weapons could have a magic nexus req, but weapons could also have attribute requirements in addition to nexus req's. So a "titanium sword of anticipation" would require a high Perception (which I doubt too many people have bothered with), but would give a substantial defense bonus (as if you could predict their attack). A "steel shield of pursuasion" could have a high Charm requirement, but it would give a X% chance to disengage from a fight (good for those who want to travel and not pk). Or a "dagger of pursuasion" could allow you to steal something from a foe (I think something similar was previously mentioned). Others..."X of metabolism" which would drain food and mana, but give you speed and higher dexterity. Tradeoff weapons that would decrease one attribute, but increase another. "X of toughlove" that would decrease your health, but boost your Toughness (or vice versa). Finally, the "holy hand grenade" would require a bunch of pre-req's.
  19. Macintosh OS X port interest?

    Just keep looking around. Make notes of you see any more improper renderings, and what item is likely causing it. I will run over to TG and have a look.600MHz...ouch. Yeah, looks like I will need a poor_man fix. The just removed the -DNEW_TEX compiler flag, and the texture mapping seems to now be okay. I will wait to post an update. In the MM sulfur/silver cave (and in TG), I noticed that a oil-lamp causes a similar graphics glitch as bags do. Also, the arrow sign at the North exit to PL displays improperly. OUCH, you were not kidding about TG Magic School. I think the problem there at least partly comes from the pillars. I wonder if some of the planes have wrong normals. So far, a common element seems to be cylindrical items, but there are barrels and containers that are just fine. Ghostly statues in FotF flash too. For whatever reason, OSX seems to be more picky about OpenGL. [edit] I noticed that when bags are picked up, many graphics glitches go away. I hate to see what IP looks like with all those bags sitting around.
  20. My 2 cents. Many of these ideas sound like stuff from Diablo 2 (a very fun game at its time). Anyhow, what about a "Cloak of Darkness" which would not be a cape/cloak but rather just a spell attached to a weapon. The effect would be to make everything around the attacked person go pitch black. This could help people escape. I guess it would have to blackout the minimap too, so it might be difficult to do. What about invisible weapons? Then your foe would not know what you were fighting with. On a different note, I would like to see a "(invisible) titanium staff of skull cracking".
  21. Macintosh OS X port interest?

    Well, we can discuss that stuff on PM. Small update ... I think I solved the application location issue. I am able to run the game, move the application, and run it again without problems. YMMV. This is the only change right now, so if you are happy with your location of the app, there is not an immediate need to get this version (although it would be nice if one person verfied my results). el_osx1123c at the same location as before.
  22. Macintosh OS X port interest?

    ARRRGGG!!!!! It is that same damn initialization problem. Many of the el.ini initializations call OpenGL stuff before a OpenGL context is setup. Again, I do not know why this is an issue with OSX versus other platforms. I manually turned on poor_man in my el.ini, and sure enough, the game will not start. After downloading the "b" version, did you make sure ~/.elc/el.ini was deleted? Alternately, just edit the el.ini and set #poor_man = 0. OPTIONS=-DOSX -DELC -DNEW_WEATHER -DATI_9200_FIX -DBUG_FIX_3D_OBJECTS_MIN_MAX -DNEW_TEX -DNEW_ACTOR_ANIMATIONHey Entropy, can you PM me with instructions as to how to upload to CVS my changes? More specifically, then I could just upload my Makefile (I know Zep would appreciate this). And, do you know who is putting these glDeleteTextures calls in the initialization? We need to sit down and chat. I was looking around VotD, and the lampposts look fine there. So, why are they messed up in PL? while (conscience) { hit_head_against_a_wall; }
  23. Macintosh OS X port interest?

    I was just about to mention the texture mapping problem....Yes, pictures do look more grainy. Although, if you zoom in, they get more clear. But all the item icons still look grainy. Yes, you just need to copy over the old one (or drag the old one to the trash first).
  24. New spells interface

    The mentioned post says that remote heal is level based, and yes, I do think that I can heal more as my magic level increases. What about for other spells though? Magic protection, shield, and poison could last longer. Harm could do more damage. Of course, if the system is being overhauled, these specific skills might no longer exist. My point is that more spells should have a level basis, IMHO.
  25. Macintosh OS X port interest?

    I am not quite sure what you mean here. News: The latest CVS (which these are built on) changed how shadow mapping gets initialized. An OpenGL call was put into the initialization (change_shadows) which OSX borks on. This is the same problem that occurs with change_projection_float when reading all the el.ini details. Why this happens in OSX and not in Linux is beyond my understanding. Anyhow, this is why you should not activate isometric or shadow mapping, FYI. I fixed/hacked the backspace in chat problem. For some reason, text_input_handler (and root_key_to_input_field) was not recognizing SDLK_BACKSPACE. I think this is because on macs, SDLK_BACKSPACE is 8 while SDLK_DELETE is 127, and these functions were looking for SDLK_BACKSPACE as being 127. I have also fixed the backspace problem with the New Character text input. There is apparently a key vs. unikey problem with OSX SDL which swaps delete and backspace keys. Anyhow, backspace should be working now for character creation. (at least it works for me) el_osx1123b.dmg.gz is ready for the testers
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