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0ctane

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Everything posted by 0ctane

  1. Macintosh OS X port interest?

    Yup, working on that. You should not have to use the "trade" button with a three button mouse. I just updated my CVS code, and I forgot to put back in the single mouse button options. Just fixed that, and I will get a quick update posted for that...done. Others have seen this NPC trade problem, and I have had it on a PC too (so I am not sure if it is Mac specific). I think this was mentioned by jammincollins a few posts above. For those of you currently testing for me, you can get a new version at the same website that I told you of before. Small fixes, but all keys (except delete/backspace) should now work, including CTRL-*. Also, it is easier to have the game in a location other than /Applications, which the README explains. I noticed that if I do not limit my FPS, I get ~140fps. However, if I limit to anything >~60fps, the best I get is ~50fps. So, for those with low FPS, you might want to unlimit it.
  2. New spells interface

    Just an idea, but can the spells have a improvement with experience feature? For instance, a remote heal at level X would do +10 pts, while at level X+10 it would do 15pts. The "improvement" would not necessarily have to apply to all spells. Or alternatively, the spell range could increase with exp level. This could work for teleport-to-range too. When I am healing people in IP, it is nice to just sit there and heal, rather than chasing down people that are just outside the range.
  3. BigBot7 leading people astray?

    Posted here are events that occured outside PL storage. BigBot7 was hanging around outside with a little damage. It could have been innocent, but I will let you judge: BigBot7: hey 0ctane: hi BigBot7: take your armor off BigBot7: and click the barrel 0ctane: ? BigBot7: with your pointy finger BigBot7: :D BigBot7: lol [PM to Awn: know anything about the barrel outside PL storage?] 0ctane: I guess it damaged you? BigBot7: no.. [PM from Awn: the segv map?] BigBot7: i commited suidicide BigBot7: lol BigBot7: but ya it could [PM to Awn: it goes to a map?] BigBot7: (don't try it lol) BigBot7: pk map in side of there 0ctane: segv stuff BigBot7: yep You entered Maggi's storage There was a significant pause before he decided to mention that the barrel led to a PK map. Anyhow, I now know a "secret" place to avoid...and someone not to trust.
  4. Macintosh OS X port interest?

    Well, that is about equivalent to alt/option. Plus, I do not have "control" working yet. <_< I am expanding the test out to a few more people, even though some of the bugs are still present. We have it confirmed running on G4 with 10.4.3 and G5 with 10.3.9. If I can convince the wife and if I can spare the cash, I might be picking up a MacBook Pro. Then I could do work on the port from home, but that is a big if. [edit] Update... Figured out the ctrl, insert,home,pgup/dn,tab problem. Still working on the backspace key issue.
  5. Macintosh OS X port interest?

    Huh, learn something new each day. Just checked it. On my mac at least, alt/option+number does activate quickspell. Well, this is going to create a problem then. I was hoping to move away from the apple/command key since this is typically a system button (apple-q to quit and what not...which I do not have working yet). Darn 1-button mouse(1BM)! Okay, I can switch alt/option back to being used for spells (and keep some consistancy through EL versions), but then what key combination do I use to assist the 1BM people? I suppose I can make the left crtl,alt,command work as expected, and the right ones act as mouse modifiers (and apologize to lefties). What do people think about this? Then again, this is only ian issue if you are trying to quick-spell while changing the camera angle. I do not have a problem moving the buddy list, so this will take some digging to work out. I noticed this NPC chat thing too (and it was very common in the old port by Corrun). This will take a bit of digging too. Well, I have seen this behavior in the regular Windoz/Linux client. If I go to storage, sometimes I hover over the NPC and I do not get the talk balloon. If I move to a different location, the talk balloon will appear. Sometimes I see the same thing with trades. If this happens again, try moving to a new spot and trade again. It could be a osx issue too.... For any resolutions over 1024x768 I get "Stop playing with the configuration file and select valid modes!" Hmmm..... These should be valid modes on my swanky mac....
  6. BigBot7 leading people astray?

    I was just putting out a warning. As I said, it could have been innocent. No harm, no foul.
  7. Macintosh OS X port interest?

    Actually, I addressed many of these issues in the README_osx.txt which was included with the binary. Sigh, does anyone read these files? Lampposts in PL are strange too. (Although, my locally installed/compiled cal3d seems to not have this problem IIRC). I did not compile with the ATI_9200_FIX flag, so, yes, that is something I need to do. This may fix some issues that I am having too [nope]. Also, you cannot change the perspective from the default value of 40 without some really interesting problems appearing. I mentioned the bug with backspace/delete. I specifically said that the program needs to be put into /Applications. This is because I coded in the location of all the EL data from /. I will be able to make this local in the future, so the application should be moveable. In addition, you can probably move the executable *.app as long as you update .elc/el.ini to point at the new data directory location. The data directory is in el_osx.app/Contents/Resources/data. I might not understand you correctly, but if you want hotkeys on spells, you might want to look at getting a 3-button mouse. I do not do this. The only key combination I use on my PC is ctrl-1/2/3/4/5 to quickly eat food I have in my inventory. Right now, the "control" key is not recognised (along with other keys menioned in the README), so this is a problem for me too. Also, does the "Apple/Command-click = change current action" work for you? I am also noticing a pointer malloc error occasionally...need to track down this problem since it requires a force-quit.
  8. Macintosh OS X port interest?

    Well, yes I was planning on that. Now let's see...%man diff Sorta goes along with crusadingknight's comment. I will make all of this available to the public. I need to put in a number of #ifdef OSX statements around changes still. I am not going to keep code modifications a secret (unlike the last Mac client AFAIK, then again that port never really worked correctly). I will probably even supply a Mac How-To document so that people can compile it themselves (including a Makefile.osx), if this is okay with the devs. So... Thx macpete, but you spelled my name wrong. NO PORT FOR YOU! Oh, and I did have sound working. Need to find another rainstorm to verify that it is still good. No music though.
  9. Macintosh OS X port interest?

    Actually, it is quite playable right now. I have been running around the test server...very quiet.I have some single mouse button stuff done. alt/option-click allows you to spin your view (acts like middle mouse button). apple/command-click changes your action (view/walk/attack). In addition, my 3-(wheel)-button logitech mouse works just great. To do: 3) document code changes (if I can remember everything I did) 4) create a Readme (at some point) 5) beta-testers (only TheDoctor and jamincollins have offered) 8) universal binary (like anyone has a intel mac yet) 9) get F1-12 keys, ctrl-*, tab, and backspace/delete working (I can live without it for now). 10) some sort of wheel mouse option for 1-button mice to zoom, probably a key combo 11) fix a shadows bug (minor inconvenience) So far I have been testing on eternal-lands.solexine.fr:2001. Is this correct, and can I/we go live on the 2000 port?
  10. Macintosh OS X port interest?

    So, in this image, I have just killed a deer (making sure combat works). There are some issues with shadows, but that is not a game stopper right now. The menu shows my portname (el_osx). The insert in the image shows the icon in the dock. Hmmm...I though I had a better one based on the *.png file..need to check that, but again not a game stopper.
  11. Macintosh OS X port interest?

    Success! And not that partial crap I was throwing around before. Keyboard input works, (3-button) mouse input works, the cursor changes when hovering over stuff, and there is an apple menu (unpopulated). Sah-wheeet. I would like to post an image, but the network died at work as I was testing out the client. :angry2: To do: 1) make the application double-clickable (small issue, I goofed something) 2) move all the resources to an appropriate location (very small issue) 3) document code changes (if I can remember everything I did) 4) create a Readme (at some point) 5) beta-testers I guess would be good (start PMing me ) 6) make an installer (um, really no clue on that one, I'll probably just compress it) 7) find a host 8) universal binary (like anyone has a intel mac yet) Hopefully, someone at EL-Central (hint hint, nudge nudge) will be able to host this beta version since I do not have any webspace...although I think my guild might be able to. hmm.... I am going to be very busy for the next few days, so do not expect instant replies. But I will need G4 OS 10.3 & 10.4 and G5 OS 10.3 & 10.4 testers (maybe even G3). I am G5 10.3. I think TheDoctor is G4 10.4. Look for screenshots soon.
  12. Macintosh OS X port interest?

    Well, more specifically, TheDoctor is testing out the software. He is the first guinea pig. Although, since I do not have 10.4, that widget thing is all his doing.
  13. Macintosh OS X port interest?

    option probably works better, I don't know if he put them in the current client. (Option is the apple and a thingy) Yes, I was considering using the "apple key" as I call it. Of course, I will try to get 3-button mice working too, since that is what I use. IMHO, the event handler code (ie, the code that handle keyboard input and mouse clicks) is a little obfuscated, and I am having trouble nailing down my troubles. Mouse clicks are not being handled properly (and still do not have keyboard input). I can walk around, but it involves click-drags or my 3rd mouse button ... not too practical. Since clearly Linux and Windoze have no problem, this is probably an issue with OS X or the SDL implementation/framework that I am using. The only modifications to the code have been ONLY to get it to run. I am not interested in hacks and cheats (but I may make my own boot screen ). I will need some testers, and I am sure many people are willing to test it. PLEASE, no "I will test it for you" posts. I am going to pick a few initial testers just to determine the dependencies (since my system is ... unique, just like everyone else). PM me if you have programming experience and have Xcode and OS 10.3. We will start from there and then try to get other OS versions running. A "How do I ..." tutorial/README will then be included in the distribution when I feel happy. Happy=enough done that the game is mostly playable.
  14. Compiling ELC

    Well, the CVS version does not work at least.
  15. Macintosh OS X port interest?

    So, here is a bit more of my work. You can see a few titanium miners sitting around in the PL cave. Awn and I are posing for the camera. Cooldown is working in the right item list. All text/keyboard input is non-functional right now, so you will have to forgive me if I do not respond to messages in game while testing. Mouse mapping is now fine. In events.c there was a OSX sdl "fix" that is no longer needed. However, the loop in events.c is not releasing positional changes properly. Hence, getting around is quite difficult and requires multiple clicks. Since I cannot use the keyboard, I cannot change the view or use meta keys for other actions. Sigh...more to do... BTW, thanks for all the encouragement. It is nice to see players recognize me in the game (props to avatar and TheDoctor among others). If you have seen me and tried to PM without success (see above), remember that my name starts with a zero. Since I am porting for only short periods of time during the day (this is on a work computer after all), I will be more communicative at night (US Eastern timezone) while on my PC at home. [edit] changed picture, and the description [edit2] description of mouse problem
  16. Macintosh OS X port interest?

    Wohoooo there cowboy. There are a host of other problems to fix before I even get to that issue. To just get the game to display, I had to hobble some functions. Specifically, I commented out a call to resize the window in change_projection_float (during initialization) because this was causing a OpenGL crash. This will need to be addressed at somepoint, but I will stick to 640x480 for now. Secondly, the program was crashing due to an overload of a cal3d function (CalCoreSkeleton_Scale IIRC, I am not at the machine right now). I commented out the function change to get the game to run, but this is probably why no one is displaying in that image. Still quite a bit of work to do...then I will worry about mouse buttons.
  17. CAL3D wrapper updated

    So, has anyone made all the fixes necessary for the cal3d cvs to work properly with EL cvs? The above replacement (and wrapper fix in cal3d_wrapper.h) still causes a crash from that boar: *** malloc: vm_allocate(size=2630148096) failed (error code=3) *** malloc[13599]: error: Can't allocate region Program received signal SIGABRT, Aborted. 0x9004312c in kill () (gdb) bt #0 0x9004312c in kill () #1 0x9009fb9c in abort () #2 0x0559a364 in __cxxabiv1::__terminate(void (*)()) () #3 0x0559a3a8 in std::terminate() () #4 0x0559a6f8 in __cxa_throw () #5 0x055958f0 in operator new(unsigned long) () #6 0x05594004 in std::__default_alloc_template<true, 0>::allocate(unsigned long) () #7 0x055dd5a4 in std::vector<cal3d::Transform, std::allocator<cal3d::Transform> >::_M_fill_insert(__gnu_cxx::__normal_iterator<cal3d::Transform*, std::vector<cal3d::Transform, std::allocator<cal3d::Transform> > >, unsigned long, cal3d::Transform const&) () #8 0x05567124 in CalLoader::loadCoreAnimation(CalDataSource&, CalCoreSkeleton*) () #9 0x055648d8 in CalLoader::loadCoreAnimation(std::string const&, CalCoreSkeleton*) () #10 0x0555b9dc in CalCoreModel::loadCoreAnimation(std::string const&) () #11 0x05554cb4 in CalCoreModel_LoadCoreAnimation () #12 0x000150c4 in cal_load_anim (act=0x4576970, str=0xbfffd610 "./animations/boar_idle2.caf 0") at cal.c:66 Or is there something wrong with the boar?
  18. Macintosh OS X port interest?

    Hello all. Guess what? I can show you an image of the game working. It is not working entirely correctly, but I can get past the login and into EL. The interface, scenery, and character names show up, but no actual characters/actors. Keyboard input does not work, and the mouse is incorrectly mapped (IIRC, there is a mouse inversion flag somewhere...events.c). So, the progress improves. I doubt I will have it done by Jan 1, 2006, but progress is progress. Excited? Zep deserves a lot of thanks for answering many of my dumb questions. So, if you see him in-game, give him all your money. [edited to include the following, thx Placid]
  19. More health?

    no, don't want it.
  20. Help me trace OSX build problem

    Yeah, I already tried that. It is really weird. Maybe I just need to pull down a clean CVS again.
  21. Help me trace OSX build problem

    Well, I got frustrated and commented out the resize_root_window in change_projection_float. And I added in two glutSwapBuffers() commands before the two SDL_GL_SwapBuffers() commands. Viola...I got a window to display. Well, it is just a white window with some red and brown solid bars, but it is a start. Well, i accidentally deleted my init.c file (and this little success was on the old cvs) I pulled down the latest CVS. Now I get: init.c: In function `read_config': init.c:169: error: `DIR' undeclared (first use in this function) init.c:169: error: (Each undeclared identifier is reported only once init.c:169: error: for each function it appears in.) init.c:169: error: `d' undeclared (first use in this function) make: *** [init.o] Error 1 This is probably something really silly I am doing wrong, but any assistance would be great. [edit to add the below] From the older cvs (about a week old now) I have the game showing the first progress bar in a window. I get past load_e3d_list and death in cal3d: Program received signal EXC_BAD_ACCESS, Could not access memory. 0x05556b10 in CalCoreSkeleton::scale(float) () (gdb) bt #0 0x05556b10 in CalCoreSkeleton::scale(float) () #1 0x00074824 in CalCoreSkeleton_Scale (self=0x0, factor=1) at cal3d_wrapper.cpp:12 #2 0x0000b350 in parse_actor_script (cfg=0x432890c) at actor_scripts.c:1866 #3 0x0000b3e4 in parse_actor_defs (node=0x0) at actor_scripts.c:1883 #4 0x0000b410 in parse_actor_defs (node=0x0) at actor_scripts.c:1889 #5 0x0000b4f4 in read_actor_defs (dir=0x80808080 <Address 0x80808080 out of bounds>, index=0x0) at actor_scripts.c:1918 #6 0x0000b584 in init_actor_defs () at actor_scripts.c:1939 #7 0x00035b30 in init_stuff () at init.c:614 Time for some more hacking....might be a version issue with Cal3d, or how I have it compiled. Still have not figured out that DIR problem from the latest CVS.
  22. Help me trace OSX build problem

    Hmmm.... the backtrace reports the following: Program received signal EXC_BAD_ACCESS, Could not access memory. 0x909156b4 in glMatrixMode () (gdb) bt #0 0x909156b4 in glMatrixMode () #1 0x0002ebec in resize_root_window () at gl_init.c:773 #2 0x0002ebec in resize_root_window () at gl_init.c:773 #3 0x0001e084 in change_projection_float (var=0xceca4, value=0xbfffd780) at elconfig.c:438 #4 0x0001e6bc in check_var (str=0x1701 "%\213ð\004ÛÔÄ", type=INI_FILE_VAR) at elconfig.c:698 #5 0x000202e8 in read_el_ini () at elconfig.c:1101 #6 0x00034f2c in read_config () at init.c:192 ... I had to put a \n at the end of that command, but it returns 0xceca4 0xbfffd780 40 40. I still have to ask, why is the video (and opengl) being initialized after reading the config? check_gl_mode is called within init_video which is called after reading the config (and hence after this glMatrix call). Still, this problem is more likely just a MacOSX-X11 issue. BTW, I broke down and posted over at iDevGames. I noticed that Corun (the porter of the old client) is still active on their forums...just not with this game. [edit] why does reading the configuration file necessitate calling OpenGL?
  23. Help me trace OSX build problem

    Yeah, cvs changed a small bit. With the glViewport removed, it now just crashes on glMatrixMode. Yeah, I was trying to avoid joining yet another forum....guess i do not have much choice.
  24. Help me trace OSX build problem

    You dont have a glViewport call right before a glMatrixMode(GL_PROJECTION); call in gl_init.c? Well, I found a crash log that says some more: Host Name: nennar Date/Time: 2005-12-14 16:08:27 -0500 OS Version: 10.3.9 (Build 7W98) Report Version: 2 Command: el_osx.exe Path: ./el_osx.exe Version: ??? (???) PID: 20148 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000a40 Thread 0 Crashed: 0 libGL.dylib 0x90912ffc glGetError + 0x28 1 el_osx.exe 0x0002e84c resize_root_window + 0x74 (gl_init.c:776) 2 el_osx.exe 0x0001dd38 change_projection_float + 0x50 (elconfig.c:440) 3 el_osx.exe 0x0001e3f4 check_var + 0x3e8 (elconfig.c:712) 4 el_osx.exe 0x00020094 read_el_ini + 0x70 (elconfig.c:1126) 5 el_osx.exe 0x00034bfc read_config + 0xa8 (init.c:197) 6 el_osx.exe 0x0003582c init_stuff + 0x40 (init.c:539) 7 el_osx.exe 0x0003f828 SDL_main + 0x48 (main.c:229) 8 el_osx.exe 0x0000350c -[SDLMain applicationDidFinishLaunching:] + 0x68 (crt.c:300) ... 28 dyld 0x8fe1a278 _dyld_start + 0x64 PPC Thread State: srr0: 0x90912ffc srr1: 0x0000d030 vrsave: 0x00000000 cr: 0x22002448 xer: 0x00000000 lr: 0x90912fdc ctr: 0x90912fd4 r0: 0x0002e84c r1: 0xbfffd4c0 r2: 0xa0912fdc r3: 0x00000000 r4: 0x00000000 r5: 0x0000003b r6: 0x0000000a r7: 0x00000000 r8: 0x0000003b r9: 0x00000001 r10: 0x000bc7ed r11: 0x9092ab58 r12: 0x90912fd4 r13: 0x00000000 r14: 0x00000000 r15: 0x00000000 r16: 0x00000000 r17: 0xbfffe640 r18: 0x00000000 r19: 0x00000000 r20: 0x06227c20 r21: 0x0d9a1072 r22: 0x0000000d r23: 0x0620c194 r24: 0x00000000 r25: 0x0620c180 r26: 0xa2e75180 r27: 0x00000002 r28: 0x000cfc4c r29: 0xa090f004 r30: 0xbfffd4c0 r31: 0x90912fdc Binary Images Description: 0x1000 - 0xcefff el_osx.exe ./el_osx.exe 0x5218000 - 0x521dfff libvorbisfile.3.dylib /opt/local/lib/libvorbisfile.3.dylib 0x522a000 - 0x522cfff libogg.0.dylib /opt/local/lib/libogg.0.dylib 0x527a000 - 0x5290fff libvorbis.0.dylib /opt/local/lib/libvorbis.0.dylib 0x6008000 - 0x60b5fff libcal3d.11.dylib /usr/local/lib/libcal3d.11.dylib 0x30000000 - 0x3004bfff SDL 1.2.9 /Library/Frameworks/SDL.framework/Versions/A/SDL 0x33000000 - 0x33001fff SDL_net 1.2.5 /Library/Frameworks/SDL_net.framework/Versions/A/SDL_net 0x806f3000 - 0x80714fff ??? OpenAL version 1.2.1 (1.0.1d1) /Library/Frameworks/OpenAL.framework/Versions/A/OpenAL ... Remember that I threw in the glError call infront of glViewport. But, looking back in the log, glViewport crashed with the same problem. Time for some more searching of Apple websites I guess.
  25. Help me trace OSX build problem

    Well, I have traced all the way back to init_stuff (which is called in main.c), and I did not see any special calls. Can anyone verify that foo and i are 40.000 and 57, respectively, after reading #near_place = 40.0? init_video (in gl_init.c) calls glEnable. However, the first call to init_video is AFTER the el.ini parsing. Since el.ini is parsed before any glEnable call (and consequently glViewport is called before glEnable) I do not know why other clients do not have the same memory access problem. Thought we had to setup a display and context... [edit] oops, glEnable is not what I was looking for specifically... To help me out, can someone put printf("glGetError before glViewport is ", glGetError(), "\n"); right before the glViewport call in resize_root_window (gl_init.c) and tell the first thing it spits out? [edit2] hold on ... nope, thought I found something, but was wrong....sigh
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