Jump to content
Eternal Lands Official Forums

0ctane

Members
  • Content count

    681
  • Joined

  • Last visited

Everything posted by 0ctane

  1. This is the "official" OS X bugs thread for the 1.6.x client release. I (or someone else) will update this first message as problems are identified and fixed. A MUG (Macintosh User Group) list is here. You can get the game here: Version 1.6.0.1b Current EL version 1.6.0 Mac version .1b (10.4+ Universal Binary) Note: If you are looking for it the el.ini file is found in ~/Library/Application Support/Eternal Lands under the "main" directory currently. Note 2: PLEASE, when you post a bug, include the type of Mac you use and the OS version. Crash logs can be useful too. Known issues (other than those listed in the ReadMe): Many. However, everyone should probably delete their current el.ini file (see above) so that a new one gets loaded. If you get a problem with all the actors looking solid or invisible, turn off "User animation program" in the Video tab of the Options dialog. This was primarily built on a i386 MacBook Pro. Everyone thank Florian and Fedora for a lot of debugging. They have been invaluable in making the current build possible. Finally, stay on topic please. This thread is for identifying bugs in the OS X client.
  2. Macintosh OS X client 1.6.0 bugs thread

    Remapping keys can be done by modifying the keys.ini file. Personally, I turned off that spaces behavior. I just use ctrl+arrows to navigate between Spaces, or F8 to show the Spaces view. EL still throws a alert sound when I use ctrl+1/2/3/4/5/6, but I can live with that.
  3. Macintosh OS X client 1.6.0 bugs thread

    Yup. Known issue on my build too. A while back someone mentioned that using the arrow keys in the console would cause a crash sometimes. Now, the weird thing is that the crash comes from libobjc. It is not limited to PPC since I can reproduce it on my MacBook Pro.
  4. client crashing

    FWIW, I updated the mac xcode project file. It might compile better now. If you do a Update Entire Project, the project settings should properly apply.
  5. Macintosh OS X client 1.6.0 bugs thread

    I uploaded a new compile. You can get it (1601b) from the first post in this thread (as usual). If you just want to update the binary, you can download that here. This will replace the binary in EternalLands.app/Contents/MacOS/EternalLands. If you do not understand this, just download the full client.
  6. Macintosh OS X client 1.6.0 bugs thread

    Actually, this thread is a good read on how to properly submit a bug report. massimoC did a great jog - very thorough. He provided system information plus the crash log (see my comments in the third message of that thread).
  7. client crashing

    BTW, grats on getting it to compile with my xcode project. Not to many people try. As far as your report, this is fantastic. You provided system info, the crash log, plus the compile flags you used.
  8. 1.5 vs 1.6 graphic engine & Mac

    Yeah, I heard about that. Pretty neat.
  9. Macintosh OS X client 1.6.0 bugs thread

    If I build a new client, I will always update the first post in the thread. So, the answer is no (for now).
  10. Macintosh OS X client 1.6.0 bugs thread

    People, for crashes, you need to provide a crash log, otherwise we will not know where the crash is occurring. We have a separate thread here if you are interested in building EL using Xcode. In the next few days, I will make sure the instructions all work correctly. Also, we will have a new client available soon. Please be patient! This is not my first (or even second) job.
  11. Compiling the Mac client!

    For Snow Leopard users who want to build a client that is still compatible with OS X 10.4, you need to change your compiler to GCC 4.0. Otherwise, you might get a build error : GCC 4.2 is not compatible with the Mac OS X 10.4 SDK (file SDLmain.m) A full 64-bit compile is not yet possible due to some library dependencies not being 64-bit/universal. Placeholder for more info.
  12. Game crashes

    Please use the mac specific bugs thread. http://www.eternal-lands.com/forum/index.php?showtopic=41715 Or PM me with your crash log.
  13. Macintosh OS X client 1.6.0 bugs thread

    See first post, but we are working on a fix/work-around right now. Proper punctuation helps. Wavy and curvy? Not sure what you mean. Although, if you have resized the window, the actors can get all messed up. I mention this in the readme.
  14. Macintosh OS X client 1.6.0 bugs thread

    Yeah, you are really on your own with this one. This is something that we can look into. Also, Macs lack ins and del for turning the character, so we need a reasonable alternative. Fedora, Florian, and I can chat about this.
  15. PK for Mac-Users

    Ah. Try running it from the parent directory of the app. EternalLands.app/Contents/MacOS/EternalLands test
  16. Macintosh OS X client 1.6.0 bugs thread

    Those failed downloads might be because 1.6.0 is not live on the main server yet. If 1.6.0 is live, then it is a server problem and not something with the client. Look at Florian's post above for how to run on the test server. The sound error is known and not limited to Macs. The opengl error is helpful. We can look into that one. I guess it also gives away my first name.
  17. PK for Mac-Users

    For users of my build of EL, the command would be: EternalLands pk
  18. Mac client 1.6.0

    Well, I was all set to release (even got the bugs thread made), but I ran into a problem. At least on my build, "#use_animation_program=0" is necessary for textures to display properly, so I put it into the el.ini. That setting does not appear to be saved to the user's el.ini. Or, am I missing something? Latest data directory is also giving me a "Error opening sound configuration file" error when logging in. Guess we have to tell people to manually edit el.ini after running the first time.
  19. Mac client 1.6.0

    If so, i think is a good idea to include my new_selection fix, it will make many g4 users happy. Also we need to remove the "UVP" under FPS and correct the pathfinding issue.EDIT: also the moonmap.bmp isnt in the data pack, while all other sky_fpv_cursor files are... Well, I think SKY_FPV_CURSOR is still optional. It is commented out in make.defaults. I am all set to get a build out, but is the code even ready? Florian has pointed out a few more issues too. Or is this another Mac case of "we go to release with the code we have, not the code we would like to have"?
  20. Mac client 1.6.0

    I'll try to get one together today. So, are we using NEW_SELECTION or not?
  21. Vertex shaders on Mac

    By this logic, the latest MacBook Pro with NVIDIA GeForce 8600M GT should run EL just fine? I might be able to test this on a friends computer. The GPU was upgraded in June 2007 for the MacBook Pro line. I am not accusing the vertex programs of being bad. I am saying that I think there is a fundamental problem with how OpenGL is being setup on the Macs with respect to SDL. I just updated all my SDL libraries to see if that makes a difference. Although performance is poor, I do get textures now when Shadow Mapping is enabled. Trying to change screen resolution crashed the game though. Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000 Crashed Thread: 0 Thread 0 Crashed: 0 GLEngine 0x16449d07 gleRunVertexSubmitImmediate + 407 1 GLEngine 0x16447eca gleLLVMArrayFunc + 90 2 GLEngine 0x16447e57 gleSetVertexArrayFunc + 151 3 GLEngine 0x164233ea gleDrawArraysOrElements_ExecCore + 266 4 GLEngine 0x164258dd gleDrawArraysOrElements_VBO_Exec + 1341 5 libGL.dylib 0x90747b08 glDrawElements + 120 6 net.0ctane.EternalLands 0x00109d6d render_mesh_shader(actor_types*, actor*, int, HardwareMeshData const&, bool) + 825 7 net.0ctane.EternalLands 0x0010a188 cal_render_actor_shader + 650 8 net.0ctane.EternalLands 0x00014e1c draw_actor_without_banner + 453 9 net.0ctane.EternalLands 0x00014f79 display_actors + 303 10 net.0ctane.EternalLands 0x000dc543 display_shadows + 236 11 net.0ctane.EternalLands 0x000dcf02 render_light_view + 791 12 net.0ctane.EternalLands 0x00094935 display_game_handler + 439 13 net.0ctane.EternalLands 0x0003b25b draw_window + 394 14 net.0ctane.EternalLands 0x0003b351 display_windows + 94 15 net.0ctane.EternalLands 0x000326d6 draw_scene + 264 16 net.0ctane.EternalLands 0x000b72c6 start_rendering + 350 17 net.0ctane.EternalLands 0x000b75a6 SDL_main + 47 18 net.0ctane.EternalLands 0x00002f05 -[SDLMain applicationDidFinishLaunching:] + 56
  22. Vertex shaders on Mac

    Okay, I will rewrite it. Not really. I have other vertex programs working just fine on my Mac. The problem is somewhere in EL's use of OpenGL (or the use of SDL on top of OpenGL). I have an ATI X1600. A while back I noticed that we would sometimes drop into software rendering. I wonder if that is happening again...
  23. Vertex shaders on Mac

    Not really. I have other vertex shader programs working just fine on my Mac. The problem is somewhere in EL's use of OpenGL (or the use of SDL on top of OpenGL).
  24. Vertex shaders on Mac

    Okay, this is odd. - If I have shadows enabled (solid color actors) and quit the game, then restart, I get solid actors, but I can turn off shadows and get textures back. - If I have shadows disabled now and I quit the game, restart, I get solid actors (?!), but turning on and off the shadows has no effect now. The actors remain solid. Nothing suspicious in my logs (other than audio stream error). infos.log says that all the verts were compiled.
  25. Vertex shaders on Mac

    I have the data files that Florian gave to me. When I turn off shadows (or shadow mapping) then my textures show up again. My frame rate is pretty abysmal. 35fps in the open and 5-15fps at Raven with 3 other people around. I have not tried your shader edit yet. This was all in the daytime outside.
×