Entropy Report post Posted January 23, 2006 http://www.eternal-lands.com/update_test_2.zip Please repeat the instructions from the previous thread. I swear to god, if there is anyone who doesn't unzip it properly and then comes and bitches here about problems, they will get banned 2 weeks from the main game! If you don't know how to unzip, don't come to the test server, ok? I need people to actually help us test, not to sabotage us. What this update fixes: 1. One of the staffs is actually as it is supposed to be when held by some races. 2. The blackness on the ground in some areas hopefully fixed (if not, please post here) 3. Misc map fixes. 4. After I restart the test server!!!! Made the staff of protection more useful, which will cause some problems to those of you who were WEARING it just before the server went down. In adiditon, some items will have new icons, and the bone of death and the branch will actually do what they were supposed to do. Share this post Link to post Share on other sites
Entropy Report post Posted January 23, 2006 (edited) Ok, now the test server is restarted, please let me know if all the items also have the proper icons. Edited January 23, 2006 by Entropy Share this post Link to post Share on other sites
Moebird Report post Posted January 23, 2006 Can someone help me get unstuck? Yesterday, I was exploring Kusamura and clicked on "Welcome to Emerald Valley Trade Route" sign. I then got the following messages: "Unable to switch to map ./maps/cont2map8,elm!", "using an empty map instead.", Fatal error: Couldn't load map ./maps/nomap.elm." "fix your maps" and "disconnected from server!" I closed the game and went back to the main server and continued playing. I tried signing on to the test server todayand nothing happens after i enter my name and password on the sign in screen. Share this post Link to post Share on other sites
Entropy Report post Posted January 23, 2006 You were banned from the test server for sabotaging us (posting wrong information, inability to unzip properly, etc.). Share this post Link to post Share on other sites
Moebird Report post Posted January 23, 2006 You were banned from the test server for sabotaging us (posting wrong information, inability to unzip properly, etc.). What did I do wrong? I thought I followed the instructions correctly. There was no warning about going into unfinished maps. Any information I posted was exactly what I found. Is there any way to get unbanned? Share this post Link to post Share on other sites
Guest EgoMatrix Report post Posted January 23, 2006 Ok will try the test server later today Share this post Link to post Share on other sites
Dunian Report post Posted January 23, 2006 (edited) Tarsengaard Magic School [363, 197] The message here needs to be changed, since you now can go out. Zyralik's School of magic [48, 80] You can't continue down the hallway to the East. [fixed] Edited January 23, 2006 by Roja Share this post Link to post Share on other sites
Zep Report post Posted January 23, 2006 You were banned from the test server for sabotaging us (posting wrong information, inability to unzip properly, etc.). What did I do wrong? I thought I followed the instructions correctly. There was no warning about going into unfinished maps. Any information I posted was exactly what I found. Is there any way to get unbanned? To put it simply, You lack the technical aptitude to assist with the testing. Dont stress about it, go back to the normal server and enjoy yaself. Share this post Link to post Share on other sites
Sistema Report post Posted January 23, 2006 (edited) The Forgotten Isle insides - [227,24] (if I'm not mistaken) You cannot exit the house. [fixed] Not sure if this is a bug, but the entrance to the temple in Tirnym isn't working. [fixed] And Zyralik's School of Magic was suppose to be fixed. I mean, I checked the map file which came with this update, it seems okay. But it doesn't work ingame. [fixed] Edited January 24, 2006 by Lord_Vermor Share this post Link to post Share on other sites
Aislinn Report post Posted January 23, 2006 You were banned from the test server for sabotaging us (posting wrong information, inability to unzip properly, etc.). What did I do wrong? I thought I followed the instructions correctly. There was no warning about going into unfinished maps. Any information I posted was exactly what I found. Is there any way to get unbanned? That map is finished. Share this post Link to post Share on other sites
Espresso_Boy Report post Posted January 23, 2006 (edited) I don't know if it's a bug or intentional to embarrass people being hit by bones, but when FenerBahce hit Annraoi neither of them saw a message, but other people (on other maps?) saw that Annraoi was hit with the bone of death for 150 extra damage! edit: This time we both saw the message and other people didn't see it. hmm... edit2: It seems like the message only goes to one map, not necessarily the right map, not necessarily the same map each time. Edited January 23, 2006 by Espresso_Boy Share this post Link to post Share on other sites
Sistema Report post Posted January 23, 2006 I don't know if it's a bug or intentional to embarrass people being hit by bones, but when FenerBahce hit Annraoi neither of them saw a message, but other people (on other maps?) saw that Annraoi was hit with the bone of death for 150 extra damage! Yes, this also happened to me. I was in Morcraven Marsh. I'm not sure where Annraoi was, but he hit a cyclops with the bone, and I got the message. Share this post Link to post Share on other sites
MagpieLee Report post Posted January 23, 2006 (edited) Did anyone saw me do this vs a Desert Chim? I saw the +150 on the monster but no red server message about it! Does the C2 Portal room still say: "To Iscarlith"? I thought it was Iscalrith.. Maze of Ice (curtesy of Czpil) Blue wall at 166,100 is only one way - deadend. Blue wall at 125,134 'access' point is at 103,130 - (quite a walk away) Blue wall at 161,134 'access' point is at 140,132 - See above. Also if you stand really close to them you wouldn't walk all that way. Map of Water Blue Wall at 45,6 is only one way. Blue Wall at 138,119 can be accessed at 111,119 - Its on the other side of another wall area. Blue Wall at 166,64 can be accessed at 153,64 - same reasons as above (if its a maze its semi-cheating :lol) Map of Below 0 Temparatures! AH! Blue Wall at 54,73 can be used at 15,70 - on the other side of another wall. The floor level drops at 130,6 (the water is knee deep). I don't know if this is a bug or not but it seems out of place. Bethel: 117,178 Cave. (Cave Insides are 53,49) exits to 123,179 160,175 Cave is buggy - you can enter but you can't exit. Coords inside are 231,111 171,160 Cave is the same. 293,111 are the coords inside. 177,76 cave is the same. Coords inside is 111,234 185,59 cave is the same. Insides are Bethel Caves 231,234 Palon Vertas The house at 300,160 can be walkthroughed The General store still has black floor and walls. The Flower shop in Salingen still has a flickery rug and the counter is flickery too. Vanyels house - you can't get out once you're inside The magic cavern (where you sense a strong magic presence) upon entering you're jumped to 68,265 (far away from the boat). Furthermore, you can't use the 'land' to jump onto it and you can't use the boat to get out of the cavern. Magic can be used now too.. Desert Pines I don't know if this is intentional, but the coal inside the Crystal Caverns insides is harvestable. Some fires on c2 still don't work ;( C2 Portal room typo. When approaching Iscalrith portal, it says "To Iscarlith" Edited January 25, 2006 by MagpieLee Share this post Link to post Share on other sites
Roja Report post Posted January 23, 2006 sorry server's down right now because of some map bugs. should be up shortly.. Share this post Link to post Share on other sites
Arnieman Report post Posted January 23, 2006 (edited) I was in PL, attacked a Male Goblin (I was unarmed). I killed the goblin, dropped a bone that had been in my inventory (not equiped) to open the bag, and after I pick up the bag, I get a message about Male Goblin being hit with the bone of death for 150 damage... Not sure if this is related to the "bug" posted earlier, but could be similar. EDIT: Also to note - PL sign to WS should be changed (if all the signs have been changed). I'll edit again if I see others. [fixed] EDIT #2: Moved to a later post. Edited January 25, 2006 by Arnieman Share this post Link to post Share on other sites
The_Piper Report post Posted January 23, 2006 (edited) I grabbed the latest CVS source and compiled it with "make -f Makefile.linux" (i didnt touch Makefile.linux. Maybe i should add/remove some options?) and crash. (yes, i made a copy of my current EL folder, downloaded the update_test2.zip, unzipped and copied the content of the update folder into the copy of my EL folder, got messages, that files will be replaced) (gdb) run[Thread debugging using libthread_db enabled] [New Thread 1089686848 (LWP 10024)] [New Thread 1108900784 (LWP 10027)] [New Thread 1111313328 (LWP 10028)] [Thread 1111313328 (zombie) exited] [New Thread 1113414576 (LWP 10029)] Program received signal SIGSEGV, Segmentation fault. [switching to Thread 1089686848 (LWP 10024)] 0x080a1451 in load_bmp8_to_coordinates ( FileName=0xfffff99e <Address 0xfffff99e out of bounds>, texture_space=0x425d8008 "", x_pos=158, y_pos=156, alpha=255 '') at textures.c:829 829 *(texture_space+(texture_y*256+x+x_pos)*4) = r; (gdb) backtrace #0 0x080a1451 in load_bmp8_to_coordinates ( FileName=0xfffff99e <Address 0xfffff99e out of bounds>, texture_space=0x425d8008 "", x_pos=158, y_pos=156, alpha=255 '') at textures.c:829 #1 0x080a155b in load_bmp8_enhanced_actor (this_actor=0xf40e730, a=255 '') at textures.c:854 #2 0x0808721b in add_enhanced_actor (this_actor=0xf40e730, x_pos=-5.71056246e-17, y_pos=-5.71056246e-17, z_pos=-5.71056246e-17, z_rot=-nan(0x7ff99e), scale=-nan(0x7ff99e), actor_id=15) at new_actors.c:48 #3 0x080880a6 in add_enhanced_actor_from_server (in_data=0xf1e7a43 "\017", len=42) at new_actors.c:674 #4 0x080862fd in process_message_from_server (in_data=0xf1e7a40 "3+", data_length=45) at multiplayer.c:356 #5 0x08081514 in start_rendering () at main.c:120 #6 0x08081788 in main (argc=-1634, argv=0xbfffdc84) at main.c:247 (gdb) where #0 0x080a1451 in load_bmp8_to_coordinates ( FileName=0xfffff99e <Address 0xfffff99e out of bounds>, texture_space=0x425d8008 "", x_pos=158, y_pos=156, alpha=255 '') at textures.c:829 #1 0x080a155b in load_bmp8_enhanced_actor (this_actor=0xf40e730, a=255 '') at textures.c:854 #2 0x0808721b in add_enhanced_actor (this_actor=0xf40e730, x_pos=-5.71056246e-17, y_pos=-5.71056246e-17, z_pos=-5.71056246e-17, z_rot=-nan(0x7ff99e), scale=-nan(0x7ff99e), actor_id=15) at new_actors.c:48 #3 0x080880a6 in add_enhanced_actor_from_server (in_data=0xf1e7a43 "\017", len=42) at new_actors.c:674 #4 0x080862fd in process_message_from_server (in_data=0xf1e7a40 "3+", data_length=45) at multiplayer.c:356 #5 0x08081514 in start_rendering () at main.c:120 #6 0x08081788 in main (argc=-1634, argv=0xbfffdc84) at main.c:247 (gdb) Piper Edit: W00t! it works now and i can see my crown :-) This is the Makefile.linux i used: .PHONY: clean release docs # tune these for your setup & compile options #OPTIONS=-DLINUX -DELC -DPNG_SCREENSHOT -DNETWORK_THREAD OPTIONS=-DELC -DUSE_FRAMEBUFFER -DNEW_FRUSTUM -DBUG_FIX_3D_OBJECTS_MIN_MAX -DNEW_TEX -DOPTIONS_I18N -DATI_9200_FIX -DNETWORK_THREAD -DWIDGETS_FIX -DNEW_ACTOR_ANIMATION #-DX86_64 #-DTIMER_CHECK #-DWRITE_XML #-DNOTEPAD # enable in-game notepad #-DCUSTOM_LOOK # allows you to customize your look. (EXPERIMENTAL) #-DUID # use unique ID sent from server for custom looks. (INCOMPLETE) #-DNETWORK_THREAD # use separate thread for network reading (recommended) #-DANTI_ALIAS # allows to enable/disable anti-aliasing in el.ini #-DMEMORY_DEBUG # gather information about memory allocation and freeing #-DPNG_SCREENSHOT # make screenshots in W3C's PNG format in game #-DATI_9200_FIX # flickering fix for ATI 92xx #-DNEW_WEATHER # new weather effects #-DOPTIONS_I18N # make option labels & descriptions translatable #-DUSE_FRAMEBUFFER # use framebuffer for reflection #-DNEW_TEX # use new texture coordinates for enhanced actors #-DNEW_FRUSTUM # use new frustum culling (AABB trees) #-DBUG_FIX_3D_OBJECTS_MIN_MAX # Just a smal work around for the new frustum with the buggy 3d objects. This is not nessecary if you have correct 3d objects. #-DDRAW_BBOX # draws the bounding boxes for 2d and 3d objects #-DWIDGETS_FIX # CK's widget patch (EXPERIMENTAL) #-DUSE_LISPSM # uses light space optimized shadow maps (EXPERIMENTAL) #-DCOMMAND_BUFFER # enable command buffer and tab completion #-DAUTO_UPDATE # enable minor automatic file updating PLATFORM=-march=i686 XDIR=-L/usr/X11R6/lib CWARN=-Wall #-Wdeclaration-after-statement -Wall -Werror CXXWARN=-Wall #-Wall -Werror # basic compiling and linking - rarely changed CFLAGS=$(PLATFORM) $(CWARN) -O -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) _CFLAGS=$(PLATFORM) -O3 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) CXXFLAGS=$(PLATFORM) $(CXXWARN) -O -ggdb -pipe $(OPTIONS) _CXXFLAGS=$(PLATFORM) -O3 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) LDFLAGS=$(shell sdl-config --libs) $(shell xml2-config --libs) -lSDL_net -lopenal $(XDIR) -lGL -lGLU -lvorbis -lvorbisfile -lcal3d -lm -lpng _LDFLAGS=$(XDIR) -lGL -lpthread -lz STATICLIBS=libs/libSDL_net.a libs/libSDL.a libs/libopenal.a libs/libvorbisfile.a libs/libvorbis.a libs/libogg.a libs/libxml2.a libs/libcal3d.a libs/libpng.a libs/libasound.a # the objects we need COBJS=2d_objects.o 3d_objects.o \ actor_scripts.o actors.o alphamap.o asc.o \ books.o buddy.o bags.o bbox_tree.o \ cache.o cal.o chat.o colors.o console.o consolewin.o cursors.o \ dialogues.o draw_scene.o \ elconfig.o elmemory.o elwindows.o encyclopedia.o errors.o events.o \ framebuffer.o filter.o font.o frustum.o \ gamewin.o gl_init.o hud.o help.o highlight.o \ ignore.o init.o interface.o items.o \ keys.o knowledge.o lights.o lispsm.o list.o loginwin.o loading_win.o \ main.o manufacture.o map_io.o mapwin.o \ md2loader.o md5.o misc.o multiplayer.o \ new_actors.o new_character.o normals.o notepad.o \ openingwin.o \ particles.o paste.o pathfinder.o pm_log.o \ questlog.o queue.o reflection.o rules.o skills.o \ sector.o shader.o shadows.o sort.o sound.o spells.o stats.o storage.o symbol_table.o tabs.o \ terrain.o text.o textures.o tile_map.o timers.o translate.o trade.o \ update.o weather.o widgets.o \ books/fontdef.o books/parser.o books/symbols.o books/typesetter.o CXXOBJS=cal3d_wrapper.o OBJS=$(COBJS) $(CXXOBJS) EXE=el.x86.linux.bin CC=gcc CXX=g++ LINK=gcc # the compile targets $(EXE): $(OBJS) $(LINK) $(CFLAGS) $(LDFLAGS) -o $(EXE) $(OBJS) $(COBJS): %.o : %.c $(CC) $(CFLAGS) -c -o $@ $< $(CXXOBJS): %.o : %.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< release: $(MAKE) -f Makefile.linux 'CFLAGS=$(_CFLAGS)' 'CXXFLAGS=$(_CXXFLAGS)' static: $(MAKE) -f Makefile.linux 'CFLAGS=$(_CFLAGS)' 'LDFLAGS=$(_LDFLAGS)' 'OBJS=$(OBJS) $(STATICLIBS) -lstdc++ -lGL -lGLU' clean: rm -f $(OBJS) $(EXE) .depend docs: cd docs && doxygen Doxyfile .depend: *.h books/*.h $(CC) $(CFLAGS) -MM $(patsubst %.o, %.c, $(COBJS)) >.depend $(CXX) $(CXXFLAGS) -MM $(patsubst %.o, %.cpp, $(CXXOBJS)) >>.depend -include .depend Edited January 23, 2006 by The_Piper Share this post Link to post Share on other sites
Czpil Report post Posted January 23, 2006 (edited) Maze of ice 160,100 - the wall is one-way and gets you locked in a room with no exit. [didn't see the problem, all values looked ok] Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
Dunian Report post Posted January 23, 2006 (edited) Egratia Point Magic place. (entrance at Egratia Point [44, 139]) When you enter, you appear at [81, 60] (inside the building). This is quite far from the door. [fixed] When you press the compass, you get "You are in a magical place." then coords. (There should only be one space between 'in' and 'a'.) East of [82, 60], all you get is "You are in [coords]" Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
The_Piper Report post Posted January 23, 2006 (edited) The house in Naralik 128,58 seems to have 2 doors where one should be. You cant leave the house when you click on the door inside, it does not even show the door cursor, you must rotate the camera and click on the outside of that door. And if you rotate slowly, you see, that there are 2 doors where only 1 should be. And there is a "bad object" box inside that house. [fixed] In grubani 43,135 you walk into a house, you can step through the wall if you use the mapwalker or press HOME key to step forward. In southern grubani 288,85, you cant leave the hut which says "Welcome to Omiomlor Meeting Hut =)" [fixed] You cant leave the small hut in grubani 290,75 which says "It seems like nobody is in here.". [fixed] You cant leave the small hut in grubani 321,106 which says "Hey, this is not your hut! Get outa here xD". [fixed] You cant leave the small hut in grubani 286,73 which says "Just some old books in here.". [fixed] The portrait of Nahark is still a female elf. The house in Portland at 277,118 still says "If you want to buy this house, doante 50 USD!" First, typo "doante"=donate, 2nd, is this message still true? [fixed] The so called "blacksmith" is still marked on the VOTD tab map as a black smith. Piper For the future: PLEASE post the coordinates of the actual map you are on! Otherwise I cannot find the bugs easily! Piper: Err... all the numbers i posted ARE coordinates, or what do you mean?? You posted coords of the OUTSIDE map, not the insides. So I dont' know which house in the inside map it belongs to without cross checking in many files(basically it would take me 10mins to do something i can do in less than 1 min) Edited January 25, 2006 by Roja Share this post Link to post Share on other sites
Dunian Report post Posted January 23, 2006 (edited) Kasumura [144, 335] When you use the egg, it says "When you touched the egg it revealed a hidden ladder under the wood." Then "Umm... you can't teleport, theres no nearby open location" Nothing else happens. Kasumura insides Sunken House [18, 15] The door still doesn't work. (also, you can't see any trace of the window you entered by.) Hurquin (cave) [124, 98] The height map is a little high here, and there is some flickering under the gargoyle. [fixed] Hurquin (cave) [125, 97] hieght map is too low here. [fixed] The Crypt of Hurquin [143, 43] Alot of flickering in this area. Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
Ulrih Report post Posted January 23, 2006 (edited) Imbroglio Islands [151,96] - after clicking the cave arch, my char walks in a weird direction to suddenly appear in the Maze of despair [188,114]. Exit works fine. [entrance works, no map bug here] The stone parts of teleports in Imbroglio Islands [174,172], Isle of the Forgotten [57,29], Isle of the Forgotten [25,27] and Iscalrith Insides [225, 350] flicker on my ATi Radeon 9200. I also get some flickering when there are two transparent objects in a line on Isle of the Forgotten. Oh, these things flicker only when the camera is moving (while walking, rotating the camera and zooming). Edit: one more: The statue at Ruins of Tirnym [30,96] is pure black, yesterday it was different (kinda red or gold, don't remember). Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
Sistema Report post Posted January 23, 2006 (edited) South Redmoon Insides (con2map16_insides) [30, 106] The chrysanthemums seem to be harvestable, and that location is a house inside. There might be other insides in that map which have harvestables in them. [fixed] Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
Dunian Report post Posted January 23, 2006 (edited) Grubai Penninsula - Ywarstav [40, 135]. You can walk through the house here.\[fixed] Grubai Penninsula insides? [20, 38] (omiomlor meeting hut) The compass brings up "You are in [20,38]" Also the door doesn't work. Same two bugs with the hut at [42, 15]. I think this goes for all the huts. [fixed] Edited January 24, 2006 by Roja Share this post Link to post Share on other sites
Cycloonx Report post Posted January 23, 2006 South Redmoon Insides (con2map16_insides) [30, 106] The chrysanthemums seem to be harvestable, and that location is a house inside. There might be other insides in that map which have harvestables in them. Luckely I was in need of he so I found it Some errors from my log: Error: Can't open file "commands.lst" Error: Can't open file "./3dobjects/misc_objects/philosopher_stone.e3d" Something nasty happened while trying to process: Got invalid sound number Error: Can't open file "./3dobjects/structures/locks.bmp" And also my game crashes again when switching from maps, but not always. It crashed once while beaming and twice while changing maps, other times it works well But the game made a great and very nice evolution, gratz to all devs Share this post Link to post Share on other sites
Football_27 Report post Posted January 23, 2006 I tried to enter a cave in North-east bethel and i got teh message Unable to switch to map ./maps/cont2map2_misc.elm! Using an empty map instead. Fatal error: Couldn't load map ./maps/nomap.elm. Fix your maps. Disconnected from server! Share this post Link to post Share on other sites