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Okay. Most people's crashes seem to be related to fighting. So, I say we get a big party together tomorrow evening -- say, 10:30 CST -- and have a bunch of people start fighting. It'd be especially nice if people who've crashed while fighting are there. We'll see if we can find a way to reproduce crashes. Sound good?

 

Ttlanhil: I adjusted the fix for your limited alpha resolution to also effect sprites/quads, not just shapes like teleporter columns. Try it out, let me now how it looks. I can adjust it if needed.

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A shadow bug:

 

The ground items, such as the roads, are throwing a shadow and they never did that before. It looks really bad with these types of items...can this be fixed?

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Well, at least on the Mac we are still seeing the following shadow related crash.

 Exception:  EXC_BAD_ACCESS (0x0001)
Codes:	  KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
0   <<00000000>> 	0x14c3bd24 0 + 0x14c3bd24
1   GLEngine					  0x1063a0d0 0x105a8000 + 0x920d0
2   GLEngine					  0x105fd9dc 0x105a8000 + 0x559dc
3   net.0ctane.el_osx		 	0x0007058c draw_3d_object_shadow_detail + 0x2f8
4   net.0ctane.el_osx		 	0x00071438 draw_3d_object_shadows + 0x2b8
5   net.0ctane.el_osx		 	0x0007155c display_shadows + 0x54
6   net.0ctane.el_osx		 	0x0007194c draw_sun_shadowed_scene + 0x36c
7   net.0ctane.el_osx		 	0x0003ec00 display_game_handler + 0x330
8   net.0ctane.el_osx		 	0x00035288 draw_window + 0x1b0
9   net.0ctane.el_osx		 	0x00035400 display_windows + 0x74
10  net.0ctane.el_osx		 	0x0002d5c4 draw_scene + 0x184
11  net.0ctane.el_osx		 	0x00054320 start_rendering + 0x138
12  net.0ctane.el_osx		 	0x00054548 SDL_main + 0x3c

Note that shadow mapping is off. How about the Linux folks?

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A shadow bug:

 

The ground items, such as the roads, are throwing a shadow and they never did that before. It looks really bad with these types of items...can this be fixed?

 

Road shadows have been present for all time until NEW_ALPHA came.

That is because you aren't including NEW_ALPHA anymore. You had this one before since someone else compiled for you, but then it was decided not to include NEW_LIGHTING and NEW_ALPHA so, basicly that's why. (you could also have turned it off in options)

 

On topic:

Can't some mod help on creating a fighting event on Test server where ppl with CVS can fight something that mods spawn? Then it would be easy to see what makes ppl crash.

 

Update:

Ooh just noticed it was NEW_LIGHTING and NEW_WEATHER that was excluded... But you could still have compiled without NEW_ALPHA or turned the option 3d blending alpha off.

Edited by Beaverhunter

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I thought Ent had NEW_ALPHA off on the latest release.

 

Roja: Can you give me an example of a location where this happens? I'll verify whether it's a NEW_ALPHA thing or not, and whether it is or not, fix it.

Edited by KarenRei

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Go to any place that has a road object...which is like every map :omg:

You can go on the road on isla prima..although it's not too noticeable here, but if you zoom in you will see a shadow from the flat road object.

This happens with using new alpha, and without using it.

 

New Alpha will not be included with the update.

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Would the windows xp error report of a crash help with debugging? I've crashed a few times while fighting Brownies in Hurquin now. No one else was around, and no spell effects at the time, though the crash happens as the Brownie dies.

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Roja: I just walked around the two road types on IP, zoomed all the way in, shadow mapping on and off, with DEBUG_TIME on (so I could watch shadows change as the day progressed), and never noticed a road shadow. Coordinates?

 

Darc0: Does it have filenames (.c, .h, .cpp, etc) and line numbers (line 1644, line 232, etc)? If not, it's no use to me.

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and again, just now i was trying out latest release of cvs that ent has posted at page one of this site and it has froze again and closed game while i was training on a cyclops in egratia point -.-

 

Max

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29,47 The dirt road.

 

It's not the stone road..that's not a road object but a ground tile surrounded by 2do's.

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Darc0: Does it have filenames (.c, .h, .cpp, etc) and line numbers (line 1644, line 232, etc)? If not, it's no use to me.

 

 

I don't know how to really read what it says, I know it has file names but it might just be listing version information, etc. This is what te first few lines look like:

 

 

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="EL_eyecandy.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="alut.dll" SIZE="32768" CHECKSUM="0xDC5F2365" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/22/2006 15:44:23" UPTO_LINK_DATE="05/22/2006 15:44:23" />

 

It goes on for quite a while, referencing a bunch of files like that, if its useful I can paste the rest too.

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Roja: Still not seeing it, with all possible combinations of options. :D Could you get me a screenshot? Meanwhile, I'll take a look to see if I can find anything that *could* be casting a shadow.

 

Oh, and are you using shadow mapping or not?

 

Darc0: No, not useful. I need filenames that end in .c, .cpp, and .h, along with line numbers. Something like "Error at shadows.c, line 297" or something of that nature.

Edited by KarenRei

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a new bug came forth from our beloved map editor :blush:

 

When I load a map, and I try to click on a 2d object on the ground, it will not pick up. Also after I load a map if I place a 2do then try to pick it up, I can't.

 

Edit: Nevermind, Daniel fixed this bug too :devlish:

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