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Entropy

The Release Candidate is here!

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I just got the client today and was on the test server, I noticed I couldnt get my stats above my compus and clock. So someone told me to change my screen size to the largest one avalibly, ...
This is not a bug. The Stats in HUD only works with resolutions 1024x768 and greater. This is because the skill list would otherwise overlap with the quickbar. The skill list was recently expanded to include engineering, and therefore the resolution restriction was placed on the stats.
... I did but when my screen resized I couldnt take at all. I could still fight, and enter new maps, but I couldnt talk or exit the game no matter what I tried. I was in Glacmor, dont know what happened.
I am not quite sure what you mean, "couldnt take at all". alt-x did not work for exiting the game? Are you saying the the text entry line was off the screen?

 

Sorry I meant Talk*, and no alt-x didnt work. Nothing I tried worked to exit the game, I had to restart my computer just to exit EL.

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The bar stools here are difficult to sit on and when you do, you are below the level of the seat top:

You are in Glacmor - Dara's Tavern & Grocery Store [142,80]

 

edit: The chairs at the tables are the same, i.e.

You are in Glacmor - Dara's Tavern & Grocery Store [154,78]

 

edit2: Love the penguins BTW. IMHO their movement is a little smooth. Any chance they could sort of wobble from side to side? Even found a video...

Edited by bluap

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The reason we did that is because SDL sometimes steals the keys from other applications even if it doesn't have the focus, so people were complaining about their bank passwords and stuff appearing in the el chat.. It almost happened to me too, so I understand them.

 

Oh, I see. Then we can add another test for having focus like this:

Index: elc/events.c
===================================================================
RCS file: /cvsroot/elc/elc/events.c,v
retrieving revision 1.133
diff -r1.133 events.c
80c80,81
< 				break;  //don't have focus, so we shouldn't be getting keystrokes
---
> 				if (SDL_GetAppState() & SDL_APPINPUTFOCUS) have_keyboard_focus = 1;
> 				else break;  //don't have focus, so we shouldn't be getting keystrokes

 

This should solve 2coolfool's problem, and hopefully still prevents typing in inactive window.

It would be nice if somebody with that problem check it :confused:

 

PS.

Today cvs client loads (or creates) portal effect too slowly (about 1 sec for portal). If it is a debug feature why is it not #ifdef'd?

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Sorry I meant Talk*, and no alt-x didnt work. Nothing I tried worked to exit the game, I had to restart my computer just to exit EL.
Did you have shadow mapping enabled? This is known to cause a systemwide freeze in the OS X client.

 

Octane: Why don't you use shadow mapping? I noticed those bizarre shadows, too; they only happen when shadow mapping is off.
I think it's because it crashes his computer.
Entropy is correct. As I mentioned in my Mac release thread, shadow mapping causes a VERY nasty crash.

 

Since shadow mapping is an option, you cannot expect everyone to use it anyhow. I am lucky to have a Mac that could support it if it worked, but many Mac EL players do not have fancy enough graphics cards. I would like to emphasize that the shadows are just fine before the switch to NEW_E3D_FORMAT.

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edit2: Love the penguins BTW. IMHO their movement is a little smooth. Any chance they could sort of wobble from side to side?

 

They DO wobble. Problem is probably that their speed is way faster than it should be. I can't change that though, that's a code limitation(everything walks the same speed).

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And a crash with the CVS client from yesterday on the test server:

 

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1225615056 (LWP 5565)]
0xb72e3c23 in _nv000048gl () from /usr/lib/libGLcore.so.1
(gdb) bt
#0  0xb72e3c23 in _nv000048gl () from /usr/lib/libGLcore.so.1
#1  0xb6709c68 in ?? ()
#2  0x00000087 in ?? ()
#3  0x00000010 in ?? ()
#4  0xb6865954 in ?? ()
#5  0x0000000c in ?? ()
#6  0xb73e8c94 in _nv000048gl () from /usr/lib/libGLcore.so.1
#7  0xb6709c68 in ?? ()
#8  0x00000000 in ?? ()
(gdb)   

 

I was just walking around in Irinveron, close to 357,608.

 

And it seems to be reproduceable. Just stand at 357,608 and rotate the camera. Client crashes for me 5 times in a row.

 

Piper

Edited by The_Piper

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And a crash with the CVS client from yesterday on the test server:

 

Program received signal SIGSEGV, Segmentation fault.

[switching to Thread -1225615056 (LWP 5565)]

0xb72e3c23 in _nv000048gl () from /usr/lib/libGLcore.so.1

Out of curiosity, are you using shadow mapping?

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And a crash with the CVS client from yesterday on the test server:

 

Program received signal SIGSEGV, Segmentation fault.

[switching to Thread -1225615056 (LWP 5565)]

0xb72e3c23 in _nv000048gl () from /usr/lib/libGLcore.so.1

Out of curiosity, are you using shadow mapping?

 

Yes, i did. I tried to reproduce it now whithout shadowmapping, but now its night on the test server, so i dont crash with or without shadowmapping :blink:

 

Piper

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Did you guys try with a different shadow map size?

And maybe toggle the frame buffer support on/off, to see if this can be it?

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Emerald Valley Trade Route [167,324]

There's a couple of patches where black bits shows through where rocks should probably be. If you walk onto one of the patches, you end up suspended in the air. If you walk over the nearby rock, you can end up with your feet inside the rock like here [157,335].

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The_Piper: You're using the CVS client? Have you updated your data dir?

 

Yes, CVS client, and data dir points to the correct location.

 

Ill do some tests like radu's suggestions about frame buffer and such in an hour, when its daytime on the test server. Right now, at night, i dont crash.

 

Piper

 

Edit:

 

Ok, thats it.

 

I use one installation with the new stuff and RC client for test server and for playing on the 2k server (i know, dont report those holes as map bugs) :blink:

 

On test server:

shadow mapping on (map size 512 or 256)/frame buffer support off = crash in irinveron 357,608 at daytime, but no crash on IP while rotating the camera for several minutes..

 

shadow mapping off = no crash at daytime in irinveron

 

shadow mapping on (map size 512 or 256)/frame buffer support ON = crash in iriniveron 357,608 at daytime, but not that fast as with frame buffer support off.

 

Same on the 2k server, but it takes more time until the client crashes. like 4-5 360° rotations instead of rotating 90° on test server.

 

Piper

Edited by The_Piper

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I just got debug client to compile so I went for The_Pipers spot, I didn't really get all the way there, I crashed while walking to the spot.

Stacktrace:

> elc.exe!render_submesh(int meshId=0, int submeshCount=1, CalRenderer * pCalRenderer=0x1391efe0, float [3]* meshVertices=0x0070fa38, float [3]* meshNormals=0x00767878, float [2]* meshTextureCoordinates=0x00851e78, int [3]* meshFaces=0x007bf6b8) Line 199 + 0x1a bytes C

elc.exe!cal_render_actor(actor * act=0x13a48710) Line 376 + 0x25 bytes C

elc.exe!draw_enhanced_actor_shadow(actor * actor_id=0x13a48710) Line 586 + 0x9 bytes C

elc.exe!display_actors_shadow() Line 640 + 0x9 bytes C

elc.exe!display_shadows() Line 702 C

elc.exe!render_light_view() Line 920 C

elc.exe!display_game_handler(window_info * win=0x05d12220) Line 626 C

elc.exe!draw_window(window_info * win=0x05d12220) Line 1054 + 0x11 bytes C

elc.exe!display_window(int win_id=0) Line 1202 + 0x15 bytes C

elc.exe!display_windows(int level=1) Line 57 + 0x9 bytes C

elc.exe!draw_scene() Line 98 + 0x7 bytes C

 

 

if(sizeof(CalIndex)==2)

glDrawElements(GL_TRIANGLES, faceCount * 3, GL_UNSIGNED_SHORT, &meshFaces[0][0]);

else

>>> glDrawElements(GL_TRIANGLES, faceCount * 3, GL_UNSIGNED_INT, &meshFaces[0][0]);

 

Not sure if it's the same thing but well it's a crash.

 

Update:

Oki, I relogged and got all the way to The_Pipers spot. I rotated the camera alittle and got the same error as above. This should be what he experienced too.

Also if I try to evaluate CalIndex it says it cannot be evaluated.

Edited by Beaverhunter

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Did you guys try with a different shadow map size?

And maybe toggle the frame buffer support on/off, to see if this can be it?

Framebuffer, while supported, does not work properly on the Mac yet.

I just got debug client to compile so I went for The_Pipers spot, I didn't really get all the way there, I crashed while walking to the spot.

Stacktrace:

> elc.exe!render_submesh(int meshId=0, int submeshCount=1, CalRenderer * pCalRenderer=0x1391efe0, float [3]* meshVertices=0x0070fa38, float [3]* meshNormals=0x00767878, float [2]* meshTextureCoordinates=0x00851e78, int [3]* meshFaces=0x007bf6b8) Line 199 + 0x1a bytes C

elc.exe!cal_render_actor(actor * act=0x13a48710) Line 376 + 0x25 bytes

Florian got the same cal_render_actor crash, reported here, on his Mac.

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Did you try upgrading your Cal3d? And are you 100% you have all the files? Check your errors log for any missing actors/objects.

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Did you try upgrading your Cal3d? And are you 100% you have all the files? Check your errors log for any missing actors/objects.

 

I just did upgrade from 0.10.0 to 0.10.9 (also called 0.11.0) and same thing happened, with addition of these errors while compiling/linking:

 

1>cal3d_wrapper.obj : error LNK2005: _CalSkeleton_GetBoneBoundingBox already defined in cal3d_d.lib(cal3d_d.dll)

1>cal3d_wrapper.obj : error LNK2005: _CalSkeleton_CalculateBoundingBoxes already defined in cal3d_d.lib(cal3d_d.dll)

 

 

Commenting these made it compile but it crashed with same crash right after I got logged on and rotated camera.

extern "C" CAL3D_WRAPPER_API void CalSkeleton_GetBoneBoundingBox(CalSkeleton *self, float *min, float *max)

{

self->getBoneBoundingBox(min, max);

}

 

extern "C" CAL3D_WRAPPER_API void CalSkeleton_CalculateBoundingBoxes(struct CalSkeleton *self)

{

self->calculateBoundingBoxes();

}

 

And nope, just the usual in error_log:

[00:27:40] Error: Can't open file "quest.log"

[00:27:40] Error: Can't open file "custom_mirrors.lst"

[00:27:41] Error: Can't open file "commands.lst"

[00:27:50] update_position error: Invalid Value

 

Also look here for a few other things that have been partly solved:

http://www.eternal-lands.com/forum/index.php?showtopic=34266

Edited by Beaverhunter

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cal3d version

 

/usr/lib/libcal3d.so.11.0.0

 

error_log.txt

 

 

Log started at 2007-05-18 22:06:31 localtime (CEST)

 

[22:06:32] Error: Can't open file "commands.lst"

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 25 - 2049

[23:09:13] Unable to add command 22 - 2143

Last message repeated 1 time

[23:09:13] Unable to add command 13 - 2049

[23:09:13] Unable to add command 24 - 2118

Last message repeated 1 time

[23:09:13] Unable to add command 23 - 2118

[23:09:13] Unable to add command 22 - 2118

Last message repeated 2 times

[23:09:13] Unable to add command 23 - 2118

Last message repeated 1 time

[23:09:13] Unable to add command 24 - 2118code

[23:09:13] Unable to add command 14 - 2049

[23:09:13] Unable to add command 27 - 2049

[23:09:13] Unable to add command 24 - 2143

[23:09:13] Unable to add command 27 - 2049

[23:09:13] Unable to add command 24 - 2143

[23:09:13] Unable to add command 27 - 2049

[23:09:13] Unable to add command 23 - 2143

[23:09:13] Unable to add command 27 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 20 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 20 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 20 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 20 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 27 - 2049

[23:09:13] Unable to add command 22 - 2143

[23:09:13] Unable to add command 23 - 2143

Last message repeated 1 time

[23:09:13] Unable to add command 24 - 2143

Last message repeated 1 time

[23:09:13] Unable to add command 25 - 2049

 

Piper

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So did you try what I asked you, with the shadows?

 

Yes. Shadow mapping on = crash.

 

shadow mapping off = no crash.

 

Frame buffers support on/off doesnt really matter.

 

The point is imo is irinveron 357,608 at day time.

 

Im using the CVS client and all the other stuff since days, but the only place where this crash occurs is in ininveron and nowhere else.

 

Or, at leastl, i havent found another place where the client crashes right now.

 

There are a lot of trees (3d objects), maybe thats the problem.

 

Piper

Edited by The_Piper

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I just did upgrade from 0.10.0 to 0.10.9 (also called 0.11.0)

 

No idea how much this matters..but I think we're only using version 10...

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So did you try what I asked you, with the shadows?

 

Yes. Shadow mapping on = crash.

 

shadow mapping off = no crash.

 

Frame buffers support on/off doesnt really matter.

 

The point is imo is irinveron 357,608 at day time.

 

I tested this location with Daniel, me using Windows, and he using Linux.

We tried rotating the camera and walking around, and we couldn't reproduce the problem,

 

Post your system specs please.

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Did you try upgrading your Cal3d? And are you 100% you have all the files? Check your errors log for any missing actors/objects.

Umm....are we still using the same old cal3d or have things changed?

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