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Current CVS errors

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Aside from the default compile options I am using:

CLICKABLE_CONTINENT_MAP

FEATURES += CLUSTER_INSIDES

FEATURES += NEW_ACTOR_SCALE

FEATURES += NEW_FILE_IO

FEATURES += NEW_SOUND

FEATURES += NEW_WEATHER

FEATURES += NOTEPAD

 

 

New bugs

-Pressing Alt+x or the X button on the window crashes the client.

 

Old bugs:

-Sky inside houses and edges of maps are a dark grey. They need to be black. This is both with & without cluster insides compiled in the client.

 

 

Bug problem solved:

-Continent maps are still being drawn as a white blank square. This is both with & without clickable cont. maps compiled in the client.

 

I had to change my data directory!

This is what it says in the el.ini, I believe this needs updating for windows users?

This option is currently only available on linux, and allows you to

specify a directory other than the current directory to load data from.

For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands.

#data_dir = /usr/local/games/el/

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This is what it says in the el.ini, I believe this needs updating for windows users?

This option is currently only available on linux, and allows you to

specify a directory other than the current directory to load data from.

For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands.

#data_dir = /usr/local/games/el/

The whole of el.ini has needed updating for a long time. I had planned on looking at it a while back, but I think Grum got to it already. Check the one in CVS for a more up-to-date default setup.

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multiplayer.c

multiplayer.c: In function 'process_message_from_server':

multiplayer.c:1752: error: too few arguments to function 'put_mine_on_ground'

multiplayer.c:1752: warning: left-hand operand of comma expression has no effect

multiplayer.c:1752: error: parse error before ')' token

 

patch:

 

Index: multiplayer.c
===================================================================
RCS file: /cvsroot/elc/elc/multiplayer.c,v
retrieving revision 1.254
diff -u -d -p -r1.254 multiplayer.c
--- multiplayer.c	   11 Oct 2007 13:08:41 -0000	  1.254
+++ multiplayer.c	   11 Oct 2007 15:50:46 -0000
@@ -1749,7 +1749,7 @@ void process_message_from_server (const 
									log_error("CAUTION: Possibly forged GET_NEW_MINE packet received.\n");
									break;
							}
-							   put_mine_on_ground(SDL_SwapLE16(*((Uint16 *)(in_data+3))), SDL_SwapLE16(*((Uint16 *)(in_data+5))), in_data[8]), in_data[7]);
+							   put_mine_on_ground(SDL_SwapLE16(*((Uint16 *)(in_data+3))), SDL_SwapLE16(*((Uint16 *)(in_data+5))), in_data[8], in_data[7]);
					}
					break;

Edited by Florian

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multiplayer.c

multiplayer.c: In function 'process_message_from_server':

My bad. Fixed, thanks ;)

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Hmm, ok, so I forgot to re-emerge my ati drivers after kernel update and this is what I got after log in:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 47655996091248 (LWP 5280)]
0x0000000000000000 in ?? ()
(gdb) bt
#0  0x0000000000000000 in ?? ()
#1  0x000000000040e77a in draw_3d_object_detail (object_id=0x896aa80, material_index=0) at 3d_objects.c:216
#2  0x000000000040ed8c in draw_3d_objects (object_type=17) at 3d_objects.c:351
#3  0x0000000000410a60 in display_objects () at 3d_objects.c:645
#4  0x0000000000459885 in display_game_handler (win=0x41e0f00) at gamewin.c:980
#5  0x000000000044b1ae in draw_window (win=0x41e0f00) at elwindows.c:1137
#6  0x000000000044b885 in display_window (win_id=0) at elwindows.c:1307
#7  0x00000000004488f9 in display_windows (level=1) at elwindows.c:75
#8  0x000000000044104a in draw_scene () at draw_scene.c:116
#9  0x000000000047b177 in start_rendering () at main.c:168
#10 0x000000000047b524 in main (argc=1, argv=0x7fffe6431298) at main.c:290

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map.o: In function `change_map':
/home/jan/el/elc/map.c:232: undefined reference to `remove_all_mines' 

Thanks, this should be fixed now. Thanks.

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Hmm, when I talk in local all plants and people disappear for a second, doesn't happen with channels or #gm. I'm using latest CVS.

I'm not getting that. What options?

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Hmm, when I talk in local all plants and people disappear for a second, doesn't happen with channels or #gm. I'm using latest CVS.

I'm not getting that. What options?

CLICKABLE_CONTINENT_MAP,

MINIMAP,

NEW_ACTOR_SCALE,

NEW_FILE_IO,

NEW_SOUND,

NOTEPAD,

SKY_FPV_CURSOR

plus defaults.

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CLICKABLE_CONTINENT_MAP,

MINIMAP,

NEW_ACTOR_SCALE,

NEW_FILE_IO,

NEW_SOUND,

NOTEPAD,

SKY_FPV_CURSOR

plus defaults.

Hmmm, I'm not running SKY atm, and I do have CLUSTER on, but other than that the same. It's 2:45am and my wife just screamed at me so I'll look at it in the morning if no-one else beats me.

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shader/noise.c: In function 'build_3d_noise_texture':

shader/noise.c:227: error: 'GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT' undeclared (first use in this function)

shader/noise.c:227: error: (Each undeclared identifier is reported only once

shader/noise.c:227: error: for each function it appears in.)

 

I know, OSX's OpenGL sucks baaaaadly, but I couldn't find any headers declaring that on my Ubuntu 6.06 either.

 

#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72

compiles

 

/EDIT

#glinfo:

Video card: ATI Radeon X1600 OpenGL Engine

Vendor ID: ATI Technologies Inc.

OpenGL Version: 2.0 ATI-1.4.56

Supported extensions: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_col

Edited by Florian

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I keep getting these errors in the error.log:

 

15:17:59] Cannot create directory (mkdir() failed): C:

[15:17:59] Downloading http://www.eternal-lands.com/updates/custo...cape_custom.bmp from www.eternal-lands.com

[15:18:00] File 'tmp/temp006.dat' not found

[15:18:00] MD5Digest: Unable to open tmp/temp006.dat (2)

 

 

Seems like they have to do with autoupdates.

 

 

Also I STILL get the missing data directory error:

[15:17:51] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\EternalLands\/"

 

Note: I typed in c:\EternalLands\ for the data directory place in the .ini file.

What am I doing wrong?

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Current CVS, looks related to NEW_SOUND:

 

Program received signal SIGSEGV, Segmentation fault.

[switching to Thread -1224439360 (LWP 1948)]

0x0806eb6d in put_bag_on_ground (bag_x=92, bag_y=140, bag_id=0) at bags.c:80

80 if (sound_on && bag_x == your_actor->x_pos && bag_y == your_actor->y_pos)

(gdb) backtrace

#0 0x0806eb6d in put_bag_on_ground (bag_x=92, bag_y=140, bag_id=0) at bags.c:80

#1 0x080c2c27 in process_message_from_server (in_data=0xf60c600 "\033\006", data_length=8)

at multiplayer.c:1070

#2 0x080bb94c in start_rendering () at main.c:155

#3 0x080bbd08 in main (argc=1, argv=0xbfcdaf74) at main.c:290

 

When compiling without NEW_SOUND, client works as expected.

Cheers,

maj

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shader/noise.c:227: error: 'GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT' undeclared (first use in this function)

This one isn't mine so I'll leave it for Xaphier.

 

15:17:59] Cannot create directory (mkdir() failed): C:

<snip>

[15:17:51] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\EternalLands\/"

I noticed this the other day. They are both Windows only errors with the same section of code which I'm hoping to fix in the next couple of days. They are on my to-do list, it's just been full of other things recently. :-D

 

Current CVS, looks related to NEW_SOUND:

 

0x0806eb6d in put_bag_on_ground (bag_x=92, bag_y=140, bag_id=0) at bags.c:80

80 if (sound_on && bag_x == your_actor->x_pos && bag_y == your_actor->y_pos)

Yep, this is my fault. If you could print out the value of your_actor (pointer) and if its got a valid memory address then x_pos and y_pos that would be handy. I'll take a look anyway but from my quick look at the code this shouldn't be called if your_actor is invalid. Grrr.

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Looks like I was faster than Majestyk on repeating this

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 47668647455600 (LWP 6894)]
0x000000000042d35b in put_bag_on_ground (bag_x=125, bag_y=19, bag_id=0)
at bags.c:80
80			  if (sound_on && bag_x == your_actor->x_pos && bag_y == your_actor->y_pos)
(gdb) bt
#0  0x000000000042d35b in put_bag_on_ground (bag_x=125, bag_y=19, bag_id=0)
at bags.c:80
#1  0x0000000000485cd9 in process_message_from_server (
in_data=0x2aaaac000d90 "\033\006", data_length=8) at multiplayer.c:1070
#2  0x000000000047e091 in start_rendering () at main.c:155
#3  0x000000000047e4c0 in main (argc=1, argv=0x7ffff42e9138) at main.c:290
(gdb) print your_actor
$1 = (actor *) 0x0 

Since I'm newb at this, I just assumed 0x0 is the address (and didn't look very promising, in fact "No symbol "x_pos" in current context.").

 

This happened right after a map change by the way.

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Looks like I was faster than Majestyk on repeating this

(gdb) print your_actor
$1 = (actor *) 0x0 

Since I'm newb at this, I just assumed 0x0 is the address (and didn't look very promising, in fact "No symbol "x_pos" in current context.").

It is.

This happened right after a map change by the way.

That's quite possible. On map change, all actors are destroyed, including your own, and only your actor ID is remembered. After the map change is done, the server sends a new list of characters, but until your own character is found again in this list, your_actor is invalid.

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This happened right after a map change by the way.

That's quite possible. On map change, all actors are destroyed, including your own, and only your actor ID is remembered. After the map change is done, the server sends a new list of characters, but until your own character is found again in this list, your_actor is invalid.

 

For me, this already happened when loading the initial map. With that bug I couldn't even log in, since it segfaulted before I could see anything else than the loading screen.

After logging in without NEW_SOUND I could see a bag right next to me, and about 4 other actors close by, in a secluded harvesting place without animals/monsters around.

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That's quite possible. On map change, all actors are destroyed, including your own, and only your actor ID is remembered. After the map change is done, the server sends a new list of characters, but until your own character is found again in this list, your_actor is invalid.
For me, this already happened when loading the initial map. With that bug I couldn't even log in, since it segfaulted before I could see anything else than the loading screen.

After logging in without NEW_SOUND I could see a bag right next to me, and about 4 other actors close by, in a secluded harvesting place without animals/monsters around.

Yeah, it appears I naively assumed the actors (and hence your_actor) were sent before bags. If the client doesn't know your actor yet then you didn't just drop the bag so the sound shouldn't be played anyway so its no big deal. I'll fix it now. Thanks guys.

 

/edit: Ok, the fix is in and so is the fix for the fix. :-S (While it might work, that doesn't mean the logic is right!)

Edited by Torg

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special_effects.c: In function 'parse_special_effect':

special_effects.c:904: error: 'SPECIAL_EFFECT_BARRICADE_GOES_BOOM' undeclared (first use in this function)

special_effects.c:904: error: (Each undeclared identifier is reported only once

special_effects.c:904: error: for each function it appears in.)

 

SPECIAL_EFFECT_BARRICADE_GOES_BOOM = 67 was in client_serv.h 1.90 and removed in 1.91

Edited by Florian

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Yeah well, I had a divine inspiration yesterday, and was told by teh g0d that barricades do not go boom. More importantly, the holy server apparently has never heard of barricades going boom either, and is under the distinct impression that 67 means mana drainers going boom (and similar for codes 68-71). So, being a faithful slaveservant, I removed SPECIAL_EFFECT_BARRICADE_GOES_BOOM. I'll remove it from special_effects.c too, if teh g0d in his inerrant wisdom decides that barricades go boom after all, it can easily be reinstated.

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I'll remove it from special_effects.c too, if teh g0d in his inerrant wisdom decides that barricades go boom after all, it can easily be reinstated.

I did speak to Ent about this and was informed of the expected operation and removed the relevant bits of code from the eye candy sections, but forgot those links. Thanks for cleaning up.

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Yeah well, I had a divine inspiration yesterday, and was told by teh g0d that barricades do not go boom. More importantly, the holy server apparently has never heard of barricades going boom either, and is under the distinct impression that 67 means mana drainers going boom (and similar for codes 68-71). So, being a faithful slaveservant, I removed SPECIAL_EFFECT_BARRICADE_GOES_BOOM.

Made my day :whistle:

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15:17:59] Cannot create directory (mkdir() failed): C:

<snip>

[15:17:51] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\EternalLands\/"

I noticed this the other day. They are both Windows only errors with the same section of code which I'm hoping to fix in the next couple of days. They are on my to-do list, it's just been full of other things recently. :-D

Ok, this _should_ now be fixed.

 

It works for me with directories specified as "c:\games\eternal lands\" and "c:/games/eternal lands/".

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shader/noise.c:227: error: 'GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT' undeclared (first use in this function)
This one isn't mine so I'll leave it for Xaphier.

Yeah, I get this one too on my MacBook Pro. Apple does not seem to update their drivers too frequently. I made appropriate changes to load_gl_extensions.h for this.

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