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Entropy

New client patch!

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The difference was always there I believe.
Well I know better than to argue with someone who's actually looked at the code (well, way more than I have), but I'm pretty sure that if there was a difference in previous releases, it wasn't as large (ie, didn't catch my attention) as it does with this release. And since that code went through some significant changes for this release (which is what broke the bar length in the first place) I would submit that there's something that can be fixed/improved.

 

As learner said, a "fixed" length (perhaps based on a specific number of characters in the given font) would be better than basing it on the size of the x/y string.

While that code is being looked at ... vertical location is also broken with the recent changes. It's supposed to be a fixed distance about the head, and if the size of the actor is changed dynamically by the server ... the location needs to be adjusted properly. That had been working before the code got rewritten.

 

The height being incorrect is noticeable on some players (some have gaps, others almost touch the tags), but it is the worst on the Ants & Mortos.

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As learner said, a "fixed" length (perhaps based on a specific number of characters in the given font) would be better than basing it on the size of the x/y string.

When I said "always there" I was referring to the initial 1.5.0 release. This patch version has the fix you noticed. The bar is the same length whether or not the hp numbers are on. The other changes with height and perspective were done (rightly or wrongly) for the initial 1.5.0 release. Those changes also broke the ALT+o speech bubbles BTW. Reversing those changes is still being debated. Anyway, were getting off topic :)

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As learner said, a "fixed" length (perhaps based on a specific number of characters in the given font) would be better than basing it on the size of the x/y string.

When I said "always there" I was referring to the initial 1.5.0 release. This patch version has the fix you noticed. The bar is the same length whether or not the hp numbers are on. The other changes with height and perspective were done (rightly or wrongly) for the initial 1.5.0 release. Those changes also broke the ALT+o speech bubbles BTW. Reversing those changes is still being debated. Anyway, were getting off topic :)

The sooming issue mentioned there is seperate from the positional issues. Did you see the screen shot of Mortos with his namer tag in the middle or have you seen ants with theire tags waaaaayyyyy over there heads? I'm not saying that those changes need to be reversed, but it needs to be adjusted to take everything into account to display properly.

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Definitely a bit laggier with this new client; its more noticeable with 2 clients open, used to have no problems with 2 but now I lag a bit more when I have one or both out of console mode.

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The sooming issue mentioned there is seperate from the positional issues. Did you see the screen shot of Mortos with his namer tag in the middle or have you seen ants with theire tags waaaaayyyyy over there heads? I'm not saying that those changes need to be reversed, but it needs to be adjusted to take everything into account to display properly.

The mantis bug report includes a link to the thread with the Mortos picture.

 

The game crashes two time loading areas, running full screen.

Had you toggled from windowed to full screen or change resolution that session before the crash?

Entropy, did this patch release include the NO_SDL_REINIT #define?

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I was never experiencing any problems with the previous version of the .exe.

 

With the el_patch.exe everything looks pixellated, the screen is cropped to fit in the current resolution(windowed mode). When i change from windowed to full mode the cropping/pixellation is gone and everything looks smooth again. Changing back to windowed mode is no problem, the game keeps looking like it should no more problems, so its just on the startup until the resolution is changed.

 

 

Btw, it looks so bad i can hardly read the tekst (got it scaled to about 80%, with res. 1620x950 in windowed mode)

 

 

 

em srry i dont know what happened but im also getting this effecdt with the older exe -.-

 

edit again: The effect is gone, I think it shows up when you put poor man AND reflections etc on?

Edited by BlackFalcon

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I crashed once last night doing nothing but walking around SRM, sound and eye candy were disabled.

 

Yes, please post a screenshot.

 

Screenshot below but two new comments on this: 1) others who had not taken patch also noticed my health bar looked lower then everyone else 2) Later on I put on my COL and restored (for first time since patch) and I noticed my health bar became the same size as everyone elses - now I see if I remove COL healthbar shrinks, if I put it back on and restore it grows again. I did not notice this effect since update prior to patch.

 

Screen shot without COL

patch1.jpg

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Isn't it normal that healthbar is as long as the numbers of hp? It has been as a feature at least since 1.5.0.

That has been a bug since 1.5.0

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Guest Raindragon123

Wow, wow, I just noticed what I believe is a HUGE improvement with this new client, and one that I had been praying for too! When I open my various other windows, manufacturing, storage, etc, they remain their "normal size" EVEN when I have my client opened to a much larger size. Used to be that even if you made the client larger (take up more monitor space) the extra windows (manu, storage etc) would simply grow larger too, to fill up their new playpen (the large monitor space). THANK YOU SO MUCH. I like being able to chat and mix at the same time, but with my mixing window and inventory window and storage window open, that used to be a challenge. Thanks again for your hard work and dedication.

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Isn't it normal that healthbar is as long as the numbers of hp? It has been as a feature at least since 1.5.0.

That has been a bug since 1.5.0

Cannot we keep that bug unfixed then? It looks better than the earlier constant-lenght-healthbars.

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Turqoise color bug in the new patch file - it's white instead of blue. The location is Glacmor Caves.

I haven't changed anything - just ran the game from the patch file instead of el.exe.

turqoisecolorbuginpatchkr7.th.jpg

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Turqoise color bug in the new patch file - it's white instead of blue. The location is Glacmor Caves.

I haven't changed anything - just ran the game from the patch file instead of el.exe.

turqoisecolorbuginpatchkr7.th.jpg

 

Lol, that's just the texture that isn't loading, it happens with more things, not only the turqoise. This bug has been posted several times before and has nothing to do with this patch.

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Lol, that's just the texture that isn't loading, it happens with more things, not only the turqoise. This bug has been posted several times before and has nothing to do with this patch.

Actually, there are some first steps to solve this bug in that patch.

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In this picture, Ikaris's Crown of Life appears black, even though the rest of ours are fine. I am using the new client patch.

 

elscreen009.jpg

 

And at Florian's request...

 

[16:32:06] Video card: GeForce Go 7900 GS/PCI/SSE2/3DNOW!
[16:32:06] Vendor ID: NVIDIA Corporation
[16:32:06] OpenGL Version: 2.0.1
[16:32:06] Supported extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

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When you report (graphic) bugs, please include your (graphics hardware specs and) operating system.

Sorry about that. Here's my #glinfo output:

[23:39:29] Video card: GeForce 8600 GT/PCI/SSE2
[23:39:29] Vendor ID: NVIDIA Corporation
[23:39:29] OpenGL Version: 2.1.2
[23:39:29] Supported extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

OS: Win XP SP2.

Video Card: 8600GT.

CPU: E4300.

 

As for this problem being reported in the past - I don't play much, nor do I have the time to read every post in the forums. I just saw a post about a patch, I downloaded it, ran it and saw this bug. I then tried loading the "normal" client, and that color bug wasn't there, so I assumed that bug must be related to the new patch. If this bug doesn't have anything to do with the new patch, feel free to remove my post.

Edited by smalul

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I don't know if it is related, but with new client I cannot use F2 to catch all links:/

 

I heared someone telling this with the old client too, so it's not a new bug.

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I don't know if it is related, but with new client I cannot use F2 to catch all links:/

Could you explain the problem in more detail please. Do the links show up in the URL window (CTRL+F2)? Have you configured your browser properly? Go to options->misc and make sure your browser setting is correct.

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