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RC 8

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Download: http://www.eternal-lands.com/el_pre_rc_01_03_08.exe

Install it in your EL folder

Run el_pre_rc_8.exe

 

This should fix all the ATI problems, please post if it does or if it doesn't.

Hopefully, it will also fix the Intel problems as well, again, waiting for some feedback from the intel people.

 

If you have problems, do a #glinfo and post the first 3 lines, as usual. Thanks!

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Crashed while logging in

 

Video card: intel 965/963 graphics media accelerator

vendor ID: intel

opengl version: 1.5.0

 

^info from pre rc 7 no vertex

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Please post the content of your infos.log (delete it first, run the RC8 client, post the log here) (only the prople with problems!!)

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ok someone help me get to the infos.log pad: here's what mine said

 

 

Log started at 2008-03-01 21:54:53 localtime (Eastern Standard Time)

 

Init extensions.

Generating 3D noise: octave 1/4...

Generating 3D noise: octave 2/4...

Generating 3D noise: octave 3/4...

Generating 3D noise: octave 4/4...

Compressing noise

Building noise texture

Done with noise

Filter lookup texture

Init extensions done

Init eyecandy

Init eyecandy done

Max parameters per program: 128

Max instructions per program: 512

Max bones per mesh: 28

Init actor defs

Init actor defs done

Init lights

Init done

Init done!

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First client to work with the vertex program enabled on my laptop. Still have the flicker bug when looking ground textures from certain angles.

 

Dell Inspiron 9100

Pentium 4

Ati Mobility 9700

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First client to work with the vertex program enabled on my laptop. Still have the flicker bug when looking ground textures from certain angles.

 

Dell Inspiron 9100

Pentium 4

Ati Mobility 9700

 

Please post the location with a screenshot, if possible.

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Is there a version in cvs? Thanks.

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No noticable problems atm, been running for 1.5 hours now. I have noticed the fps have dropped down to 24 average, with eye candy one, remote heal drops to 4 fps. With the last client, i ran 45 fps with no ill effects of eye candy.

 

Download: http://www.eternal-lands.com/el_pre_rc_01_03_08.exe

Install it in your EL folder

Run el_pre_rc_8.exe

 

This should fix all the ATI problems, please post if it does or if it doesn't.

Hopefully, it will also fix the Intel problems as well, again, waiting for some feedback from the intel people.

 

If you have problems, do a #glinfo and post the first 3 lines, as usual. Thanks!

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Is there a version in cvs? Thanks.

 

Yes, but the vertex program 'fix' is not in the CVS yes, first we need to make sure it works properly.

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Video card: ATI Radeon Xpress Series

Vendor ID: ATI Technologies Inc.

OpenGL Version: 2.1.7278 Release

I have a screenie of the problem too if you want it.

 

First, what IS the problem?

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first one ive tried and it works fine i have ATI mobility radeon X1300

 

game feels better i like it thanks

 

edit: I am getting some ground flashing though

Edited by anima

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Video card: RADEON X800 Series x86/SSE2
Vendor ID: ATI Technologies Inc.
OpenGL Version: 2.0.6590 WinXP Release

Driver Provider : ATI Technologies Inc.
Driver Version: 8.380.0.0
Driver Date: 5/17/2007

 

No RC8 crashes so far however I'm getting major "flashing" from ground patches.

 

EDIT: My FPS was set at 40...I increased FPS to 100 which seemed to help the flashing some what but did not eliminate it - the flashing seems related to FPS imo.

 

EDIT: Game running real smooth ^^ but flashing from ground elements a big distraction :(

 

EDIT: In EVTR Map the outside ground elements are not flashing...however the "cellar under the inn" and the EVTR cave ground elements are still flashing.

 

EDIT: The EVTR to KUSAMURA MAP crash (runtime) has been fixed ^^

 

EDIT: Been using RC8 for over an hour with no NPC or harvesting issues .

Edited by marack

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RC 8 Crasges Upon opening , the blue bar wont even load

 

SYSTEM SPECS :

 

Video Card: 760 VGA

Vendor ID: SiS

OpenGL Version 1.4.0

 

Error Log :

 

[21:41:54] Error: Server profile not found in servers.lst for server: Lands\el_pre_rc_8.e. Failover to server: main.

[21:41:54] Using the server profile: main

 

* edit * I noticed that when I went into the game on normal client, it gave me a long list of Error Logs, wuld it be a help to post these ? They are pretty vast , but if it helps to perhaps see why SiS video card is so crapola , I will come back and post them

Edited by ShAnGmId

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Crashes with logon attempt.

 

 

[19:34:35] Video card: RADEON X800 XT x86/SSE2

[19:34:35] Vendor ID: ATI Technologies Inc.

[19:34:35] OpenGL Version: 1.5.4582 WinXP Release

 

 

from Infos:

 

Log started at 2008-03-01 19:39:16 localtime (Pacific Standard Time)

 

Init extensions.

Generating 3D noise: octave 1/4...

Generating 3D noise: octave 2/4...

Generating 3D noise: octave 3/4...

Generating 3D noise: octave 4/4...

Compressing noise

Building noise texture

Done with noise

Filter lookup texture

Compiling shader './shaders/water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/reflectiv_water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/reflectiv_water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/reflectiv_water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Compiling shader './shaders/reflectiv_water_fs.glsl' successful

Linking shaders successful: Link successful. The GLSL fragment shader will run in hardware.

Init extensions done

Init eyecandy

Init eyecandy done

Max parameters per program: 256

Max instructions per program: 65535

Max bones per mesh: 71

Init actor defs

Init actor defs done

Init lights

Init done

Init done!

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Hi there, no crashes, but curious invisible character persists. Example below...

 

elscreen005a.jpg

 

#glinfo

[17:08:15] Video card: Intel 945GM
[17:08:15] Vendor ID: Intel
[17:08:15] OpenGL Version: 1.4.0 - Build 4.14.10.4543
[17:08:15] Supported extensions: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow 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_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels 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_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint

 

Infos.log

Log started at 2008-03-02 17:07:42 localtime (New Zealand Daylight Time)

Init extensions.
Generating 3D noise: octave 1/4...
Generating 3D noise: octave 2/4...
Generating 3D noise: octave 3/4...
Generating 3D noise: octave 4/4...
Compressing noise
Building noise texture
Done with noise
Filter lookup texture
Init extensions done
Init eyecandy
Init eyecandy done
Max parameters per program: 96
Max instructions per program: 128
Max bones per mesh: 17
Init actor defs
Init actor defs done
Init lights
Init done
Init done!

 

Hope this helps.

 

Stewbaby

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I continue to have the problem with the ground texture (not the bricks, the other texture that runs along the edge of buildings) in Portland standing in front of the library (199, 103). It's flashing 5-10 times per second. This is with all eye-candy and other effects off.

 

I get the same effect with the brown ground around the water, again in Portland standing at (250, 157). As I wander around Portland, most any ground (non-grass) shows the flashing. The flashing SEEMS to be limited to the tiles that are a mixture of who textures (grass/dirt). The ones that are all grass, or all dirt aren't flashing.

 

Does it in Morcraven Marsh too.

 

The health bar length is still based on the length of the health numbers, so someone with xxx/yyy (7 characters) has a longer health bar than someone with xx/yy (5 characters).

 

Lest this sound all negative, things are working better than the first couple RCs, so there has been improvement.

 

 

Video card: MOBILITY RADEON 9000 DDR x86/SSE2

Vendor ID: ATI Technologies Inc.

OpenGL Version: 1.3.3842 WinXP Release

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If you have flashing problems, do the following:

Enable frame buffer and VBO (where supported).

Otherwise, disable shaders and reflections.

Please post the results here.

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RC 8 Crasges Upon opening , the blue bar wont even load

 

SYSTEM SPECS :

 

Video Card: 760 VGA

Vendor ID: SiS

OpenGL Version 1.4.0

 

Error Log :

 

[21:41:54] Error: Server profile not found in servers.lst for server: Lands\el_pre_rc_8.e. Failover to server: main.

[21:41:54] Using the server profile: main

 

* edit * I noticed that when I went into the game on normal client, it gave me a long list of Error Logs, wuld it be a help to post these ? They are pretty vast , but if it helps to perhaps see why SiS video card is so crapola , I will come back and post them

 

What does the infos.log say?

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