Ozmondius Report post Posted March 6, 2008 (edited) Mostly good experience here, but 2 system crashes in SRM storage while panning. Still have bag selection problems and entry problems into certain areas (II vengeance cave, deepstone, TG sto). Far fewer problems than the previous versions. Every once in a while the graphics still go crazy like the pictures I sent earlier, but in time they go away or i restart client and it's ok again. Edited March 6, 2008 by Ozmondius Share this post Link to post Share on other sites
Fedora Report post Posted March 6, 2008 Latest cvs on PPC mac, 32bpp. with shaders (UVP 1) i get this. And selection bug is there. Also notice the quickbar in the middle of the screen infos.log Max bones per mesh: 71 GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 32768 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 128 GL_MAX_PROGRAM_TEMPORARIES_ARB: 256 GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 12 GL_MAX_PROGRAM_PARAMETERS_ARB: 256 GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 192 GL_MAX_PROGRAM_ATTRIBS_ARB: 32 GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16 GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 2 GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: 256 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: 256 'shaders/anim.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 158 'shaders/anim.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 158 'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5 'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5 'shaders/anim.vert' GL_PROGRAM_PARAMETERS_ARB: 251 'shaders/anim.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 251 'shaders/anim.vert' GL_PROGRAM_ATTRIBS_ARB: 6 'shaders/anim.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 6 'shaders/anim.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1 'shaders/anim.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_depth.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 27 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 27 'shaders/anim_depth.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3 'shaders/anim_depth.vert' GL_PROGRAM_PARAMETERS_ARB: 218 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 218 'shaders/anim_depth.vert' GL_PROGRAM_ATTRIBS_ARB: 4 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 4 'shaders/anim_depth.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_shadow.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 164 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 164 'shaders/anim_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 5 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5 'shaders/anim_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 255 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 255 'shaders/anim_shadow.vert' GL_PROGRAM_ATTRIBS_ARB: 6 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 6 'shaders/anim_shadow.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_ghost.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 32 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 32 'shaders/anim_ghost.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3 'shaders/anim_ghost.vert' GL_PROGRAM_PARAMETERS_ARB: 225 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 225 'shaders/anim_ghost.vert' GL_PROGRAM_ATTRIBS_ARB: 5 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 5 'shaders/anim_ghost.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 33 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 33 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 225 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 225 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_ATTRIBS_ARB: 5 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 5 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1 errorlog: [08:59:25] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 21 - 6185 [08:59:35] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 26 - 6185 [08:59:35] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 20 - 6181 [08:59:35] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 26 - 6185 [08:59:35] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 20 - 6181 [08:59:35] /Volumes/Home/esperimenti/elx/elc/macosx/../actor_scripts.c.add_command_to_actor:1468 - Unable to add command 27 - 6185 Now i'm going to try renaming shaders dir (UVP0) and post in the other thread. Share this post Link to post Share on other sites
Entropy Report post Posted March 6, 2008 In anim.vert, remove: MAD R1.xyz, R0.xyzx, -light_position_6.w, light_position_6.xyzx; DP3 R2.x, R1.xyzx, R1.xyzx; RSQ R2.y, R2.x; MUL R1.xyz, R1.xyzx, R2.y; DST R2, R2.xxxx, R2.yyyy; MUL R2.yz, R2.yzxx, light_position_6.wwww; DP3 R2.w, R2, attenuation_6; DP3 R1.x, R1.xyzx, R3.xyzx; MAX R1.x, R1.x, constant.z; RCP R2.w, R2.w; MUL R1.x, R1.x, R2.w; MAD R4, R1.xxxx, diffuse_6, R4; MAD R1.xyz, R0.xyzx, -light_position_7.w, light_position_7.xyzx; DP3 R2.x, R1.xyzx, R1.xyzx; RSQ R2.y, R2.x; MUL R1.xyz, R1.xyzx, R2.y; DST R2, R2.xxxx, R2.yyyy; MUL R2.yz, R2.yzxx, light_position_7.wwww; DP3 R2.w, R2, attenuation_7; DP3 R1.x, R1.xyzx, R3.xyzx; MAX R1.x, R1.x, constant.z; RCP R2.w, R2.w; MUL R1.x, R1.x, R2.w; MAD R4, R1.xxxx, diffuse_7, R4; See if it helps. Share this post Link to post Share on other sites
bkc56 Report post Posted March 6, 2008 I had the same problem with Toshiba notebook. Just download the latest drivers from ATI webpage and install them by hand and it will work. As I believe I mentioned above, the ATI web-site doesn't list any drivers for my card (well, I couldn't find them looking under Windoze-XP, Mobility Radeon 9000). Still have bag selection problems and entry problems into certain areas (II vengeance cave, deepstone, TG sto). Same problems that I have, although for me it's an exit (from PL storage) rather then an entry problem. But I haven't gone exploring looking for more cases. Share this post Link to post Share on other sites
Entropy Report post Posted March 6, 2008 How often does it happen? Any area where it always happens? Share this post Link to post Share on other sites
Fedora Report post Posted March 6, 2008 Same results with modified anim.vert Share this post Link to post Share on other sites
bkc56 Report post Posted March 6, 2008 How often does it happen? Any area where it always happens? For my character on the main server, it happens every time I go into PL storage. I can't get out again. The fix involves some combination of going in the back room, talking (selecting) the NPC there, going back to the main room, and selecting the front door without moving from the rear door. I can't figure out which of those steps is the fix, but if I mess with that a while I can get out. For my character on the PK server (who's on IP) every time I go to the bread spawn (by the light pole) I can click on a bag and I walk to a different bag (and it opens). I do this a couple times and then sometimes I can click a bag and I won't move at all. If I click on the ground (to get off the current bag) then I can click bags again and wander around. In the house with the healing potions spawn, I also go to different bags. Tonight I went in and there were three bags. I clicked on #1 and went to #2 (picked it up). Clicked on #1 again and went to #3 (picked it up). Clicked on #1 again and finally went to #1 and picked it up. The bag selection problem only seems to happen when there are multiple bags on-screen (like the spawns I mentioned). THe door selection problem only seems to happen in a building with multiple doors (like PL storage). I haven't had any problems getting out of the inn or house on IP. Share this post Link to post Share on other sites
Entropy Report post Posted March 6, 2008 Can I see a screenshot of the problem doors please? Share this post Link to post Share on other sites
bkc56 Report post Posted March 6, 2008 Can I see a screenshot of the problem doors please? More data. I can't seem to get the problem to happen in the Portland Inn (by the outhouse) which has two doors. As to PL storage, I found that if I don't walk away from the door, I can get out fine. As soon as I walk away from the door, clickinig on either door takes me to the back room. What I DID find is that if I rotate the image about 90-degrees clock-wise (so I'm looking across the room from the front-right corner instead of the front-left corner as in the picture below) then no matter which door I click I go to the front door. The problem is still there, but I can control which door I go to with the rotation of the screen. (I'm off for the night now, so further tests will have to wait until after work tomorrow) Share this post Link to post Share on other sites
groomsh Report post Posted March 6, 2008 (edited) As I believe I mentioned above, the ATI web-site doesn't list any drivers for my card (well, I couldn't find them looking under Windoze-XP, Mobility Radeon 9000). Try using this ATI drivers. Download it, run the installer and after the installer has extracted it, cancel installation. Then: 1. go Start->Settings->Control Panel->Display 2. select tab Settings 3. click button Advanced 4. select tab Adapter 5. click button Properties 6. select tab Driver 7. click button Update Driver 8. select [No, not this time] choice and click button Next 9. select [install from a list or specific location (Advanced)] choice and click button Next 10. select [Don't search. I will choose the driver to install] choice and click button Next 11. click button Have Disk 12. browse to: C:\ATI\SUPPORT\6-11-pre-r300_xp-2k_dd_ccc_wdm_38185\Driver\2KXP_INF and click Ok 13. select [Radeon 9000 Series] and click Next (you can ignore the warning about it not being digitally signed) and finish the installation ... You can try also [Radeon 9000 Series Second] in step 13 ... Hope i it helps ... EDIT: this driver is from 6-11-2006, but still newer then the one you have (from 2003) Edited March 6, 2008 by groomsh Share this post Link to post Share on other sites
Ermabwed Report post Posted March 6, 2008 (edited) UVP: 1 (added to siggy as well) I'd like to mention that the errors_log.txt is filled with "unknown weapon property "snd_attack_X" where X is up1, up2, down1, down2, which might be because I compile without NEW_SOUND and don't have the sound files installed (also: Unknown actor attribute "sounds" Last message repeated 9 times). Found a possible problem ("validation failed") in infos.log (why the discrepancy in naming convention by the way?): Init extensions. GL_MAX_TEXTURE_UNITS_ARB: 8 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 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: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined. Validation failed - samplers of different types are bound to the same texture image unit. Init extensions done Init eyecandy Init eyecandy done Loading vertex programs Max bones per mesh: 71 Loading vertex programs done Init actor defs Build vertex buffers for 'human female' ... Build vertex buffers for 'king_penguin' done Init actor defs done Init lights Init done Init done! edit: made that a codebox Edited March 6, 2008 by Ermabwed Share this post Link to post Share on other sites
toban Report post Posted March 6, 2008 Installed and running, UVP = 1. No problems as of this writing. http://www.eternal-lands.com/el_pre_rc_05_03_07.exeThe name of the exe to run is el_pre_rc_10.exe This should work on ALL the cards, but if there are issues, post them here. You will notice that under the FPS thingy, there is a : UVP thing, which should be 0 or 1. Please make sure you have your video card specs in the signature, and post if that thing is 0 or 1, regardless of what videocard you have. The Linux data files can be found as a zip here: http://www.eternal-lands.com/el_prerc10_linux_files.zip P.S. Oops, sorry, client compiled on my machine, so it will crash in some maps. Use the normal client to get out of those maps, then try again. P.P.S. Ok, here is a fixed exe (not an installer), overwrite the old one with this one: http://www.eternal-lands.com/el_pre_rc_10.exe Share this post Link to post Share on other sites
SolarStar Report post Posted March 6, 2008 I can log in again (even caves)! [11:33:59] Video card: Intel 915GM [11:33:59] Vendor ID: Intel [11:33:59] OpenGL Version: 1.4.0 - Build 7.14.10.4764 UVP=0 now is that good or bad ? Share this post Link to post Share on other sites
ago Report post Posted March 6, 2008 [11:33:59] Video card: Intel 915GM UVP=0 now is that good or bad ? This is normal. The shader program is to complex for the i915GM chip but there is a fallback to the old rendering code. Share this post Link to post Share on other sites
draavell Report post Posted March 6, 2008 Laptop: UVP 0 Desktop: UVP 1 Share this post Link to post Share on other sites
Seleceus Report post Posted March 6, 2008 UVP: 1 No issues with game play, as of yet. Sidenote: Just my own pet-programming-peeve (so ignore at will), but it would make it easier to figure out which client I'm in if the load screen, and #ver, reported the proper build number. Share this post Link to post Share on other sites
XaRondas Report post Posted March 6, 2008 UVP 1 works fine Share this post Link to post Share on other sites
Stormie Report post Posted March 6, 2008 Video card: GeForce 8600M GS/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.1 1st RC 10 gives me a 'display driver stopped working and recovered' then i get run time error and client closes. 2nd RC10 i cant even get to load Share this post Link to post Share on other sites
mathtutor Report post Posted March 6, 2008 I can get to the log in page, as soon as I log in the client crashes. Zamolxes Share this post Link to post Share on other sites
Espresso_Boy Report post Posted March 6, 2008 UVP: 1 with a fresh build from cvs running on Mac OS X 10.5.2 with the Leopard Graphics Update Share this post Link to post Share on other sites
Vegar Report post Posted March 6, 2008 (edited) UVP: 0 Video card: GeForce4 Ti 4200/AGP/SSE/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 1.5.3 NVIDIA 71.74 Edited March 6, 2008 by Vegar Share this post Link to post Share on other sites
Dreyan Report post Posted March 6, 2008 UVP 1 ... no problems so far. Share this post Link to post Share on other sites
Dilly Report post Posted March 6, 2008 It runs, UVP is 0 Share this post Link to post Share on other sites