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Entropy

RC 1

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Ok I'm still having the same problem I've had with all the pre rc clients I have tested but its worse now. Here is a copy n paste of what I posted in the last pre rc thread (can't seem to get the quote to work).

 

Only problem I have come across is in the room under the inn in EVTR. It is the same problem I had with the last client release that the no clusters exe fixed. When I enter the room all is fine as long as I don't move or change view. If I walk to the wine rack to enter the mine or change the view my monitor gose all black for a few seconds (like it would if I was changing from or to full screen mode.) Then when I can see again the EL screen is all messed up and then it goes black again and when it comes back EL is frozen. I can't alt x to close or anything. Even useing ctrl alt delete n telling it to close wont close EL. I have to shutdown my comp n restart in order to get it to close so I can play again. I say EL is frozen cause I can still do other things like use my browser n view webpages, but not EL.

 

It's way worse now as it happens as soon as I enter the room. But this time it I was able to alt x to close but EL was frozen couldn't click on anything at all.

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All who build their own client:

 

You need the current data files!

 

So, either install the windows RC1 yourself using wine or virtualbox or whatever, or ask some nice windows user to give you the files.

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All who build their own client:

 

You need the current data files!

 

So, either install the windows RC1 yourself using wine or virtualbox or whatever, or ask some nice windows user to give you the files.

NO need to yell. I'll wait for the linux release. Don't think we should have to download windows version to try out linux cvs.

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That wasn't meant as a yell, but I know how people do selective reading, so it had to stick out :bow_arrow:

 

Currently, there are no matching data files for the linux people, I'm afraid.

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The first time I started up the client the remote heal effect was yellow, but the second time, it was white. Also I noticed a strange sound while walking in Idaloran, it was like wind blew noise effect and then a gong sounded. It got extremely annoying after a while.

 

Edit: I noticed there was a raining sound in the cave in northern ida (skeles, large & small spiders there) even though i was inside the cave.

Edited by auror

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Crashing on loadup after entering character name and password. I do not use sound.

 

infos.log:

 

Log started at 2008-03-22 17:27:09 localtime (Eastern Daylight Time)

 

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

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

Loading vertex programs

Max bones per mesh: 71

GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 65535

GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 256

GL_MAX_PROGRAM_TEMPORARIES_ARB: 65535

GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 32

GL_MAX_PROGRAM_PARAMETERS_ARB: 256

GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 256

GL_MAX_PROGRAM_ATTRIBS_ARB: 32

GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16

GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 1

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: 145

'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5

'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5

'shaders/anim.vert' GL_PROGRAM_PARAMETERS_ARB: 252

'shaders/anim.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 252

'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: 116

'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 110

'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: 256

'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 244

'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: 31

'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: 222

'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222

'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: 32

'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: 222

'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222

'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

Loading vertex programs done

Init actor defs

 

 

Init actor defs done

Init lights

Init done

Init done!

 

 

error.log:

 

Log started at 2008-03-22 17:27:08 localtime (Eastern Daylight Time)

 

[17:27:08] Error: Server profile not found in servers.lst for server: Lands\el_rc1.exe". Failover to server: main.

[17:27:08] Using the server profile: main

[17:27:18] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates150/files.lst

[17:27:18] Downloading http://www.eternal-lands.com/updates150/files.lst from www.eternal-lands.com

[17:27:18] Finished downloading http://www.eternal-lands.com/updates150/files.lst

[17:27:19] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates/custom_files.lst

[17:27:19] Downloading http://www.eternal-lands.com/updates/custom_files.lst from www.eternal-lands.com

[17:27:19] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst

Edited by Entropy

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Strange rendering, model parts are blinking from black to color(its hard to me to explain)

Few screens (click to enlarge):

thumbelscreen001.png

thumbelscreen002.png

thumbelscreen003.png

thumbelscreen006.png

thumbelscreen007.png

thumbelscreen008.png

thumbelscreen009.png

thumbelscreen010.png

thumbelscreen011.png

 

And here is a infos.log:

 

Log started at 2008-03-22 22:59:39 localtime (�rodkowoeuropejski czas stand.)

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.d
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.d
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.d
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.d
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.d
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.d
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.d
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.d
Init extensions done
Init eyecandy
Init eyecandy done
Loading vertex programs
Max bones per mesh: 71
GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 320
GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 256
GL_MAX_PROGRAM_TEMPORARIES_ARB: 40
GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 32
GL_MAX_PROGRAM_PARAMETERS_ARB: 256
GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 256
GL_MAX_PROGRAM_ATTRIBS_ARB: 16
GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 1
GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: 512
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: 256
'shaders/anim.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 158
'shaders/anim.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 133
'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5
'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 11
'shaders/anim.vert' GL_PROGRAM_PARAMETERS_ARB: 252
'shaders/anim.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 252
'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: 25
'shaders/anim_depth.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4
'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: 116
'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 100
'shaders/anim_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 5
'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 10
'shaders/anim_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 256
'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 256
'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: 25
'shaders/anim_ghost.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4
'shaders/anim_ghost.vert' GL_PROGRAM_PARAMETERS_ARB: 222
'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
'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: 26
'shaders/anim_ghost_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4
'shaders/anim_ghost_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 222
'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
'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
Loading vertex programs done
Init actor defs

Init actor defs done
Init lights
Init done
Init done!

 

 

glinfo

Video card: ATI RADEON XPRESS 1100
Vendor ID: ATI Technologies Inc.
OpenGL Version: 2.0.6347 Release

 

I'm using video card Rodeon X1100 in my laptop (i know its a crap) and every thing is turned off (poor man and don't adjust shadows on).

Edited by knufasz

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Initial testing looks good, can function properly, walk , open storage , trade , harvest etc.

 

UVP is 0 . Will run this exe more thoroughly and report back if i encounter anything unusual.

 

Thank you for your hard work guys n girls ;)

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Downloaded CVS and compiled. I presume this equivlent to the windows download. I noticed some strange Framerate changes. As in, when I first login I will see a frame rate around 50 and after a little bit, it will drop into the single digits.

 

Running OpenSuse 10.3. GL info:

 

Video card: GeForce 6600 GT/PCI/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 2.1.2 NVIDIA 169.09

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_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_framebuffer_multisample_coverage 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

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I've installed RC1 on the first PC in my siggy atm. The client managed to execute ok...I logged in fine...client then began initializing, 2D, 3D models, etc. and as the game screen was about to open the client crashed. This is the first RC_x that has crashed on this PC. I'll try installing on the other PCs and report back any problems.

 

Note: My "sound" has been turned off.

Note: Although I've never had to do it before I changed "#use_new_selection= 0" but experienced same crash.

 

EDIT: Since RC1 wasn't working for me I went back to RC_11 however it too is now crashing at the same point as RC1 does on this PC. I've been running RC_11 on all three PCs with no issues.

 

EDIT: I decided to reinstall RC_11 and was able to get back into the game...strange one :devlish:

 

EDIT: For the heck of it I ran RC1 without installing it over RC_11 (see previous EDIT above)...and RC1 doesn't crash...

 

 

error_log.txt

Log started at 2008-03-23 15:30:35 localtime (Eastern Daylight Time)

[15:30:35] Error: Server profile not found in servers.lst for server: Lands\el_rc1.exe". Failover to server: main.
[15:30:35] Using the server profile: main
[15:30:38] Error opening sound configuration file
[15:30:44] Error: Can't open file "quest.log"
[15:30:44] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates150/files.lst
[15:30:44] Downloading http://www.eternal-lands.com/updates150/files.lst from www.eternal-lands.com
[15:30:44] Finished downloading http://www.eternal-lands.com/updates150/files.lst
[15:30:45] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates/custom_files.lst
[15:30:45] Downloading http://www.eternal-lands.com/updates/custom_files.lst from www.eternal-lands.com
[15:30:45] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst
[15:31:05] Too much commands in the queue for actor 670 (Touareg) => resync!
[15:31:05] 0th command in the queue: 22
[15:31:05] 1th command in the queue: 22
[15:31:05] 2th command in the queue: 21
[15:31:05] 3th command in the queue: 21
[15:31:05] 4th command in the queue: 21
[15:31:05] 5th command in the queue: 22
[15:31:05] 6th command in the queue: 22
[15:31:05] 7th command in the queue: 22
[15:31:05] 8th command in the queue: 22
[15:31:05] 9th command in the queue: 20
[15:31:05] 10th command in the queue: 20
[15:31:05] 11th command in the queue: 20
[15:31:05] 12th command in the queue: 20
[15:31:05] 13th command in the queue: 20
[15:31:05] 14th command in the queue: 20
[15:31:05] 15th command in the queue: 20
[15:31:05] 16th command in the queue: 20
[15:31:05] 17th command in the queue: 20
[15:31:05] 18th command in the queue: 20
[15:31:05] 19th command in the queue: 0
[15:31:05] Unable to add command 20 - 670

 

infos.log

Log started at 2008-03-23 15:30:35 localtime (Eastern Daylight Time)

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
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
Loading vertex programs
Max bones per mesh: 71
GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 65535
GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 256
GL_MAX_PROGRAM_TEMPORARIES_ARB: 65535
GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 32
GL_MAX_PROGRAM_PARAMETERS_ARB: 256
GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 256
GL_MAX_PROGRAM_ATTRIBS_ARB: 32
GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 1
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: 145
'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5
'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5
'shaders/anim.vert' GL_PROGRAM_PARAMETERS_ARB: 252
'shaders/anim.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 252
'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: 116
'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 110
'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: 256
'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 244
'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: 31
'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: 222
'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
'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: 32
'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: 222
'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
'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
Loading vertex programs done
Init actor defs
Init actor defs done
Init lights
Init done
Init done!

Edited by Entropy

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Ok...I've installed RC1 on the 2nd (Laptop) PC in siggy and it loads fine with no crashes.

 

EDIT: I will now load onto my Poor Man and report back...

 

EDIT: Its installed and working fine on the Poor Man PC atm...

Edited by marack

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RC1 runs smooth on my system. initial startup is noticably faster, so is map changing. my uvp is 1, water shading 2. i love the new harvesting effect and remote heal.

only thing i found are the strange noises when sound is enabled: a "windy" sound, with a gong in the background and some distant campfire noise. did not get these sounds while harvesting/exploring, but it started when i was fighting (in kusamura). only thing found in error log was this message, repeatedly:

 

[00:20:24] stop_stream - Error stopping stream - error: Invalid Value

Last message repeated 13 times

[00:26:48] Error creating buffer: Invalid Operation

Last message repeated 17 times

System specs:

Intel Core 2 CPU 6400 @ 2.13Ghz

2 GB memory

NVidia GeForce 7900GS 256MB

 

 

Overall i'd say you guys did a very good job :lipssealed:

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I haven't run into any problems with rc 1.

 

A few (old) things I'd like to address though;

  • Losing of ctrl/alt keypress:
    EL sometimes doesn't notice that alt or ctrl is being pressed (which has been reported before iirc).
    One way to have EL lose track of the ctrl/alt key press (I have the feeling there are more ways): move the mouse out and/or over the EL window.
    Especially with the awesome! addition of ranged weapons (the alt+left-click to shoot, without accidentally moving on a misclick), this would be nice to have fixed.
  • Minimap in fog of war mode:
    The tracking of your steps keeps going after the minimap window is closed, but it doesn't track before the minimap has been pulled up the first time.

(Or should I address these things in the Bugs forum?)

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The minimap is not stable enough, and it's an unofficial feature, use at your own risk sort of thing.

The alt+ctrl thing, I suspect it might have to do with the OS, and even the keyboard type. But no time to fix it now, maybe we can have a patch later on.

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