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Client 170 release, I need some testers

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This is only for people who are good with computers and can follow some simple instructions.

Instructions:

1. In your My Documents directory, rename the Eternal Lands folder to something else.

2. Close the client.

3. Delete your Eternal Lands directory from wherever you installed it (make sure to back up anything you don't want to lose)

4. Download the new client from http://www.eternal-lands.com/el_170_install.exe

5. Install it.

6. Run it, and make sure there are no issues.

7. Post the results here (positive or negative).

P.S. Some maps will be out of sync with the main server, so don't report map related issues.

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Installed...

Loads quicker than the old client

Running okay, 35-40 fps (slightly lower then old client)

1 issue: it crashes when i change resolutions. Changing resolution through el.ini works.

Edited by RotationZ

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Video card: GeForce 8400 GS/PCI/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 2.1.1

 

Testing Client 1.70

Installation no prop

offered me fps on 56+ but i like force it to 25

 

Rotating and other video functions going perfectly sofafere no prop at all

 

looking good ;)

Edited by Sir_Megatron

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No problems with the install.

 

I did experience a crash when switching to Full Screen, within the client, but editing the ini worked fine.

 

Missing water effects initially, but restarting the client seemed to clear this up.

 

UVP is now reporting 0, on screen, instead of the 1 I had with earlier client.

 

[13:57:32] Video card: GeForce 6200/AGP/SSE/3DNOW!

[13:57:32] Vendor ID: NVIDIA Corporation

[13:57:32] OpenGL Version: 2.1.1

[13:57:32] 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_clear_tag 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 GL_WIN_swap_hint WGL_EXT_swap_control

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1. In your My Documents directory, rename the Eternal Lands folder to something else.
Will this be true of the final release also? That is, will people need to manually recover their chat logs, map-mark files, screen captures, etc. from the renamed directory (repeated for each server sub-directory of course)?

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as others said crashes while switching to full screen

UVP:1

FPS: 40-70

P4-3GHz

2 GIG ram

8600GT 1 GIG (nice card ;) )

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1. In your My Documents directory, rename the Eternal Lands folder to something else.
Will this be true of the final release also? That is, will people need to manually recover their chat logs, map-mark files, screen captures, etc. from the renamed directory (repeated for each server sub-directory of course)?

 

.....

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.....
Yea, ok, thanks for clearing that up.

 

Well I'll figure it out. Hope others can too.

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Just a heads up, since it probably is not 'served' up right: Knowledge list doesn't display newest engineering (arrows and such) knowledge properly with ctrl+k or #know. Last 'read' item is invasionmeter according to the list.

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Bugs:

 

On the Options/Sky&Cam page, Quadratic Decel. the number overlaps the window inner border

Snapiness on the same page - Snapiness should read Snappiness

 

Overall:

150-350FPS depending on the map with all the pretty features enabled

 

Loading is fast, but would those on high consider gzipping the files that can be gzipped to decrease the load times even more? We know the system works.

 

No crashes so far, system is very responsive.

 

System:

Windows XP, Nvidia Geforce 6600 512MB VRAM running on forceware 175.16, 2 GB DDR2 RAM on PCI express x16, Q6600 quad core Pentium @2.4GHz

 

Can we please have a copy of icon.bmp so we can have an icon?

gl_init.c:414

SDL_WM_SetIcon(SDL_LoadBMP("icon.bmp"), NULL);

Edited by LabRat

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Loading is fast, but would those on high consider gzipping the files that can be gzipped to decrease the load times even more? We know the system works.

 

Yes, it works, but the download size will become significantly bigger if we do that (like 10mb bigger).

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On imac when I selct actor animation to get UVP1 my character has dark areas on. Also NPC looks all brown. Is there a special thing I need to do to use UVP1?

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Works great, but noticed that if you climb ladder to EVTR exit in WV, and are in first person viewpoint, EL crashes. Tried this several times from regular view, then first person (alt f) and it only crashes if you climb ladder (either up or down) in first person viewpoint. Haven't used this viewpoint much yet, but will try map changes, etc to see if it happens then as well. Am headed to bed for the night (very tired here) but will try some more tomorrow.

Llyn :D

 

PS. I have a 7600 NVidia with latest drivers. Everything looks awesome in game, this if first problem I've encountered.

Edited by Llynara

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Just tested that a bit, i also get crashes when changing maps in FP mode.

 

GeForce 6800

Ubuntu 8.04

very recent CVS.

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Im not sure if this is the right place to post this but

 

Can you harvest yew on main

tried in the pk server but saw shows as a pickaxe when carried you get a pickaxe sign when holding pointer over tree

click and nothing happens

 

or is yew still not available with the 170 release

 

Handy Thor

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