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Mule testing

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The test server is updated and the mule is ready to be tested. I will give the items to those who come now on the test server. If you find problems, please post them here.

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I crash when I try to harvest anything. Nothing in the error log, and the system specs are:

 

AMD Athlon 64 Processor,

nVidia Geforce 6100,

512 MB of Ram.

 

If you need the video card driver date, etc., let me know.

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Crashing as mule when harvesting.

 

NVIDIA System Information report created on: 09/11/2008 02:32:57

 

[Display]

Processor: AMD Athlon 64 X2 Dual Core Processor 4200+ (2207 MHz)

Operating System: Microsoft Windows Vista (Service Pack 1)

DirectX version: 10.0

GPU processor: GeForce 8500 GT

ForceWare version: 169.25

Total available graphics memory: 1279 MB

Dedicated video memory: 256 MB

System video memory: 0 MB

Shared system memory: 1023 MB

Video BIOS version: 60.86.34.00.75

IRQ: 16

Bus: PCI Express x16

 

EDIT:

OpenGL Version: 2.1.2

Edited by DogBreath

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I was crashing while trying to harvest

 

Spec

Intel core duo Processor T7500 2.20GHz

2gb Ram

Nvida Geforce 8600m Gs Gpu

 

 

Video card: GeForce 8600M GS/PCI/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 2.1.1

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_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_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

Edited by jammie

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As (I guess) others have reported, my client would crash each time I attempted to start harvesting while shifted to a mule. Specs should be in the sig. A #glinfo gives:

 

Video card: MOBILITY RADEON 9000 DDR x86/SSE2

Vendor ID: ATI Technologies Inc.

OpenGL Version: 1.3.3842 WinXP Release

 

I also noted that the mule won't sit even though the sit/stand button works and changes state when I click it.

 

There appear to be two fighting animations. The first is a simple head-butt. For me, the second resulted in the mule lying on it's side, feet toward the opponent. It looks like perhaps I'm trying to kick the opponent with my front feet, but flopping on my side looks a little strange.

Edited by bkc56

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I had trouble with the client crashing whenever I would harvest, but that seems to be taken care of with disableing eyecandy.

 

My specs:

Video card: ATI Radeon Xpress Series

Vendor ID: ATI Technologies Inc.

OpenGL Version: 2.1.7415 Release

 

If you need more info let me know.

Edited by VixenRose

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Crashed on shapeshifting.

Restarted, disabled eye candy and harvesting effect, no crash.

Changed back to normal, enabled eye candy and harvesting effect, shapeshifted, no crash.

Crashed when changing back to normal with eye candy and harvesting animation enabled.

 

#glinfo:

Video card: GeForce 6600/PCI/SSE2
Vendor ID: NVIDIA Corporation
OpenGL Version: 2.1.2
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 GL_WIN_swap_hint WGL_EXT_swap_control

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Crash on harvesting when shapeshifted, Athlon64 on 64bit linux.

 

Traceback:

 

GNU gdb 6.7.1
Copyright (C) 2007 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-pc-linux-gnu"...
Using host libthread_db library "/lib/libthread_db.so.1".
(gdb) run test
Starting program: /home/rauch/el/source/elc/el.x86.linux.bin test
[Thread debugging using libthread_db enabled]
[New Thread 0x7f3618c52740 (LWP 9292)]
[New Thread 0x425a6950 (LWP 9382)]
[New Thread 0x40b91950 (LWP 9383)]
arts grab audio ok
[New Thread 0x42da7950 (LWP 9387)]
[New Thread 0x41392950 (LWP 9388)]
[New Thread 0x435a8950 (LWP 9389)]
[Thread 0x40b91950 (LWP 9383) exited]
[New Thread 0x43da9950 (LWP 9390)]
[Thread 0x43da9950 (LWP 9390) exited]
[New Thread 0x445aa950 (LWP 9400)]
[Thread 0x445aa950 (LWP 9400) exited]
[New Thread 0x44dab950 (LWP 9401)]
[Thread 0x44dab950 (LWP 9401) exited]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f3618c52740 (LWP 9292)]
0x000000000043a973 in cal_get_actor_bone_local_position (in_act=0x19088d00, in_bone_id=-1, in_shift=0x7fff20d98180, out_pos=0x7fff20d981a0) at cal.c:767
767			 memcpy(out_pos, CalVector_Get(point), 3*sizeof(float));
(gdb) bt full
#0  0x000000000043a973 in cal_get_actor_bone_local_position (in_act=0x19088d00, in_bone_id=-1, in_shift=0x7fff20d98180, out_pos=0x7fff20d981a0) at cal.c:767
	skel = (class CalSkeleton *) 0x186cf940
	bone = (class CalBone *) 0x121
	point = (class CalVector *) 0x155
#1  0x000000000053c9a2 in set_vec3_actor_bone2 (position=@0x18df2a18, _actor=0x19088d00, bone=-1, shift=@0x7fff20d981e0) at eye_candy_wrapper.cpp:194
	act_rot = {-4.37113883e-08, 1, 0, -1, -4.37113883e-08, 0, 0, 0, 1}
	tmp_pos = {0, 0, 3.6847174e-19}
	pos = {3.68471326e-19, 4.59163468e-41, 7.73486905e-39}
	_shift = {0, 0, 0}
#2  0x000000000053cb20 in set_vec3_actor_bone2 (position=@0x18df2a18, _actor=0x19088d00, bone=-1) at eye_candy_wrapper.cpp:177
No locals.
#3  0x000000000053e04f in ec_create_ongoing_harvesting2 (caster=0x19088d00, hue_adjust=1, saturation_adjust=1, LOD=10, scale=1) at eye_candy_wrapper.cpp:2096
	ret = (ec_internal_reference *) 0x18df2a10
#4  0x00000000004df5ee in filter_or_ignore_text (text_to_add=0x7fff20d988b0 "\202You started to harvest Vegetables.", len=35, size=8192, channel=3 '\003') at text.c:407
	act = (actor *) 0x19088d00
	l = 34
	idx = 1
	month_names = {0x61f190 "Aluwia", 0x61f197 "Seedar", 0x61f19e "Akbar", 0x61f1a4 "Zartia", 0x61f1ab "Elandra", 0x61f1b3 "Viasia", 0x61f1ba "Fruitfall", 0x61f1c4 "Mortia", 0x61f1cb "Carnelar",
 0x61f1d4 "Nimlos", 0x61f1db "Chimar", 0x61f1e2 "Vespia"}
	day_names = {0x61f005 "1st", 0x61f009 "2nd", 0x61f00d "3rd", 0x61f011 "4th", 0x61f015 "5th", 0x61f019 "6th", 0x61f01d "7th", 0x61f021 "8th", 0x61f025 "9th", 0x61f029 "10th", 0x61f02e "11th",
 0x61f033 "12th", 0x61f038 "13th", 0x61f03d "14th", 0x61f042 "15th", 0x61f047 "16th", 0x61f04c "17th", 0x61f051 "18th", 0x61f056 "19th", 0x61f05b "20th", 0x61f060 "21st", 0x61f065 "22nd", 0x61f06a "23rd",
 0x61f06f "24th", 0x61f074 "25th", 0x61f079 "26th", 0x61f07e "27th", 0x61f083 "28th", 0x61f088 "29th", 0x61f08d "30th"}
#5  0x00000000004a070a in process_message_from_server (in_data=0x7f3604000d00 "", data_length=39) at multiplayer.c:505
	len = 35
	text_buf = "\202You started to harvest Vegetables.\000\000\000\000\000�\r\230\0256\177\000\000�\001\000\000X�\236Ym�\227\0256\177\000\000\001\000\000\000\000\000\000\000\000p�\n6\177\000\000\214�� �\177\000\000(\000\000\000\000\000\000\000\002\000\000\000\000\000\000\000e\a\227\0256\177", '\0' <repeats 22 times>, "a��+\005\000\000\0006\177\000\000\002\000\000\000\000\001\000\000\001\000\000\000\000\000\000\000(", '\0' <repeats 15 times>, "�pp\001\000\000\000\000�\r\230\0256\177\000\000�\001\000\000g��+\220\212� �\177\000\000\000\212� �\177\000\000\202"...
#6  0x000000000049318e in start_rendering () at main.c:161
	message = (message_t *) 0x7f3604001700
	event = {type = 24 '\030', active = {type = 24 '\030', gain = 96 '`', state = 150 '\226'}, key = {type = 24 '\030', which = 96 '`', state = 150 '\226', keysym = {scancode = 1 '\001', sym = 412508334,
  mod = 32566, unicode = 5811}}, motion = {type = 24 '\030', which = 96 '`', state = 150 '\226', x = 1, y = 0, xrel = 24750, yrel = 6294}, button = {type = 24 '\030', which = 96 '`', button = 150 '\226',
state = 24 '\030', x = 1, y = 0}, jaxis = {type = 24 '\030', which = 96 '`', axis = 150 '\226', value = 1}, jball = {type = 24 '\030', which = 96 '`', ball = 150 '\226', xrel = 1, yrel = 0}, jhat = {
---Type <return> to continue, or q <return> to quit---
type = 24 '\030', which = 96 '`', hat = 150 '\226', value = 24 '\030'}, jbutton = {type = 24 '\030', which = 96 '`', button = 150 '\226', state = 24 '\030'}, resize = {type = 24 '\030', w = 1,
h = 412508334}, expose = {type = 24 '\030'}, quit = {type = 24 '\030'}, user = {type = 24 '\030', code = 1, data1 = 0x7f36189660ae, data2 = 0x48c916b3}, syswm = {type = 24 '\030', msg = 0x7f36189660ae}}
	network_thread = (SDL_Thread *) 0x18608910
	message_queue = (queue_t *) 0x185bd8a0
	done = 0
	network_thread_data = {0x185bd8a0, 0x9ff6f0}
	last_frame_and_command_update = 194174
#7  0x00000000004936f9 in main (argc=2, argv=0x7fff20d9aa68) at main.c:338
No locals.
(gdb)

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Crash, when a mule casts harm on someone:

 

GNU gdb 6.7.1
Copyright (C) 2007 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-pc-linux-gnu"...
Using host libthread_db library "/lib/libthread_db.so.1".
(gdb) run test
Starting program: /home/rauch/el/source/elc/el.x86.linux.bin test
[Thread debugging using libthread_db enabled]
[New Thread 0x7f12b0814740 (LWP 11291)]
[New Thread 0x4152d950 (LWP 11294)]
[New Thread 0x40bf9950 (LWP 11295)]
arts grab audio ok
[New Thread 0x426ca950 (LWP 11296)]
[New Thread 0x42ecb950 (LWP 11297)]
[New Thread 0x436cc950 (LWP 11298)]
[Thread 0x40bf9950 (LWP 11295) exited]
[New Thread 0x43ecd950 (LWP 11299)]
[Thread 0x43ecd950 (LWP 11299) exited]
[New Thread 0x446ce950 (LWP 11300)]
[Thread 0x446ce950 (LWP 11300) exited]
[New Thread 0x44ecf950 (LWP 11301)]
[Thread 0x44ecf950 (LWP 11301) exited]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f12b0814740 (LWP 11291)]
0x000000000043a973 in cal_get_actor_bone_local_position (in_act=0x188d05e0, in_bone_id=-1, in_shift=0x7fffb8959d40, out_pos=0x7fffb8959d60) at cal.c:767
767			 memcpy(out_pos, CalVector_Get(point), 3*sizeof(float));
(gdb) bt full
#0  0x000000000043a973 in cal_get_actor_bone_local_position (in_act=0x188d05e0, in_bone_id=-1, in_shift=0x7fffb8959d40, out_pos=0x7fffb8959d60) at cal.c:767
	skel = (class CalSkeleton *) 0x19173570
	bone = (class CalBone *) 0x121
	point = (class CalVector *) 0x155
#1  0x000000000053c9a2 in set_vec3_actor_bone2 (position=@0x18870728, _actor=0x188d05e0, bone=-1, shift=@0x7fffb8959da0) at eye_candy_wrapper.cpp:194
	act_rot = {0.707106352, 0.707107186, 0, -0.707107186, 0.707106352, 0, 0, 0, 1}
	tmp_pos = {0, 0, -7.1342336e-05}
	pos = {-7.13422196e-05, 4.59163468e-41, 7.73486905e-39}
	_shift = {0, 0, 0}
#2  0x000000000053cb20 in set_vec3_actor_bone2 (position=@0x18870728, _actor=0x188d05e0, bone=-1) at eye_candy_wrapper.cpp:177
No locals.
#3  0x000000000053fffd in ec_create_glow_harm (caster=0x188d05e0, LOD=10) at eye_candy_wrapper.cpp:1643
	ret = (ec_internal_reference *) 0x18870720
#4  0x00000000004dc434 in parse_special_effect (sfx=SPECIAL_EFFECT_HARM, data=0x7f129c001fc4) at special_effects.c:744
	offset = 0
	need_target = 1
	sfx_sound = 114
	var_a = 8
	var_b = 3245
	caster = (actor *) 0x188d05e0
	target = (actor *) 0x1885ef40
	x = 0
	y = 0
#5  0x00000000004a27c7 in process_message_from_server (in_data=0x7f129c001fc0 "O\006", data_length=8) at multiplayer.c:1752
	text_buf = "\000\000\000\000\001\000\000\000�pp\001\000\000\000\000���!\000\000\000\000��S�\022\177\000\000�pp\001\000\000\000\000�pp\001\000\000\000\000��r\001\000\000\000\000��S�\022\177\000\000�bp\001\000\000\000\000�bp\001\000\000\000\000�pp\001\000\000\000\000\221�S�\022\177\000\000\000\000\000\000\000\000\000\000<�-�\022\177\000\000\001", '\0' <repeats 15 times>, "O\006\000\000��\215�\004-T�\022\177\000\000\000\000\000\000\000\000\000\000$\000\000\000\000\000\000\000�pp\001\000\000\000\0008\000\000\000\000\000\000\000�pp\001\000\000\000\000�-T�\022\177\000\000O\006\000\000\215�m�S�\022"...
#6  0x000000000049318e in start_rendering () at main.c:161
	message = (message_t *) 0x7f129c001420
	event = {type = 24 '\030', active = {type = 24 '\030', gain = 128 '\200', state = 82 'R'}, key = {type = 24 '\030', which = 128 '\200', state = 82 'R', keysym = {scancode = 1 '\001', sym = 2958196910,
  mod = 32530, unicode = 8171}}, motion = {type = 24 '\030', which = 128 '\200', state = 82 'R', x = 1, y = 0, xrel = -32594, yrel = -20398}, button = {type = 24 '\030', which = 128 '\200',
button = 82 'R', state = 176 '�', x = 1, y = 0}, jaxis = {type = 24 '\030', which = 128 '\200', axis = 82 'R', value = 1}, jball = {type = 24 '\030', which = 128 '\200', ball = 82 'R', xrel = 1,
---Type <return> to continue, or q <return> to quit---
yrel = 0}, jhat = {type = 24 '\030', which = 128 '\200', hat = 82 'R', value = 176 '�'}, jbutton = {type = 24 '\030', which = 128 '\200', button = 82 'R', state = 176 '�'}, resize = {type = 24 '\030',
w = 1, h = -1336770386}, expose = {type = 24 '\030'}, quit = {type = 24 '\030'}, user = {type = 24 '\030', code = 1, data1 = 0x7f12b05280ae, data2 = 0x48c91feb}, syswm = {type = 24 '\030',
msg = 0x7f12b05280ae}}
	network_thread = (SDL_Thread *) 0x169799f0
	message_queue = (queue_t *) 0x1697b390
	done = 0
	network_thread_data = {0x1697b390, 0x9ff6f0}
	last_frame_and_command_update = 160176
#7  0x00000000004936f9 in main (argc=2, argv=0x7fffb895c628) at main.c:338
No locals.

 

looks to me like the same bug as in the harvesting just above, just it affects not only the mule doing sth. but also players nearby.

Edited by rauch

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The bug is linked to the eye candy code that is trying to access to non existing bones of the skeleton. It is fixed in the latest CVS and you have to disable eye candy with the official client.

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Thanks a lot schmurk, made a fresh checkout (though the previous one was just a few hours old), works now.

 

Edit: typo

Edited by rauch

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I didnt crash and was able to harvest, attack and summon as a mule.

Also changed maps and used teleport rings/beamed without problems.

I can restore health and take boats as a mule.

 

Alching is no is problem too, nor is eating regular food.

 

 

Donkey Jez

Edited by Jezebelle

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everything seems to work for me. I could walk around, harvest flowers, fight, change maps, cast spells as a donkey. No lag noticed (and i had 3 clients on).

When i dropped my food i changed back to good old me after a while

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I had to bum some mule stuff off of other people but the mule is great! Great job! The increase in emu is 10% right?

 

I liked it so much i even took about 20 screen shots of me in mule form :P No problems everything was workin normal for me. Cant wait till i can lvl up in shape shifting.

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i crashed while using normal heal and while another was stung by a bee.

 

 

Processor: Amd 64 X2 Dual core 5000+ (2.6ghz)

Ram: 3gb

 

Graphics:

 

Name: NVIDIA GeForce 9800GT

Manufacturer: NVIDIA

Chip Type: GeForce 9800 GT

DAC Type: Intergrated RAMDAC

Approx. Total Memory: 1779MB

Current Display Mode: 1680x1050 (32bit)(60Hz)

 

If that helps anyhow.

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I have logged into the test server with my alt on my Windows XP desktop, but have not been able to do any testing of the actual mule.

 

As a non-English user my keyboard has some extra characters, some of witch are placed as a third char on a key, to use some of these most usually the @ and $ characters in EL I need to change my keyboard-layout to one of the English keyboards. For this I use the combination Left Alt + Shift. On the regular server this poses no problem and I can switch back and forth but on the test server EL freezes and I have to ctrl+alt+del my way out of EL.

 

All my error_log.txt file contains is this:

Log started at 2008-09-13 09:04:04 localtime (Rom, sommertid)

[09:04:04] Using the server profile: test
[09:04:06] Error opening sound configuration file
[09:04:09] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates170/files.lst
[09:04:09] Downloading http://www.eternal-lands.com/updates170/files.lst from www.eternal-lands.com
[09:04:10] Error: Can't open file "alias.ini"
[09:04:10] Finished downloading http://www.eternal-lands.com/updates170/files.lst
[09:04:10] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates170/files.lst
[09:04:10] Downloading http://www.eternal-lands.com/updates170/files.lst from www.eternal-lands.com
[09:04:10] Finished downloading http://www.eternal-lands.com/updates170/files.lst
[09:04:11] Failed to download (files.lst) 3 times. Giving up.

 

Witch is the same as when I run on the main server, so no explanation on the freeze.

 

Processor Intel Core 2 Duo E6600

RAM: 2gb

Graphics: nVidia GeForce 7950 GT with 512 Mb RAM

Windows XP SP3

Running EL in Full-Screen at 1280x1024x32

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I believe something was changed in de coding of the mules?

After my first day as a mule, i logged in again 2 days later, and Im not able to do all i did before, such as manuing and harvesting.

 

Jez

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13 September 2008

Shapeshfting again

Well, it seems that the client crash mentioned in the previous post was actually due to the server sending something wrong. Once that was fixed, shape shifting works fine for the most part.

However, there are a few issues with special effects. The problem is, most of the special effects were done assuming that the actor that casts spells or get harvest effects are human like, and have a hand bone.

Since mules do not have such a bone, that leads to a crash. Error checking FTW :D

The bug was fixed in the CVS, but not everyone can build their own client, and the abuse potential was high. For example, triggering a harvesting event or casting a spell on someone while being a mule could have caused arbitrary client crashes for those around you.

 

Initially, I wanted to check every single special effect, and if the person who casts a spell or receives a harvest event is a mule, do not send that effect to anyone.

This is pretty tedious, because there is a lot of code to modify (all the harvesting and spell effects), and I wasn't really excited about doing it.

 

Today, however, I came up with a better idea: It is not realistic (as far as realism goes in a game) to have a mule casting spells or harvesting resources. In fact, it is not good for the game to allow that, because then everyone would be shapeshifted to a mule for anything that has to do with harvesting and manufacturing.

The idea of a mule is to CARRY stuff, not to do everything a normal player does. The game would look really boring if everyone in every mine or around every storage is a mule.

 

The way I see it is to have the mules as support player types, for example one player harvests while others goes and mules their resources to the storage (for guild projects, or for a fee).

 

So I decided to disable spell casting, harvesting and manufacturing for the mules, and possibly for the other pets as well. Because that will make the mules less usefull (to the power players), I will either make the polymorphing tokens and food cheaper, OR increase the load capacity of a mule. I am not sure which way I will go yet.

 

Taken from here.

 

(No quote-URL in EL forums :( )

Edited by Aphistolas

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On test server i was in mule form i think for some 7-8+ hours without lvling.

 

If shape shifting wont alow you to do anything for that long will there be a fast lvling area made?

 

For example a stable for the mules, or lava type place for the pheniox (sic)?

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