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Update 190 preliminary test

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TG Map issues (Part 1); I havent seen these posted so here goes;

 

TG Map-Bags in Door

th_TGMap-BagsinDoor.jpg

 

TG Map-Ground Mound too high

th_TGMap-GroundMoundtoohigh2.jpg

 

TG Map-Ground Mound too high

th_TGMap-GroundMoundtoohigh.jpg

 

TG Map-Ground Mound too high

th_TGMap-GroundMoundstoohigh3.jpg

 

TG Map-Ladder

th_TGMap-Ladder.jpg

 

TG Map-Missing bag at water's edge

th_TGMap-Missingbag.jpg

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Missing cupboard top in a house (Naralik [54,15]) (accessible via Naralik [131,59]):

 

2irrbc4.jpg

 

This ledge looks sort of out of place to me (Naralik [106,174]):

 

2ceg10m.jpg

 

Floor flickers around Naralik [102,166].

 

Floor gap in the Naralik Catacombs [40,153]:

 

vzh8ib.jpg

 

Another gap in Naralik Catacombs [45,52]:

 

2u40x94.jpg

Edited by wage

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TG Map Issues (Part 2)

 

TG Map-Three Buildings Merged

th_TGMap-ThreeBuildingsMerged.jpg

 

TG Map-Rock in water too low

th_TGMap-Rockinwatertoolow.jpg

 

TG Map-Odd ground features

th_TGMap-Oddgroundfeature.jpg

 

TG Map-Odd ground features

th_TGMap-Oddgroundfeature2.jpg

 

TG Map-Odd ground features

th_TGMap-Oddgroundfeature1.jpg

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You are in Isla Prima - The Woods [144,143]

(same issue on test server and main)

map hash: 2f2911e6b1fe700989efea3db22fbaa3 ./maps/startmap.elm

 

Near 144,143 on Isla Prima:

Ground texture covers the plant.

Edging could use some smoothing out between the stone and dirt textures, if possible.

gallery_8208_12_31649.jpg

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I'm using a cvs compile for my 64 bit linux system. When moving (either stepping or rotating in place), stdout (which is spit out in the console window from which EL is started) is spammed with messages like the following (one such message per step or rotation):

 

[cut]

 

I can avoid seeing this by sending ( > ) stdout to /dev/null, however I can feel the stuttering/sluggishness caused by processing whatever it is outputting these messages. Another linux user confirmed the same phenomenon.

 

I'd be happy to move this post to another thread, if more applicable. This may just be the result of extra debugging info in cvs - I'm not quite sure.

 

I just removed debugging messages from EMOTES code. Debugging messages from MORE_ATTACHED_ACTORS code are still there, but that code won't go in this update so it's safe to compile without it. If by the simple act of commenting a printf I have introduced bugs, let me know ;)

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Roja: yup, set 'em to 4096 and everything looked better..but some parts still had that kind of effect though..didn't take a screenie, have to wait for the time of the day to try to capture a screenshot ;)

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I think i have som map bugs found (if not plz dout bann me)

 

 

 

In the Airus mag School upper flor (~62.135) :

 

elscreen001ontest.png

 

elscreen002ontest.png

 

 

then in Oblivion :

 

elscreen003ontest.png

 

in irsis is a ship missing :

 

elscreen004ontest.png

 

then in Grubani Peninsula [17,320] 2 bugs:

 

elscreen008ontest.png

 

elscreen011ontest.png

 

also in naralik:

 

elscreen009ontest.png

 

and the Portlad Storage (the door behint the shelves @ 349,18) :

 

elscreen010ontest.png

 

i hope teths ar useful :)

Edited by Ghost30

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very useful, thank you Ghost.

 

Keep posting the bugs guys!!! Especially check in all the houses, make sure they work and the doors look ok.

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Portland @ ~101,74

 

elscreen012ontest.png

 

Portland Titanium Cave the door @ ~135.80 and ~149.78

 

elscreen015ontest.png

 

The ladder @ ~156,17 looks wired too (Portland Titanium Cave)

 

 

elscreen018ontest.png

 

outside from the cave in Portland the rock ~112,123

 

elscreen019ontest.png

 

not surre about the house (Portland) @ 52,190

 

elscreen020ontest.png

 

very hard to see: on the ground @ ~40,264

 

elscreen022ontest.png

 

Portland Magic Shop: only one of the doors working (from the aser side too)

 

elscreen024ontest.png

 

also the barrel and the crate hang in the air and ar walkeble @ 140,64 (close to the DP ship)

 

elscreen027ontest.png

 

im not surre if this was post a wile ago but ... Portland 223,67 close to sto, water texture or a place filler is missing:

 

elscreen028ontest.png

 

Witestone citty som edges ar missing @ 120,675 & 114,684 & 138,707 & 174,750 & 174,750 & 179,695 & 180,690(?) & 185,684 & 167,648 & 156,648 & 180,624 & 186,611 & 179,611 & 107,611 & 71,617 & 66,617 & 90,666 & 91,677 (i hope this was all)

 

also from 192,617 to 203,617 looks wired too

 

elscreen025ontest.png

 

i cant post mor pix, so i will only post the link

 

the grass texture ner the ws citty wall @ 174,593

 

http://img402.imageshack.us/img402/8916/el...en029ontest.png

 

grass (WSC) @ 37,651 & 34,672 a little bit too high

 

http://img693.imageshack.us/img693/4171/el...en030ontest.png

 

ground texture (WSC) @ 64,714 flickers

 

http://img51.imageshack.us/img51/8568/elscreen031ontest.png

 

Egratia Point 23,151 (i make a litte bit fier thets it better visable)

 

http://img402.imageshack.us/img402/8030/el...en032ontest.png

 

in Irinveron the Manufacturing School, som texture ar missing (can be enter from Irinveron 75,364)

 

http://img195.imageshack.us/img195/6569/el...en034ontest.png

Edited by Ghost30

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I just remind about a door wich wasnt working fine in the 1.8.0 version and I wonder if this wa corrected. I'm not able to enter the game atm. I'm talking about the door of the house in the south-east side of PV with entrance (a ladder iirc) to Zirakunda.

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Can't exit the door in Morcraven Tavern. Sorry, I'm not sure if this has already been posted - I'm posting this really quick, so I haven't checked.

alphabug.th.png

Edited by ~Krius~

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Two minor things (not as a result of the 1.9 tests, but they still exist):

Eyeball cursor on Turquoise just outputs "Turqoise", rather than "You see Turquoise"

 

In Aeth Aelfan, trying to use the flag on the boat to Glacmor from a bit South West of the boat directs my character South East (away from the boat), rather than walking North East (toward the boat). The boat works in the end without any additional clicks - it's just that I wind up taking the boat from 20+ steps away. Note that if I am standing closer to the boat or dock, the flag works normally.

 

You are in Glacmor [189,217]

You are in Glacmor [190,216]

You are in Glacmor [191,215]

You are in Glacmor [192,214]

You are in Glacmor [193,213]

You are in Glacmor [193,212]

You are in Glacmor [193,211]

You are in Glacmor [193,210]

You are in Glacmor [193,209]

You are in Glacmor [193,208]

You are in Glacmor [193,207]

You are in Glacmor [193,206]

You are in Glacmor [193,205]

You are in Glacmor [193,204]

Welcome to Aeth Aelfan!

You are in Aeth Aelfan, the Elven Homeland [350,137]

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Makefile.linux CFLAGS optimizations cause offshore 3d map marker crashes:

 

Tested on the Northern shore of Glacmor, using a client compiled with:

 _CFLAGS=$(PLATFORM) $(CWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)
CFLAGS=$(PLATFORM) -O2 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)

(note the underscore before CFLAGS on top, none on the second) causes an instant crash upon coming into view (or enabling 3d map markers while in range). The same crash exists with -O2 or -O1).

 

The following set of options works fine:

 OPTIONS = -DLINUX -DELC $(foreach FEATURE, $(FEATURES), -D$(FEATURE))
CFLAGS=$(PLATFORM) $(CWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)
_CFLAGS=$(PLATFORM) -O2 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)
_CXXFLAGS=$(PLATFORM) $(CXXWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)
CXXFLAGS=$(PLATFORM) -O3 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)

 

I'm not sure what specifically causes the crash, however it can be avoided by leaving the CFLAGS section of the Makefile at its default, or only using CXXFLAGS optimizations.

Edited by asgnny

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hello,

dont know if its a real bug but if you leave the Tarsengard storage you apear on the backside of the building.

Its on the test server.

Edited by Cordor

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You are in Portland [195,121]

Top of the Inner city wall seems to flicker, as if two textures were assigned to the same spot.

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Makefile.linux CFLAGS optimizations cause offshore 3d map marker crashes:

 

Tested on the Northern shore of Glacmor, using a client compiled with:

 _CFLAGS=$(PLATFORM) $(CWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)
CFLAGS=$(PLATFORM) -O2 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES)

(note the underscore before CFLAGS on top, none on the second) causes an instant crash upon coming into view (or enabling 3d map markers while in range). The same crash exists with -O2 or -O1).

 

Ty. Bug corrected, pls check.

 

Geeky explanation:

when a marker is drawn I need the z coord of that tile and when asking for (I think) undefined tiles the function get_tile_display_height returns NAN (but only if they are surrounded by undefined tiles, so a division occurred). With standard CFLAGS it is handled in such a way that the for loop using z is ignored, while with Optimizations it probably gets unrolled but having NAN has counter it obviously go on forever (NAN+i=NAN). So i added math.h to highlight.c and introduced some checks.

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Is it just me (and my ISP) or does the new client makes the grue more hungry?

 

Usually with the old client i get some trouble with resyncs and sometime with the grue around 20:00, but thats it then.

 

Now, with the new client, the grue gets me every day 3, 4, 5 times during the whole evening.

 

Do other players have such problems too with the new client?

 

Piper

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If I use the eye icon on a harvestable says it is too far away even though i'm close to it. AE the daffodils by the boat do that on normal server but the test server is OK.

 

The ones below all do it on test. Seemed like everything everything i checked in WS was off on test server. Here are some samples:

Tiger lillies: Lakeside Village [562,53] *all groups of tiger lillies in that area

Veggies in the cart: Lakeside Village [605,98]

Crysanthamums: Lakeside Village [605,114] *says you see some grass

Smapdragons: Lakeside Village [606,120] *says you see a triste

Blue lupines: Lakeside Village [632,175]

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