Entropy Report post Posted August 11, 2011 All right, here are the clients for Windows and OSX. http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-Windows-opengl2.zip Ty this one instead, it is the newest as of 13th of August: http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-Windows-opengl2_new.zip http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-MAC-OpenGL2.zip For the windows version, install it in the EL folder (no need to do backups). Close the client first. Then run el_test.exe For the OSX version, I have no idea, someone good at that should post instructions here. Before you download and install them, please read the following: 1. This is not the finished client, there are still issues. Some are known, some unknown. Here are some of the known issues: a. No shadows yet. b. The water shader has been change, no reflections now (they were really slowing down things). Also the water at the edge of maps won't extend. c. Sometimes, for some unknown reasons, the new client can take a whole CPU core even in console mode. If this happens to you please try to determine when it happens and post here. d. Loading big maps can take a bit longer (but not too long). e. Many settings (such as clouds shadows, fog, etc.) do not work. 2. This client won't check if you have an OpenGL 2.0 card. Don't use it if you don't. 3. This is a very experimental client, so there might be crashes and stuff. 4. You should notice speed improvements of up to 500% in some areas (such as Idaloran corn field). In other areas, you will probably notice something like a 50-100% speed improvement. I want to thank Xaphier for making this client version, and sir_odie for the binaries. Please post any problems here. Share this post Link to post Share on other sites
Nidan Report post Posted August 11, 2011 (edited) It took around 2 minutes before WS map was loaded after i logged in. I grued because of that i think (processor at 98% usage). Pressed F1 to go to console mode and it was loading the map again, instead of showing the console and i grued again after 2 minutes. So basically i cannot enter console mode with F1. (I repeatedly tried to do so, with the same effect). When i use the console icon it works ok. In fact it seems to want to reload the map after every key stroke i do. I will try to update my drivers later and report back here btw: NVIDIA GeForce 7600 GT, with OpenGl 2.1.2 processor: Intel Core 2 6300 RAM: 2 GB #glinfo: Video card: GeForce 7600 GT/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 Edited August 11, 2011 by Entropy Share this post Link to post Share on other sites
evilmangopie Report post Posted August 11, 2011 Fantastic for me, allows me to run highest settings, with 40+ FPS whereas i used to use poor man etc. Share this post Link to post Share on other sites
Entropy Report post Posted August 11, 2011 It took around 2 minutes before WS map was loaded after i logged in. I grued because of that i think (processor at 98% usage). Pressed F1 to go to console mode and it was loading the map again, instead of showing the console and i grued again after 2 minutes. So basically i cannot enter console mode with F1. (I repeatedly tried to do so, with the same effect). When i use the console icon it works ok. In fact it seems to want to reload the map after every key stroke i do. I will try to update my drivers later and report back here btw: NVIDIA GeForce 7600 GT, with OpenGl 2.1.2 What CPU and RAM? Share this post Link to post Share on other sites
Sir_Odie Report post Posted August 11, 2011 Here is an updated version of the windows-client: EL-Windows-opengl2_new.zip Share this post Link to post Share on other sites
littlestar Report post Posted August 11, 2011 (edited) Using the updated version from Sir_Odie. I suffer from the same problem as Nidan (got a shit computer so not that surprised ) Managed to login in Votd but everything is pitch black, adjusting gamma helps a bit, I'm able to make out some contours. Video card: GeForce 6200/AGP/SSE/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 AMD Athlon 1900+ 1.60 GHz, 1.75 GB RAM /Little Edited August 11, 2011 by littlestar Share this post Link to post Share on other sites
Nidan Report post Posted August 11, 2011 I tried the new client, but the problems are the same. Small maps do load, such as votd. I do have much WORSE fps there, btw. Larger maps just reload and reload when i touch a key. The problem is probably that the loading of the map takes so long that i grue. When i press a key it will try to reconnect and the map loads again, making me lag out again... Trapped in a circle. The normal client works just great for me tho. I get around 60 fps and maps load within a second (or 2 seconds for a really big map such as WS). It seems to be faster than before, but that might just be a feeling since the test client is so slow Share this post Link to post Share on other sites
Entropy Report post Posted August 12, 2011 Sir_odie, the second client you build, did you build it with -O3 and in release mode? Map changes are MUCH slower than the previous client. NVM, the "one core busy" bug made it slow, it worked fine after a restart. Share this post Link to post Share on other sites
dipi Report post Posted August 12, 2011 (edited) I tested it for few minutes only, win version, in outside maps the FPS were dropping to 15-20, but normal in inside maps (limited to 40 FPS). It was way slower and noticed some problems in graphics when zooming in-out using the scroll of the mouse. (just slowness) Video card: GeForce 8400 GS/PCI/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 3.3.0 Edited August 12, 2011 by dipi Share this post Link to post Share on other sites
bluap Report post Posted August 12, 2011 (edited) Here's a fist stab at a version for 32/64 bit Linux. It was built on Ubuntu 10.04 and is only partially static so may not work on other distos; I'll try to build a better (more static) version or we can see if anyone else has better luck. It does work on Ubuntu and Debian at least. If it fails to run completely, check you have all the required libraries installed using the ldd command on the executable. To install, download the tar file and untar into you data directory or $HOME/.elc/updates/1_9_2/, e.g. cd $HOME/.elc/updates/1_9_2/ tar xfzv <download path>/opengl2_linux.tar.gz Then run using the 32 or 64 bit version, e.g. ./el_opengl2_x86_64.bin For me, it fails to exit correctly - Xaphier knows. Edited August 12, 2011 by bluap Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 Then run using the 32 or 64 bit version, e.g../el_opengl2_x86_64.bin [korrode@legion el_linux]$ ./el_opengl2_x86_64.bin Segmentation fault [korrode@legion el_linux]$ gdb el_opengl2_x86_64.bin GNU gdb (GDB) 7.2 Copyright (C) 2010 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-unknown-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>... Reading symbols from /opt/el_linux/el_opengl2_x86_64.bin...(no debugging symbols found)...done. (gdb) run Starting program: /opt/el_linux/el_opengl2_x86_64.bin [Thread debugging using libthread_db enabled] Program received signal SIGSEGV, Segmentation fault. 0x00007ffff64b126b in ?? () from /usr/lib/libxcb.so.1 (gdb) bt #0 0x00007ffff64b126b in ?? () from /usr/lib/libxcb.so.1 #1 0x00000000009dc6ec in _XConnectXCB () #2 0x00007ffff3d3e868 in XOpenDisplay () from /usr/lib/libX11.so.6 #3 0x00007ffff7872317 in ?? () from /usr/lib/libSDL-1.2.so.0 #4 0x00007ffff7861ebc in SDL_VideoInit () from /usr/lib/libSDL-1.2.so.0 #5 0x00007ffff7839ca6 in SDL_InitSubSystem () from /usr/lib/libSDL-1.2.so.0 #6 0x00007ffff7839d11 in SDL_Init () from /usr/lib/libSDL-1.2.so.0 #7 0x00000000007d4083 in init_stuff () #8 0x00000000007d294f in main () (gdb) Although there's no debugging symbols on the binary, the output looked like it may still have some useful info. I'll figure out how to check it out from berlios and try compiling myself. Share this post Link to post Share on other sites
Lorck Report post Posted August 12, 2011 Tried normally and it segfaulted, used gdb and got this: rlh@localhost ~/jogos/el_linux $ gdb ./el_opengl2_x86.bin GNU gdb (Gentoo 7.3 p1) 7.3 Copyright (C) 2011 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". For bug reporting instructions, please see: <http://bugs.gentoo.org/>... Reading symbols from /home/rlh/jogos/el_linux/el_opengl2_x86.bin...(no debugging symbols found)...done. (gdb) run Starting program: /home/rlh/jogos/el_linux/el_opengl2_x86.bin [Thread debugging using libthread_db enabled] [New Thread 0xf5fe8b70 (LWP 21780)] [Thread 0xf5fe8b70 (LWP 21780) exited] [New Thread 0xf5fe8b70 (LWP 21781)] [Thread 0xf5fe8b70 (LWP 21781) exited] [New Thread 0xf5fe8b70 (LWP 21782)] [Thread 0xf5fe8b70 (LWP 21782) exited] [inferior 1 (process 21777) exited with code 01] Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 so i did: git pull git checkout feature/opengl2 I saw cmake files appear and did: cmake . make and it started building but: [ 15%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/linit.cpp.o [ 16%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/lcode.cpp.o [ 16%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/lbaselib.cpp.o [ 16%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/lopcodes.cpp.o [ 17%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/ldebug.cpp.o [ 17%] Building CXX object engine/lua/CMakeFiles/elluac++.dir/loadlib.cpp.o Linking CXX static library libelluac++.a [ 17%] Built target elluac++ Scanning dependencies of target elengine [ 17%] Building CXX object engine/CMakeFiles/elengine.dir/light.cpp.o In file included from /home/korrode/el_git/elc.20110812-1-opengl2/elc/engine/light.hpp:15:0, from /home/korrode/el_git/elc.20110812-1-opengl2/elc/engine/light.cpp:8: /home/korrode/el_git/elc.20110812-1-opengl2/elc/engine/prerequisites.hpp:33:23: fatal error: glm/glm.hpp: No such file or directory compilation terminated. make[2]: *** [engine/CMakeFiles/elengine.dir/light.cpp.o] Error 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Error 2 make: *** [all] Error 2 [korrode@legion elc]$ What am I doing wrong? :< Share this post Link to post Share on other sites
Entropy Report post Posted August 12, 2011 You need to install glm. Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 (edited) You need to install glm. ahh I see... I was thinking the glm.hpp was something that was meant to come with the EL source. I'm just installing GLM now, i'll try again shortly. (For any Arch users who want GLM, it's not in the repos, but it's in AUR: http://aur.archlinux.org/packages.php?ID=41969 ) EDIT: Success. Client built fine and runs, i'm logged in with it now. Now to find where the linker parameters are and mess with them Edited August 12, 2011 by Korrode Share this post Link to post Share on other sites
Elf_Ninja Report post Posted August 12, 2011 Tested a bit walking around fighting some mobs and switching maps. Didn't get it to fail but here are my results: I have 4 CPU's atm walking around in 2.0= 36% cpu usage (maxes out one and about 75% of another) walking around in current= 8-16% cpu usage (50% of one core) Also I noticed that the 2.0 version uses about 16% of GPU where normal one uses 37% but that may be due to 2.0 coding being more efficient to process. I put my pc specs back under my siggy. Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 (edited) How to compile on Linux: Install glmath and boost (if not already installed). git clone git://git.berlios.de/elc cd elc git checkout feature/opengl2 cmake ./ make Edited August 12, 2011 by Korrode Share this post Link to post Share on other sites
Entropy Report post Posted August 12, 2011 Tested a bit walking around fighting some mobs and switching maps. Didn't get it to fail but here are my results: I have 4 CPU's atm walking around in 2.0= 36% cpu usage (maxes out one and about 75% of another) walking around in current= 8-16% cpu usage (50% of one core) Also I noticed that the 2.0 version uses about 16% of GPU where normal one uses 37% but that may be due to 2.0 coding being more efficient to process. I put my pc specs back under my siggy. Those things are meaningless without FPSs Share this post Link to post Share on other sites
groomsh Report post Posted August 12, 2011 (edited) I seem to segfault on starting up the client Got it sorted out (forgot to copy one file). Edited August 12, 2011 by groomsh Share this post Link to post Share on other sites
hobobob38 Report post Posted August 12, 2011 (edited) Minor problem: Everything on the new client looks kind of fuzzy...it looks like the outline around things is much thicker. Old Client New Client Edited August 12, 2011 by hobobob38 Share this post Link to post Share on other sites
Sir_Odie Report post Posted August 12, 2011 Minor problem: Everything on the new client looks kind of fuzzy...it looks like the outline around things is much thicker. Yes, Anti-Aliasing is also used in the HUD atm. 'Options -> Video -> Anti-Aliasing x0' should make the interface look as usual. Share this post Link to post Share on other sites
Raz Report post Posted August 12, 2011 Downloaded and installed... Loads fine - input password - bar loads and then 'windows has encountered an error and needs to close'. [09:28:28] Video change will take effect at next restart. [09:28:28] Window size adjusted to 1146x740 [09:28:29] GL_ARB_multitexture extension found, using it. [09:28:29] GL_ARB_texture_env_combine extension found, using it. [09:28:29] GL_EXT_compiled_vertex_array extension found, using it. [09:28:29] GL_ARB_point_sprite extension found, using it. [09:28:29] GL_ARB_texture_compression extension found, using it. [09:28:29] GL_EXT_texture_compression_s3tc extension found, using it. [09:28:29] GL_SGIS_generate_mipmap extension found, using it. [09:28:29] GL_ARB_shadow extension found, using it. [09:28:29] GL_ARB_vertex_buffer_object extension found, using it. [09:28:29] GL_EXT_framebuffer_object extension found, using it. [09:28:29] GL_EXT_draw_range_elements extension found, using it. [09:28:29] GL_ARB_texture_non_power_of_two extension found, using it. [09:28:29] GL_ARB_fragment_program extension found, using it. [09:28:29] GL_ARB_vertex_program extension found, using it. [09:28:29] GL_ARB_fragment_shader extension found, using it. [09:28:29] GL_ARB_vertex_shader extension found, using it. [09:28:29] GL_ARB_shader_objects extension found, using it. [09:28:29] GL_ARB_shading_language_100 extension found, using it. [09:28:29] Couldn't find the GL_ARB_texture_mirrored_repeat extension, not using it... [09:28:29] GL_ARB_texture_rectangle extension found, NOT using it... [09:28:29] GL_EXT_fog_coord extension found, NOT using it... [09:28:29] Couldn't find the GL_ATI_texture_compression_3dc extension, not using it... [09:28:29] Couldn't find the GL_EXT_texture_compression_latc extension, not using it... [09:28:29] GL_EXT_texture_filter_anisotropic extension found, using it. Log stops after the day info - before [09:32:32] Today is the 2nd day in the month of Zartia, the year 0028, Age of the Eternals [09:32:32] GAME TIME: 00:17:49 [09:32:32] There are 0 invaded monsters left. main_xxx.log shows: [09:44:18, C:\temp\EL\Devel\elc.devel\engine\codec\ddsimage.cpp:978] Info: Loading file '3dobjects/tile0.dds'. [09:44:18, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [09:44:18, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(118): Throw in function void eternal_lands::{anonymous}::GlslShaderObject::compile() Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = ERROR: 0:79: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float' [09:44:18, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [09:44:18, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(118): Throw in function void eternal_lands::{anonymous}::GlslShaderObject::compile() Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = ERROR: 0:79: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float' [09:44:18, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [09:44:18, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(118): Throw in function void eternal_lands::{anonymous}::GlslShaderObject::compile() Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = ERROR: 0:79: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float' [09:44:18, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [09:44:18, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(118): Throw in function void eternal_lands::{anonymous}::GlslShaderObject::compile() Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = ERROR: 0:79: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float' #glinfo: Video card: Mobile Intel(R) 4 Series Express Chipset Family Vendor ID: Intel OpenGL Version: 2.1.0 - Build 8.15.10.1994 Supported extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object GL_EXT_texture_sRGB GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_NV_conditional_render GL_EXT_texture_swizzle Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 This is mostly @Xaphier: I'm trying to build a static binary atm. I'm successfully building a binary that's nicely static: [korrode@legion elc]$ ldd el_client linux-vdso.so.1 => (0x00007ffff65ff000) libGL.so.1 => /usr/lib/libGL.so.1 (0x00007fefaa70f000) libX11.so.6 => /usr/lib/libX11.so.6 (0x00007fefaa3d0000) libXext.so.6 => /usr/lib/libXext.so.6 (0x00007fefaa1be000) libpthread.so.0 => /lib/libpthread.so.0 (0x00007fefa9fa1000) librt.so.1 => /lib/librt.so.1 (0x00007fefa9d99000) libdl.so.2 => /lib/libdl.so.2 (0x00007fefa9b95000) /lib64/ld-linux-x86-64.so.2 (0x00007fefaaa1f000) libnvidia-tls.so.275.21 => /usr/lib/libnvidia-tls.so.275.21 (0x00007fefa9992000) libnvidia-glcore.so.275.21 => /usr/lib/libnvidia-glcore.so.275.21 (0x00007fefa7b6a000) libc.so.6 => /lib/libc.so.6 (0x00007fefa7809000) libxcb.so.1 => /usr/lib/libxcb.so.1 (0x00007fefa75ee000) libm.so.6 => /lib/libm.so.6 (0x00007fefa736c000) libXau.so.6 => /usr/lib/libXau.so.6 (0x00007fefa716a000) libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0x00007fefa6f65000) [korrode@legion elc]$ but it seg faults when ran I've got debugging symbols on the binary (not that it's making a difference to gdb output) and my gdb output is this: [korrode@legion elc]$ gdb el_client GNU gdb (GDB) 7.2 Copyright (C) 2010 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-unknown-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>... Reading symbols from /home/korrode/el_git/elc.20110812-1-opengl2-orig-static-1/elc/el_client...done. (gdb) run Starting program: /home/korrode/el_git/elc.20110812-1-opengl2-orig-static-1/elc/el_client [Thread debugging using libthread_db enabled] Program received signal SIGSEGV, Segmentation fault. 0x0000000000c4099a in do_sym () (gdb) bt #0 0x0000000000c4099a in do_sym () #1 0x00007ffff6f55044 in ?? () from /lib/libdl.so.2 #2 0x00007ffff7deb9e6 in _dl_catch_error () from /lib64/ld-linux-x86-64.so.2 #3 0x00007ffff6f554cf in ?? () from /lib/libdl.so.2 #4 0x00007ffff6f5509a in dlsym () from /lib/libdl.so.2 #5 0x00007ffff7b6b0a3 in ?? () from /usr/lib/libGL.so.1 #6 0x00007ffff7b6ba19 in ?? () from /usr/lib/libGL.so.1 #7 0x00007ffff7b4df8e in ?? () from /usr/lib/libGL.so.1 #8 0x00007ffff7debb74 in call_init () from /lib64/ld-linux-x86-64.so.2 #9 0x00007ffff7debca6 in _dl_init_internal () from /lib64/ld-linux-x86-64.so.2 #10 0x00007ffff7ddf3fa in _dl_start_user () from /lib64/ld-linux-x86-64.so.2 #11 0x0000000000000001 in ?? () #12 0x00007fffffffea81 in ?? () #13 0x0000000000000000 in ?? () (gdb) Any ideas? To replicate what I'm doing on an Arch Linux 64bit system do the following: Install v1.1 of the eternallands-staticlibs package (pre-built binary package or AUR). git checkout feature/opengl2 branch and run cmake before running make go into elc/CMakeFiles/el_client.dir/ and replace the contents of link.txt with this then run make. Share this post Link to post Share on other sites
korrode Report post Posted August 12, 2011 (edited) Dynamic, optimised (-O3 compilation flag set) Linux binaries: 32bit / x86: http://www.paradoxcomputers.com.au/el-opengl2/el-opengl2.x86.linux.dynamic.optimised.korrode.1.bin 64bit / x86_64: http://www.paradoxcomputers.com.au/el-opengl2/el-opengl2.x86_64.linux.dynamic.optimised.korrode.1.bin Should work perfectly on reasonably up-to-date Arch Linux systems, should in theory work fine on other distros so long as you have all the libraries. (On distros that're both highly upstream compliant and cutting edge software/libraries version wise, like Gentoo, i'd wager they'll work just fine.) IIRC library dependencies aren't much different to the old client, with the exception of glew, so install it. (pacman -S glew on Arch) DO NOTE: In addition to the binary you do also need the new data. The link bluap posted contains the data files (along with his binaries). http://twinmoons.org.uk/el/opengl2_linux.tar.gz Edited August 12, 2011 by Korrode Share this post Link to post Share on other sites
NhmRatH Report post Posted August 12, 2011 (edited) Hi downloaded the windows version tried even sir_odies version but after putting my password inside for starting the game it close for it self. guess mainly a problem when i look into main_d18.log [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:1133] Info: Building Shader shaders/water.lua[GL2][default][solid] [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:122] Info: GlslShader compiled successful: Vertex shader was successfully compiled to run on hardware. WARNING: 0:32: implicit cast from int to float [12:32:35, C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp:122] Info: GlslShader compiled successful: Fragment shader was successfully compiled to run on hardware. [12:32:36, C:\temp\EL\Devel\elc.devel\engine.cpp:413] Error: C:\temp\EL\Devel\elc.devel\engine\glsl\glslprogram.cpp(1112): Throw in function void eternal_lands::GlslProgram::do_build(eternal_lands::String, eternal_lands::String) Dynamic exception type: eternal_lands::OpenGlException std::exception::what: std::exception [eternal_lands::errinfo_message_*] = Fragment shader(s) failed to link, vertex shader(s) linked. video card [12:23:34] Video card: ATI Radeon 9600 / X1050 Series [12:23:34] Vendor ID: ATI Technologies Inc. [12:23:34] OpenGL Version: 2.1.8494 Release [12:23:34] Supported extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range 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_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_crossbar 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_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float 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_copy_texture 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_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control Edited August 12, 2011 by NhmRatH Share this post Link to post Share on other sites