Entropy Report post Posted August 23, 2011 Ecke, post your log (preferably on pastebin or something and link from here). Share this post Link to post Share on other sites
Entropy Report post Posted August 23, 2011 Bluap, if you want to maintain a 1.x GL version that's good, but we are going to have to use two sets of data. One of the reasons for an OpenGL 2 client is that we want to have some terrain, and that can't be done properly with OpenGl 1.x (at least, not with the manpower we have). Share this post Link to post Share on other sites
Ecke Report post Posted August 24, 2011 Here is my logfile from main_5ec.log after EL crashed. http://paste.posativ.org/K4KNBhGp Share this post Link to post Share on other sites
chr0nik Report post Posted August 29, 2011 I haven't been able to build this client for some time now: [ 6%] Building CXX object engine/CMakeFiles/elengine.dir/sceneresources.cpp.o /home/XXXXX/elgl2/src/elc/engine/sceneresources.cpp:17:35: fatal error: shadersourcebuilder.hpp: No such file or directory compilation terminated. make[2]: *** [engine/CMakeFiles/elengine.dir/sceneresources.cpp.o] Error 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Error 2 make: *** [all] Error 2 Share this post Link to post Share on other sites
Aislinn Report post Posted August 29, 2011 Update for me: Generally (under the debug option for the 2.x opengl version), this client is running great. Improved fps, usually faster loading times. However, I am running into a problem mapchanging into White Stone, both from neighboring maps and interior house maps. I get hung up at the "loading instances" section of the blue bar and almost always disconnects me. It's a bit of a struggle to log back in too. <0:31>: Disconnected from server! Press Alt-x to close the game Resync with the server... Resync with the server... Connecting to Server... My ~/.elc/log/main_xxx.log at pastebin: http://pastebin.com/RXfUM1uG Share this post Link to post Share on other sites
bluap Report post Posted August 29, 2011 I haven't been able to build this client for some time now: [ 6%] Building CXX object engine/CMakeFiles/elengine.dir/sceneresources.cpp.o /home/XXXXX/elgl2/src/elc/engine/sceneresources.cpp:17:35: fatal error: shadersourcebuilder.hpp: No such file or directory compilation terminated. make[2]: *** [engine/CMakeFiles/elengine.dir/sceneresources.cpp.o] Error 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Error 2 make: *** [all] Error 2 I get the same error, looks like some shadersourcebuilder.hpp has not been added to git. Share this post Link to post Share on other sites
Xaphier Report post Posted September 30, 2011 (edited) After a busy time and a lot of work, the branch should come now again. New features are: * Basic lua support * Shader generator to be able to build all the stuff needed for testing and different qualities (at the moment not-user friendly to change the settings) * Basic shadow suppor * Support for PCH (pre compiled shaders) to reduce build time. Currently only gcc and clang support Edited September 30, 2011 by Xaphier Share this post Link to post Share on other sites
hylianmobster Report post Posted October 16, 2011 Video card: RADEON XPRESS 200M Series SW TCL x86/SSE2 Vendor ID: ATI Technologies Inc. OpenGL Version: 2.0.5757 WinXP Release my test client opens then closes in a matter of 1 or 2 seconds.......what would cause this to be? Share this post Link to post Share on other sites
Aislar Report post Posted October 16, 2011 i tried out the new client and it worked well for about 3/4 of a day and then it started randomly crashing. eventually i couldn't use el at all; once i typed my login info into welcome screen and hit enter it would crash. i posted logs on pastebin, here is the link: http://pastebin.com/PruvTiSc hope this'll help fix any problems guys, and thank you because this new client is awesomely faster, i loved it! aislar Share this post Link to post Share on other sites
Cordor Report post Posted October 18, 2011 Hii got this problem : [ 10%] Building CXX object engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o /home/cordor/git/elc/engine/meshbuilder.cpp: In Konstruktor »eternal_lands::MeshBuilder::MeshBuilder()«: /home/cordor/git/elc/engine/meshbuilder.cpp:35:7: Fehler: »GLEW_ARB_vertex_type_2_10_10_10_rev« wurde in diesem Gültigkeitsbereich nicht definiert make[2]: *** [engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o] Fehler 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Fehler 2 make: *** [all] Fehler 2 with this card : Video card: GeForce FX 5900XT/AGP/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 NVIDIA 173.14.30 i have to use the legacy driver what is not anymore supported for updates ! Anyway tyvm for developing this great game Share this post Link to post Share on other sites
Cordor Report post Posted October 21, 2011 Hii got this problem : [ 10%] Building CXX object engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o /home/cordor/git/elc/engine/meshbuilder.cpp: In Konstruktor »eternal_lands::MeshBuilder::MeshBuilder()«: /home/cordor/git/elc/engine/meshbuilder.cpp:35:7: Fehler: »GLEW_ARB_vertex_type_2_10_10_10_rev« wurde in diesem Gültigkeitsbereich nicht definiert make[2]: *** [engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o] Fehler 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Fehler 2 make: *** [all] Fehler 2 with this card : Video card: GeForce FX 5900XT/AGP/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 NVIDIA 173.14.30 i have to use the legacy driver what is not anymore supported for updates ! Anyway tyvm for developing this great game I installed the Glew librarys now it compiles but i got a segmention foult by starting the client and guess its a Kubuntu problem . Share this post Link to post Share on other sites
groomsh Report post Posted October 21, 2011 (edited) Hmm i compiled the latest client (on Xubuntu 11.10 64b) but it segfaults on startup ... I forgot to copy the shaders folder from the checked out directory ... Works now So after a minute or two it crashed ... I was just sitting in evtr and harvesting shrooms. The harvesting effect did not work tho ... This is the stacktrace from the crash: (gdb) run lrnr-main Starting program: /Downloads/elclient/debug/el_client lrnr-main [Thread debugging using libthread_db enabled] [New Thread 0x7fffefe4e700 (LWP 2951)] [New Thread 0x7fffef64d700 (LWP 2952)] [New Thread 0x7fffeee4c700 (LWP 2953)] [New Thread 0x7fffee64b700 (LWP 2954)] [New Thread 0x7fffed618700 (LWP 2955)] [Thread 0x7fffee64b700 (LWP 2954) exited] [New Thread 0x7fffee64b700 (LWP 2956)] [Thread 0x7fffee64b700 (LWP 2956) exited] [New Thread 0x7fffee64b700 (LWP 2957)] [Thread 0x7fffee64b700 (LWP 2957) exited] terminate called after throwing an instance of 'eternal_lands::OpenGlException' what(): std::exception Program received signal SIGABRT, Aborted. 0x00007ffff500e3a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6 (gdb) bt #0 0x00007ffff500e3a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6 #1 0x00007ffff5011b0b in abort () from /lib/x86_64-linux-gnu/libc.so.6 #2 0x00007ffff56b6d7d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 #3 0x00007ffff56b4f26 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 #4 0x00007ffff56b4f53 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 #5 0x00007ffff56b504e in __cxa_throw () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 #6 0x0000000000b7f5d1 in eternal_lands::HardwareBuffer::set_size (this=0xbb94660, type=eternal_lands::hbt_vertex, size=28800, usage=eternal_lands::hbut_dynamic_draw) at /Downloads/elclient/elc/engine/hardwarebuffer.cpp:33 #7 0x0000000000b0647f in ec::Effect::build_particle_buffer (this=0xbb945e0, time_diff=22622) at /Downloads/elclient/elc/eye_candy/eye_candy.cpp:252 #8 0x0000000000b13629 in ec::EyeCandy::idle (this=0x1111300) at /Downloads/elclient/elc/eye_candy/eye_candy.cpp:2757 #9 0x0000000000928791 in ec_idle () at /Downloads/elclient/elc/eye_candy_wrapper.cpp:480 #10 0x0000000000a48f8c in display_console_handler (win=0x2758800) at /Downloads/elclient/elc/consolewin.c:105 #11 0x0000000000a966a2 in draw_window (win=0x2758800) at /Downloads/elclient/elc/elwindows.c:1253 #12 0x0000000000a96f81 in display_window (win_id=2) at /Downloads/elclient/elc/elwindows.c:1438 #13 0x0000000000a93717 in display_windows (level=1) at /Downloads/elclient/elc/elwindows.c:78 #14 0x0000000000a0f330 in draw_scene () at /Downloads/elclient/elc/draw_scene.c:129 #15 0x0000000000a3e16f in start_rendering () at /Downloads/elclient/elc/main.c:212 #16 0x0000000000a3ea34 in main (argc=2, argv=0x7fffffffe198) at /Downloads/elclient/elc/main.c:441 (gdb) Edited October 21, 2011 by groomsh Share this post Link to post Share on other sites
Cordor Report post Posted October 21, 2011 Hii got this problem : [ 10%] Building CXX object engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o /home/cordor/git/elc/engine/meshbuilder.cpp: In Konstruktor »eternal_lands::MeshBuilder::MeshBuilder()«: /home/cordor/git/elc/engine/meshbuilder.cpp:35:7: Fehler: »GLEW_ARB_vertex_type_2_10_10_10_rev« wurde in diesem Gültigkeitsbereich nicht definiert make[2]: *** [engine/CMakeFiles/elengine.dir/meshbuilder.cpp.o] Fehler 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Fehler 2 make: *** [all] Fehler 2 with this card : Video card: GeForce FX 5900XT/AGP/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 NVIDIA 173.14.30 i have to use the legacy driver what is not anymore supported for updates ! Anyway tyvm for developing this great game I installed the Glew librarys now it compiles but i got a segmention foult by starting the client and guess its a Kubuntu problem . Now i compiled with cmake -DCMAKE_BUILD_TYPE=Debug on Kubuntu 11.10 with the same problem and debug message : el_client-debug: /usr/include/boost/smart_ptr/scoped_ptr.hpp:97: T* boost::scoped_ptr<T>::operator->() const [with T = eternal_lands::Scene]: Assertion `px != 0' failed. Share this post Link to post Share on other sites
Grum Report post Posted November 2, 2011 Now i compiled with cmake -DCMAKE_BUILD_TYPE=Debug on Kubuntu 11.10 with the same problem and debug message : el_client-debug: /usr/include/boost/smart_ptr/scoped_ptr.hpp:97: T* boost::scoped_ptr<T>::operator->() const [with T = eternal_lands::Scene]: Assertion `px != 0' failed. I encountered the same problem. It was due to an OpenGL error in init_gl_extensions() not being cleared (because DEBUG was not defined). This leads init_engine() to throw an exception, which in turn causes scene not to be initalized. Share this post Link to post Share on other sites
Grum Report post Posted November 2, 2011 Ok, I managed to compile it, put the new shaders someplace where the client can find them, and now I can log in. Unfortunately, it currently looks like this What did I miss? Is there any game data (besides the shaders directory) which needs updating? Share this post Link to post Share on other sites
Sir_Odie Report post Posted November 2, 2011 Yes, you need '3dobjects/tile.e3d', 'textures/noise.dds', 'textures/water_normal.dds' and 'textures/lava.dds'. These files should be in the download-packages in this thread... Share this post Link to post Share on other sites
Grum Report post Posted November 2, 2011 Thanks, downloaded and installed the data from http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-Windows-opengl2_new.zip. No apparent change, though, my actors are still flying apart. Playing with the shader quality doesn't help. Looks like it might be a driver issue, I'll try the fireglx drivers and report back. Share this post Link to post Share on other sites
Erdie Report post Posted November 12, 2011 (edited) martin@kellerkind /usr/share/games/eternal-lands $ ~/el-opengl2.x86_64.linux.dynamic.optimised.korrode.2.bin Segmentation fault EDIT: Now it works with a self compiled version on gentoo, forgot to copy some files (hard to find in this long thread). When i press on tap for the map it crashes. EDIT: On slow maps like MM it is much faster. If you are inside where fps is very fast normally, it is a bit slower than the old client. For example: VOTD inside about 300 fps with gl2 client, about 500 fps with the old one. In MM i get about double fps if the camera is turned to the ground and i look to the horizon. It runs more smooth, too. Edited November 13, 2011 by Erdie Share this post Link to post Share on other sites