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New OpenGL2 client

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We have a new, improved OpenGL 2 client ready for testing. Xaphier did most of the work, so thank him if you see him around :)

 

This is a highly experimental client, so some things do not work yet:

1. No reflections

2. Shadows are always on, even at night or insides, for test purposes.

3. The light is not final, it will be darker at night.

4. Some particles systems don't work (like bags disappearing)

5. The marker for moving or for attacking won't show.

6. Names/health bars are darker than normal.

7. There might be other problems here and there, but otherwise it SHOULD be stable (although we do need testing).

 

This client requires at least OpenGL 2. If you don't have that, don't try it. Most people should be OK, only very old computers and some netbooks don't have hardware OpenGL2 support.

 

Once the client starts, you can play with some options. In the GFX tab, enable Exponential shadow maps, and MSAA for shadows mapping. Then select shadow map count to 3 or so and the shadow map size to the highest you can get at a nice FPS rate. Keep in mind that some features require OpenGL 3, so they might not work well for you.

 

 

You can get the Windows version here: http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-Windows-opengl2.zip (thank Sir_odie for compiling it).

Before you install the Windows version, read this

1. Make a backup of the game.

2. Extract the zip file IN your current (or back up) el folder, make sure it overwrites files.

3. Use el_test.exe (not el.exe)

 

For Linux, See this thread: http://www.eternal-lands.com/forum/index.php?showtopic=56295&st=0

 

There is no OSX version yet, we will let you know when we have one.

 

P.S. If you have problems with it, make sure you have the latest drivers installed. Post your OpenGL version and video card info (#glinfo). If you get crashes, post the RELEVANT (not the whole log) part of your logs. Should be in your EL settings folder, /log/new_main_something.log Also post a screenshot if relevant.

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Quester just tested the new (el_test 12/18/11) client. It displays only the following, both inside mm cave and in mm outside:

 

quester003.png

 

Video card: ATI Radeon HD 5800 Series

Vendor ID: ATI Technologies Inc.

OpenGL Version: 4.2.11318 Compatibility Profile Context

Windows 7

 

I updated to the latest drivers, dated December 2011, and they had no effect, either with Poor Man setting on or off.

 

Prior to this, Quester had been running earlier opengl test client (el_test 12/13/11) to which I have reverted. The following comments relate to this older 12/13 version.

 

1) Side-by-side with release client, opengl 2 client shows substantially higher fps. In PV Coal cave, for example, release client had 250 fps and opengl 2 client had 426 fps.

 

2) Problem with names/healthbars, etc being dark. 3d map markers not showing except for names. Can't see the green starburst where you click on ground when trying to walk. Everything is generally darker than it should be. If I turn PoorMan on, all of these problems go away, and display is generally bright and nice. When turning Poor Man off, display remains bright until client is restarted. I tried changing various other settings, but did not find anything else that would fix the dimness issue.

 

3) Problem with changing cursor and getting cursor to perform properly, particularly outdoors (i.e. harvest, attack, etc.). If I completely zoom in as far as I can, it will often solve this for a period of time (seconds, minutes). This problem makes the client almost unusable for long periods of time for me. One possibility: I notice that the "New Selection" option has been removed from the Troubleshooting Options. I have always used this option, and it might be that it would resolve the problem I am having now, if it were still available)

 

4) Each time I start the test client, "Video change will take effect at next restart." is stated twice at the very top of the screen. I run Windows 7 in an account with admin permissions AND start the EL clients from shortcuts with "Run as administrator" enabled.

 

Let Quester or Darrock know if you need further info or if there are further things I should try.

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Video card: GeForce 8400M GS/PCI/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 3.3.0 NVIDIA 8.17.12.6099

Windows Vista

 

The test client runs...no crashes so far. Shadows are awesome.

 

Before the test client, I usually run at 44 FPS (i limit game to 46), however with this test client I had to set the Shadow Map Size to '512' and Shadow Map Count to '1' to give me ~22 FPS on average (from map to map).

 

-marack

 

EDIT: Some map areas my FPS increases to ~30 and if I change my Shadow Map Size to '1024' FPS drops to ~19 and with Shadow Map Size to '2048' drops to ~3.

 

I'm not sure if this is significant but my UVP is no longer being displayed on screen.

 

EDIT: Still running after almost an hour with no major issues. I do notice that my FPS will increase to ~44 FPS (Shadow Map Size to '512' and Shadow Map Count to '1') in towns and deserts however FPS will drop 50% when I'm around trees.

Edited by marack

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Previous log may have been with el_test.exe 13 December version

 

This log (new_main_1120.log) was generated by el_test.exe 18 December version. Here's the first part:

 

[21:38:28, R:\elc.gl2\engine\logging.cpp:306] Git sha1: : bcc2167105ccc953573a06301e13cf8ea0fdd339

[21:38:28, R:\elc.gl2\engine\logging.cpp:309] Git describe: :

[21:38:28, R:\elc.gl2\engine\logging.cpp:312] CMAKE_BUILD_TYPE: : Release

[21:38:28, R:\elc.gl2\engine\logging.cpp:315] Log started at: 12/18/11 21:38:28 US Eastern Standard Time

[21:38:28, R:\elc.gl2\engine\logging.cpp:318] version: 1.9.2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'no_adjust_shadows= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'shadows_on= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_shadow_mapping= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'clouds_shadows= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'show_reflection= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_vertex_array = 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_mipmaps = 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'particles_percentage = 100

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'text_filter_replace = smeg

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'render_fog= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'compass_north = 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'isometric= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'perspective= 0.4

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'near_plane= 0.1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'transparency_resolution_fix= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'dim_sounds_on_rain= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'anisotropic_filter= 2

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'render_skeleton= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'render_mesh= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_display_actors= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_actor_bbox_check= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_render_mesh_shader= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_set_transformation_buffers= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_build_actor_bounding_box= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_model_attach_and_detach_mesh= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_render_attached_meshs= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'water_shader_quality= 2

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_ext_gpu_program_parameters= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_new_selection= 1

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'far_plane= 200

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'skybox_update_every_frame= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'seconds_between_shadows_updates= 10

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'use_animation_program= 0

', type 2

[21:38:28, R:\elc.gl2\elconfig.c:1427] Warning: Can't find var 'bag_autoopen= 1

', type 2

[21:38:28, R:\elc.gl2\io\elpathwrapper.c:664] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\Program Files\Eternal Lands". Using "C:\Program Files (x86)\Eternal Lands".

[21:38:28, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'clouds_shadows', type 'IN_GAME_VAR'

[21:38:28, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'use_shadow_mapping', type 'IN_GAME_VAR'

[21:38:28, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'water_shader_quality', type 'IN_GAME_VAR'

[21:38:29, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'clouds_shadows', type 'IN_GAME_VAR'

[21:38:29, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'use_shadow_mapping', type 'IN_GAME_VAR'

[21:38:29, R:\elc.gl2\elconfig.c:1363] Error: Can't find var 'water_shader_quality', type 'IN_GAME_VAR'

[21:38:29, R:\elc.gl2\sound.c:4782] Error: Warning: Points defined for default boundary. Points will be ignored.

[21:38:46]Last message repeated 14times

[21:38:46, R:\elc.gl2\engine\effect.cpp:265] Error: R:\elc.gl2\engine\shader\shadersource.cpp(208): Throw in function const eternal_lands::ShaderSourceData& eternal_lands::ShaderSource::get_data(eternal_lands::ShaderVersionType) const

Dynamic exception type: eternal_lands::ItemNotFoundException

std::exception::what: std::exception

[eternal_lands::errinfo_message_*] = No shader source data with shader version glsl_330 in '[diffuse_mapping]: default' found.

[eternal_lands::errinfo_item_name_*] = mesh_solid

[21:38:46, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/statue2.dds'.

[21:38:46, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/fountain.dds'.

[21:38:46, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/stonewall1.dds'.

[21:38:47, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/rock2.dds'.

[21:38:47, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/bark5.dds'.

[21:38:47, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '3dobjects/tile1.dds'.

[21:38:47, R:\elc.gl2\engine\effect.cpp:265] Error: R:\elc.gl2\engine\shader\shadersource.cpp(208): Throw in function const eternal_lands::ShaderSourceData& eternal_lands::ShaderSource::get_data(eternal_lands::ShaderVersionType) const

Dynamic exception type: eternal_lands::ItemNotFoundException

std::exception::what: std::exception

[eternal_lands::errinfo_message_*] = No shader source data with shader version glsl_330 in '[diffuse_mapping]: default' found.

[eternal_lands::errinfo_item_name_*] = mesh_transparent

[21:38:47, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file '2dobjects/ground/dirt.dds'.

 

....................................

 

[21:38:47, R:\elc.gl2\engine\effect.cpp:265] Error: R:\elc.gl2\engine\shader\shadersource.cpp(208): Throw in function const eternal_lands::ShaderSourceData& eternal_lands::ShaderSource::get_data(eternal_lands::ShaderVersionType) const

Dynamic exception type: eternal_lands::ItemNotFoundException

std::exception::what: std::exception

[eternal_lands::errinfo_message_*] = No shader source data with shader version glsl_330 in '[diffuse_mapping]: default' found.

[eternal_lands::errinfo_item_name_*] = animated_mesh_solid

[21:38:47, R:\elc.gl2\engine\codec\ddsimage.cpp:990] Info: Loading file './meshes/pants1_black.dds'.

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I have the same problem as Darrock's screenshot if I have opengl set to anything except 2.1. With it at 2.1, it is all working, but I have the bugs radu mentioned above. If I turn on poor man, I can see the green marks for where you click to walk, and the name is white instead of grey.

 

I do notice there is something not right about the matching of where you click to a spot. It seems to select a lot further than where I try to click.

 

Video card: GeForce GT 240M/PCI/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 3.3.0 NVIDIA 285.05.09

 

Gentoo Linux x86_64 compiled from xaphier's git repo just now

Edited by Quesar

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As Quesar suggested, I can fix the black/white display problem by changing the OpenGL setting on the Troubleshooting tab. I can use 2.1, 3.0, 3.1, 3.2 without problem. Only the Auto and 3.3 settings cause the black/white display in the screenshot.

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Okay apparently I was supposed to move over the files from the windows.zip AND the shader files from the gitpull. (Last screenshot I only did the windows.zip files)

 

Slightly better result (see screenshot below). I still crash when turning the camera, but I can get the white name with poorman on. Also the image is dark. I have it on 2.1 OpenGL setting here as well. When I walk, I look like a futuristic shooting tank gliding along.

img132df7336a02x83adf9df.png

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Using the update for Windows that Sir_Odie posted today, I can now successfully set OpenGL to "auto".

 

At the beginning of the ingame chatlog, it says in green lettering "Only for OpenGL 2.1 mode"

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Using the update for Windows that Sir_Odie posted today, I can now successfully set OpenGL to "auto".

 

At the beginning of the ingame chatlog, it says in green lettering "Only for OpenGL 2.1 mode"

was good so far

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The problems with the black/white graphics are gone. Other than the original problem with the greyness, everything looks normal. I currently have only "Mouse Bug" selected on the Troubleshooting Tab. I have not had any crashes with it.

 

However, I haven't played for extended periods using the new client, because of the cursor change problem (#3 in my first post). The cursor shimmers, shakes and won't change reliably, even using icons to change it.

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Did you try to disable the mouse bug option?

 

Yes. Quester currently has nothing checked on the Troubleshooting tab... and Auto is set for OpenGL. The cursor problem remains.

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#glinfo

Video card: Intel 915GM

Vendor ID: Intel

OpenGL Version: 1.4.0

 

Xaphier , do i need a new computer now ?

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#glinfo

Video card: Intel 915GM

Vendor ID: Intel

OpenGL Version: 1.4.0

 

Xaphier , do i need a new computer now ?

First go to the Intel site to see if there are updated drives that support OpenGL 2.0 or higher. It all depends on whether or not Intel has been releasing updated drivers

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#glinfo

Video card: Intel 915GM

Vendor ID: Intel

OpenGL Version: 1.4.0

 

Xaphier , do i need a new computer now ?

 

Yes, if you want to use the OpenGL 2 client.

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Hi,

tried the new client with ATI Radeon 9600 gpu (openGL2.1)

 

looks quite stable in PL but when moving to WS around the forests it completly freezes till 0fps unless doing mapwalking. (normally around 28fps is average). Btw when playing around the shadows cause option set it to no when trying to put it on low well then have to close the game, looks like dont support my card there.

Bad that i dont see animations atm, that sliding looks a bit strange of using it permanently.

 

But at least this update is the first one who worked out, couldnt use the older updates on opengl2 though

 

regards.

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I get a SIGABRT crash. Here's a full debug backtrack from gdb:

 

(gdb) run test
Starting program: /home/paul/el/opengl2_client/build/el_client test
[Thread debugging using libthread_db enabled]
[New Thread 0x7fffeddd4700 (LWP 27397)]
[New Thread 0x7fffed5d3700 (LWP 27404)]
el_client: /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.

Program received signal SIGABRT, Aborted.
0x00007ffff449da75 in *__GI_raise (sig=<value optimised out>)
   at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
64	../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
in ../nptl/sysdeps/unix/sysv/linux/raise.c
(gdb) 
(gdb) 
(gdb) bt full
#0  0x00007ffff449da75 in *__GI_raise (sig=<value optimised out>)
   at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
       pid = <value optimised out>
       selftid = <value optimised out>
#1  0x00007ffff44a15c0 in *__GI_abort () at abort.c:92
       act = {__sigaction_handler = {sa_handler = 0xcd47fc, 
           sa_sigaction = 0xcd47fc}, sa_mask = {__val = {140737293003343, 
             140737488345008, 97, 140737488345248, 140737292079334, 
             206158430232, 140737488345264, 140737488345040, 140737291986680, 
             206158430256, 140737488345288, 56426768, 140737295322688, 10, 
             140737293008582, 140737488348519}}, sa_flags = -195360006, 
         sa_restorer = 0xcd4950}
       sigs = {__val = {32, 0 <repeats 15 times>}}
#2  0x00007ffff4496941 in *__GI___assert_fail (assertion=0xcd47fc "px != 0", 
   file=<value optimised out>, line=97, 
   function=0xcd4dc0 "T* boost::scoped_ptr<T>::operator->() const [with T = eternal_lands::Scene]") at assert.c:81
       buf = 0x35d0110 "el_client: /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.\n"
#3  0x0000000000836eed in boost::scoped_ptr<eternal_lands::Scene>::operator-> (
   this=0x11f9910) at /usr/include/boost/smart_ptr/scoped_ptr.hpp:97
       __PRETTY_FUNCTION__ = "T* boost::scoped_ptr<T>::operator->() const [with T = eternal_lands::Scene]"
#4  0x000000000082e5cb in build_buffers (a=0x24ab6a0)
   at /home/paul/el/opengl2_client/elc/engine.cpp:1032
No locals.
#5  0x00000000008e5fa0 in parse_actor_script (cfg=0x2eb69c0)
   at /home/paul/el/opengl2_client/elc/actor_scripts.c:4472
       ok = 1
       act_idx = 0
       i = 256
       j = 5
       act = 0x24ab6a0
       skel = 0x32c1f50
#6  0x00000000008e601c in parse_actor_defs (node=0x2b50240)
   at /home/paul/el/opengl2_client/elc/actor_scripts.c:4489
       def = 0x2eb69c0
       ok = 1
#7  0x00000000008e605f in parse_actor_defs (node=0x2dbfc00)
   at /home/paul/el/opengl2_client/elc/actor_scripts.c:4499
       def = 0x2eb6740
       ok = 1
#8  0x00000000008e61dd in read_actor_defs (dir=0xce6ce5 "actor_defs", 
   index=0xce6cd6 "actor_defs.xml")
   at /home/paul/el/opengl2_client/elc/actor_scripts.c:4724
       root = 0x2dbfc00
       doc = 0x2b511b0
---Type <return> to continue, or q <return> to quit---
       fname = "actor_defs/actor_defs.xml\000~\000\000\000\000\000`\342\377\377\377\177\000\000%#\337\367\377\177", '\000' <repeats 34 times>, "\002", '\000' <repeats 17 times>, "\b\000\000\000\000\000(\341\377\367\377\177\000\000\331\000\000\000\000\000\000"
       ok = 1
#9  0x00000000008e6253 in init_actor_defs ()
   at /home/paul/el/opengl2_client/elc/actor_scripts.c:4742
No locals.
#10 0x000000000096606b in init_stuff ()
   at /home/paul/el/opengl2_client/elc/init.c:790
       seed = 1325615183
       file_name = '\000' <repeats 22 times>, "$@\n\000\000\000\000\000\000\000#\000\000\000\000\000\000\000O\341\377\377\377\177\000\000`\342\377\377\377\177\000\000m\262\263\364\377\177\000\000\000\000\000\000\000\000\000\000@\216~\364\377\177\000\000`\341\377\377\377\177\000\000@}~\000\000\000\000\000`\342\377\377\377\177", '\000' <repeats 18 times>"\203, ~N\364\377\177\000\000\060\341\377\377\377\177\000\000@\341\377\377\377\177\000\000`\342\377\377\377\177\000\000S\212\261\364\377\177\000\000\255\001\000\000\000\000\000\000)\221\261\364\377\177\000\000\255\001\000\000\000\000\000\000\255\001\000\000\000\000\000\000`\341\377\377\377\177\000\000\201\373\205", '\000' <repeats 13 times>"\337, P\317\000\000\000\000\000\016\071\316\000\255\001\000\000\360O\317\000\000\000\000\000ع\207\002\000\000\000\000\000"
       i = 5
       config_location = "p\000\000\000\000\000\000\000\227L\316", '\000' <repeats 13 times>, "ΰ\316\000\000\000\000\000W4\316\000\000\000\000\000\250Ň\002\000\000\000\000H\000\000\000\000\000\000\000@\216~\364\377\177\000\000P\032\000\000\000\000\000\000\260Ň\002\000\000\000\000@\216~\364\377\177\000\000T\204N\364\377\177\000\000@\000\000\000\000\000\000\000\002\000\000\000\377\177\000\000`\032\000\000\000\000\000\000\240Ň\002\000\000\000\000@\216~\364\377\177\000\000\250Ň\002\000\000\000\000\020\337\377\377\377\177\000\000@}~\000\000\000\000\000`\342\377\377\377\177\000\000\250Ň\002\000\000\000\000\020\337\377\377\377\177\000\000\064*\223\000\000\000\000\000P\337\377\377\377\177\000\000\227L\316\000\000\000\000\000]L\316\000\000\000\000\000p\274\207\002\000\000\000\000oL\316\000\000\000\000\000\360*\205\002\000\000\000\000P\337\377\377\377\177\000\000oL\316\000\000\000\000\000P\337\377\377\377\177\000\000\334,\223"...
       cfgdir = 0x0
       __FUNCTION__ = "init_stuff"
#11 0x00000000009644da in main (argc=2, argv=0x7fffffffe268)
   at /home/paul/el/opengl2_client/elc/main.c:431
No locals.

 

Ubuntu Lucid 10.04 LTS
Video card: GeForce GT 240/PCI/SSE2
Vendor ID: NVIDIA Corporation
OpenGL Version: 3.2.0 NVIDIA 195.36.24

Edited by bluap

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Hi,

tried the new client with ATI Radeon 9600 gpu (openGL2.1)

 

looks quite stable in PL but when moving to WS around the forests it completly freezes till 0fps unless doing mapwalking. (normally around 28fps is average). Btw when playing around the shadows cause option set it to no when trying to put it on low well then have to close the game, looks like dont support my card there.

Bad that i dont see animations atm, that sliding looks a bit strange of using it permanently.

 

But at least this update is the first one who worked out, couldnt use the older updates on opengl2 though

 

regards.

Others may have more info for you, but in my experience, the sliding characters mean that your actor animations are not working which most likely means that CAL3D is not working. CAL3D is the module that makes the joints move in EL. I am not sure if the client would still run or not if the files that the actor animations are pulled from were tainted or unavailable.

 

Does the current official client work for you? (not referring to the test clients)

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elscreen077.pngelscreen076.png

 

Just curious how this might be happening. The names appear away from the characters until i get closer to them and the name will kind of slide into its place.

 

UPDATE:

 

I toggled extended camera and this fixed the issue. It also made my names and numbers darker for characters, which is expected and explained in the first post by radu. Cheers

Edited by InfectioN

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