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I'm on it now as well. So far so good. Anything particular you want us to do or look at?

I love the curtsy!

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I unzipped it to a temp dir. I had to make chmod +x the .bin file. I tried to run it from a terminal window. It exited immediately without opening any windows. There was no crash info, no core file. I am running gentoo 64-bit.

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I unzipped it to a temp dir. I had to make chmod +x the .bin file. I tried to run it from a terminal window. It exited immediately without opening any windows. There was no crash info, no core file. I am running gentoo 64-bit.

this is a partial update. copy it over your existing installation but make a backup first.

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It's also working fine for me. I've built Ubuntu & Debian packages published in my testing repositories. If you already have the testing repository enabled, you'll be offered the new versions next time you update. If you're not using them but want to then please see the instructions here. The data packages contains an update of the shaders files too which should be in the final, official version.

Edited by bluap

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All is ok so far, except sound.

 

I got this message in EL Console: alcOpenDevice(): Error initializing sound: ALC_NO_ERROR

and this in Nautilus Console: open /dev/[sound/]dsp: No such file or directory

 

i use the 64 bit client.

 

The previous client works fine with sound.

 

Voilà, if someone have a hint :)

 

Lillaka

Official Milka Manager of Switzerland

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All is ok so far, except sound.

 

I got this message in EL Console: alcOpenDevice(): Error initializing sound: ALC_NO_ERROR

and this in Nautilus Console: open /dev/[sound/]dsp: No such file or directory

The sound should be no different than for the previous client. Anyway, try running with the "PulseAudio OSS Wrapper":

padsp ./el.x86_64.linux.bin

Edited by bluap

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All is ok so far, except sound.

 

I got this message in EL Console: alcOpenDevice(): Error initializing sound: ALC_NO_ERROR

and this in Nautilus Console: open /dev/[sound/]dsp: No such file or directory

The sound should be no different than for the previous client. Anyway, try running with the "PulseAudio OSS Wrapper":

padsp ./el.x86_64.linux.bin

 

with padsp it works :confused:

 

Nothing has changed on my system since the last time i updated EL... (except Linux Mint updates) Strange

 

Thanks Bluap :)

Lillaka

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I get this error

 

ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear

ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe

ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side

ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)

ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)

ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)

ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)

ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream

Cannot connect to server socket err = No such file or directory

Cannot connect to server socket

jack server is not running or cannot be started

 

and sound indicator dissapears..i have to force quit it..when i start the client again it works and i log. I am thinking pulseaudio might be messing things up.

 

Everything else is fine and working smoothly :)

Edited by anemone

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I'm not seeing the ranging effect. the shooting (the flying arrow animation) anymore.

Do you mean the eye candy effect? Is it all arrow types?

OK, its the object in flight for training arrows and bolts. I investigated with Radu and there's a fix for actor_defs/missile_defs.xml on the way. Adding two more defs, probably like this.

  <missile type="training arrows" id="10">
   <mesh>./3dobjects/arrow1a.e3d</mesh>
   <mesh_length>0.75</mesh_length>
   <trace_length>7.0</trace_length>
   <speed>50.0</speed>
   <effect>none</effect>
 </missile>
 <missile type="training bolts" id="11">
   <mesh>./3dobjects/arrow1a.e3d</mesh>
   <mesh_length>0.75</mesh_length>
   <trace_length>7.0</trace_length>
   <speed>50.0</speed>
   <effect>none</effect>
 </missile>

Edited by bluap

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I'm not seeing the ranging effect. the shooting (the flying arrow animation) anymore.

Do you mean the eye candy effect? Is it all arrow types?

OK, its the object in flight for training arrows and bolts. I investigated with Radu and there's a fix for actor_defs/missile_defs.xml on the way. Adding two more defs, probably like this.

  <missile type="training arrows" id="10">
   <mesh>./3dobjects/arrow1a.e3d</mesh>
   <mesh_length>0.75</mesh_length>
   <trace_length>7.0</trace_length>
   <speed>50.0</speed>
   <effect>none</effect>
 </missile>
 <missile type="training bolts" id="11">
   <mesh>./3dobjects/arrow1a.e3d</mesh>
   <mesh_length>0.75</mesh_length>
   <trace_length>7.0</trace_length>
   <speed>50.0</speed>
   <effect>none</effect>
 </missile>

Yes, that fixed it. thank you very much :)

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I also had the same problem with sound not working. I don't have pulse audio on my system at all though, so I don't have a pulse audio wrapper. I recompiled the client myself and sound works now.

 

Should the official binary use alsa directly instead of pulseaudio?

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Should the official binary use alsa directly instead of pulseaudio?

Yes please, I second that.

 

I run it like this: $ aoss ./el.x86.linux.bin

 

(this lets me have sound in both EL and other applications such as a youtube video or what have you at the same time)

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I agree the dependency on pulse audio is a pain but I've never been able to build a static version without it. I shudder to think of the time I've consumed attempting to build better static versions.

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I agree the dependency on pulse audio is a pain but I've never been able to build a static version without it. I shudder to think of the time I've consumed attempting to build better static versions.

I'll see what I can do. I've made one with alsa in the past.

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