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Xaphier

Next version of EL

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This is the next test version of the el OpenGL 2 client. I won't bore you with technical details, if you are interested, just ask.

Things that got changed or are new:

  • Terrain
  • Shadows
  • Animations

I did my best to make it run on different systems, minimum OpenGL version needed is 2.1

The sources are "Version 1.9.9.0 Alpha" tag, you can get them from here: https://github.com/x...rnal-Lands/tags

There is a new map on the test server. With the el OpenGL 2 client, you will see the new terrain on it. To enter the map, go to the teleporter at IP 112,167

 

Have fun trying

Edited by Xaphier

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  • The el OpenGL 2 client loads data also from the el-config-dir/updates/data so you can place files there without mixing stuff with the normal el client. For *nix, this is ~/.elc/updates/data
  • The data files needed are in the repository in the dir data
  • Because the glm library had a few bugs, the version 0.9.3.2 is now needed
  • gcc-4.6 is tested and works, gcc-4.7 and clang 3.0/3.1 don't work. I hope to get that fixed. Fixed now, tested with gcc-4.7 and clang 3.1
  • send log files to: el.3d.source@googlemail.com

Edited by Xaphier

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Hellow \o

 

Is there a way to make something like:

 

sudo Hello_My_Name_is_Alfred /please get-apt&install;OGL2-TestVersion /fromSynapticus-Magicus

 

in a Linux Terminal and get the version installed without compiling by myself ?

 

[Y]es

[N]ot now but in a few days

[D]amn if you are too noob to compile yourself, this version is not for you

[L]illaka, this question is very pertinent. You are the Ying and Yang of the Unversalthinking of the whole Humankind. Lillaka for President :icon13:

Edited by Panatella

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Updated last source, compiled and still have an issue with click-and-walk system :/

Looks like the green X get out of sync with the mouse cursor.

The larger the distance i want to go to is (when i click to walk), the more is it out of sync with where i click - the green X is far ahead of the mouse cursor and not "under" the cursor like it should be.

 

system specs:

kernel: 3.2.0-24-generic #39-Ubuntu SMP Mon May 21 16:52:17 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux
CPU: Intel(R) Core(TM) i7 CPU Q 720
Video card: GeForce GTS 360M/PCIe/SSE2
Vendor ID: NVIDIA Corporation
OpenGL Version: 3.3.0 NVIDIA 295.53

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Hellow \o

 

Is there a way to make something like:

 

sudo Hello_My_Name_is_Alfred /please get-apt&install;OGL2-TestVersion /fromSynapticus-Magicus

 

in a Linux Terminal and get the version installed without compiling by myself ?

 

[Y]es

[N]ot now but in a few days

[D]amn if you are too noob to compile yourself, this version is not for you

[L]illaka, this question is very pertinent. You are the Ying and Yang of the Unversalthinking of the whole Humankind. Lillaka for President :icon13:

Hopefully option N & L in a few days

 

Need help to test the Linux version?

Short answer: yes :)

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Hi,

got new pc finally :

Video card: AMD Radeon HD 6670

Vendor ID: ATI Technologies Inc.

OpenGL Version: 4.2.11631

 

on Win os its running quite nicely but u still use opengl 3.3 as maximum version for now or do we get some extras in the stable version later on?

Wanted to try linux version as well but still have to get it installed way to lazy for now.

 

- the names and health-/mana bar is still dark purpose on still testing the shadow and light enviroment?

 

cheers.

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Hi,

got new pc finally :

Video card: AMD Radeon HD 6670

Vendor ID: ATI Technologies Inc.

OpenGL Version: 4.2.11631

 

on Win os its running quite nicely but u still use opengl 3.3 as maximum version for now or do we get some extras in the stable version later on?

Wanted to try linux version as well but still have to get it installed way to lazy for now.

 

- the names and health-/mana bar is still dark purpose on still testing the shadow and light enviroment?

 

cheers.

The health-/mana bar & actor names are too dark, yes. I was not able to fix that, had also other stuff to fix with higher priority :). You can enable and than disable poor man every time you start the client as a work around for now.

Edited by Xaphier

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When attempting to install the ogl2 version of EL, I get the following error. Could anyone suggest a course of action?

 

(running on an AMD APU C60)(the ordindary EL runs OK without Catalyst installed)

 

 

Connecting to twinmoons.org.uk (twinmoons.org.uk)|212.227.118.72|:80... connected.

HTTP request sent, awaiting response... 200 OK

Length: 5280311 (5.0M) [application/zip]

Saving to: `./ogl2_data.zip'

 

0K ........ ........ ........ ........ ........ ........ 59% 91.4K 23s

3072K ........ ........ ........ ........ 100% 105K=53s

 

2012-08-05 11:58:20 (96.6 KB/s) - `./ogl2_data.zip' saved [5280311/5280311]

 

ogl2_data.zip: FAILED

md5sum: WARNING: 1 computed checksum did NOT match

dpkg: error processing eternallands-ogl2 (--configure):

subprocess installed post-installation script returned error exit status 1

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Ah, sorry about that. Try again now. You may have to do "apt-get install -f" to fix it.

 

Note that version is a week or so out of data with the current source as I'm having problems building the package.

Edited by bluap

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OK thanks Bluap. Got it installed now.

 

Unfortunately, after selecting the server to use, the EL window pops up but is black and doesn't get passed this.

 

Vanilla EL, also installed, runs OK. Could it be a conflict between the two installations?

 

It's a recent install of Ubuntu 12.04 with all updates and without the installation of Catalyst.

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The two versions should not conflict, there is careful separation between the two packages. Perhaps you can provide more details and any error log information so that Xaphier can help diagnose.

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When I run the ogl2 version, I get only one log file in .elc/log called main.log. It's contents are:

 

[09:37:45, logging.cpp:211] Git sha1: GITDIR-NOTFOUND

[09:37:45, logging.cpp:214] Git tag: GIT-NOTFOUND

[09:37:45, logging.cpp:217] CMAKE_BUILD_TYPE: RelWithDebInfo

[09:37:45, logging.cpp:220] Log started at: Tue Aug 7 09:37:45 2012 ICT

[09:37:45, logging.cpp:223] version: 1.9.9

[09:37:45, elconfig.c:1356] Warning: Can't find var 'server_address = game.eternal-lands.com

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'server_port = 2001

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'no_adjust_shadows= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'shadows_on= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_shadow_mapping= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'clouds_shadows= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'show_reflection= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_vertex_array = 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_mipmaps = 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'particles_percentage = 100

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'text_filter_replace = smeg

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'render_fog= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_vertex_buffers= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'compass_north = 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'isometric= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'perspective= 0.4

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'near_plane= 0.1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_compiled_vertex_array= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'transparency_resolution_fix= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'dim_sounds_on_rain= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'anisotropic_filter= 2

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'render_skeleton= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'render_mesh= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_display_actors= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_actor_bbox_check= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_render_mesh_shader= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_set_transformation_buffers= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_build_actor_bounding_box= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_model_attach_and_detach_mesh= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_render_attached_meshs= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'water_shader_quality= 2

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_ext_gpu_program_parameters= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_new_selection= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'far_plane= 80

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'skybox_update_every_frame= 0

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'seconds_between_shadows_updates= 10

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_draw_range_elements= 1

', type 2

[09:37:45, elconfig.c:1356] Warning: Can't find var 'use_animation_program= 0

', type 2

[09:37:45, elconfig.c:1295] Warning: Can't find var 'clouds_shadows', type 'IN_GAME_VAR'

[09:37:45, elconfig.c:1295] Warning: Can't find var 'water_shader_quality', type 'IN_GAME_VAR'

 

 

 

This is my el.cfg file:

 

Only directives that start with a # are taken in consideration

Anything else is treated as a comment

For the directives that accept a boolean value (on/off), 0 is off, 1 is on

 

!!!WARNING!!!

Make a backup of this file, before messing with it. In case it gets corrupted, the game might

not start at all, etc.

 

Login settings:

 

#server_address = game.eternal-lands.com

#server_port = 2001

 

Having a Username and Password defined can be a security problem. Use if you are comfortable

in people that can get to your machine knowing this information

#username = ""

#password = ""

 

video modes:

1 = 640x480 16bpp

2 = 640x480 32bpp

3 = 800x600 16bpp

4 = 800x600 32bpp

5 = 1024x768 16bpp

6 = 1024x768 32bpp

7 = 1152x864 16bpp

8 = 1152x864 32bpp

9 = 1280x1024 16bpp

10 = 1280x1024 32bpp

 

full screen can be 0 (windowed) or 1 (full screen)

if it is windowed, it will use the desktop BPP

 

#video_mode= 0

#full_screen= 0

 

The no_adjust_shadows directive, if set on 1, tells the engine not to disable the shadows if

the frame rate is too low.

#no_adjust_shadows= 1

 

Do NOT turn on the shadows if you have a low end machine, and/or if you are using a 16BPP mode

16BPP modes, on old video cards (up to GF3) do not support a stencil buffer, so having shadows

will make the game unplayable. If this is the case, use 0 instead of 1, in the shadows_on string

 

#shadows_on= 1

 

If you want to use some better quality shadows, enable the shadow mapping. It will use more ressources

than the old shadows, but will look prettier:

 

#use_shadow_mapping= 1

 

The clouds shadows are projected on the ground, and the game looks nicer with them on.

There is a small (about 10) speed penality, if you let it on, so you might want to disable

them if you have an old video board.

 

#clouds_shadows= 1

 

The reflections can now be turned off without using poor_man.

Set the following to 0 to just disable reflections.

#show_reflection= 1

 

Set this to 0 to disable showing the FPS in the corner

#show_fps= 1

 

Setting this to a non-zero value will throttle EL back only when it's

grabbing far more CPU time than it really needs to render a scene smoothly.

This shouldn't affect slower systems at all, as they need all the CPU

time that they can get to render nicely.

#limit_fps= 10

 

If you REALLY have a VERY poor machine, try to set the next variable on 1

You will notice a drastical drop in quality (no reflections, no clouds shadows, and the texture

filtering is set to NEAREST), but you might get a performance increase.

It is highly discouraged to turn it on, tho.

 

#poor_man= 1

 

If you have a LOT of memory, you can set use_vertex_array to a number greater then 0 to

increase performance. This works well in crowded areas, but can use 130M or more of

memory. Not recommended for machines with less then 384M of memory, 512M of memory is

suggested for this feature. The higher the number, the faster a system needs to be. If

your system lags when lots of player appear, then consider lowering the number.

 

#use_vertex_array = 1

 

Mipmaps is a texture effect that blurs the texture a bit - it may look smoother and better, or it may look worse

depending on your graphics driver settings and the like. It might also improve performance.

To enable mipmaps in the client set the following parameter to 1:

 

#use_mipmaps = 0

 

Some systems will not support the new point based particles in EL. If your client complaints

about not having the point based particles extension, set the following to 0:

 

#use_point_particles= 0

 

If you experience a significant slowdown when particles are nearby, you should consider lowering

the percentage of particles that are displayed. You can set the particles percentage between 0 and 100:

 

#particles_percentage = 100

 

You can increase the mouse sensitivity and cursor changing by adjusting the mouse_limit to

lower numbers, but usually the FPS will drop as well!

#mouse_limit= 2

 

The following two directives are for configuring the camera rotation speed, when you press

left/right arrows (this is the normal mode), or shift+left/right arrows (fine mode)

Increase for a faster camera turning speed, decrease for a smoother animation.

 

#normal_camera_rotation_speed= 59.5

#fine_camera_rotation_speed= 5

 

To prevent your player from moving by accident when you are sitting check sit_lock to 1

and enable it

 

#sit_lock = 0

 

Set to 0 if you don't want the item window to be opened when dropping things

#item_window_on_drop = 1

 

Set to 1 to see the digital clock

#view_digital_clock= 0

 

Lets you relocate your quickbar by using leftclick+ctrl. leftclick+shift determines whether the quickbar should be horisontal

or vertical (default) and leftclick+ctrl+shift resets the quickbar.

#relocate_quickbar = 0

 

Shows your stats in the hud (only works in resolutions > 640x480)

#show_stats_in_hud= 1

 

Settting both show_stats_in_hud and show_statbars_in_hud to 1 will display experience bars for

all your skills on the right side of the screen.

#show_statbars_in_hud= 1

 

Shows help text, that tells about the function of a button:

#show_help_text= 1

 

Set the time before the client will go afk automatically (time in minutes). If 0 the client will not go afk automatically

and you'll have to set the client AFK yourself.

#auto_afk_time= 5

 

Set the default afk message:

#afk_message = "Automessage: I am currently away from my computer"

 

If afk_local is set, when you go AFK, local chat messages are counted and saved as well as PMs

#afk_local= 1

 

Global ignores is a list with people that are well known for being nasty, so we put them into

a list (global_ignores.txt). Now, if you want, you can configure the client to load that list on

start up, so you will have some sort of additional protection against those nasty people.

By default, this feature is turned on

 

#use_global_ignores = 1

 

Gloabal filters are a list of words that people have found offensive and can be replaced locally.

Set the following to 0 if you don't want to use the default word filtering.

#use_global_filters = 0

 

Set the following text to whatever you want filtered words to be replaced by.

#text_filter_replace = smeg

 

The following directive allows you to choose wether or not you want that each time when you

ignore someone, his/her/it's name to be saved on your local ignores list, so you will

permanently ignore that person (unless/until you manually remove the name from the

local_ignores.txt file)

 

#save_ignores = 1

 

Indicate if and how you want text messages to be logged to file. A distinction is made between

server messages, which are informational messages like "slow down" or "you failed to harvest the

[whatever]", and chat messages like local chat, PMs and GMs. Valid options for log_chat are

 

0: don't log anything at all

1: log chat to chat_log.txt, but don't log server messages

2: log both chat and server messages to chat_log.txt

3: log chat to chat_log.txt, and server messages to srv_log.txt

 

#log_chat = 2

 

You can adjust the size of the text used for the players name tags on the screen. A value

of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values.

 

#name_text_size= 1

Reserved for future usage

#name_font = 0

 

You can adjust the size of the chat text on the screen. A value of 1.0 is the default, and

you can make the text bigger or smaller by raising or lowering the values.

 

#chat_text_size= 1

Reserved for future usage

#chat_font = 0

 

Set enable_sound to 1 to turn on sound effects, or to 0 if you don't want the EL client to take

over your sound card, or if you have sound problems that might crash the client.

#enable_sound= 0

 

Setting enable_music to 1 will make the game play background music. Note that the music

files themselves are not distributed with the game, and are available as a separate download.

#enable_music= 0

 

You can change the music or sound gain (volume) with the following parameters. 0.0 means muted,

1.0 means full volume:

 

#sound_gain= 0.5

#music_gain= 0.2

 

Here is where you give the path to your favorite browser. Due to the large diversity of browsers

used, no default browser is selected, but you can easily change it in-game in the

configuration tool, or here by adding a # before the browser command you prefer, and removing it

on the next line:

#browser = x-www-browser

 

Note that, because of Micro$oft's infinite wisdom, invoking a command is done differently

in Win9* and in Windows NT \AE \A9, so you have to manually select how to invoke your browser.

Be sure to have only ONE selected browser, otherwise the current browser thingy is likely not

to work.

 

For Windows NT/2K/XP

browser = "start iexplore.exe"

 

For Win9*

If you don't use quotation marks, the spaces will be stripped.

 

browser = "c:\Program Files\Internet Explorer\iexplore.exe"

 

For Linux:

Just put a # before the browser you use, and make sure there there are not two or more browsers

selected. That is, deselect the windows browser

browser = konqueror

browser = opera

browser = mozilla

browser = netscape

 

Choose your language - all languages available are located in the ./languages/ folder in your eternal lands directory.

The languages are however easily extendable and if you wish, you can translate the client into your language by editing

the files found in the languages directory.

#language= "en"

 

This option allows you to specify a directory other than the current directory to load data from.

This needs to be set to where you installed EL.

For Windows users, the default is "c:\Program Files\Eternal Lands\".

For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands.

#data_dir = /usr/share/games/EternalLands

 

Set render_fog to 1 to show fog in the game.

#render_fog= 1

 

Setting use_vertex_buffers to 1 will make EL use vertex buffer objects to speed up the rendering

process, at the expense of using more video memory.

#use_vertex_buffers= 1

 

If compass_north = 1 (the default), the compass needle works like a real compass, i.e. the needle

always points to the north. If it is zero, the needle points in the direction your character is

facing, and the north is in the direction of the N on the on-screen compass.

#compass_north = 1

 

If caps_filter is set, messages that are entirely in upper case are automatically converted to

lower case.

#caps_filter = 0

 

The value for windowed_chat determines how text messages are displayed. Valid options are:

 

0: Simply print all text on the screen

1: Tabbed chat: text messages are separated based on the type of message (e.g. server messages,

guild chat, local chat, channel talk), and by selecting a tab from a bar on top of the screen

only one (or all) channel or type of message is shown.

2: Windowed chat: like tabbed chat, but the text is displayed in a separate window.

#windowed_chat = 1

 

Set write_ini_on_exit to 0 if you do NOT want changes in your settings to be saved when you close

the game. You probably do not want to do this, so if you don't know what you're doing, leave it

at 1.

#write_ini_on_exit = 1

 

If ati_click_workaround is set, the game will try to work around a bug in (older?) Ati video

drivers, that read out the depth buffers incorrectly. Try this option _only_ when you are not

able to walk and you have an Ati video card.

#ati_click_workaround = 0

 

Setting use_alpha_border to 1 will make EL show a nice shadow border around the in-game windows.

#use_alpha_border = 1

 

Setting use_floating_messages to 1 will show a message floating above your characters head when

you gain experience.

#use_floating_messages = 1

 

If local_chat_separate is set and windowed_chat is set to using tabs or the chat window, then

all local chat messages will be displayed in a separate tab, otherwise they will be shown in all

tabs.

#local_chat_separate = 0

 

Same as local_chat_separate, but for guild messages.

#guild_chat_separate = 1

 

Same as local_chat_separate, but for server and other informational messages.

#server_chat_separate= 1

 

This option is useful for EL moderators only. Same as local_chat_separate, but for moderator

messages.

#mod_chat_separate= 1

 

If highlight_tab_on_nick is set and tabbed or windowed chat is used, tabs in which your name is

mentioned will be highlighted.

#highlight_tab_on_nick = 1

 

If isometric is set to 1, the in game view will be isometric, i.e. no perspective is used. Use it

when your frame rate is low, it can speed up the rendering process significantly.

#isometric= 0

 

The perspective correction, only used when isometric is 0. The farther this value deviates from 1,

the higher the perspective distortion is.

#perspective= 0.4

 

The distance to the near clipping plane from the camera. Objects that are closer to the

camera than this distance will not be displayed.

#near_plane= 0.1

 

If buddy_log_notice is set, a message will be printed when someone on your buddy list logs on or off.

#buddy_log_notice = 1

 

Gamma correction, the higher this value, the higher the contrast between light and dark colors.

You can try to use this option when the game looks very dark on your screen, but note that it

affects the entire display, not just the game window.

#gamma= 1

 

This parameter determines the quality of the shadow maps. You should as minimum set it to 512, and it

will look better with 1024, 2048 or 4096, but also consume a lot more graphics memory/resources.

Valid options for shadow_map_size are

 

0: 256

1: 512

2: 768

3: 1024

4: 1280

5: 1536

6: 1792

7: 2048

8: 3072

9: 4096

 

#shadow_map_size= 7

 

If use_compiled_vertex_array is set, EL will draw 3D objects using compiled vertex arrays. Some

systems don't support this option well, so you can try turning it off when you notice that 3D

objects aren't displayed correctly.

#use_compiled_vertex_array= 0

 

If autoupdate is set, updates can be automatically downloaded from the server and installed. Note

that this requires the game to have write permissions in your configuration directory, or the

game data directory. If you are able to play the game with default settings, that is most likely

not a problem, since the log files are created in either of those directories as well.

all log fil

#autoupdate = 1

 

When serverpopup is set, special server messages with channel id 255 are displayed in a separate

popup window.

#serverpopup = 1

 

Set this option to 1 if you find that clicking the mouse on the ground does not move your

character. Instead of reading the depth buffer, the game will then trace the line of view to find

the ground tile to move to.

#use_old_clicker = 0

 

Set use_frame_buffer to 1 to enable frame buffer support for shadow mapping and reflections.

#use_frame_buffer= 1

 

If windows_on_top is set, certain windows can be shown on top of the console and map interfaces.

#windows_on_top= 1

 

#video_info_sent= 1

 

#use_eye_candy= 1

 

#enable_blood= 1

 

#use_lamp_halo= 0

 

#transparency_resolution_fix= 0

 

#max_ec_framerate= 45

 

#min_ec_framerate= 15

 

#light_columns_threshold= 5

 

#use_fancy_smoke= 1

 

#max_idle_cycles_per_second= 40

 

#note_text_size= 1

 

#crowd_gain= 1

 

#enviro_gain= 0.3

 

#actor_gain= 1

 

#walking_gain= 0.4

 

#gamewin_gain= 1

 

#client_gain= 1

 

#dim_sounds_on_rain= 0

 

#view_analog_clock= 1

 

#use_alpha_banner= 0

 

#opaque_window_backgrounds= 0

 

#customupdate= 1

 

#special_effects= 1

 

#time_warning_hour= -1

 

#time_warning_sun= -1

 

#time_warning_day= -1

 

#continent_map_boundaries= 1

 

#anisotropic_filter= 2

 

#warn_gain= 1

 

#render_skeleton= 0

 

#render_mesh= 1

 

#use_cursor_on_animal= 1

 

#use_display_actors= 1

 

#use_actor_bbox_check= 1

 

#use_render_mesh_shader= 1

 

#use_set_transformation_buffers= 1

 

#use_build_actor_bounding_box= 1

 

#use_model_attach_and_detach_mesh= 1

 

#use_render_attached_meshs= 1

#always_pathfinding= 1

#water_shader_quality= 2

#use_keypress_dialog_boxes= 1

 

#use_full_dialogue_window= 1

#use_ext_gpu_program_parameters= 0

#use_new_selection= 0

#use_harvesting_eye_candy= 1

 

#skybox_show_sky= 1

 

#skybox_show_clouds= 1

 

#skybox_show_stars= 1

 

#skybox_show_moons= 1

 

#skybox_show_sun= 1

 

#follow_cam= 0

 

#fol_cam_behind= 1

 

#extended_cam= 1

 

#ext_cam_auto_zoom= 0

 

#follow_strength= 0.1

 

#const_speed= 1

 

#lin_speed= 10

 

#quad_speed= 10

 

#far_plane= 80

 

#min_tilt_angle= 30

 

#max_tilt_angle= 90

 

#far_reflection_plane= 30

 

#normal_camera_deceleration= 1

 

#skybox_update_every_frame= 0

 

#seconds_between_shadows_updates= 10

 

#use_draw_range_elements= 1

 

#show_game_seconds= 0

 

#skybox_update_delay= 10

 

#rotate_minimap= 1

 

#disable_sound= 0

 

#sound_device= ""

 

#afk_snd_warning= 0

 

#minimap_scale= 0.7

 

#use_animation_program= 0

 

#pin_minimap= 0

 

#cm_banner_disabled= 0

 

#disable_window_adjustment= 0

 

#video_width= 1278

 

#video_height= 665

 

#buff_icon_size= 14

 

#disable_double_click= 0

 

#logo_click_to_url= 0

 

#logo_link= "http://www.eternal-lands.com"

 

#enable_user_menus= 0

 

#3d_map_markers= 1

 

#showcustomclothing= 1

 

#emote_filter= 1

 

#gx_adjust= 0

 

#gy_adjust= 0

 

#disable_gamma_adjust= 0

 

#mapmark_text_size= 0.3

 

#wanted_num_recipe_entries= 30

 

I checked additional drivers and do not have Catalyst enabled or ever installed on this installation.

 

The vanilla EL works fine.

 

I hope these logs are of some use. Let me know if you need to see anything else.

 

-- Zoot

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Just to collect the things which I noticed, some of which certainly are known. I'll amend here as I discover other oddities:

 

- IP: path from Ios to the boat on IP is under water. Looks funky

- IP: bridge is not "real". One walks through the water below it

- IOTF: the tree with the tree and fruits around [120,156] are gone

- Bags are not visible. Only their drop and pickup animation

- The cape I wear is not visible at all (whatever cape it is). It contains a custom skin, but after login it was at least visible as black (entirely black).

- The sky is not yet done

- The landscape looks much more gloomy in comparison to now: http://s1173.beta.ph...html?sort=3&o=0 and http://s1173.beta.ph...html?sort=3&o=1 were shot at the same time and place and give a distinctly different gloominess. I prefer the world to not be too gloomy, at least while the sun is still over the horizon; especially on IP.

- I need to set #use_multithreaded_culling= 0 or I get crashes due to segfaults: http://paste.openttd....org/show/2023/

- Compilation issues a long sequence of compile warnings. They hide true errors and problems: http://paste.openttd....org/show/2011/

- The new trees which are bend by the wind: at least in PV 204,183 their trunk moves over the ground like they're fixed to some string in the sky and left dangling. Or are they really nervous Ents? Yet the leaves and smaller branches are fixed wrt the ground

- Water is has a constant opacity, which is not depth dependent. E.g. at My Position: Magic School Garden [141,149] you see the island floating in the water as well as other objects. Looks... funky.

- I compile on Debian Wheezy with gcc 4.7. I need to patch the CMakeLists.txt in order to successfully link:

diff --git a/CMakeLists.txt b/CMakeLists.txt

index ba514d3..604d12c 100644

--- a/CMakeLists.txt

+++ b/CMakeLists.txt

@@ -91,10 +91,16 @@ elseif (${HAS_SSE_EXTENSIONS} AND (${BUILD_SSE} MATCHES "ON"))

add_definitions(-DUSE_SSE)

endif (${HAS_SSE2_EXTENSIONS} AND (${BUILD_SSE} MATCHES "ON"))

 

-if ((${OPENMP_FOUND} MATCHES "TRUE") AND (${BUILD_OPENMP} MATCHES "ON"))

+#if ((${OPENMP_FOUND} MATCHES "TRUE") AND (${BUILD_OPENMP} MATCHES "ON"))

set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${OpenMP_C_FLAGS}")

set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${OpenMP_CXX_FLAGS}")

-endif ((${OPENMP_FOUND} MATCHES "TRUE") AND (${BUILD_OPENMP} MATCHES "ON"))

+

+ if (OpenMP_C_FLAGS EQUAL "-fopenmp")

+ set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${OpenMP_CXX_FLAGS}")

+ set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} ${OpenMP_CXX_FLAGS}")

+ set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${OpenMP_CXX_FLAGS}")

+ endif (OpenMP_C_FLAGS EQUAL "-fopenmp")

+#endif ((${OPENMP_FOUND} MATCHES "TRUE") AND (${BUILD_OPENMP} MATCHES "ON"))

 

include_directories(${CAL3D_INCLUDE_DIR})

include_directories(${OPENGL_INCLUDE_DIR})

 

elke@aeolusmaximus:~/eternal-lands/Eternal-Lands$ gcc --version

gcc (Debian 4.7.2-4) 4.7.2

Copyright © 2012 Free Software Foundation, Inc.

This is free software; see the source for copying conditions. There is NO

warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

 

elke@aeolusmaximus:~/eternal-lands/Eternal-Lands$ uname -a

Linux aeolusmaximus 3.2.0-3-amd64 #1 SMP Mon Jul 23 02:45:17 UTC 2012 x86_64 GNU/Linux

 

Maybe map bugs:

- Magic School of Tarsengaard [45,248]: A brick in the wall flickers (esp. when walking toward it from door)

- Magic School of Tarsengaard [232,40]: the green lightening of the floor flickers, depending on viewing angle

 

 

From the map editor (compiled thanks to Hussam with cmake -DBUILD_MAP_EDITOR=ON (changing the CMakeList doesn't do the trick) I got the following crash when trying to open a map (trying to reproduce it, but I can't exactly recall which):

http://paste.openttd...IOk48BdyLPMmfM/

 

Now: /usr/include/boost/smart_ptr/shared_ptr.hpp:424: T* boost::shared_ptr<T>::operator->() const [with T = eternal_lands::Image]: Zusicherung »px != 0« nicht erfüllt. (that's the translation of "assertion failed")

Edited by Elke

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Thanks for all the testing.

  1. The new IP is only for testing, the walk map is not working, so strange walking stuff has to be expected.
  2. The animation of the tree is not final and has some side effects ;)
  3. I think I found and fixed the multi threading bug.
  4. I still don't know why always OpenMP is used :(

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Just curious about an update... since we haven't heard anything since January.

 

Still being worked on?

 

Will there be an update of the current "gl1" client before the gl2 one gets released (since it's seeming to need a lot of time to do and the git for the current client has had quite a few changes since the last release)?

 

 

And something I'm interested in... since no new maps are being accepted until the changeover to 3d terrain (I believe), is there a mapmaker available where some of us could possibly get involved in helping convert the current maps, or just practicing for making new maps?

Edited by Burn

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The new map-editor is part of the sources of the GL2 client, you can enable it to be built in the cmake-gui or by editing the main CMakeLists.txt.

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For current play I'm using bluap's latest static builds, which don't seem to be Xaphier git builds.

 

 

Unfortunately still struggling with attempts to compile here, seems adamant against it. Got most dealt with but still trying to figure out some dependencies and such.

 

I'm able to build radu's git repo (uses make) but not xaphier's (uses cmake)

 

 

This is as far as I'm getting.

 

-- Boost version: 1.49.0

-- Could NOT find GPA (missing: GPA_LIBRARY GPA_INCLUDE_DIR)

-- Could NOT find OpenMP (missing: OpenMP_CXX_FLAGS)

-- Boost version: 1.49.0

CMake Error at CMakeLists.txt:83 (if):

if given arguments:

 

"AND" "(" "OFF" "MATCHES" "ON" ")"

 

Unknown arguments specified

 

 

-- Configuring incomplete, errors occurred!

Edited by Burn

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Finding those two packages is not fatal in itself, but the check in line 83 borks...

 

https://paste.openttdcoop.org/show/2289/ is the patch I use to make it compile. cmake itself doesn't barf on it for me, but the resulting config doesn't work without that patch for me (likely due to changes in gcc 4.7 wrt earlier gccs).

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Got it compiled with a few adjustments to the cmake files, but both the client and the mapmaker segfault. Talk with others indicate I'm not the only one this is happening to. The GIT still seems dead, last updated 24 days ago. Is there work happening that's not getting GIT-updated?

 

Asking since Radu brought up talk of testing the new client in June (or July? one of the J months) in channel 6 this past week, which leads to thoughts that there's more going on than we can see.

 

 

(If there's a lot of work to be done on converting maps, getting the mapmaker for gl2 maps working would be a great idea. There's people like myself who've taken a liking to map editing and could assist with that. ;) )

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Sorry for my late reply, was too busy with RL. Hopefully the segfaults are fixed now, will look into the other problems these days.

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Yay! :-P

 

But... (after tracking down minizip) on this OpenSuse machine, compiling went fine right up until it was ready to link the executable

 

(Only change to CMakeLists.txt was to set Build Map Editor to "on")

 

 

Linking CXX executable el_client
engine/libelengine.a(scene.cpp.o): In function `eternal_lands::Scene::do_cull() [clone ._omp_fn.0]':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/scene.cpp:920: undefined reference to `GOMP_sections_next'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/scene.cpp:926: undefined reference to `GOMP_sections_end_nowait'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/scene.cpp:926: undefined reference to `GOMP_sections_next'
engine/libelengine.a(scene.cpp.o): In function `eternal_lands::Scene::do_cull()':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/scene.cpp:920: undefined reference to `GOMP_parallel_sections_start'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/scene.cpp:920: undefined reference to `GOMP_parallel_end'
engine/libelengine.a(cdlodquadtree.cpp.o): In function `eternal_lands::CdLodQuadTree::update_level_zero_rgb10_a2(boost::shared_ptr<eternal_lands::Image const> const&, glm::detail::tvec3<float> const&, glm::detail::tvec2<unsigned int> const&, glm::detail::tvec2<unsigned int> const&) [clone ._omp_fn.1]':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:283: undefined reference to `omp_get_num_threads'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:283: undefined reference to `omp_get_thread_num'
engine/libelengine.a(cdlodquadtree.cpp.o): In function `eternal_lands::CdLodQuadTree::update_level_zero(boost::shared_ptr<eternal_lands::Image const> const&, glm::detail::tvec3<float> const&, glm::detail::tvec2<unsigned int> const&, glm::detail::tvec2<unsigned int> const&) [clone ._omp_fn.0]':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:312: undefined reference to `omp_get_num_threads'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:312: undefined reference to `omp_get_thread_num'
engine/libelengine.a(cdlodquadtree.cpp.o): In function `eternal_lands::CdLodQuadTree::update_level_zero_rgb10_a2(boost::shared_ptr<eternal_lands::Image const> const&, glm::detail::tvec3<float> const&, glm::detail::tvec2<unsigned int> const&, glm::detail::tvec2<unsigned int> const&)':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:282: undefined reference to `GOMP_parallel_start'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:282: undefined reference to `GOMP_parallel_end'
engine/libelengine.a(cdlodquadtree.cpp.o): In function `eternal_lands::CdLodQuadTree::update_level_zero(boost::shared_ptr<eternal_lands::Image const> const&, glm::detail::tvec3<float> const&, glm::detail::tvec2<unsigned int> const&, glm::detail::tvec2<unsigned int> const&)':
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:311: undefined reference to `GOMP_parallel_start'
/home/Flame/Documents/newEL/Eternal-Lands-master/engine/terrain/cdlodquadtree.cpp:311: undefined reference to `GOMP_parallel_end'
collect2: error: ld returned 1 exit status
make[2]: *** [el_client] Error 1
make[1]: *** [CMakeFiles/el_client.dir/all] Error 2
make: *** [all] Error 2

 

 

I'm at a complete loss. :-/

 

 

Should note: With some CMakeLists.txt hacking, the git prior to updating compiled fine, just resulted in a segfaulting program. ;)

 

 

Add... all the "omp" stuff in there makes me think "OpenMP". If that's what it's referring to... option(BUILD_OPENMP "Build using OpenMP" off) ... not using it.

Edited by Burn

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