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Sir_Odie

Testing new features for the upcoming client release

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Roja added different eye-colors (selectable in the new-char screen) and reworked alot of animations and emotes; all this stuff needs testing, also while using horses.
The new eyes only work on the test-server, as only that server can handle the eye-information atm; on main you can see the new eyes only in the new-char screen, in-game the standard eyes are used. Everything else should work on both servers.

For Windows a client with eye-support and all new data files can be downloaded here (this is NOT a complete client).

If you compile your own client from GIT, enable 'NEW_EYES' in make.defaults/make.conf and add the contents from this zip to your EL data folder.

 

Edit: There are known issues with male dwarfs and female gnomes when 'use animation program' is enabled.

Edited by Sir_Odie

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And eyes tend to be a bit anime-ish (larger than normal) with animation program on.

 

Best to test with that turned off for now until issues are resolved.

 

eyes

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Emotes tested. Animations in fighting, ranging, running... all look good.

 

Horses seem okay as well. Only suggestion is: There seems to be two idle states for the horse, one where it's "just breathing" and calm, the other it seems restless. The restless one could use a bit of pausing in it. I can imagine that getting annoying to other players when someone on a horse afk's by storage (happens a lot in votd and Naralik), and seems a little "unreal" with his head constantly moving. (On that one there's a tiny stutter in the animation immediately after its head is turned to its left and starts to go back to its right, possibly end-of-animation-loop thing.)

Edited by Burn

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They're hysterically funny-looking when invisible (I wouldn't worry about this, just thought it looked funny, hehe).

 

IkhS2P8.png

Holy cow that's funny :D

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Expect issues if you use this code on the main server.

Keep a copy of what you've been using for it, save this for the test server.

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Needed: a player testing this code who has used horses on more than one occasion. You're needed to test a horse on the test server to see how its animations (idle, moving, fighting) compare to what you've seen in play so far as they've been tweaked.

PM me (on main) if you're doing this but don't have whistles on test and I can provide some (thanks to radu who provided some there for testing this). Message me here I'm not in-game and I'll try to get in.

Edited by Burn

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I noticed that the blink animation stops once you change race or gender for the first time in the new character screen. It looks like was an existing problem because the breathing animation stops also and the same issue occurs with a client built before the eye changes. For me to fix this, I would need to learn more about how the animations work so someone else more experienced with this might like to check this out if we want it fixed.

 

A couple of other points:

 

There are other data file changed that need to ship with update and live in the top level data directory, those I know about are:

spells.xml - update in the client source

named_colours.xml - new file in the client source
main_icon_window.xml - new file in the client source
new_character_icon_window.xml - new file in the client source
item_info.txt - I'm using the version from here http://el.other-life.com/downloads/item_info.txt

 

Also can we change the rules window countdown text so that it reads "...play in X seconds" rather than "play in Xsec"? Its easy to change version in the client source code but the text is in the English language file so languages/en/strings/errors.xml would need changing.

 

How about we start to collect the new files somewhere central and version controlled?

Edited by bluap

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Looks like this fixes the loss of animations if you change race/gender. I'll commit later unless someone advises otherwise.

 

diff --git a/new_character.c b/new_character.c
index ae55218..a04e36c 100644
--- a/new_character.c
+++ b/new_character.c
@@ -988,6 +988,8 @@ void show_account_win (void)
void change_race(int new_race)
{
if(our_actor.race_id==new_race)return;
+ destroy_all_actors();
+ our_actor.our_model = NULL;
our_actor.race_id=new_race;
our_actor.def=&races[new_race];
our_actor.skin = our_actor.def->skin[find_pos_in_enum(our_actor.def->skin, our_actor.skin)];//Increment a random # of times.

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Thanks Sir_Odie, I've commited the related client change. I also commmited the Fix for loss of anaimations and a minor compiler warning if not compiling using EYES. I know you maintain the language files in git but I also suggested we have a version controlled place for other data file changes.

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The eyes are sent as the second last byte of that packet, the last byte is the medallion.

Okay, was wondering why I was misreading some stuff.

Thanks. ;)

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Two small comments:

The eyes on test blink, lloks good so far, but standing at sto I was blicking synchronous with the sto NPC. Is this either fixed interval (short) or central command? I have not been able to test with larger groups than two, but if all blink in unison that will seem realllllllly strange.

 

I made a new char to test the eye-color, but could not zoom in far enough during char creation to even see the eye color. I am playing on the smallest resolution and need a looking glass to see the colored pixels.

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Edit: There are known issues with male dwarfs and female gnomes when 'use animation program' is enabled.

While I'm not familiar with that code I have had a quick look and could not find anything obvious to me. Is anyone working on solving this problem?

Edited by bluap

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Edit: There are known issues with male dwarfs and female gnomes when 'use animation program' is enabled.

While I'm not familiar with that code I have had a quick look and could not find anything obvious to me. Is anyone working on solving this problem?

 

I didn't see anything obvious either but the animation program is beyond my knowledge.

Dumb question: do we (still) NEED animation program support? On OSX it never really worked, the models seem to look better without it and i see no speed improvement when using it...

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I'd like to second the request to be able to zoom in more in order to see the choices in the character creation screen and ingame. I do notice that the human eyes seem to be wider than the elf eyes so the colors are a little more discernable if you look there.

 

Also I noticed the blinking was synchronized with another player who wasn't on the new client, but after he logged on with the new client, our blinks were not synchronized anymore.

 

Other than not being able to zoom in far enough to enjoy the colors, I love this!

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gallery_14814_16_102334.jpg

This image is with a fresh build today but with the animation program switched off. I may have missunderstood but I thought the problems were only if the animation program was switched on.

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With ani program off, it seems to be that any character having eye issues with it on (male dwarf and...?) still has eye issues.

 

It seems a very specific "point" on the eyes or shading around it gets stuck in one position height-wise (absolute), and doesn't move for any non-walk action. That point being where it would be in normal standing position.

 

Sitting, the tip of the horn is where the eye would be if standing, for example.

 

Gestures that move the head (most of them, but stretching and cheering are good ones) even when standing you can see that spot doesn't move with the head.

 

When stretched up, it has several colors as seen in the above image. When stretched down it's plain black, like the black eyes (and downward horns) seen when the animation program is on. Downward stretch also occurs when you sit on a horse, the eyes go black with downward horns through the bottom of the head. Moving while on the horse, the spot issue remains.

Edited by Burn

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With ani program on, the same point actually goes further down, thus the pure black cover of the eyes.

Further down as in underground.

 

http://i.imgur.com/0KfsiBO.jpg

 

As you can see from this shot with ani program on, the "downward horns" go through the center of the horse and into the ground. (Hard to see without horse since it goes through the middle of the body.)

 

0KfsiBO.jpg

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So what does this mean? Are there bugs in the data files or is this all down to client code? Were do we need to focus?

Edited by bluap

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