Xaphier Report post Posted June 3, 2012 (edited) 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 June 3, 2012 by Xaphier Share this post Link to post Share on other sites
Xaphier Report post Posted June 3, 2012 (edited) 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 June 4, 2012 by Xaphier Share this post Link to post Share on other sites
Sir_Odie Report post Posted June 3, 2012 Here is the OpenGL 2 client for Windows. Share this post Link to post Share on other sites
Panatella Report post Posted June 3, 2012 (edited) 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 Edited June 3, 2012 by Panatella Share this post Link to post Share on other sites
groomsh Report post Posted June 3, 2012 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 Share this post Link to post Share on other sites
SysKoll Report post Posted June 3, 2012 Need help to test the Linux version? Share this post Link to post Share on other sites
Xaphier Report post Posted June 3, 2012 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 Hopefully option N & L in a few days Need help to test the Linux version? Short answer: yes Share this post Link to post Share on other sites
NhmRatH Report post Posted June 4, 2012 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. Share this post Link to post Share on other sites
Xaphier Report post Posted June 4, 2012 (edited) 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 June 4, 2012 by Xaphier Share this post Link to post Share on other sites
ZootNerper Report post Posted August 5, 2012 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 Share this post Link to post Share on other sites
bluap Report post Posted August 5, 2012 (edited) 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 August 5, 2012 by bluap Share this post Link to post Share on other sites
ZootNerper Report post Posted August 6, 2012 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. Share this post Link to post Share on other sites
bluap Report post Posted August 6, 2012 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. Share this post Link to post Share on other sites
ZootNerper Report post Posted August 7, 2012 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 Share this post Link to post Share on other sites
Elke Report post Posted January 3, 2013 (edited) 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 January 6, 2013 by Elke Share this post Link to post Share on other sites
bluap Report post Posted January 3, 2013 Thanks Elke, your changes to CMakeLists.txt fix my build on Ubuntu 12.04 too. Share this post Link to post Share on other sites
Xaphier Report post Posted January 13, 2013 Thanks for all the testing. The new IP is only for testing, the walk map is not working, so strange walking stuff has to be expected. The animation of the tree is not final and has some side effects I think I found and fixed the multi threading bug. I still don't know why always OpenMP is used Share this post Link to post Share on other sites
Burn Report post Posted May 24, 2013 (edited) 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 May 24, 2013 by Burn Share this post Link to post Share on other sites
Sir_Odie Report post Posted May 24, 2013 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. Share this post Link to post Share on other sites
Burn Report post Posted May 24, 2013 (edited) 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 May 24, 2013 by Burn Share this post Link to post Share on other sites
Elke Report post Posted May 24, 2013 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). Share this post Link to post Share on other sites
Burn Report post Posted May 31, 2013 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. ) Share this post Link to post Share on other sites
Xaphier Report post Posted June 17, 2013 Sorry for my late reply, was too busy with RL. Hopefully the segfaults are fixed now, will look into the other problems these days. Share this post Link to post Share on other sites
Burn Report post Posted June 17, 2013 (edited) 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 June 17, 2013 by Burn Share this post Link to post Share on other sites
Xaphier Report post Posted June 18, 2013 Yes, all the GOMP/omp stuff comes from OpenMP. Ok, will look at that today and hope to fix it Share this post Link to post Share on other sites