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Nogrod

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Posts posted by Nogrod


  1. This looks similar to a previous issues reported where there was a problem with the graphics card or graphics driver.

    Make sure your graphics driver is up to date and if that doesn't work switch between the Windows default driver and the latest from your graphics card maker.

    There may be additional clues in your chat log regarding graphics. Can you post the lines that are written as the client starts up? It should be in your Windows User's EL folder and named chat_log.txt.

     

     

     

     


  2. 50 minutes ago, firerob77 said:

    I think we are going about this the wrong way and I never meant for this to be critical or anything negative. If there was at the very least a plan for marketing and a donation button for that plan, I would donate to that plan. Right now that’s all I am able to do is donate. I just want to know that my donation would specifically go to that plan and some details about the plan. I don’t think I would be the only one to donate. 
     

    Maybe someone in this community would have a good idea to get the plan going. I just have no experience that would be of value to this task. 

     

    Those of us who've contributed to the game have spent time knowing the game and where we are able to contribute based on our abilities. While I agree with you that marketing is lacking and you're not the first person to mention it, this is my advice -- take it for what it's worth.

     

    Play the game and get to know the current player base.  You might run into someone who's great at organizing, fundraising, or marketing or you might not.  You might find another way to make the game better.  I understand that you may not want to invest a lot of time in something that you're unsure of but that's a risk we all take and there is no guarantee that a large marketing effort would be successful either.  I like this game and I found some good (and not so good) people here and all that makes playing this game worth it to me.


  3. 3 hours ago, Aislinn said:

    I've been having a horrible time with 22.04 LTS.  I use it on a laptop to host a guard bot and also have a discord client and regular alt client on it and it repeatedly just shuts down willy nilly.  Research guided me to troubles with systemd-OOMD but I'm still having trouble after shutting that down.  I don't normally run Ubuntu but wanted it on this extra laptop so it would coincide with somebody else's laptop if they ever needed help.  I'm not liking it at all and not sure what to look at.  Also there seems to be headaches with snap but I haven't pinned those down yet.

     

    I stopped the discord client and put the extra alt back on my main Arch box, and just have the guardbot there. I am going to try to narrow down the problem one item at a time. I also put up System Monitor to see how the CPU and memory and swap are doing.

     

    The only reason I'm using Ubuntu is because I'm on a laptop and my main Arch Linux PC cannot run EL anymore. Something about the graphics and the kernel memory allocations that eats all the RAM and it only happens when running EL.


  4. I just upgraded from Ubuntu 20.04 LTS Focal Fossa to Ubuntu 22.04 LTS Jammy Jellyfish.

     

    After the upgrade, when the game window is covered completely by another window, and I return to the game window, the animations need to "catch up" and I have many "Resync with the server..." and "Low framerate" messages.

     

    There was a similar issue prior to 1.9.5 build 7 which had been solved by that release.

     

    When the window is minimized I can tell for a split second that the game window turns black which prevents the animation, framerate, and sync issues.


  5. The avatars weren't working for me either but as of a couple minutes ago, the default avatar image is working but custom images are still giving the Internal Server Error.

     

    The image only started working because it got cached when I went to the image url directly.


  6. This day served me well in my early days.  Making the day more rare would make it mostly unavailable to newer and low level players.  I understand that sometimes it feels that this day happens often in a bunch but that's the nature of randomness. We go long times without the day too.  Perhaps we make the day a 1/2 day? This way the complainers don't need to wait so long and the day happens occasionally enough for those who like it.


  7. When the client first starts and the "Show Status Indicators in HUD" option is off, you have to enable it in order to show the glow status messages from server.  Once it's enabled, the messages will show even if you turn the HUD option off while the client is running. If the client starts with the HUD option enabled, the glow status server messages show in console. The problem is also present in non-Android versions.


  8. Sounds like a combination of small team and bad luck. Occasionally mobs swarm hard and sometimes they don't.  That said, I do think this invance is harder than the others but it's been done mostly successfully from what I've seen even with small teams. If you're just entering the range, it's going to be quite hard. Overall, don't let one failure discourage you. Teamwork is more important in this range and have a plan. Invisibility works great to protect the gate against swarms and that puts even the toughest mobs at a disadvantage.

     


  9. 6 minutes ago, ladrilho said:

    Ok, that worked. Thank you Nogrod.

     

    But I had to clear the data of the application via the android application preferences, as I could not find the files with the default file manager.

     

    Does this mean that people will have to clear/remove the data folder or this will happen when upgrading?

     

    Yes, if people have a previous EL app version, they should either uninstall it or they should at least clear out the app data through App Preferences before launching the new version.


  10. 5 hours ago, ladrilho said:

    I had the same "issue" with the UI scaling when I installed the latest version (UI too big).

    My phone is a Galaxy s10+ with resolution FDH+ 2280x1080.

    The scaling factor is set to 2.90 by default.

    Is there something I can do to add more useful information for you?

     

     

    I had scaling issues and found that they were caused by data from a previous installation. Either scale was too large or too small.  I fixed this by clearing out the app's data. You might also want to delete, if it exists, <user storage>/Android/data/com.el.elc.  After this, the app launched with the correct scaling.


  11. 1 hour ago, Grum said:

     

    That actually gave me an idea. For the bouncing damage numbers, the depth test function is set to GL_ALWAYS, so that they are always visible. For names and health bar texts, the test function is GL_LESS, so that they can be obscured by objects in the world. Allowing the damage updates to be obscured as well:

    ...

    seems to resolve the crashes for me. Why? No idea, but it seems to work. The disadvantage is of course that damage updates can now be obscured by world objects or other text in front of them.

     

    This seems to resolve the crashes for me too. Strangely, I can still see floating messages through objects such as houses so maybe there is no disadvantage to this fix.


  12. 6 hours ago, bluap said:

    Interesting. I've tried turning off character names from the banner without modifying the client and have not had a crash so far. It might be worth others giving that a try. I note the banner names uses a pointer to the actor in the call the the draw function. Perhaps that's becoming invalid when the creature dies.

     

    Edit: well I fought many more creatures but it did eventually crash. Seems like we're close.  Trying no banners at all....

     

    Edit 2: No crashes with no banners enabled. This with nearly a hundred despatched creatures. I'd be really interested to here how others fair.

     

    You can turn off banners by long pressing the banner and selecting the context menu options.  To restore the name banners if everything is off you can use "#keypress #K_VIEWNAMES". This needs improving ...

     

    Using instance mode banners I don't get the crash if only my banner is visible. When I turn on the mob's banners, I start seeing the crash again.


  13. 15 minutes ago, bluap said:

    Shame, but thanks for trying though.  Most of the other libraries are updated too but I'd have to check back to find what were used for 1.1.2.

     

    I checked back though you other posts but could not tell if there was a particular creature that always caused the crash.  Can you confirm which if there is?

     

    Here are some of the creatures I tested.

     

    On 11/15/2021 at 3:04 PM, Nogrod said:

    I've been comparing the type of mob that the crashes happen on.

    Mobs that have not caused a crash after several kills include green snake, fox, imp, rabbit, brownie,  beaver.

    Mobs that will likely cause a crash include brown snake, armed orcs, hawk, falcon, deer, wolf, brown bear, male goblin, troll, large spider.

    Some mobs have about and equal chance of causing a crash including small spiders and red snakes.

    The crash can happen during the fight, not just after the mob is killed.

     


  14. 53 minutes ago, bluap said:

    Perhaps a more targeted approach would be to try earlier versions of the gles4 library.  Given 1.1.2 used an earlier version of that library.

    In the gles4 repo commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 looked to the the baseline.  This is close to tag v0.9.3.  A while ago I tried to updated to never tags the most recent I could get working was v0.9.5, the version used in the current build.  I had various issues with newer versions having tried up to v1.1.4.  My rough notes:
     

     

    I compiled the app with gles4 repo HEAD set to commit a91f8d1e18362aa26303e84ef4ff776eef0973d2 but I still see the crash when fighting.

     

    I also tried tag v0.9.3 and had to comment out the gl_hint in init.c to get it to compile but I still get the crash.


  15. 4 hours ago, Grum said:

    I hate to ask this, since it might be a lot of work, but ...

    given that you seem proficient enough with the code and the use of Git, do you think you can bisect to find which commit introduced the crash? Just narrowing the range down would be useful.

     

    I would try to do so myself, but as usual, I can't reproduce it :/

     

    I've been trying this but it's not working out.

     

    The first commit that I can compile and get to the main game screen is bluap's commit 99f64eddb4ba8cf9e2e0e65f059160e22630d4be from July 14. In this commit the crash bug is already present.

     

    For commits prior to this I get various other issues before even getting to the main game screen.

    In commits from May 4 - July 14 there is an SDL Error on launch.

    In commits from February to May the client freezes after submitting username and password.

    Prior to this I get compilation errors.

     


  16. 4 hours ago, Grum said:

     

     

    Just for testing, could you add a call to

    
    glFinish();

    at the top of function draw_scene() in draw_scene.c (line 117 or so) and see if that makes a difference? It shouldn't, but in the unlikely case it does help, we can hopefully drill down further to find the root cause.


    This did not help with the crashes.  I agree, EL isn't that heavy so I don't think the queue would be filling up.  I only get this crash on this version of the Android client. On the old Android client v1.1.2 I never saw the crash issue.

     

    The mob that I fight is what crashes the client, not the map I'm on as I first thought.  It just happened that when I went to small maps, I was only fighting the mobs that don't cause a crash but after more extensive testing, I found that there are other mobs on the some small maps that always cause a crash.

     


  17. 16 hours ago, bluap said:

    Thanks for continuing to test.  BTW, I've not yet found anything conclusive about the crash you reported but the log is useful.  I assume you continue to get the issue, if there's anything you can add to the circumstances of the crash, please do.

     

    Just today I noticed that further up in my logcat there is the following error. Sorry for not reporting this before but logcat spits out a lot of messages and I was trying to focus on the time of the crash.

    11-15 14:38:19.222  9383  9409 E Adreno-UNKNOWN: <glTexParameteriv:151>: GL_INVALID_ENUM

    I see no other errors prior to the crash aside from some errors about being not unable to load some user JSON files which is something I've seen before in the PC client and causes no problems.

     

    I've been comparing the type of mob that the crashes happen on.

    Mobs that have not caused a crash after several kills include green snake, fox, imp, rabbit, brownie,  beaver.

    Mobs that will likely cause a crash include brown snake, armed orcs, hawk, falcon, deer, wolf, brown bear, male goblin, troll, large spider.

    Some mobs have about and equal chance of causing a crash including small spiders and red snakes.

    The crash can happen during the fight, not just after the mob is killed.

     

    One more thing: I finally got a build system set up and am able to build and install the Android client on my phone so if there is anything you want me to try in the code, I can test that now.  Thanks so much for the clear build instructions! It was much easier than I thought and it totally cuts out Android Studio.  The only step that I tripped on was trying to get the apk from the build environment onto my phone.  My phone is not recognized through adb in multipass so I'm doing a "multipass transfer" to get the apk out of the build environment so that I can "adb install" it on my phone.

     


  18. 3 hours ago, bluap said:

    That's good to hear!

     

    Hopefully one last build before the release. The latest build  1.9.5p9-dev-20211114.2017:

    • Fix new character hud not resizing sometimes.
    • Automatically down-scale the new character hud if space is limited.

     

    Thanks for the update bluap.

     

    Just a couple issues none of which I would consider show stoppers as they have workarounds.

    Before reproducing each issue, I'm exiting the client with #exit. Then I'm force stopping the app and clearing out cache and deleting the app data and also Android\com.el.elc\ user files so that I'm starting from a clean install.

     

    When trying to change the scaling values in the Options->Fonts tab by sliding up and down on the arrows, the shown value numbers do change but the scaling does not take effect.  If I restart the client, the old values are still there.  There is one exception.  The first time I launch the client and I change the scale, it won't take effect immediately but it will be in effect on the next client launch but I can't effect the scale changes anymore by sliding the arrows.  My workaround is to avoid sliding on the arrows and instead tap the scale value and change it through the keyboard. Changing the value through the keyboard has immediate effect and is saved.

     

    The default font for the Encyclopedia, Ubuntu Mono Regular, is missing from the Encyclopedia font list and there is no font selected. I don't know what it's defaulting to but I can select any other font in the list.

     

     

     

     

     

     

     

     


  19. 24 minutes ago, bluap said:

    The latest build  1.9.5p9-dev-20211114.1509:

    • Added "Keyboard" button to the left of the input field that toggles the on-screen keyboard.
    • Removed the inconsistent long-press-near-top keyboard activation but retained option to use EL logo.
    • Removed the console help that was not helping - the button should be discoverable.

     

    This is great! It's easy to use and intuitive and solves whatever problem I was having with long-press keyboard.

     

     


  20. 6 hours ago, Aislinn said:

     

    I can see how to get the keyboard when in F1/console. I figured that out, also figured out why the text line is at the top (moving it back to bottom hides the line when the keyboard is up.) I did see that help.  However that doesn't help with bringing up the keyboard when not in console, which is necessary at times.  The EL icon is fine, I've always used it for EL site/forums link, but that's not crucial I guess.

     

    One way to bring up the keyboard in the main game window, if no input fields are readily available and you don't want to use the EL icon is as follows. Disable "Use Full Window Camera Controls" under Options->Controls. You can double click the camera bars to bring up the keyboard when you're not in console mode. If you don't see the camera bars after this - they may be hard to see - go to Options->HUD and click "Draw Camera Bars" to fill in the bars with color.

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