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Beaverhunter

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Everything posted by Beaverhunter

  1. Floating exp/char health (nnn/nnn) bug

    Yes, I have noticed this too, I would guess this change with the exp msg height to be related to the new effect of the health increase where the number drop down and bounce, but I could be wrong. At least it has changed so your not alone=) For the bar thing, well it has changed abit too lately, ttlanhil changed it so that no matter angle of camera the bars/names would face you and be the same size. (At least that's how I understood it from his explaination) I guess it should be centered but you should try and enable the health bar:p
  2. Current CVS errors

    Ha! Count your blessings Beaverhunter. OS X users are being continuously left behind. We no longer have shadows. Soon, with the graphics card requirements, many Mac users will be left behind since they cannot upgrade their graphics cards. Well true but I would say they are different cases =p I mean getting a game developed on windows/linux to run on a mac... that's like getting an xbox game to run on a playstation... Getting an xbox game that worked on xbox version 1.0 to work on xbox version 1.1 is easier. And yes I understand that that motto isn't going to support everyone and not leaving anyone behind, actually I'm abit against that motto since it limits the development of EL to use basic libraries/graphics/textures and so on... but of course it's a nice feature/motto otherwise. I myself am amazed that some ppl can even run EL on their notebooks or what ever, I had to get a new comp to get EL to run, I had Intel Celeron 2,2ghz + Geforce FX 5600 (EL froze and whole comp too). And I see people complain when using like grahpics cards similar to the strength of Geforce 1-2, they should get a new comp+gpu no matter if they play EL or not. On topic: This is not maybe an error that is due to compiling but I have noticed that my CPU usage is at about 20% on EL, it has been under 10% before, so something must be taking up unnessesary resources or CPU speed in the new codes that were added. A 10% increase on a Core 2 Duo is like 1000% increase on an old CPU (which most ppl use), so maybe someone can check through for possible additions in code that can have caused something like this? (before the new code becomes too big, if someone has time for it that is) And maybe a relevant question: Has anyone else experienced this on newer versions of CVS? And yes I have of course allready tried to turn on and off every option available and with no good result except for about 1-2% when turning off shadows and pretty much everything else. This might be temporary, I'll have to check more on it later, but someone could still check because there's definently an increase.
  3. Current CVS errors

    aah yes, that did the trick it seems. Now it looks like this: #ifdef _MSC_VER typedef unsigned int uint_fast32_t; typedef int int_fast32_t; #else #include <stdint.h> #endif //MSVC In every file where it only was: #include <stdint.h> I assumed the windows.h was needed because thats how we solved a previous error conserning stdint.h. The files that seem to need a change: zipfilesystem.hpp, elfile.hpp, elfilewrapper.cpp, elfilewrapper.h, memorybuffer.hpp
  4. Current CVS errors

    Hmm sorry but I just checked and they are set to C++, and the .c files are set to C =/ So it was smart enough or changed before in some way.
  5. Current CVS errors

    ttlanhil: Yes, I'm aware of that and I find it quite "sad", because MSVS isn't really that bad, comparing the IDE/GUI of the compliers MSVS is superior in all categories vs the other "free" compilers that most of you use (adding this: http://www.wholetomato.com/ also makes it even stronger), but of course it's not the outside that counts, it's the inside. But my point is that MSVS doesn't do that bad, and even if there aren't any devs on that platform I would like to refer to the motto of EL "we leave no one behind" if there are any complaints about MSVS being minority. And of course the point of the thread was obviously not a complaint but a mention of that spamming the forum with small errors, one thread each might not be an ideal solution. On topic: I tried to change the includes to this: #ifdef _MSC_VER #include <windows.h> typedef unsigned int uint_fast32_t; typedef int int_fast32_t; #else #include <stdint.h> #endif //MSVC That gets me further but then I start to get errors: 1>Compiling... 1>zipfilesystem.cpp 1>.\io\zipfilesystem.cpp(22) : error C2589: '(' : illegal token on right side of '::' 1>.\io\zipfilesystem.cpp(22) : error C2059: syntax error : '::' 1>elfilewrapper.cpp 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2059: syntax error : '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::' 1>elfile.cpp 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2059: syntax error : '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::' 1>c:\dev\elc\io\elfile.hpp(91) : error C2589: '(' : illegal token on right side of '::'
  6. Lots of errors with the new load gl extension system. 1>Compiling... 1>load_gl_extensions.c 1>.\load_gl_extensions.c(2) : fatal error C1083: Cannot open include file: 'stdint.h': No such file or directory 1>textures.c 1>\load_gl_extensions.h(259) : error C2061: syntax error : identifier 'have_extension' 1>\load_gl_extensions.h(259) : error C2059: syntax error : ';' 1>\load_gl_extensions.h(259) : error C2059: syntax error : 'type' 1>\load_gl_extensions.h(260) : error C2061: syntax error : identifier 'get_texture_units' 1>\load_gl_extensions.h(260) : error C2059: syntax error : ';' 1>\elc\load_gl_extensions.h(260) : error C2059: syntax error : ')' 1>.\textures.c(142) : error C2065: 'uint_fast32_t' : undeclared identifier 1>.\textures.c(142) : error C2146: syntax error : missing ';' before identifier 'texture_width' 1>.\textures.c(142) : error C2065: 'texture_width' : undeclared identifier 1>.\textures.c(142) : error C2065: 'texture_height' : undeclared identifier 1>.\textures.c(142) : error C2065: 'idx' : undeclared identifier 1>.\textures.c(143) : error C2146: syntax error : missing ';' before identifier 'pixel' 1>.\textures.c(143) : error C2065: 'pixel' : undeclared identifier 1>.\textures.c(143) : error C2065: 'temp' : undeclared identifier 1>.\textures.c(143) : error C2065: 'r' : undeclared identifier 1>.\textures.c(143) : error C2065: 'g' : undeclared identifier 1>.\textures.c(143) : error C2065: 'b' : undeclared identifier 1>.\textures.c(143) : error C2065: 'a' : undeclared identifier 1>.\textures.c(144) : error C2146: syntax error : missing ';' before identifier 'bpp' 1>.\textures.c(144) : error C2065: 'i' : undeclared identifier 1>.\textures.c(144) : error C2065: 'j' : undeclared identifier 1>.\textures.c(144) : error C2065: 'index' : undeclared identifier 1>.\textures.c(144) : error C2065: 'x_padding' : undeclared identifier
  7. Crash on Load and Fonts revisted?

    Oki... well I played yesterday and it worked just fine with CVS but today it's not working. I assume that I compiled CVS and then just copied it over after I exited EL and went to bed and so on without testing the client, because now I'm crashing. After login I just crash right away. I can probably get some debug info on this if I just could get the CVS to compile. I'm currently getting this: 1>widgets.c 1>.\widgets.c(1482) : error C2275: 'text_field' : illegal use of this type as an expression 1>.\widgets.h(142) : see declaration of 'text_field' 1>.\widgets.c(1482) : error C2065: 'tf' : undeclared identifier 1>.\widgets.c(1485) : error C2223: left of '->buffer' must point to struct/union 1>.\widgets.c(1485) : error C2223: left of '->msg' must point to struct/union 1>.\widgets.c(1485) : error C2168: 'floor' : too few actual parameters for intrinsic function 1>.\widgets.c(1486) : error C2223: left of '->nr_visible_lines' must point to struct/union 1>.\widgets.c(1486) : error C2223: left of '->y_space' must point to struct/union Maybe getting the current CVS to compile solves it, but well my CVS that seems to crash is from 2007-06-12 (about 11,5 hours ago). Font issue: Well when I had the CVS working yesterday, I went to check out the fonts since there has been much talk about them lately. When I switch to any other but Type 1, I get just a mess (like those screenshots seen before). The text is not readable. I did download 1.4.0. client from the page as of yesterday and this did not make any difference BUT when using the official client I can see the fonts, with CVS not. (And yes I do have FONTS_FIX)
  8. Crash on Load and Fonts revisted?

    Aah nice! It seems to work now with updated CVS, now for testing for crashes or not... I did however try to change the code to this: if (w != NULL) { text_field* tf = w->widget_info; float displayed_font_y_size = floor (DEFAULT_FONT_Y_LEN * tf->buffer[tf->msg].wrap_zoom); tf->nr_visible_lines = (int) ((w->len_y - 2*tf->y_space) / displayed_font_y_size); } And that compiled aswell, maybe it's not doing the same thing though but well, guess you fixed it. Update: Oki, the newest CVS compiled didn't crash on load. ___Font issue still present.___
  9. Crash on Load and Fonts revisted?

    I doubt it. Now could you check the actual files to see if the merge succeeded? How can it not have merged properly? The CVS uses hash checks to see if things are right, and I tried to remove the files and refetch them and still same errors with widget. Usually my compiler highlights things that are system defined with a pretty bright blue text (like a cyberlink on an average homepage). And text_field is probably a part of the .net, at least it wouldn't suprise me... Ooh btw, I just searched references and I saw that the text_field is used in other files that doesn't give errors so hmm maybe I'm wrong about the define thing... but well the errors remain...
  10. Crash on Load and Fonts revisted?

    I would probably say that it's my compiler that allready has it's own definition of text_field and when using it like that and having an own struct called the same... I'm pretty sure my compiler complains. I'm not sure though, but I tried with newest CVS. I use MSVS 2005 btw. Update: Oki, I rolled back to 12 june 2007 20:00 GMT+1 (8 pm). And it compiles fine and runs just fine. The one which crashed was compiled/changed/created 12 june 2007 21:59 GMT+1 (9:59 pm). Now to see if the current CVS crashes or not... I need to get the above mentioned error in widget.c and widget.h fixed. Font problem still remain.
  11. load_gl_extensions causing CVS to not compile

    Hmm, but are you sure we are seeing at the same thing? I seriously mean that when a creature moves further away the name and bar gets bigger, and that seems very strange to me. I guess I could get you a screenshot. Also the name font and bar seems more "stiff" or not italic-ish, it's more straight than before it seems or maybe at least more clean/sharp. I did just install a new copy of EL and that didn't fix the fonts and I do compile with FONTS_FIX, I have always been. Only Type 1 works. But anyway the original topic issue seems to be fixed now at least. I might make a new topic about it...
  12. load_gl_extensions causing CVS to not compile

    Hmm I do have FONTS_FIX set actually=/ I'm gonna try and download the whole game package and so on, maybe there was some font files changed when patch and so on came? Hmm but that just doesn't look right right now, it's HUGE... and it's bigger the further away from you the name is. Maybe this is a font file problem aswell or something but right now it doesn't look good. I just felt that all the white text in the hud seemed blured and abit more greyish, not sure though, I have been playing another game for some hours now (sorry, had to get some variation) so maybe my eyes aren't adjusted properly right now=P (no need to worry too much about this yet) On topic: Now both load_gl_extensions.cpp and .h gives me "inconsitent line ending" =/ Making extra lines like that didn't work=/
  13. load_gl_extensions causing CVS to not compile

    This is still present though, every time I open the file it asks if I want to convert it to proper file endings. Can this be fixed aswell? Ooh and a little side note: In CVS the font bugs are present, only font 1 works, and it has changed? It doesn't look like before. It seems like the font doesn't scale properly either, when something is far away (not that far) the name and the bar is huge. Update: The huge part was possible to decrease by changing the option Name Font Size, but it still looks different from before, the HP bar seems fixed and smaller. Very huge some steps away from you, abit smaller closer. Also everything white seems much more grey now.
  14. load_gl_extensions causing CVS to not compile

    Moving this: #ifdef _MSC_VER #include <windows.h> typedef unsigned int uint_fast32_t; #endif //MSVC To the top worked, I actually thought about testing that but then I was "Nah, no way that it can cause all those errors" I guess it could. Errors gone it seems.
  15. load_gl_extensions causing CVS to not compile

    Hmm yes true but it's unfortunately all the output I get=( It has something to do with that file load_gl_extensions.c, and also some recent change since I had different errors before updating CVS today. Not really sure on how to get more output on this? Any ideas? (I don't get any EL code errors)
  16. load_gl_extensions causing CVS to not compile

    Oki, thanks getting alittle further now but now I get some gl.h related errors instead. 1>load_gl_extensions.c 1>C:\Program\Microsoft Visual Studio 8\VC\PlatformSDK\include\GL/gl.h(1152) : error C2054: expected '(' to follow 'WINGDIAPI' 1>C:\Program\Microsoft Visual Studio 8\VC\PlatformSDK\include\GL/gl.h(1152) : error C2085: 'APIENTRY' : not in formal parameter list 1>C:\Program\Microsoft Visual Studio 8\VC\PlatformSDK\include\GL/gl.h(1152) : error C2146: syntax error : missing ',' before identifier 'glAccum' 1>C:\Program\Microsoft Visual Studio 8\VC\PlatformSDK\include\GL/gl.h(1152) : error C2143: syntax error : missing ';' before '(' 1>C:\Program\Microsoft Visual Studio 8\VC\PlatformSDK\include\GL/gl.h(1152) : error C2059: syntax error : ')' This basicly keeps repeating but with different identifiers. Also my compiler complains about load_gl_extensions.c having inconsistent file ending.
  17. Spelling And Grammar Errors

    When you eye click "dung" you get the description including mentions of it can be used when extracting saltpeter but the official spelling on the actual item is saltpetre if I recall correctly (at least the book name is spelt that way). Both of these are the same in dictionary but well let's choose one and be consistent=)
  18. Wrong version reported

    Please don't even try to turn this over to some kind of "blame the bug reporter"... just admit that you messed up big time and should have listened to me instead. It's not whining to report "bugs" no matter how big priority they might have or not have. I did give you the solution and all you had to do was to copy and paste, and you call it whining when you, too late, don't fix the problem and ignore my finished solution? I would call that a dev not doing what he is suppose to not whining, but that's just my opinion. I don't want to turn this into any flamewar or whatever but at least I shouldn't be blamed or flamed for something good I did. So end of topic. But anyway, good that it's fixed.
  19. Wrong version reported

    sigh...errm.... I'm gonna have to say "me too", because it's _not_ fixed. FILEVERSION 1,3,3,0 PRODUCTVERSION 1,4,4,0 Both of these are wrong, and WinXP still reports 1.3.3.0 fileversion. Just copy and paste the code I posted in the other thread and it's all done... I reported this days ago, it could have been in the latest patch if ttlanhil would have listened to me, but he didn't =(
  20. Well I actually posted this patch at Berlios some time ago now and I expected such a small but useful patch to get right in there even before the client update but well, it didn't so I guess I should post here like we are suppose to do to check what other thinks about it. What does it do?: When you write #knowledge with this patch applied you also get info in the format: "You have read *** out of ***" Why?: I have seen many people asking each other how many books they have read and they just cannot answer more than a mere approximation or a comment similar to "Well it takes shorter time to count the unread ones...". Possible Issue: This patch relies on the data given by the knowledge.lst and if this is not updated it can of course give a somewhat not completely true picture of how many books there really are read and in total... but that can _hardly_ be seen as a problem in my opinion as same issue goes for the command #knowledge itself. Patch: http://developer.berlios.de/patch/?func=de...p;group_id=1256 Possible Improvment: I'm considering updating the patch to be on the format: "You have read *** out of *** books." But that could be done by the one who applies it aswell I guess (IF someone does apply it that is). Also maybe the char array could be slimmed down alittle if we want to be a few bits slimmer on memory usage.
  21. Patch: #knowledge tells you amount of read books

    Hmm I guess it shouldn't be too hard to call for a countandupdate() function at reading done, aswell as on client load to initialize it. There is allready a place where the knowledge tab gets updated since the book you read gets highlighted right after you have finished reading a book. I guess that's where the recount should happen? Btw if it's day of the print, do you get same message for instant read as you do the hard way?
  22. What is your opinion about multiplaying?

    I wouldn't care if some people trained chars same time (if they can manage it) as long as they are independently done so... Maybe someone could even have a service where he sold chars trained by him/her. (I don't really support that way of playing too much though) Therefore I voted Yes and Neither. To be able to trade/mule between the chars or pvp/fight is a big NO, even if I could gain alot from doing so myself.
  23. Patch: #knowledge tells you amount of read books

    Thnx for your input on this, I didn't consider the actual filter so much, so I guess that's a thing too but if you filter with #know iron then you will get how many iron books you read out of total iron books right? That would be exactly what I would want and expect from such a command=) Ooh, and yeah I was planning to add this info to the actual Knowledge Tab GUI, but that would require abit more and deeper look from my side into the code, but the principle is the same, to get info about how many books you have read and the total books. I could probably pull that off though. The problem I see with having it in the GUI though is that I would have to come up with a good way to update and check through the books read and not read, it wouldn't be good to do this too often as it would probably make memory go crazy and well, maybe CPU load? Maybe if your really serious about that last part I could add an option for it:P But that would be alittle overkill in my opinion, I'm sure you could live with that?=)
  24. Wrong FileVersion and ProductVersion

    When the client is compiled with Windows it utilize a file called elc_private.rc and it's information about the Icon name and the info about the products version. The problem is that this has not been changed and it still says 1.3.3.0, even on the official client, I'm "amazed" that this has been bypassed and not reported by anyone since it's very clear on WinXP if you hover your mouse over the client exe and you see FileVersion: 1.3.3.0 and in properties you can see even more about this. So basicly the elc_private.rc should be changed to this: /* THIS FILE WILL BE OVERWRITTEN BY DEV-C++ */ /* DO NOT EDIT! */ #include <windows.h> // include for version info constants A ICON MOVEABLE PURE LOADONCALL DISCARDABLE "elc.ico" // // TO CHANGE VERSION INFORMATION, EDIT PROJECT OPTIONS... // 1 VERSIONINFO FILEVERSION 1,4,0,0 PRODUCTVERSION 1,4,0,0 FILETYPE VFT_APP { BLOCK "StringFileInfo" { BLOCK "040904E4" { VALUE "CompanyName", "" VALUE "FileVersion", "1.4.0 i586" VALUE "FileDescription", "Eternal-Lands Client" VALUE "InternalName", "" VALUE "LegalCopyright", "" VALUE "LegalTrademarks", "" VALUE "OriginalFilename", "" VALUE "ProductName", "Eternal-Lands Client" VALUE "ProductVersion", "1.4.0" } } BLOCK "VarFileInfo" { VALUE "Translation", 0x0409, 1252 } } At least at first peak this seems to work for me.
  25. client based warmings before the new hour/dusk/dawn/day?

    I'm not really for the "warning" part, I find it unessary. But an idea more like Arkoren, where it states the exp that particular hour is great, and after 1 day it could say how much you got on that day (assuming you haven't logged out or are too lazy to check your session counter...). But warnings/reminders when there allready is a clock and you have 1 hour to figure out that a new hour has started... I'm not supporting. But I guess one thing could be acceptable and a good change, at day change, even if there isn't a special day, maybe there can be a "Day starts: Ordinary day" or something like that?
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