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Florian

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Posts posted by Florian


  1. The lantern at 111.168747 81.460030 (ingame coords, divide by 2 for map editor coords) is not marked as "self lit" but it there's definitely a light source nearby. So it should be marked as "self lit".


  2. It looks like AMD CPUs in 64bit mode handle floating point numbers differently than intel CPUs.

     

    Let x,y be floats, with x-y < smallest_float

     

    this gives 0 on intel and AMD32, but NaN on AMD64.

    Any ideas?

    Which symbols get defined when building for 64bit mode to add additional checks?

    Is X86_64 enough?


  3. The map texture is drawn, but not rotated. (I guess that's intended)

     

    /EDIT

     

    commenting out draw_compass(); in the current CVS file repairs the minimap. No flickering of other textures, background texture there, perfect.

    (I don't have the compass.bmp file ...)

     

    This fixes it for me:

    ### Eclipse Workspace Patch 1.0
    #P elc
    Index: minimap.c
    ===================================================================
    RCS file: /cvsroot/elc/elc/minimap.c,v
    retrieving revision 1.38
    diff -u -r1.38 minimap.c
    --- minimap.c	20 May 2008 02:27:58 -0000	1.38
    +++ minimap.c	20 May 2008 22:37:23 -0000
    @@ -1454,9 +1454,11 @@
    
    	glPopMatrix();
    
    -	//draw the compass texture
    -	
    -	draw_compass();
    +	if (compass_tex) 
    +	{
    +		//draw the compass texture
    +		draw_compass();
    +	}
    }
    
    static __inline__ void draw_into_minimap_fbo(float zoom_multip, float px, float py)

     

    (that check should be there anyway)


  4. Animating objects is implemented very roughly, using the scripting language PAWN inside the client.

     

    It's very untested and not touched since before the 1.5 release I think.

    I don't know if the client still compiles with PAWN enabled ...

     

    So if there's a programmer out there with some knowledge on how to include the PAWN language into the client and make it easily usable, go for it :)

     

    Last time I tried it out there were some demonstrations what it can do in the client:

    - auto-rotate the camp fire tree on IP <-- this could be used to shake/bend trees in the direction of the wind when it rains or storms, or move other stuff, rock boats, etc.

    - rotate the object under the mouse when you press F-something (F12 IIRC) <-- this is not synchronized with other players, so client-only and pretty useless

     

    Always keep in mind that there's no server synchronization, so all movements must be eye candy only as others will certainly see the objects in another state. So nothing like moving bridges Harry-Potter-style. Moving the windmill blades might be a problem, I think the windmill is one object. Roja would have to redesign several objects, divert them into seperate objects to make parts movable.


  5. I voted "more creatures".

     

    This doesn't mean completely new creatures, but more variations.

    Use actor scaling more often. There could me more spiders. And "Senior Leprechauns", young feline creatues, novice Feros, goblin teenagers ...

    A random size factor would also be welcome. +/- 5% (or 10%, don't know if 5% would be noticable) for some creatures, gargs, orcs, etc.


  6. The X1600 is Mac OS X. I won't infest my Mac with WinXP.

     

    My datadir was 1.6.0 + sky textures. I just updated the *.vert files from CVS.

    Outside during the day: actors and shadows visible, so far so good.

    Inside (SRM sto) all actors one solid color, not OK.

     

    Impact on FPS:

    outside with correctly working animation programs: zero.

    inside with solid actors: FPS drop from 56 (UVP: 0) to 37 (UVP: 1)


  7. WinXP SP2 latest ATI drivers: Video card: RADEON 9800; Vendor ID: ATI Technologies Inc.; OpenGL Version: 2.1.7412 Release

    Mac OS X 10.4.11: Video card: ATI Radeon X1600; OpenGL Engine Vendor ID: ATI Technologies Inc.; OpenGL Version: 2.0 ATI-1.4.56

     

    During the daytime the actors don't get drawn unless I shorten the programs by removing some light-related stuff.


  8. Another one. Could someone add this patch. I hope it fixes florian's problem and some other things

    Applied & commited. My minimap is still completely white, though. Well not completely, the background texture is missing, actors, NPCs, creatures and the "walk to" cross are there.

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