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Everything posted by Fedora

  1. This is the "official" OS X bugs thread for the 1.8.x client release. Check this post from time to time, there might be updates with bug fixes. You can download the client from here Current EL version 1.8.0 Mac version .1a (10.4+ Universal Binary) Notes: If you are looking for it the el.ini file is found in ~/Library/Application Support/Eternal Lands under the "main" directory currently. PLEASE, when you post a bug, include the type of Mac you use, the OS version and graphical settings (e.g. water shader quality, reflections, shadows, UVP...). Crash logs can be useful too. This was primarily built on a PPC IBook on a 10.4 system. Finally, stay on topic please. This thread is for identifying bugs in the OS X client.
  2. Idle Animations

    I don't have time for this task, however I left some code here and there (under MORE_EMOTES) to handle animation blending programatically....good luck!
  3. EL 1.9.1 RC2 Windows installer and Linux data

    Ok I was testing alone in the ranging arena. And no, I fire just one shot, for the last click I guess. These are the queues just before the resynch: Actor Fedora queue: -->52|R40|52|R40|52|R40|52|R40|52| 0| 0| 0| 0| 0| 0| Horse Fedora queue: -->256|R40|256|R40|256|R40|256|R40|256| 0| 0| 0| 0| 0| 0| 52=enter_aim_mode R40=turn_e 256=wait
  4. EL 1.9.1 RC2 Windows installer and Linux data

    Just noticed a couple of things: * range animations for crossbows on horse are missing * if I enter aim mode and repeatedly click on a target, I get a ton of resynchs. The command queues are flooded with "rotation" and "enter aim mode" commands. I tested both without a horse and without MORE_ATTACHED_ACTORS and the resynchs are still there. Maybe a server issue? EDIT: Another thing: everytime a "enter aim mode" command is received the horse idle is changed. It's a bit weird because a sequence of neighing can overlap . I'll fix the ranging idle for horses tomorrow.
  5. Testing the horses on the test server

    Great! (and thanks) CVS updated again: * Corrected a synch issue when you shoot the last arrow * Added horse rotations while ranging (same as fighting): it needs the correct animation files, I think they will be released in the next RC. * Debug messages still on
  6. Testing the horses on the test server

    Wonderful! I mean...missiles.c related messages appear in the log. Moreover from what I can see you always get out of synch only after such messages. This means that by unfreezing the horse when it happens we should not lose synch CVS updated again.
  7. Testing the horses on the test server

    I'm quite out of ideas, tbh...I've just updated the CVS again with a little patch. From the logs it seems the actor "forgets" to unfreeze the horse, but this shouldn't happen...unless some code from missiles.c or cal.c interferes with the horse. I added debug messages to see if this is the case. *cross fingers* pls, test this again @Greypal What do you exactly do to cause the unsynch? From the logs, it seems you walk, click once on a monster, click again and then shoot...but this sequence works for me
  8. Testing the horses on the test server

    Well, I wasn't able to reproduce the unsynch on arrow shots. However I corrected every piece of code I found where the horse and actor animations could get out of synch. I even added some code where the horse and the actor check their respective animations to see if one of the two is stuck... CVS is updated, even more debug messages added...let me know if it now works @Greypal: very useful logs, if you could check this CVS update the same way, I'd be a happy elf
  9. Testing the horses on the test server

    Damn...Thank you very much
  10. Testing the horses on the test server

    Ok, I should have patched the (hopefully) last synch problem. CVS updated, debug messages still on. For the _held bows animations...I must admit I don't remember what we decided, but surely I wrote no special code to handle them. I play _held animations if actor has a horse, and the frames are specified in the xml. So yes, I guess adding the blended animations shoudl do the trick
  11. Testing the horses on the test server

    I'm using files from http://www.eternal-lands.com/el_update_191_rc1.zip. There are no player_bow_*_held.caf animations in animations/ nor in anim_bow*.xml...can someone else confirm this? I can't reproduce the disappearing horse bug (can I have the command queues from someone with this bug?), but I found another damned synch issue which I will correct tonight Other than this, I ranged to death every single moving animal in votd while changing weapons and no "get stuck" bug happened.
  12. Testing the horses on the test server

    Mmm...my anim_boe1.xml and anim_bow2.xml have the following lines: <CAL_range_in duration="1000" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in> <CAL_range_out duration="1000" sound="Bow Out">./animations/player_bow_out.caf 1</CAL_range_out> <CAL_range_idle duration="500">./animations/player_bow_idle.caf 1</CAL_range_idle> <CAL_range_fire duration="1000" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire> <CAL_range_fire_out duration="1000" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out> <CAL_range_in_held duration="1000" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in_held> <CAL_range_out_held duration="1000" sound="Bow Out">./animations/player_bow_out.caf 1</CAL_range_out_held> <CAL_range_idle_held duration="500">./animations/player_bow_idle.caf 1</CAL_range_idle_held> <CAL_range_fire_held duration="1000" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire_held> <CAL_range_fire_out_held duration="1000" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out_held> So the same animation is played if you are standing or sitting on a horse. Either I messed up badly with my defs files or some animations are missing. For the disappearing horses, I'll look into it. It would be helpful if someone can find how to reproduce it . The synch issues are gone?
  13. Testing the horses on the test server

    Ok, patched. CVS is updated and debug messages are still on. There were two sources of errors: - horse2/horse3...horse7.xml inside /actor_defs contain wrong info. The lines: <CAL_in_combat duration="500">./animations/horse_idle1.caf 1</CAL_in_combat> <CAL_out_combat duration="500">./animations/horse_idle1.caf 1</CAL_out_combat> <CAL_combat_idle duration="500">./animations/horse_idle1.caf 0</CAL_combat_idle> need to be changed to: <CAL_in_combat duration="500">./animations/horse_fight_in.caf 1</CAL_in_combat> <CAL_out_combat duration="500">./animations/horse_fight_out.caf 1</CAL_out_combat> <CAL_combat_idle duration="500">./animations/horse_fight_idle.caf 0</CAL_combat_idle> - I patched (well, I hope ) a bug during on site rotations sent by the server. FYI, it was due to different durations between standing idles of the actor and the horse. It was already there in the old horse code but since no fighting or aiming was possible, it was never observed (so technically, it wasn't a bug, just a feature ). I also corrected the low camera height while on horse. Pls post if you still find synch issues. Cya \o
  14. Testing the horses on the test server

    Thanks! I'll look into it. If you still have them, can you post some more of the queues you get before the unsynch? Just to know what you were doing before. EDIT: Ok, I can reproduce it...and it is not caused by ranging/fighting queue asynch. Something goes wrong during in place rotations . I'll try to patch it tomorrow \o
  15. Testing the horses on the test server

    Mmm...I've tried to generate every missile message (too far, miss...etc), get attacked by monsters while ranging but can't reproduce any synch issue. I've just committed a modified actor_scripts.c that outputs some debug messages. It prints your and your horse command queue in the terminal. Something like this: 11174---------> DOING: 43 ----------- Actor Fedora >FA< queue: -->R43|IC18|LC19|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->R43|256|256|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 11174---------> DOING (horse): 43 --- Actor Fedora >FA< queue: -->IC18|LC19|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->R43|256|256|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 11175---------> DOING: 18 ----------- Actor Fedora >FA< queue: -->IC18|LC19|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->256|256|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 11187---------> DOING: 19 ----------- Actor Fedora >FA< queue: -->LC19|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->256|M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 11200---------> DOING: 25 ----------- Actor Fedora >FA< queue: -->M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 11200---------> DOING (horse): 25 --- Actor Fedora >FA< queue: --> 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| Horse Fedora >FA< queue: -->M25| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| It can be useful if you could post the queues you have a little before and a little after you get the synch problems. In the meanwhile I'll keep testing. EDIT: oh...yes...those debug msgs can be quite confusing If you are unsure what to post, just search a line where the horse queue starts with a 256 and it contains a lot more commands than the actor's.
  16. Client update test

    The #horse command was initially there for players only, then I briefly extended it for monsters for the pleasure to see a riding orc . However at present, the horse code is meant to function for players only, with some synch assumptions: while on horse you can't sit, when you get an horse you must be standing still. These must be enforced by the server when sending the mount (which happens by resending the enhanced actor). The actor code isn't little fragile, it's very fragile It mantains two command queues, one for the actor and one for the horse, that are in synch only when walking. When fighting, the horse queue is frozen with a "wait" command and the synching is made "by hand" in the various code branches for fight actions. If a "sit" or "stand" ends up in the horse queue it is processed without a corresponding animation = no synching. For the camera issue, I'll look into it asap. I think the horse shift is simply not added to the position of the actors' head... Cya ^^
  17. Client update test

    *CVS updated* Please test the following things: - The warning in error_log about missing "255" attachment should be gone - When resynching or logging near fighting players (on horse or not) the crash reported by Thery should not happen Also, try some emotes before and after starting to walk while on a horse, they should be synch'd, but you never can tell @Entropy What are you sending as default code for neck items? I'm getting a value of 100. It does not cause a crash, but some memory issues when trying to copy the corresponding and not existing actor def (tnx Bluap). Should I add a check?
  18. Client update test

    Ok, I think I patched Thery crash. When a new enhanced actor is added and he is fighting, I forgot to check if he is mounting a horse before updating the (possibily not existing) horse status. I can't test this patch right now, but it is on cvs, so if you want to try it out, cvs up and recompile. The "255" warning is weird. I think it is related to the server sending a "-1" (255 if unsigned) to signal a null mount and some missing cast somewhere. I'll see what I can do tomorrow on my pc at home
  19. Client update test

    I'll look into Thery crash and the "255" warning asap. All the horse "bugs" happening while sitting or using #horse while not standing still are there because you are using a "client" horse. This means the server has no idea you are mounting it and also the players can't see it. When the #horse command will be removed, the server will ignore sitting commands for horses...I hope No idea about the invisible legs bug.
  20. faulty messages from server

    It seem to get added every time an new player gets into view. Asked a guildie and he has the same messages in his logs. Are you using the latest cvs? It seems to be the protocol change needed for the next client update...
  21. Client Programming needed

    As Korrode said, the client is quite actively developed, but there is no place with long/mid-term projects info because they are usually decided by Radu with the programmer who codes them. For what I know there are the following mid-term projects (mid-term as in "probably next update"): - fight & ranging on horses - larger textures and more character details - new emotes and a pose system (many different stand/sit/walk animations) For long-term (a.k.a "probably the update next to the next one" ) - dynamic map loading - terrain engine - city building Mid-term projects are already quite advanced, most of them are in the cvs. I will start coding map loading and city building as soon as the new engine is ready.
  22. crash in cvs client

    ooops, it is a debug line that should have been removed Cvs updated and thanks. [During a resynch get_our_actor() can return null]
  23. 100k Silver Ore Auction

  24. Client Removes *

    Yes, it should work by simply adding lines like: <command>text</command> (warning: no spaces allowed in "text")
  25. Horses v2.0

    Here is another patch (already discussed with Ent and Roja) about horses. We can now range and fight on them. Patch & actor defs (put them under actors_defs dir and make backups first) - there is a #horse command to get a client side horse (it disappears when your actor is sent again) - animations are not correct yet (apart from barehanded horse fighting). New .caf are needed. - you can range and fight and the horse *should* behave correctly <animation details> Each actor has a xxxxx_held_frame where xxxxx is one of the fighting involved frames (enter in combat, leave_combat, att_up, att_down). The _held_frames are used for actors on a horse instead of the normal ones. For horses (and mounts in general) they are played if they have a horseman. This way we can have orcs on horses, goblins on ferans and whatever nasty mount-mounter coupling you can think of. For each weapon animation there is the corresponding _held_frame used for the horseman. When the horseman is barehanded the horse does the attacking, when he is armed the weapon animation is played. However this needs server adjustments since when wielding weapons the horses should turn a bit to let the horsemen fight face to face (side to side from the point of view of the horses). The _held_frame are there for ranging animations too. </animation details> My assassin horse: Please test this patch doing the nastier things you can think of (multi fight changing opponent fast, interrupt ranging in the worst moments, trigger resynchs and so on). Indeed I had to code some dirty tricks in order to make horses work, there might be some cases I did not cover. They usually are pretty evident, since you end up riding the air with the horse few tile behind you If you find bugs, please report the console output you get (a list of command codes) at the moment of the bug.