Jump to content
Eternal Lands Official Forums

Fedora

Members
  • Content count

    547
  • Joined

  • Last visited

Posts posted by Fedora


  1. mmm...i'm in windowed mode and the system uses 32bit colors, so i guess EL is 32bit too.

     

    Moreover if i try to switch to 16bit (both windowed and fullscreen) it reverts back to 32.

     

    Maybe is the lack of framebuffer?


  2. Posting here instead of here, where discussion started.

     

    The selection bug was fixed maybe 30 minutes before pre RC4, so try again.

     

     

    updated and compiled, still no selection (i can interact with myself but not with actors or npcs).

     

    I get this:

     

    from error log:
    [10:41:47] /Volumes/Home/esperimenti/elx/elc/macosx/../select.cpp.reset_under_the_mouse:351 - Invalid selection type!
    Last message repeated 312 times
    
    OpenGl specs:
    GL_ARB_multitexture extension found, using it.
    GL_ARB_texture_env_combine extension found, using it.
    GL_EXT_compiled_vertex_array extension found, using it.
    GL_ARB_point_sprite extension found, using it.
    GL_ARB_texture_compression extension found, using it.
    GL_EXT_texture_compression_s3tc extension found, using it.
    GL_SGIS_generate_mipmap extension found, using it.
    Couldn't find the GL_ARB_shadow extension, not using it...
    GL_ARB_vertex_buffer_object extension found, using it.
    Couldn't find the GL_EXT_framebuffer_object extension, not using it...
    GL_EXT_draw_range_elements extension found, using it.
    Couldn't find the GL_ARB_texture_non_power_of_two extension, not using it...
    Couldn't find the GL_ARB_fragment_program extension, not using it...
    GL_ARB_vertex_program extension found, using it.
    Couldn't find the GL_ARB_fragment_shader extension, not using it...
    GL_ARB_vertex_shader extension found, using it.
    GL_ARB_shader_objects extension found, using it.
    GL_ARB_shading_language_100 extension found, using it.
    GL_ARB_texture_mirrored_repeat extension found, NOT using it...
    GL_ARB_texture_rectangle extension found, NOT using it...
    GL_EXT_fog_coord extension found, NOT using it...
    Couldn't find the GL_ATI_texture_compression_3dc extension, not using it...
    Couldn't find the GL_EXT_texture_compression_latc extension, not using it...
    Using vertex program for actor animation.
    Your graphic card supports the absolute minimum requirements for the next EL release, but don't expect that you can use all features.
    
    

     

     

    (Compiled with DEBUG on...)


  3. I've tested your free camera patch and it's cool. ;)

    I don't know what others think about it but I think it should be better to integrate it into the extended camera code rather than having a new option...

     

     

    Yes. Personally i'd like a key shortcut (mmm...alt+y?) to enter and exit free cam mode to use it when needed. Most of the time i find ext cam angles more natural to play.


  4. EDIT: bug fixed!

    However, the color of the water is really weird with the SKY_FPV_CURSOR feature. I don't know where it comes from...

     

    Great! i was worry for my health ;)

     

    My water looks nice, i think it's the water shader.

     

     

    Here is the patch for Free Camera (option under Sky&Cam panel).

     

    I'm doing code changes in the NEW_CAMERA path only...i guess it will substitute the old camera handling, right?


  5. OK. I've compiled the client

     

    First thing I've noticed is that when you middle click the cursor it stays visible and moves all over the screen when you look around. I just finished a week of playing World of Warcraft and I believe that's the direction I would like to camera manipulation go:

     

    Middle click: no effect

    Middle click and dragr: cursor goes into temporary mouse grab mode: cursor is centered or hidden, range of motion is unlimited.

     

    As a bonus the same behaviour could be implemented for right click and drag. I find it MUCH easier to drag with my right mouse button cause my mouse wheel is so tiny. Is this a desired change? The change is simple.

     

    Second, floating banners for XP and levels are all messed up. That should be an easy fix - however I lost all my old code in September when I had to do a system restore... I wasn't backing up my EL stuff.

     

    Third, I would like to help troubleshoot the flickering stars, moon and indoor skies issue too BUT I can't see the problem. What compile/in-client options and hardware/OS are you using when the glitch appears?

     

    Grab mode and follow mode are supposed to be mutually exclusive. Turning one on should turn the other off. I just never got around to fixing it.

     

    Fedora: I'm not trying to edge you out. I really don't have a lot of time for this. The fact that I came back right when you started working is coincidence: my WoW trial expired, I got all nostalgic for EL and I got inspired by some of what I saw over there.

     

    Welcome back! I dont feel edged out at all, i'm glad i can contact you to discuss your code.

     

    Flashing sky: i use NEW_SELECTION and NEW_CAMERA togheter with other flags in make.confs; I'm on a G4 Mac, so probably it is my hardware fighting againts new shader. However other users told me of flashing sky.

     

    Banners & Xp: advices are welcome, i dont know where to start yet

     

    Middle click: easy to do, just need Roja feedback for it

     

    Grab mode: easy to disable in follow mode

     

    I'm adding a free camera, a third person view with the angles of the fpv. I added a check to see if the camera is going under map tiles, to avoid weird angles. Submitting a patch soon.

     

    My biggest concern is how to prevent the reflection ugliness at borders. I talked with Roja about it and she suggested to extend the map with tiles...and i dont know how to start here too.

     

    About water shader: i dont have hardware for it, so i cant help.


  6. I got these errors when I tried to compile with the sky on:

    draw_scene.c: In function `move_camera':

    draw_scene.c:275: error: `camera_x_frames' undeclared (first use in this function)

    draw_scene.c:275: error: (Each undeclared identifier is reported only once

    draw_scene.c:275: error: for each function it appears in.)

    draw_scene.c:277: error: `camera_y_frames' undeclared (first use in this function)

    draw_scene.c:279: error: `camera_z_frames' undeclared (first use in this function)

     

    draw_scene.c: In function `clamp_camera':

    draw_scene.c:307: error: `camera_tilt_frames' undeclared (first use in this function)

     

    make.exe: *** [draw_scene.o] Error 1

     

    yes, Schmurk has not submitted my patch yet, and without it his NEW_CAMERA breaks SKY_FPV_CURSOR.


  7. I think i have corrected some bugs:

     

    - now it compiles

    - follow mode was broken (a function has been removed...check here), and now corrected

    - now it is possible to enter grab mode only with alt+g, not with middle click. Works for SDL cursors too and displays a message on entering and leaving the grab mode

    - first person view now works. When entering it, I move the camera to face where the actor is looking at.

     

    Since i work on code where Schmurk is working too, i sent him the patch.

     

    Remaining old issues:

     

    - are we sure we want complete camera freedom in ext_mode? i found it more natural as it is now...(maybe enable it only on request like first person view?)

    - how to prevent ugly map edges? any ideas? I tried to draw a black plane from map margins to the horizon, but doesnt look so nice.

     

    New issues:

    - my sky is flashing badly :(, i'm lucky not to suffer of epilepsy...

    - please try grab mode while in follow mode...it's a bit weird imo.


  8. -The extended cam is much better now! Except can you make it so you can look further up at the sky? It should be just like in FPV..because in FPV you can look further up.

     

    -A bug with the alt+g cursor/cam... IT should stay in the middle of your screen, not move to the sides. Right now with it moving to the sides of the screen it becomes unplayable that way. If it does stick in the middle of the screen then perhaps it would be a good idea to put a command reminder somewhere on the screen(press alt+g again to exit this mode)..something like that.

     

    oh and this one with the horizon line:

     

    -Also another big bug, if you're standing at the edge of a map(just go on IP for examples), the sky will go below the horizon line, so you get the ugly map water edge, then sky. It looks like you're standing on an island that's floating in the sky smile.gif

    To make this better, perhaps extend the reach of the horizon fog to go as far down as needed?

     

    I use SKY_FPV_CURSOR, it is great (expecially now with arrows) and I would like to see it in the next update.

     

    Since the update is in a month or so I think I can correct the above issues in time...is there still interest in this feature or should i stop looking into the code? Or is someone else working on it?


  9. Glad it works. Probably is the water shader, so you can try to put reflection back on.

     

    Under Library/Application Support/Eternal Lands (in your home dir) you can find error_log.txt

    if you post its content, maybe i can help you more.

×