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Greypal

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Posts posted by Greypal


  1. Bomb_shop paid

    Storedragon paid

     

    can you please change the ownership to Greypal, Cyberwulf has passed away years ago

     

    Belldandy paid

     

    new owner: Steinbeisser

     

    Transaction-ID: 9MB87523AA991342G


  2. Some of the routers are down, this is why you can't access the server. This is outside of our control, so we hope things will go back to normal soon.

    now the connection is back

    see the history:

     

    Fri Dec 16 00:06:56 CET 2011: CRITICAL - Socket timeout after 10 secondst 2000

    Fri Dec 16 00:17:12 CET 2011: TCP OK - 3.021 second response time on port 2000

    Fri Dec 16 00:18:22 CET 2011: CRITICAL - Socket timeout after 10 secondst 2000

    Fri Dec 16 00:34:05 CET 2011: TCP OK - 9.023 second response time on port 2000


  3. donated 2 oranges

     

    Result:

    I am trying to make a special potion. I need 70000 Ogre Toes of which

    I have 70000, 90000 Vegetables and I have 90000, 3 Pear of which I

    already have 3, and finally, 25 Orange of which I already have 16.


  4.  

     

    The instructions for "3" didn't work. I followed the instructions, renamed my custom directory, and started the client again. A new custom directory recreated and downloaded the new files. However, the "scaled" files appear incomplete on the characters. For instance, my shirt (bare stomach) appears on the top part of my back and the rest of my front and lower back are black. Other characters appear transparent. I can meet you somewhere in game or I can send you a screenshot.

    Since your error_log.txt still shows the message downloading from www2.gm.fh-koeln.de it is not using the scaled files.

    and BTW this is not something to be handled here. As i meanwhile mention on the page do not bother radu or other el-staff with this.


  5. So meanwhile i was able to completely "lock" the horse also on the quad-cpu machine, see the recent logs and screenies in the quad-cpu directory.

     

    Also Finja joined the "test"-team and uses two different systems for testing, you will find two additional directories:

    finja-old, where finja can also reproduce the problem very quickly

    finja-new, like my quad-cpu system the problem only occurs very rarely

     

    finja-new is not populated yet

     

     

    in the notebook directory there is a new sequence showing several situations. a brief description

     

    1. aim, shot, miss and the horse gots stuck and i fly when moving to a new position

    2. aim shot and hit a target then the stuck horse advances

    3. move again the horse stays where it is

    4. again shot and hit a target the horse advances again

    and so on

    so somehow the miss and or hit interfere with the horse movement :/


  6. @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 :confused:

     

    ok still reproducable, so i added two console logs and screenshots, forgot to make a screenie for the first file, but just restarted client, logged on, aimed, shot, missed and ... happened

     

    http://greypal.el-fd.org/screenshots/test/

     

     

    BTW: the current cvs will not compile without MORE_ATTACHED_ACTORS defined

     CC   actor_scripts.o
    actor_scripts.c: In function ‘animate_actors’:
    actor_scripts.c:363: warning: unused variable ‘wasbusy’
    actor_scripts.c: At top level:
    actor_scripts.c:382: warning: data definition has no type or storage class
    actor_scripts.c:382: warning: type defaults to ‘int’ in declaration of ‘SDL_mutexV’
    actor_scripts.c:382: warning: parameter names (without types) in function declaration
    actor_scripts.c:384: warning: data definition has no type or storage class
    actor_scripts.c:384: warning: type defaults to ‘int’ in declaration of ‘last_update’
    actor_scripts.c:384: error: initializer element is not constant
    actor_scripts.c:385: error: expected identifier or ‘(’ before ‘}’ token
    actor_scripts.c: In function ‘next_command’:
    actor_scripts.c:1339: error: ‘thecount’ undeclared (first use in this function)
    actor_scripts.c:1339: error: (Each undeclared identifier is reported only once
    actor_scripts.c:1339: error: for each function it appears in.)
    actor_scripts.c:1680: warning: unused variable ‘rotation_angle’
    make: *** [actor_scripts.o] Errors 1
    

     

    reason is that "thecount" is used outside of MORE_ATTACHED_ACTORS blocks but defined inside of one at the beginning of the file


  7. 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 :P

     

    @Greypal: very useful logs, if you could check this CVS update the same way, I'd be a happy elf :D

    sorry to say, it took only 10 minutes to check out, compile and fly again, on the notebook

    you will find a recent console log and a corresponding screenshot in the notebook directory.

     

    http://greypal.el-fd.org/screenshots/test/


  8. hi, the horse detach issue is still in effect.

    I can reproduce it on my notebook even with the latest cvs.

    with the same binary and data i did not succeed in reproducing it on a quad-cpu.

     

    for investigation i putted all collected stuff on to my web-site.

     

    http://greypal.el-fd.org/screenshots/test/

     

    the README states the common things. To distinguish on which machine i tested i created 2 subdirs.

     

    what i noticed on the quad-cpu is, also at some time the horse and actor queue is filled up to half.

    maybe it only shows a effect on "slower" systems.

     

    on the notebook i have often that the horse gots locked completely after a "miss" shot and the horse continues to move after a successful shot.

    i made some screenshots see elscreen073 and elscreen074 in the notebook directory.

    in all cases the target is somehow moving maybe out of range (too far) or behind blocking objects (no line of fire) ot just a miss.

    since a movie created on the notebook does not show everything i didnt record it.

     

    i had it only once on the quad-cpu a few days agos when i posted the actor_queue and the corresponding .ogg file, it was only a short slip off the horse and the horse moved somewhat delayed.

     

    i putted complete session-console-logs into both directories. in the quad-cpu dir there is also a .ogg file to the corresponding .log.txt file.

     

    it's now 5:25 a.m. and i need some sleep.


  9. Raato

    As i understand it, as the new client has new texture sizes, it will not work with the old custom clothes at all.

    So there would be a need to redo all custom clothes to the new size and possibly set up a new custom cloth server for them (to avoid conflicts with wrong sizes) to ensure a conflictfree working of custom clothes while this client is still optional and not the only one supported

    for the time being i setup a mirror of sir_odie's custom clothing and provide also rescaled versions of this.

    check http://clothes.el-fd.org/.


  10. thanks fedora, this is exactly what i expected, those queues got out of sync.

     

    it took me a while to reproduce it and record it as well.

    But now i've uploaded 2 files to http://greypal.el-fd.org/screenshots/test/ named

    actor_queue.txt and actor_queue.ogg

     

    where u can see how the queue for the horse filled up and see the corresponding shot in the video.

     

    i assume when the horse locked completely the queue may have been overflown.

    and a successful shot released the horse from its lock.

     

    but how is this associated in the client?

     

    also in kf i had seen that horses which do not change the positon still were walking and such.


  11. i've been able to reproduce horse detachment, i did several screenies during kf-action and after

    which are available under http://greypal.el-fd.org/screenshots/test/.

     

    But since those screenies do not show much detail what and how i did i figured to create a movie which is also available in the screenshots directory.

    The quality is not the best, and the framerate is quite poor but you get an idea how i get managed to get of the horse.

     

     

    1. aim a target and shoot

    maybe a miss, a "no line of fire" or "too far" triggers that the horse is stuck.

    2. if you then click somewhere to move to, you float around

    3. if you successful shoot again the horse moves again

     

    since this scenario may also be triggered on a map just containing 1 mob, 1 player and some blocking objects it would be easy to follow the "traffic" which packets arrive and being handled.

    since during the "freeze" of the horse this "horse-actor" is not being "operated".

     

    when checking the screenies, you may look at nr 70, where my horse is "parking" far away near the poppies in votd.

    screens 65-69 show a "remote" synchron moved horse.

    while on screen 64 the horse is stuck until i had a succesfull fight with a boar


  12. I've set up a sync'ed copy of sir_odie's custom clothes server in 3 variants, 2 for the "new" client,

    just read "http://clothes.el-fd.org/" for instructions.

     

    I also appreciate positive or negative feedback.

     

    I discussed with sir_odie why he decided not to compress all bmp files by default. He was reported in the past that some users had problems with compressed files.

    So that is what variant 3 addresses, all files compressed.

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