Sir_Odie
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Everything posted by Sir_Odie
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I have 'where to build the binaries' pointing to the same location as 'where is the source code'.
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In the cmake gui there are 2 buttons: 'Configure' and 'Generate'. In the beginning there are lots of red lines; pressing 'Configure' should start the search-process and eliminate most of those lines. If there are a few red lines left, press 'Configure' again and all red lines SHOULD be gone. Then press 'Generate' to generate the makefiles.
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Unfortunately the DevCPP environment is too old for the GL2 client. I assembled a MinGW build environment that can build the new GL2 client and of course also the 'normal' client. It already contains all libraries needed for EL but it has no gui, so you need to use it from the command prompt. The package can be downloaded here. It should install to 'C:\MinGW' and i suggest not to change that. 'C:\MinGW\bin' needs to be added to the PATH environment variable. Building the GL2 client is done in 2 steps: 1) in the folder with the client sources type 'cmake .' or 'cmake-gui' to create the Makefile and configure the various build-options 2) in the same folder type 'make' to build the client
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Unfortunately the Encyc didn't get updated for quite some time. The most recent version I got is from June 2011, you can download it here.
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Ok, i built an installer for that patch; hopefully this works for you: EL-1.9.3-Patch
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You are exactly right, ago. Adding those tiles to the check eliminates the 'missing' creatures but increases the chance for 'false positives' in crowded areas (invasions for example). That's the reason why this patch was not added to the client, as it's still guessing, if we killed that creature. The only reliable way to get correct counters is server-support for them.
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Patch is committed to git but the owner of that map should correct it, as the patch only prevents the client from crashing, the objects are still missing on that map.
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Confirmed on Windows also. Workaround to get the stats/clock/compass back: F6 to disable transparency, 2xTAB or 2xF1 Edit: a bugfix is now available in git
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You get the message after the correct number of killed creatures, only the counter (which is completely client-side and only GUESSING that you killed something) is wrong.
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Happens sometimes on chims, yeti, etc when you start the fight with a mana-drain. I wrote a patch for that quite some time ago, but that may increase the chance of 'false positives', so it never went into the official client. The only really reliable way would be a server-message, that you killed it...
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Here is a current OpenGL 2 client for Windows. Unzip it into the EL program folder (maybe overwriting a few files) and run 'el_test.exe'.
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The item_info.txt is a BIT out of date again...
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Training {Arrows,Bolts} not displayed properly in sto, inv, or worn
Sir_Odie replied to kingtaco1's topic in Bug Reports
Use the datafiles radu posted here and you'll see the new training arrows/bolts. -
FASTER_STARTUP seems to work fine on all Platforms, so I think it should be enabled.
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Updated the OpenGL2 Client for Windows.
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@bluap: the errors look like a too old version of GLEW...
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Here is a OpenGL2 client for Mac OSX. It's a complete client, built as universal binary. It should run on OSX 10.5 and higher...
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Updated the GL2 Client for Windows.
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Updated the GL2 Client for Windows.
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Here is a current OpenGL 2 client for Windows. Unzip it into the EL program folder (maybe overwriting a few files) and run 'el_test.exe'. Edit: Updated the client; fountains and teleporters are now visible
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To go to testserver, simply add the word 'test' to the start-command of your el-client. On Windows this would be 'el.exe test'...
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Looks like either your firewall or your provider blocks port 2000/tcp, so your client can't connect to the el-server.
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Yes, you need '3dobjects/tile.e3d', 'textures/noise.dds', 'textures/water_normal.dds' and 'textures/lava.dds'. These files should be in the download-packages in this thread...