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Rhonan

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Everything posted by Rhonan

  1. KF Clash #4

    Pls add me to spectator list
  2. New Spell Ideas

    I know ppl have mentioned fireball or lightening, but I'd like to see the old "magic missile" type spell. * You can use the same graphic engine as arrows, to minimize coding Low level "missile" spell: * Sigils: move air matter * Cost: 1 earth, 1 air, 3 mana * Damage to target similar to training arrow, goes up with magic lvl * Gives both magic and ranging exp If you want a fireball: * Sigils: move air fire * Cost: 1 fire. 1 energy, 1 air, 5 mana * Damage similar to fire arrow * magic & ranging exp If you want an ice bolt: * Sigils: move air water energy * Cost: 1 water, 1 energy, 1 air, 5 mana * Damage similar to ice arrow * magic & ranging exp If you want a magic missile: * Sigils: move air magic * Cost: 1 magic, 1 energy, 1 air, 5 mana * Damage similar to magic arrow * magic & ranging exp If you want a lightening bolt: * Sigils: move air death * Cost: 1 death, 1 energy, 1 air, 5 mana * Damage similar to a magic crossbow bolt Want a ranged snare? * Sigils: temporary destroy move * Cost: 1 magic, 2 earth, 1 energy, 1 air, 10 mana * Operates like a snare when it succeeds * magic exp only (it's not a ranged weapon kind of thing) Tweak as necessary to balance * weight of essies similar to weight of arrow * cost of essies + mana (SR equiv) similar to cost of arrow * accuracy similar to short bow... maybe accuracy pots help?
  3. Game Crash

    The current repository is at https://github.com/raduprv/Eternal-Lands and it already contains a fix. The berlios link is also working again. Are the two repositories kept in sync? I'll switch to the github one... just thought I'd check. Possibly the "Source Code from GIT" link on the Download page should be updated if there is a newer repository location. Thanks for the info! Much appreciated as always. Rhonan
  4. Game Crash

    For what it's worth, the bug also exists when using a Linux client. There are a couple possible workarounds. 1) Make a self-directed symlink so that the client thinks that 2dobject/2dobject/ground does exist. 2) If you're on another type of client and don't have the ability to use symlinks, you can just copy the whole directory as a subdirectory of itself. It's less than 3MB. (Do this however you copy a folder into itself on your Windows/Mac/whatever client) Once the game is able to find the file, problem solved. Obviously, the guild map needs to be corrected. Although having a missing file corrupt the program stack is a bit ... um..... yeah. Currently I can't access developer.berlios.de web service go get instructions to access the git repository. Did it move? If it becomes available (or if it moved and the link from the downloads page is updated), I'll see about coming up with a code patch and submitting it. Thanks! Rhonan
  5. Competition Chinese new Year 4710 on 23. January 2012

    Well, I would guess that the name of the Forest of the Fall image is a hint. It's an anagram. So the coords could be something like [366,496]. That puts it in the range of smaller maps, I think. And I'd guess that IotF is a good place to search, since it's all about forgetting....
  6. Competition Chinese new Year 4710 on 23. January 2012

    Photo names: hmmm Where does this lead? I know it is here (anagram ... word letters are together, but words are mixed up and letters in words are mixed) up left down right
  7. Competition Chinese new Year 4710 on 23. January 2012

    Translating binary to ascii characters: this i s MAP start at eig htnum+ 8sSTA RTre t} dri jj09ou R #2 46#�lt in(��. DIG it
  8. OpenGL 2

    after compiling el_client and dropping it into the EL directory, starting it up causes a segfault: open("/usr/local/games/EternalLands/./meshes/head5_humanf.cmf", O_RDONLY|O_LARGEFILE) = 16 _llseek(16, 0, [0], SEEK_CUR) = 0 mmap2(NULL, 528384, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xb6c7f000 read(16, "CMF\0\274\2\0\0\1\0\0\0\16\0\0\0\23\1\0\0i\1\0\0\0\0\0\0\0\0\0\0"..., 262144) = 19116 read(16, "", 243028) = 0 munmap(0xb6c7f000, 528384) = 0 close(16) = 0 --- {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0x38} (Segmentation fault) --- +++ killed by SIGSEGV (core dumped) +++ Segmentation fault (core dumped) $ gdb el_client Reading symbols from /usr/local/games/EL192/el_client...done. (gdb) run Starting program: /usr/local/games/EL192/el_client [Thread debugging using libthread_db enabled] [New Thread 0xb7108b70 (LWP 2919)] [New Thread 0xb67ffb70 (LWP 2920)] Program received signal SIGSEGV, Segmentation fault. 0x081570ac in build_buffers () (gdb) where #0 0x081570ac in build_buffers () #1 0x08234849 in parse_actor_script () #2 0x082349d7 in parse_actor_defs () #3 0x08235113 in init_actor_defs () #4 0x0826b80e in init_stuff () #5 0x08119270 in main () And the main log file: [22:54:21, /tmp/elsrc/Eternal-Lands/engine/logging.cpp:307] Git sha1: ab04adcdef358e812d90777fbb7123ea929b5580 [22:54:21, /tmp/elsrc/Eternal-Lands/engine/logging.cpp:310] Git tag: -128-NOTFOUND [22:54:21, /tmp/elsrc/Eternal-Lands/engine/logging.cpp:313] CMAKE_BUILD_TYPE: Release [22:54:21, /tmp/elsrc/Eternal-Lands/engine/logging.cpp:316] Log started at: Sun Jan 1 22:54:21 2012 PST [22:54:21, /tmp/elsrc/Eternal-Lands/engine/logging.cpp:319] version: 1.9.2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'server_address = game.eternal-lands.com ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'server_port = 2001 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'no_adjust_shadows= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'shadows_on= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_shadow_mapping= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'clouds_shadows= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'show_reflection= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_vertex_array = 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_mipmaps = 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'particles_percentage = 100 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'text_filter_replace = smeg ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'render_fog= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'compass_north = 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'isometric= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'perspective= 0.4 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'near_plane= 0.1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'transparency_resolution_fix= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'dim_sounds_on_rain= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'anisotropic_filter= 2 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'render_skeleton= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'render_mesh= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_display_actors= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_actor_bbox_check= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_render_mesh_shader= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_set_transformation_buffers= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_build_actor_bounding_box= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_model_attach_and_detach_mesh= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_render_attached_meshs= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'water_shader_quality= 2 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_ext_gpu_program_parameters= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_new_selection= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'far_plane= 80 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'skybox_update_every_frame= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'seconds_between_shadows_updates= 10 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'use_animation_program= 1 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/elconfig.c:1328] Warning: Can't find var 'small_actor_texture_cache= 0 ', type 2 [22:54:21, /tmp/elsrc/Eternal-Lands/init.c:190] Error: read_config() chdir("c:\Program Files\Eternal Lands\/") failed [22:54:21, /tmp/elsrc/Eternal-Lands/io/elpathwrapper.c:664] Warning: Didn't find your data_dir, using the current directory instead. Please correct this in your el.ini . Given data_dir was: "c:\Program Files\Eternal Lands\/". Using "/usr/local/games/EL192.GL2". [22:54:22, /tmp/elsrc/Eternal-Lands/elconfig.c:1267] Error: Can't find var 'clouds_shadows', type 'IN_GAME_VAR' [22:54:22, /tmp/elsrc/Eternal-Lands/elconfig.c:1267] Error: Can't find var 'water_shader_quality', type 'IN_GAME_VAR' [22:54:23, /tmp/elsrc/Eternal-Lands/engine/font/texturefont.cpp:114] Error: /tmp/elsrc/Eternal-Lands/engine/font/texturefont.cpp(114): Throw in function eternal_lands::{anonymous}::FtFace::FtFace(const FtLibrarySharedPtr&, const String&) Dynamic exception type: eternal_lands::InternalErrorException std::exception::what: std::exception [eternal_lands::errinfo_code_*] = 1 [eternal_lands::errinfo_message_*] = cannot open resource [22:54:23, /tmp/elsrc/Eternal-Lands/io/elfilewrapper.c:308] Error: Can't load zip file /home/mcp/.elc/unofficial_custom_clothes.zip [22:54:23, /tmp/elsrc/Eternal-Lands/elconfig.c:1267] Error: Can't find var 'clouds_shadows', type 'IN_GAME_VAR' [22:54:23, /tmp/elsrc/Eternal-Lands/elconfig.c:1267] Error: Can't find var 'water_shader_quality', type 'IN_GAME_VAR'
  9. OpenGL 2

    Don't use make -f Makefile.linux for the opengl2 client. make a folder called build outside the source tree and cd to it. run: cmake ../path/to/source/tree/ and then make (inside the build folder) Thanks for the build hint. I haven't used cmake before. I saw people refer to it in posts about Windows and thought it was a Windows thing. You may want to create a brief BUILD file explaining the simple procedure to cut down on questions later. As an FYI, using the most current (beta) version of glm ( glm-0.9.3.B ) produces the following error: In file included from /usr/include/glm/./core/func_exponential.hpp:121:0, from /usr/include/glm/glm.hpp:100, from /tmp/elsrc/Eternal-Lands/engine/prerequisites.hpp:55, from /tmp/elsrc/Eternal-Lands/engine/rstartree.hpp:15, from /tmp/elsrc/Eternal-Lands/engine/rstartree.cpp:8: /usr/include/glm/./core/func_exponential.inl: In member function ‘T glm::detail::compute_log2<PATH>::operator()(const T&) const’: /usr/include/glm/./core/func_exponential.inl:98:110: error: invalid application of ‘sizeof’ to incomplete type ‘boost::STATIC_ASSERTION_FAILURE<false>’ /usr/include/glm/./core/func_exponential.inl:98:111: error: template argument 1 is invalid /usr/include/glm/./core/func_exponential.inl:98:143: error: invalid type in declaration before ‘;’ token make[2]: *** [engine/CMakeFiles/elengine.dir/rstartree.cpp.o] Error 1 make[1]: *** [engine/CMakeFiles/elengine.dir/all] Error 2 make: *** [all] Error 2 Using the most recent stable glm ( glm-0.9.2.7 ) works ok. Thought you might want to know in case the beta version goes stable at some point and breaks things in the EL code.
  10. OpenGL 2

    Looks like things are shuffling around. I downloaded the git repository and attempted to compile on Linux. It complains about 2d_objects, which looks like it was moved to map_editor/, and if I try to compile map_editor, it complains that particle_sys_def is not defined anywhere, and I can't find a typedef in the source for it. Is there a particular branch for code that should always at least compile? or am I just completely missing something. (I didn't see any docs or instructions on how to do a make, so I just attempted make -f Makefile.linux) thx, Rhonan
  11. EL 1.9.2 RC2

    If I switch back to RC1 client, then return to RC2, my spell quickbar is cleared. Generally, the game is faster for me, as it is now using both of the CPUs. I can get much higher FPS than before. Thanks!
  12. I completed the Black Dragon for Novac using an arrow. A guild member was tanking at the time as well. I got the kill on my kill counter, but I didn't get a pop-up message, and Novac still thinks I need to kill one. How can I avoid this in the future? Thanks!
  13. Client patch for Windows and Linux data

    Linux: Fedora 12 i686 Using the NEW_TEXTURES seems to break custom clothing. I even wiped out the old custom folder. It re-downloaded fine, but I don't see the custom meshes. If I compile without NEW_TEXTURES in an attempt to get custom clothing back, the client segfaults. (Might just be some ifdefs missing.) Let me know if it's an easy fix, or if it needs further investigation on my end. Program received signal SIGSEGV, Segmentation fault. 0x0813b179 in copy_bmp8_to_coordinates (tex=0xbfffc5dc, texture_space=0xa94ff008 "", x_pos=316, y_pos=298) at textures.c:3059 3059 texture_space[(texture_y+x)*4] = texture_mem[texture_offset]; Missing separate debuginfos, use: debuginfo-install glibc-2.11.2-3.i686 (gdb) where #0 0x0813b179 in copy_bmp8_to_coordinates (tex=0xbfffc5dc, texture_space=0xa94ff008 "", x_pos=316, y_pos=298) at textures.c:3059 #1 0x0813b302 in load_bmp8_to_coordinates (filename=0x16e49c64 "./meshes/torso1_yellow.dds", texture_space=0xa94ff008 "", x_pos=316, y_pos=298, alpha=255 '\377') at textures.c:3099 #2 0x0813b381 in load_bmp8_to_coordinates_mask2 (filename=0x16e49c64 "./meshes/torso1_yellow.dds", basename=0x16e4a0e4 "./meshes/torso_skinem_tan.dds", maskname=0x16e49d64 "", texture_space=0xa94ff008 "", x_pos=316, y_pos=298, alpha=255 '\377') at textures.c:3120 #3 0x0813b622 in load_bmp8_enhanced_actor (this_actor=0x16e49a38, a=255 '\377') at textures.c:3180 #4 0x080ef5cb in add_enhanced_actor (this_actor=0x16e49a38, x_pos=116.5, y_pos=197.5, z_pos=0, z_rot=45, scale=1, actor_id=237) at new_actors.c:87 #5 0x080f2491 in add_enhanced_actor_from_server (in_data=0xa9600b43 <incomplete sequence \355>, len=44) at new_actors.c:1018 #6 0x080eccad in process_message_from_server (in_data=0xa9600b40 "3-", data_length=47) at multiplayer.c:575 #7 0x080df2f0 in start_rendering () at main.c:169 #8 0x080df79a in main (argc=1, argv=0xbffff134) at main.c:342
  14. Xaquelina Harv Quest stuck with PV task

    Yes, some spots have more than 1 plant of the required flower, and only 1 works. I.e. Taasengard or GP tasks. The recommendation is always the same, step in the correct coordinate and pick the closest flower. Thats true, but talking about the PV valerian: There is only one flower to click on. Piper In TG I've had issues trying both flowers.... and the solution was to stand closer. If you're simply too far away, it doesn't count.
  15. Client crash: out of memory

    O/S: Fedora Linux, 32-bit There appears to be an issue when updates (like custom clothing) are being downloaded. The files download for a while, then downloads just stop, and then changing maps to a large map like White Stone will crash the client. The client crash appears to be caused by an unchecked pointer in map.c:build_path_map() where the calloc() fails, pf_tile_map is assigned NULL, and it is never checked. I'm not sure what you would want to do in the case that it returns NULL and you can't build the map, but at least reporting the failed calloc() would be a start and maybe exiting gracefully. I'll continue to track down where the memory is leaking to. static __inline__ void build_path_map() { int i, x, y; //create the tile map that will be used for pathfinding pf_tile_map = (PF_TILE *)calloc(tile_map_size_x*tile_map_size_y*6*6, sizeof(PF_TILE)); i = 0; for (y = 0; y < tile_map_size_y*6; y++) { for (x = 0; x < tile_map_size_x*6; x++, i++) { pf_tile_map[i].x = x; pf_tile_map[i].y = y; pf_tile_map[i].z = height_map[i]; } } }
  16. Client crash: out of memory

    Ah... of course... static for portability. Now... where is the "superfast" target?
  17. Client crash: out of memory

    Thanks for the fix! It looks like it should work, and not have an issue with parallel downloads of updates and custom clothing files that my abbreviated patch would have had. I'll check it out when I get a chance. By the way... are there special compile time options you use? or to you make a specific target for the linux machines? When I do # make -f Makefile.linux my executable is over 1M, whereas the one that comes in the zip is under 700K. If I strip the symbols, mine goes down to under 350K, so I'm guessing that's not it. Thanks for the quick implementation. I appreciate it, and I'm sure others will, too. -Rhonan
  18. Client crash: out of memory

    This may be useful: RCS file: /cvsroot/elc/elc/update.c,v retrieving revision 1.48 diff -r1.48 update.c 49a50 > SDL_Thread *download_cur_thread; 76a78 > download_cur_thread= NULL; 408a411 > SDL_WaitThread(download_cur_thread,NULL); 409a413 > download_cur_thread = NULL; 481c485 < SDL_CreateThread(&http_get_file_thread_handler, (void *) spec); --- > download_cur_thread = SDL_CreateThread(&http_get_file_thread_handler, (void *) spec);
  19. Client crash: out of memory

    ===== Update ==== Underlying issue appears to be missing SDL_WaitThread. According to the SDL documentation wiki: "Even after the procedure started in the thread returns, there still exist some resources allocated to the thread. To free these resources, use SDL_WaitThread to wait for the thread to finish and obtain the status code of the thread. If not done so, SDL_CreateThread will hang after about 1010 successfully created threads (tested on GNU/Linux)." The appropriate solution is to add a non-local thread pointer in update.c to track the thread so that SDL_WaitThread can be called when the thread completes. Top of file, declare: SDL_Thread *download_cur_thread = NULL; In handle_file_download(), where download_cur_file is set to NULL: // Add appropriate error checking to make sure download_cur_thread is not NULL SDL_WaitThread(download_cur_thread, NULL); download_cur_thread=NULL; In http_threaded_get_file(), modify the thread creation call: download_cur_thread = SDL_CreateThread(&http_get_file_thread_handler, (void *) spec); My files are now all messed up with debugging code, but if you need a clean diff, let me know. With the above code added, instead of hanging after ~246 custom files downloaded, the client continues to download more files. And I can enter the White Stone map successfully after 15 minutes, whereas before the client would segfault. [Rhonan@devhost .elc]$ grep Finished error_log.old | wc -l 246 [Rhonan@devhost .elc]$ grep Finished error_log.txt | wc -l 776 There is another call to SDL_CreateThread in update.c:do_updates() that should probably be fixed as well, but it's only a single call and unlikely to cause issues. If you have questions, feel free to PM me in game. I think the fix is relatively straighforward. --Rhonan
  20. Why not make the flags personal, then... rather than a guild option. A guild has a relationship with another guild. If you want to implement flags, implement them in the client as something where you personally flag a character however you want. Make up your own system of colors. That way the implementation can be general and not involve server code. So, for example, if I get bagjumped by someone in a guild with whom I'm normally friendly, I can red flag the person, and I can inform my guild on our guild BBS. Other people can flag as they want. There may be someone in my guild who is friendly with the person and would not want to see a red flag by their name. Implemtation is simple... a flag.xml (or whatever type) file that maps character names (or some other ID that doesn't change when the name changes) to flag colors.
  21. Fair Market Value Harvest Shop

    5K sulfur for Rhonan, pls ... tia!
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