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Leeloo

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Posts posted by Leeloo


  1. Two possibilities:

     

    1. It's all in your mind.

     

    2. The server can process the insert/delete presses in no time, but the client takes some time to do this. Once the client has finished, it has become behind schedule compared to the server, and if someone actually implemented some of the code to avoid resyncs, it could be increasing the animation speed to show you were the server says you are.

     

    In either case: You don't get there faster, it only looks like it.


  2. Well, I was more interested in the quality aspects. The PenPartner lasted 8 years I think (bought it in 1995, replaced it a few years ago when I bought the Graphire), and the Graphire has already become "wobbly" (can't draw straight lines). Also, right from the start I noticed that the Graphire pen needs to be much closer to the drawing surface (vertically) before it's detected, compared the PenPartner.

     

    I can't use a mouse because my hand will start hurting a lot after a few minutes. At work I have a trackball, and at home I have the Wacom.


  3. Whats funny as hell is that she fought to keep it offtopic for sooo long then when she got NH she was the topicnazi, weird eh?

    No. She always wanted off-topic to be allowed on market channel, but a vote was made and the majority didn't want off-topic. As an official newbie helper, she had to enforce the rule even though she disagreed with it.


  4. New info: This patch improves it quite a bit - now it only flashes once every few seconds, instead of on every frame:

     

    diff -u -r1.14 gamewin.c
    --- gamewin.c   15 Mar 2005 16:33:01 -0000      1.14
    +++ gamewin.c   16 Mar 2005 20:51:34 -0000
    @@ -521,6 +521,7 @@
                           if (show_reflection) display_3d_reflection ();
                   }
                   CHECK_GL_ERRORS ();
    +               glClear(GL_DEPTH_BUFFER_BIT);
    
                   //check for network data - reduces resyncs
                   get_message_from_server ();

     

    What does EL do that messes up the depth buffer so badly? I assume the flashing that's still left happens elsewhere in the code, since no matter if I do this, or comment out the *sky* functions, it still flashes once every few seconds.


  5. Now that we are speaking of wacoms... Does anyone have both a Graphire and an Intous? Is the Intous worth the price difference (double price for the same size)?

     

    I started with a PenPartner and currently have a Graphire, which has gotten wobbly, so I'm thinking about upgrading. They do get a lot of use - I can't use a mouse, so I use the Wacom for everything.


  6. Make sure you got the size right. If the size is too big, the server will expect more data than you send. If it's too low, the last bytes will look like a new packet, which doesn't match the protocol at all.

     

    I don't know if the number of x'es in the example above matches the length of you password, but if they do, the size looks wrong. (I'm at work, so I can't compare it to my own code).


  7. You said you saw the bot appear and disappear immidiately in game. That only happens if the login packet is accepted - in other words, the login packet is ok. It must be a different packet you send that is wrong.

     

    How about the ping packet you send back? How do you know it's correct, when elbot doesn't do it? Maybe that's why the server rejects...

     

    And yes, I used C.


  8. Oh really? I made an EL bot without any problems - and that was before I had any documentation on the protocol (no source, no protocol.h, nothing), where as when I wanted to write an IRC bot I never got further than reading the protocol docs.

     

    If you get kicked off immidiately, it usually means that you sent a malformed packet. That makes the server drop the connection. There isn't any advanced challenge-response thing going on, no packets need a reply, and the only required packets are the login packet and heartbeat.

     

    Check the last packet your bot sends before the connection is dropped, as that's probably the one that's wrong.


  9. At the moment there seems to be a problem that occurs sometimes when a bag tries to be removed.

     

    In void remove_bag(int which_bag) in items.c the line:

    sector=SECTOR_GET(objects_list[bag_list[which_bag].obj_3d_id]->x_pos, objects_list[bag_list[which_bag].obj_3d_id]->y_pos);
    

     

    Is crashing with segfaults a lot. I don't think it's an endian problem. Have any of you been experiencing this problem?

    I would suggest writing which_bag and bag_list[which_bag].obj_3d_id to stdout in the start of the function (make sure to fflush(stdout) after the each one, so that if it is written out before segfaulting.

     

    If one of those are in byte-swapped that's a certain segfault.


  10. Tried replacing GL_QUADS with GL_TRIANGLES, and the flashing is back. It's only when the glBegin() and glEnd() lines are removed that it doesn't flash.

    I don't know a thing about openGL, but does it draw something when you remove those lines?Does it flash when you use the same color for all four vertices?

    Not sure if it draws something or not, as it's the draw_sky_background that gives the problem, and seeing the sky is not that easy... I guess I should be able to see it in the water, but I'm not sure if there is any difference. But at least it's better than flickering until the problem gets solved.

     

    Tried making all four corners the same color, but that didn't help either. However, I just noticed that as long as the camera is turning it doesn't flicker, only when it stays in the same position. I don't think that happened yesterday though. But how would a bug in the drivers know if the camera is moving or not? The drivers only see still images. The only thing that knows that is EL, could it be a bug in EL afterall, one that only happens with DRI drivers? Something like the old "pressing tab in a place with no map makes a random texture disappear" bug that only happened on Linux?

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