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Everything posted by 0ctane

  1. Well, I had been thinking about making this post for quiet some time, and I have now gotten around to it. Welcome to EL Mac users! I have tried my best to bring a working version of EL to the Macintosh, and I continue to work on OS X related issues in the game. I have created a separate bugs page where you can report problems, but this thread is dedicated to getting to know other Mac users. The poll will also let me know what hardware is most common so that I can maybe optimize the game. OS X EL game updates can always be found at my website.
  2. Macintosh OS X client 1.8.0 bugs thread

    Interesting, but you forgot to give OS/hardware details. Granted, this extra info might not be relevant, but you never know. When you type #sto from the console in EL, what does it say? Almost sounds like a server sync/lag issue. So, for purposes of illustration, lets say you move 20 red roses, 20 red quartz, and then attempt to move 20 snap dragons but get this problem. If you move those same quantities back into inventory and attempt the whole process again, does it immediately happen?
  3. EL causes color change

    Yes, as revi mentioned, it is a global gamma shift imposed on the OS.
  4. Alternative to Berlios

    Account: 0ctane Usual leading zero
  5. Mac OS X Lion AKA 10.7 issues

    I pushed a commit that does just this (in eye_candy.cpp). Hopefully it pushed correctly. Xcode was giving me grief about the push, so I did it from the command line. Also tried to update some project files.
  6. Alternative to Berlios

    I am open to either. I am more comfortable with SVN, but I understand that many prefer git now. Xcode can interface with either.
  7. Having an Issue.

    Oops. Fixed. http://www.0ctane.net/files/EternalLands192b.zip
  8. Mac OS X Lion AKA 10.7 issues

    I will commit the fix after some testing.
  9. Mac OS X Lion AKA 10.7 issues

    I have a new build available at http://www.0ctane.net/files/EternalLands192b.zip that includes the fix.
  10. Having an Issue.

  11. Having an Issue.

    Well what exactly is your website? I downloaded it directly from Eternal Lands website... Nevermind. Looks like I need to make a new build. Been away from EL for a bit it seems.
  12. Having an Issue.

    Did you download the game from my website or somewhere else? I am just wondering if you have the correct build for your system.
  13. Mac OS X Lion AKA 10.7 issues

    We always welcome another set of eyes on the code.
  14. Mac OS X Lion AKA 10.7 issues

    Despite being a Mac dev, I have not upgraded to 10.7 either. I like to wait at least a week.
  15. Flex chat client

    No, afaik there is no such flag to send? Your character will always just stand there like all others. Okay. I figured as much, but I was just wondering. I have not tested chat client yet, but might want to put in a warning about remembering where you were last (ie don't use if you were last in a PK arena).
  16. Flex chat client

    Do you send an additional server flag to say that it is a chat client and not an in game entity (to avoid someone just standing around)?
  17. help for mac

    My only suggestion would be to delete the el.ini file.
  18. messed up character graphics

    Yes, we need more information. Can you post a screenshot? What kind of Mac? What OS version? BTW, updating graphics drivers is rarely a solution on Macs since that is automatically taken care of by Software Update.
  19. Low FPS

    Sorry for the delayed response. The most reliable place to get graphics drivers is straight from Apple via the normal System Update path. TBH, I was surprised to see mac drivers even listed at Nvidia's website. I find your forum name interesting. What kind of Mac are you using? How much memory is in your computer? What version OS are you running?
  20. It wont connect to server

    Are you trying to connect to the main (default) server? Are there any messages displayed when starting the game?

    I am currently fighting with the latest Xcode 4 and Git. I am getting errors from image_loading.c without NEW_TEXTURES defined. Too many arguments to function call, expected 3, have 6. This is for load_dds in image_loading.c. Since I am not yet familiar enough with Git (need to setup as developer access), can someone commit a change that wraps image_loading.c with NEW_TEXTURES defines? I have to remove the file from my project (Target) for a proper build right now. I seem to get a good build with NEW_TEXTURES defined. Need to do testing.

    Right. That is what is strange. Seems to work fine on a separate build machine (older Xcode IDE and GCC).

    I am encountering the load_dds problem (Mac OS X 10.6, XCode 4 GM, LLVM GCC4.2). image_loading.c:407: error: too many arguments to function 'load_dds' image_loading.c: error: Semantic Issue: Too many arguments to function call, expected 4, have 7 Of course, I cannot get a build without NEW_TEXTURES either. Same error as above. Odd. Since I am able to build client (with or w/out NEW_TEXTURES) on a 10.5 system using Xcode 3.2 and GCC4.0, this seems to be a compiler/IDE specific problem. Perhaps compiler is being picky about #includes.
  24. Compiling the Mac client!

    So, it has been long overdue, but I finally got around to including an XCode project in the CVS repository. I have done my best to be thorough, but I may have left some stuff out. Some programming knowledge is useful. Requirements: This is an XCode 2.4+ project file, so you will need OS 10.4 or greater to use it. You will need to install the Developer Tools, which should have come on a CD/DVD with your computer. You will also need my compiled client in order to get the proper framework files and data files for EL. You also need to get an updated glext.h. Modify the new glext.h around line 3369 to read as follows: #ifndef GL_VERSION_1_5 /* GL types for handling large vertex buffer objects */ /* following commented out by 0ctane since OS X's gl.h has its own definition */ //typedef ptrdiff_t GLintptr; //typedef ptrdiff_t GLsizeiptr; #endif This modification is required to prevent a redefinition problem,which is likely due to Apple's gl.h being so old compared to the new glext.h. You will have to replace your computer's glext.h with this one. Look in /Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers Getting necessary frameworks and data directory Download my 1.5.x client from here. Open the disk image, and right click on the game. Select "Show Package Contents" to see the game's internal directory structure. Go to Contents/Frameworks. Copy ALL the frameworks to YOUR ~/Library/Frameworks directory (you might need to create the Frameworks directory). Next, navigate to Contents/Resources. Copy the "data" directory to somewhere on your computer. Setting up Xcode preferences Open up the Preferences dialog (under the Xcode menu). Select the "Source Trees" icon in the dialog. Add the following entry: Setting Name = EL_FRAMEWORKS_DIR Display Name = EL Frameworks Path = $(HOME)/Library/Frameworks If you placed your frameworks somewhere else, then alter the Path accordingly. Get EL CVS First, read this thead. In XCode 3 (maybe 2.4, but I am not sure) you can use the SCM system to obtain the CVS source. Under the SCM menu, choose Repositories. Then click on the Configure icon. The XCode Preferences dialog should appear. Click the little "+" to add a new repository. Call the Repository EternalLands, and select CVS as the SCM System. Your CVS settings should be setup as follows: Name: EternalLands Root: :pserver:anonymous@cvs.elc.berlios.de:/cvsroot/elc (the rest should automatically fill in, but if not) Method: pserver Host: cvs.elc.berlios.de Path: /cvsroot/elc Port: (leave blank) User: anonymous (or your user name if you have an account) Password: (leave blank unless you have an account) Click on Apply and OK. Now, back in the Repositories dialog, you should have a EternalLands CVS repository listed. Click on it, and XCode will start retrieving the repository (structure, not the actual files yet). Once the repository has been downloaded, select the "elc" folder on the right side. Then, click on the Checkout icon at the top of the dialog. You will be prompted to save the "elc" directory somewhere on your hard drive. Setting up your local project In the Finder, go to the elc directory that you "checked out" onto your hard drive. Then, go into the "macosx" directory. In there, you will find a EternalLands.xcodeproj file. Double-click on it. The XCode project should open. Now, go back up to the SCM menu, and select "Configure SCM for this project...". In the General Tab of the resulting Project Info dialog, you should see a SCM Repository: pulldown list. From that list, select your EternalLands repository. Building EternalLands Back in XCode, click on the Build icon. Simple, right? Note, Build and Go will not work since you need to add in the data files. Finalizing the build The Build process copies all the frameworks from ~/Library/Frameworks (see above) into the game. You just need to copy that "data" directory into the game. But, where is the game? elc/macosx/build/Release. I suggest you first copy your EternalLands game to a new location (such as the Desktop). Then, right-click on it, and "Show Package Contents". Navigate to Contents/Resources. Now, copy your saved "data" directory to here. Close the Contents window. Double-click on EternalLands to run! Updating to latest CVS code Open up your XCode project again. On the left side of the project window you have Groups & Files. Select the very top EternalLands item. Now, look at the right side. If you right-click on one of the column headers (File Name for example) you will get a pulldown list. Select SCM so that there is a little checkbox next to it. The column headers should expand by one to include a SCM flag (looks like a disk or birthday cake). Periodically, XCode will then check the repository to see if any code has changed, and this column will then have a "U" which means you need to update. (A "M" means that you modified something.) Clicking on the SCM column header will allow you to sort by modification. Select all the files that need to be updated. Now, in the main menu, select the SCM menu -> Update To -> Latest. CVS will then pull down all the new files, and you are all set with the latest code. Or, you can update the entire project. [edit]Thanks to rmiles for testing this out and catching a glext.h problem.[/edit] [edit]More changes. Need to setup Source Trees as listed above.[/edit]
  25. Compiling the Mac client!

    For anyone that is attempting to compile the client, be warned that from what I hear the XCode 4 Gold Master IDE no longer includes CVS versioning support. You will need to use the terminal to execute cvs commands or use a different CVS GUI client. EL is hosted on berlios.de and uses CVS.