Entropy Report post Posted July 30, 2006 This is the FIXED version. Please make a new torrent. http://www.rivanwarriors.com/radu/el_update_131.exe Please preload it, and if you wish you can install it as well, this client is relatively compatible with the current one (some small map discrepancies might be observed until the server is restarted). As you can see, there are two clients, one is el.exe which is the 586 version, and a SSE2 client for those with newer CPUs, which should be a little bit faster. The full client can be found here: http://www.rivanwarriors.com/radu/el_131_install.exe If anyone wishes to create a BitTorrent stream and seed it, please give me the URL. Once we have the Mac and Linux client, we'll update. Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 is it just the execs that changed, or data files as well? Share this post Link to post Share on other sites
the_voice Report post Posted July 30, 2006 bittorrent version of the FIXED update Eternal Lands 1.3.1 update Eternsl Lands 1.3.1 Full Install Share this post Link to post Share on other sites
Roja Report post Posted July 30, 2006 2 maps were fixed as well. Share this post Link to post Share on other sites
dustpuppy Report post Posted July 30, 2006 Alternate download site for full and update Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 2 maps were fixed as well.ahh, okay, thanks. I've re-uploaded the data zip (for *nix users... or anyone who uses CVS, really)the failed CVS ups in lang\en\encyc are gone, but \lang\en\strings\options.xml~ is there. I've removed that and the executables from the data .zip; but everything else in the .zip is the same as in the update installer the updated zip is still here Share this post Link to post Share on other sites
Learner Report post Posted July 30, 2006 2 maps were fixed as well.ahh, okay, thanks. I've re-uploaded the data zip (for *nix users... or anyone who uses CVS, really)the failed CVS ups in lang\en\encyc are gone, but \lang\en\strings\options.xml~ is there. I've removed that and the executables from the data .zip; but everything else in the .zip is the same as in the update installer the updated zip is still here The official Linux .zip's with all the junk and windows files still in there (static & dynamic versions) are available at http://www.other-life.com/el/elc-1.31.zip and http://www.other-life.com/el/elc-1.31_update.zip Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 from the previous 131 page: Both exe's crash on my computer when I close the game, anyone else have this issue?I recon that's a double-free in the text messages... it's fixed in CVS, but that was after this thread started *ducks* Share this post Link to post Share on other sites
Jinxx Report post Posted July 30, 2006 I'm was wondering if we could get an explanation as to the different clients included. Also, the SSE2 and the regular one are crashing on #exit, and I have no audio. Thanks Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 (edited) I'm was wondering if we could get an explanation as to the different clients included.SSE is a feature of newer CPUs, that allows them to do some things a bit faster. the SSE2 client can use some of these operations, so it'll be quicker. on the other hand, SSE2 is only available in newer CPUs, meaning if yours doesn't, it won't work well. that's what the other client is for.in short: try the SSE one. if it don't work, use the other Also, the SSE2 and the regular one are crashing on #exitthat'd be the post aboveand I have no audio. Thanksgo into config->audio and see if the boxes are empty. if so, try clicking on themed:s/sound/audio/ Edited July 30, 2006 by ttlanhil Share this post Link to post Share on other sites
Jinxx Report post Posted July 30, 2006 (edited) I'm running a Newcastle Core AMD 64 3000 cpu, SSE2 client should be groovy for me. Also I have the audio enabled. I'm getting that Error Initializing Sound : Invalid Operation error like on the last update. Edited July 30, 2006 by Jinxx Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 (edited) I'm getting that Error Initializing Sound : Invalid Operation error like on the last update.phooey, that was supposed to have been fixed. I'm talking with jinxx in-game, to try to fix, which will be another fix in CVS after the thread was started. *sigh*ed: anyone else who has a bug with this version, speak up quick so it can be fixed before ent has to rebuild another Edited July 30, 2006 by ttlanhil Share this post Link to post Share on other sites
Entropy Report post Posted July 30, 2006 Grr.. So does that patch work? Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 (edited) Grr..So does that patch work? the audio stuff? I sent jinxx a client with some extra logging in it, to try to find when and how the sound didn't work, but the sound worked... and no, it shouldn't havelast change in sound.c in CVS is days ago, so it's not a recent change there. can't think of any other changes in CVS recently that should be able to affect sound init either I can only wonder if you got an old version from CVS (it has been mucking about recently. most people didn't get the sound init errors, so it fits) or are linking to libs with some funky optimisation (which would have shown up before, so it shouldn't be that) dunno what else may cause it ed: okay, now music track changes are causing jinxx's sound to break. more to look into the crash on exit, should be fixed in CVS (assuming it's where I suspect, but what I fix can be expected to crash, and I don't think other changes caused it, so pretty sure) Edited July 30, 2006 by ttlanhil Share this post Link to post Share on other sites
Draym Report post Posted July 30, 2006 I keep experiencing that same problem: crash on #exit and music breaks in track changes Share this post Link to post Share on other sites
ttlanhil Report post Posted July 30, 2006 I keep experiencing that same problem: crash on #exitfixedand music breaks in track changesdoes it stop playing entirely, and knock out sound effects (like rain) as well? or does it just take a few seconds (like, 1-20+) to start the next song? the delay seems to be the problem jinxx is getting with the client I made (which fixed that unknown no-sound-at-all bug)only looking for new problems Share this post Link to post Share on other sites
Draym Report post Posted July 30, 2006 well, the problem I have kill the sound completely, both music and sfx... I noticed it started happening since I got that "too many sounds" bug entering pl storage Share this post Link to post Share on other sites
ttlanhil Report post Posted July 31, 2006 the above is now fixed in CVS (at least for jinxx... considering that the problem shouldn't have happened, and the fix shouldn't really work, well...) "too many sounds" bug entering pl storagenext to investigate. I know this is part of the .elm now, but I'll see what else I can dig up Share this post Link to post Share on other sites
Learner Report post Posted July 31, 2006 the above is now fixed in CVS (at least for jinxx... considering that the problem shouldn't have happened, and the fix shouldn't really work, well...) "too many sounds" bug entering pl storagenext to investigate. I know this is part of the .elm now, but I'll see what else I can dig up Current CVS and previous version can bot be crached by not having any sounds, enable sounds & music, and then disabling them. In my tests it seemed that disabling music made it crash. Share this post Link to post Share on other sites
Knuckles Report post Posted July 31, 2006 #cls still makes the Client go funny.. Share this post Link to post Share on other sites
ttlanhil Report post Posted July 31, 2006 (edited) meh, scratch that, jinxx was still getting crashes sometimes. not all the time, not even with the same sequence of events (tp lakeside to wsc), but sometimes. sometimes it's only music that dies, not all sound, meaning it's in stream_sound, oter times it's sound as well, so update_position. with a call to the openal error check function in every single sound function that calls something in openal, it can still get an "Invalid Value" at the start of stream_music... and according to what I've added for error checking in sound.c it should not be possible to get this bug... if you assume the problem is in elc. if, on the other hand, it's openal... well... that'd explain why I can't isolate it, and why i can't even reproduce it. I can't reproduce learner's bug either. he's gonna try debugging it tomorrow, because I can't sorry folks, it's gonna take a bit longer I'd like to thank jinxx again for downloading test clients over and over (at least a dozen times) as I changed debug logging and such, trying to isolate the fault, and then doing a bunch of mapchanges and tp jumps to reproduce the bug meh. chasing bugs I can't reproduce is driving me batty... need to go work on a feature so I can't test it locally and see progress happening as for the portland storage "too many sounds" error... it's in the map file. too many particle systems with sounds attached are loaded from file (maybe the map-maker thought they were culled-by-distance, so could use a lot? they're only paused at distance, all loaded, so there's a limit on the number you can have map-wide.) the limit of my mapmaker experience is getting object ids, so someone else will have to fix this one #cls still makes the Client go funny.. arg, that was supposed to be fixed. was done a couple of days back (unless ent only updated the version numbers for this build and didn't cvs-up, or cvs is still acting up, in which case the fix may not have made it in) Edited July 31, 2006 by ttlanhil Share this post Link to post Share on other sites
fjornada Report post Posted July 31, 2006 Client works fine for me. Grabbed Learner's release, just got some (minor?) errors during startup, like: languages/en/strings/help.xml:24: parser error : StartTag: invalid element name <<<<<<< help.xml ^ languages/en/strings/help.xml:24: parser error : StartTag: invalid element name <<<<<<< help.xml ^ but the enc. worked without problems. a little FPS improvement in crowded ares. One question, in the encyclopedia: Steel Graves: 5-6 Armor Tit Graves: 4-5 Armor is it right? Share this post Link to post Share on other sites
Entropy Report post Posted July 31, 2006 Why wouldn't it be right? Share this post Link to post Share on other sites
Knuckles Report post Posted July 31, 2006 (edited) #cls still makes the Client go funny.. arg, that was supposed to be fixed. was done a couple of days back (unless ent only updated the version numbers for this build and didn't cvs-up, or cvs is still acting up, in which case the fix may not have made it in) When ever I type #cls and then go into Consol, all of the Consol goes funny, I can take/show you a screenie if it well help any. #edit - Ent has already said somewhere that Steel Plate is better than Titanium. Edited July 31, 2006 by Liquid Share this post Link to post Share on other sites
ttlanhil Report post Posted July 31, 2006 (edited) languages/en/strings/help.xml:24: parser error : StartTag: invalid element name <<<<<<< help.xml ^ languages/en/strings/help.xml:24: parser error : StartTag: invalid element name <<<<<<< help.xml ^ heh, unfinished CVS merge. it shouldn't do you any harm thoughSteel Graves: 5-6 ArmorTit Graves: 4-5 Armor is it right? yeah. tit is better elemental protection, but not as good at physical (and, I think ent said, tit breaks easier. grep the forums for that though)... it's good to have more strategy in your choice of kit!Why wouldn't it be right?because people expect tit to be better than steel *shrug*When ever I type #cls and then go into Consol, all of the Consol goes funny, I can take/show you a screenie if it well help any.I imagine it's various coloured characters for a few spaces, that's the bug with new #cls I've seen before Edited July 31, 2006 by ttlanhil Share this post Link to post Share on other sites