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Problem with eye candy

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Another segfault \o/ :P

 

Ok, this time I was standing at MM storage, accessing storage (had just taken out excavator cloak and was trying to switch to food section). It was 'No drops day', anyways, here's the backtrace which makes it look like the above information is pretty irrelevant :) I am pretty sure I was in console mode with windows on top option on.

 

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 47552110617600 (LWP 6914)]
0x00000000004b1a94 in parse_special_effect (sfx=SPECIAL_EFFECT_MANA_DRAIN, data=0x2aaab0002334)
at special_effects.c:624
624			 x = caster->x_pos;
(gdb) backtrace
#0  0x00000000004b1a94 in parse_special_effect (sfx=SPECIAL_EFFECT_MANA_DRAIN, data=0x2aaab0002334)
at special_effects.c:624
#1  0x000000000046c760 in process_message_from_server (in_data=0x2aaab0002330 "O\006", data_length=8)
at multiplayer.c:1667
#2  0x00000000004618a7 in start_rendering () at main.c:110
#3  0x0000000000461c07 in main (argc=1, argv=0x7fff161b8fc8) at main.c:235

 

Of course I was using latest CVS :)

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Roja: by "higher up", I meant translated, not scaled. You want them only scaled?

 

Ermabwed: Ah, that's a very easy fix (for once!). The server sent a bad actor, and that code was before the check for a bad actor instead of after it. That fix will go in tonight.

 

Roja: If you're going to release tonight, perhaps wait until I get the candles/torches scaled and this one patch in? That'd be great :)

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Yes I want them scaled, not translated.

I will tell entropy to wait a bit longer for those 2 fixes for the release :)

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Well, I'll be... I just checked out a 120 day old client, turned on shadows but not shadow mapping, and guess what? They're funky. I accelerated time, sitting on IP near the beam, and you can watch the shadows from the ridge move in opposite directions as the shadows from the tree.

Looks like we've had shadow problems of some type or another for a long time...

Duh. I have been trying to tell everyone that shadows have been messed up since sometime afer the last update.

 

I have been away for a bit, so I am getting updated on recent events. berlios is down, so I cannot test recent changes. However, with eye candy turned off, do the original SFX still work? I noticed a few people mentioning that those effects were no longer appearing. Why were they disabled to start with?

If you want to revert to the old eye_candy, you have to compile the client without EYE_CANDY support. Disabling eye_candy at run time just disables the effects, it doesn't have the old effect available to switch to, fthe needed functions calls weren't compiled in.

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Okay -- a few updates.

 

* New debugging for ttlanhil's odd transparency bug that nobody else seems to have.

* Disabling eye candy will enable old-style effects, but only if you leave/reenter an area.

* Torches and candles are larger now, as per Roja's request.

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http://i17.photobucket.com/albums/b62/ttla...elscreen052.png

<15, 5, -15>, 0.00632531
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00545307
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00480088
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00414221
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.0036446
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00314617
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00276641
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00238953
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00210037
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()
<15, 5, -15>, 0.00181623
glBegin(GL_TRIANGLES)
 V1: F=0: N=<0, 0, -0.999908>; V=<0, 5, -0.377593>
 V2: F=15: N=<0.207893, 0, -0.978058>; V=<0.0785061, -5, -0.369342>
 V3: F=16: N=<-0.207893, 0, -0.978058>; V=<-0.0785061, -5, -0.369342>
glEnd()

(that's the last few repetitions, there are a lot more, of course)

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Interesting. And if you comment out eye_candy.cpp, lines 122, 124, 125, and 127?

 

(if you do that, could you post somewhere a file containing the full output from your run?)

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I get no eye candy at all (spell effects were working earlier)

 

My video card is Intel 915 (integrated), EL says point particles disabled

 

Does that mean I cannot use eye-candy at all?

 

 

edit: when I press F9 I see nothing as well :)

Edited by vytukas

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I get no eye candy at all (spell effects were working earlier)

 

My video card is Intel 915 (integrated), EL says point particles disabled

 

Does that mean I cannot use eye-candy at all?

 

 

edit: when I press F9 I see nothing as well :D

Linux: you need to copy <cvs-elc>/eye_candy/textures/ (and subdirectories) to <your el directory>/textures/eye_candy/

 

Windows: I suppose if you used ent's file everything should be in correct place, windows cvs would again need the files copied as linux does.

 

And you can use eye candy without point particles :devlish:

 

edit: and make sure you have eye candy enabled in options->details :)

Edited by Ermabwed

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Linux: you need to copy <cvs-elc>/eye_candy/textures/ (and subdirectories) to <your el directory>/textures/eye_candy/

 

duh lol

 

working now :)

 

only restoration effect doesnt work, dunno why

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only restoration effect doesnt work, dunno why

 

Same for me (restoration spell effect does not work). Linux, Amd64, CVS compiled as of may 5, 2pm EST.

 

Edit: Restoration effect had worked previously on all builds from March through May 1st.

Edited by asgnny

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Roja: I'll make it wider tonight. :happy:

 

Re, restoration: I'll look into it tonight. I'll need a recruit.

 

Ttlanhil: We now have it narrowed down to a single line! I'll look into that tonight. Yeay! Could you remind me, again, what your vid card/driver is? I've got a very good bet as to what the problem is. I'm betting that your vid card only has eight bit color accumulation buffers (or the driver only supports eight bits). When the alpha is small enough, only certain colors, or no colors at all, get incremented. That would explain all of this bizarre behavior. When I set the alpha to 0.2, it was fine, but with the real alpha values, which are very small, you get the bizarre behavior.

 

If I can confirm that this is the problem, then I could put some sort of workaround in there that can be optionally enabled. If the alpha is too low, I could have it randomly decide whether to accumulate the minimum that it will support, or to do nothing, with the odds being based on how small the alpha is.

Edited by KarenRei

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#glinfo says:

[12:48:55] Video card: GeForce 6600 GT/PCI/SSE2

[12:48:55] Vendor ID: NVIDIA Corporation

[12:48:55] OpenGL Version: 2.1.0 NVIDIA 97.46

 

how hard would it be to detect programatically if there's a workaround needed? if possible, that saves the user having to figure it out

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Ttlanhil:

 

The bug only demonstrates itself visually. I'm not sure how I'd be able to detect that except through an overly elaborate, roundabout render-to-the-screen-then-grab-it-to-compare test module.

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hmm. detecting 8bit accumulation buffers or whatever won't cover it?

I guess another option is detecting specific cards/drivers, but that would get messy

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Restoration: no SEND_SPECIAL_EFFECT packet is coming from the server. Someone with server access will need to look into this.

 

The restoration effect still works on a client compiled May 2 (but not May 4). Unless the spell effects were handled differently, I don't imagine it really is server-side.

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This fountain on the Dao map (near the wedding place) doesn't look nice. Looks more like mud than water to me

 

Could it be possible not to hard code fountain water color (and other parameters for eye_candy effects),

but to have them in map definitions?

It might solve a lot of such problems and give people ability to create wonderfull things

especially if it will be possible to make towns in the future :)

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Asgnny: There were two issues; one was preexisting, the other was new. The preexisting serverside one still remains; I fixed the new, client-side one.

 

Fountains: Just made it a bit bluer. And yes, there are plans to make all effect hues/saturations settable -- but not for this release.

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Fountains: Just made it a bit bluer. And yes, there are plans to make all effect hues/saturations settable -- but not for this release.

 

Don't see a difference. The water is still black

 

And another thing. The tele nexus effect seems wrong. When you hit a tele nexus the effect appears on the place you were. And it would make more sense if it was on the spot you were teled to

Edited by kibora

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