Roja Report post Posted May 4, 2007 a little of both, so scaled proportionate(width & height). Share this post Link to post Share on other sites
Ermabwed Report post Posted May 4, 2007 Another segfault \o/ 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 Share this post Link to post Share on other sites
KarenRei Report post Posted May 4, 2007 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 Share this post Link to post Share on other sites
Roja Report post Posted May 4, 2007 Yes I want them scaled, not translated. I will tell entropy to wait a bit longer for those 2 fixes for the release Share this post Link to post Share on other sites
Learner Report post Posted May 4, 2007 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. Share this post Link to post Share on other sites
KarenRei Report post Posted May 5, 2007 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. Share this post Link to post Share on other sites
ttlanhil Report post Posted May 5, 2007 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) Share this post Link to post Share on other sites
ttlanhil Report post Posted May 5, 2007 http://i17.photobucket.com/albums/b62/ttla...elscreen053.png http://i17.photobucket.com/albums/b62/ttla...elscreen054.png and the same output as before Share this post Link to post Share on other sites
KarenRei Report post Posted May 5, 2007 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?) Share this post Link to post Share on other sites
ttlanhil Report post Posted May 5, 2007 the green is back. http://i17.photobucket.com/albums/b62/ttla...elscreen056.png and http://users.on.net/~gingerman/run.log (3.3Mb) Share this post Link to post Share on other sites
vytukas Report post Posted May 5, 2007 (edited) 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 May 5, 2007 by vytukas Share this post Link to post Share on other sites
Ermabwed Report post Posted May 5, 2007 (edited) 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 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 edit: and make sure you have eye candy enabled in options->details Edited May 5, 2007 by Ermabwed Share this post Link to post Share on other sites
vytukas Report post Posted May 5, 2007 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 Share this post Link to post Share on other sites
Roja Report post Posted May 5, 2007 Ok, Candle looks awesome! Done. The Torch, can it still be wider? Here's a screenshot of what it looks like for me(a pretty funny one too) http://img.photobucket.com/albums/v59/ffle...h_gargfunny.jpg I'd like for the torch fire to fill out that scone..to be that wide. Share this post Link to post Share on other sites
asgnny Report post Posted May 5, 2007 (edited) 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 May 5, 2007 by asgnny Share this post Link to post Share on other sites
KarenRei Report post Posted May 6, 2007 (edited) Roja: I'll make it wider tonight. 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 May 6, 2007 by KarenRei Share this post Link to post Share on other sites
ttlanhil Report post Posted May 6, 2007 #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 Share this post Link to post Share on other sites
KarenRei Report post Posted May 6, 2007 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. Share this post Link to post Share on other sites
ttlanhil Report post Posted May 6, 2007 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 Share this post Link to post Share on other sites
KarenRei Report post Posted May 6, 2007 Restoration: no SEND_SPECIAL_EFFECT packet is coming from the server. Someone with server access will need to look into this. Share this post Link to post Share on other sites
kibora Report post Posted May 6, 2007 This fountain on the Dao map (near the wedding place) doesn't look nice. Looks more like mud than water to me Share this post Link to post Share on other sites
asgnny Report post Posted May 6, 2007 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. Share this post Link to post Share on other sites
Alia Report post Posted May 6, 2007 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 Share this post Link to post Share on other sites
KarenRei Report post Posted May 6, 2007 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. Share this post Link to post Share on other sites
kibora Report post Posted May 7, 2007 (edited) 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 May 7, 2007 by kibora Share this post Link to post Share on other sites