Florian Report post Posted March 1, 2008 Since when does the OSX version care about data_dir? I did hesitate to suggest it. The current system is very Mac-like. Put the application in a bundle, drag'n'drop installation and that's it. Most Mac users don't have a clue what a "path to data files" is Share this post Link to post Share on other sites
Entropy Report post Posted March 1, 2008 Florian, what video card do you have? Can you compile the client with VERTEX_PROGRAM_ACTOR_ANIMATION_DEBUG ? Then look in the infos log for the maximum instruction limit. Share this post Link to post Share on other sites
Xaphier Report post Posted March 1, 2008 @Florian: Can you please post what is in your info.log. Mainly the lines "Max parameters per program: ...", "Max instructions per program: ..." and "Max bones per mesh: ..." are important. Share this post Link to post Share on other sites
Florian Report post Posted March 1, 2008 (edited) Max parameters per program: 1024 Max instructions per program: 262144 Max bones per mesh: 327 [21:39:31] Video card: ATI Radeon X1600 OpenGL Engine [21:39:31] Vendor ID: ATI Technologies Inc. [21:39:31] OpenGL Version: 2.0 ATI-1.4.56 [21:39:31] Supported extensions: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_col Can you compile the client with VERTEX_PROGRAM_ACTOR_ANIMATION_DEBUG ? With VERTEX_PROGRAM_ACTOR_ANIMATION_DEBUG the resulting infos.log is empty -rw-r--r-- 1 lindner staff 1 Mar 1 21:38 infos.log /EDIT: oops, I better try that again ... Edited March 1, 2008 by Florian Share this post Link to post Share on other sites
Xaphier Report post Posted March 1, 2008 Can you please try current CVS? It should log more infos in case of an error. Share this post Link to post Share on other sites
Florian Report post Posted March 1, 2008 actor_init.cpp:493: warning: passing negative value '-0x00000000000000001' for argument 1 to 'HardwareMeshData::HardwareMeshData(Uint32, Uint32)' infos.log is now 1.6megs, for what should I grep? Share this post Link to post Share on other sites
Xaphier Report post Posted March 1, 2008 "PARAM matrix" Share this post Link to post Share on other sites
Florian Report post Posted March 2, 2008 (edited) -DELC -DOSX -DALPHA_ACTORS -DCLUSTER_INSIDES -DCALCULATOR -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMASKING -DMISSILES -DNEW_SOUND -DNEW_TEX -DPNG_SCREENSHOT -DPOPUP -DUSE_INLINE -DUSE_SHADER -DZLIB -DACTOR_FACE_CULLING -DECDEBUGWIN -D_REENTRANT cal.c: In function 'cal_actor_set_anim_delay': cal.c:61: error: 'struct cal_anim' has no member named 'duration_scale' float duration_scale is guarded in cal_types.h, actor_scripts.c and cal.c but not in cal.c line 61 .. and this: http://www.eternal-lands.com/forum/index.p...=si&img=444 nothing in any of the log files, I have no idea what happened compiled with -DELC -DOSX -DALPHA_ACTORS -DCLUSTER_INSIDES -DCALCULATOR -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMASKING -DMISSILES -DNEW_ACTOR_ANIMATION -DNEW_ACTOR_MOVEMENT -DNEW_CAMERA -DNEW_SOUND -DNEW_TEX -DPNG_SCREENSHOT -DPOPUP -DUSE_INLINE -DUSE_SHADER -DZLIB -DNEW_SELECTION -DACTOR_FACE_CULLING -DVERTEX_PROGRAM_ACTOR_ANIMATION_DEBUG -DECDEBUGWIN -D_REENTRANT -DOPENGL_TRACE data_dir is filled with the official 1.5 files, the new 1.6-rc7 files and the shaders from CVS /EDIT: NEW_SELECTION does not work on any actor and on some items, without NEW_SELECTION everything is OK (well, not the actor textures, but selection). Edited March 4, 2008 by Florian Share this post Link to post Share on other sites
Florian Report post Posted March 7, 2008 (edited) MacOSX: defining DEBUG breaks selection. (NEW_SELECTION) Can't select any actors but myself. Doors work. Harvest cursor on plants works. Edited March 7, 2008 by Florian Share this post Link to post Share on other sites
wariat Report post Posted March 12, 2008 i did try to compile CVS client few minutes ago, but it fails: http://www.nopaste.pl/3gx Share this post Link to post Share on other sites
larrystorch Report post Posted March 12, 2008 Try compiling with NEW_SELECTION enabled Share this post Link to post Share on other sites
bluap Report post Posted March 12, 2008 i did try to compile CVS client few minutes ago, but it fails:http://www.nopaste.pl/3gx Compiles fine here on Debian. However, looks like you need to update your make.conf settings. Get the required values from this thread. That said, something needs fixing anyway if you can choose settings that don't compile; I'll check that out... Share this post Link to post Share on other sites
ago Report post Posted March 13, 2008 The use_new_selection option in elconfig.c is not guarded by #ifdef NEW_SELECTION Share this post Link to post Share on other sites
wariat Report post Posted March 13, 2008 Try compiling with NEW_SELECTION enabled Thank you, now it is working. Share this post Link to post Share on other sites
popeye Report post Posted March 13, 2008 Has anyone compiled w/ memory debug? FEATURES += MEMORY_DEBUG # gather information about memory allocation and freeing I like the posting in terminal after closing the game. Hope this info is useful. queue.c:148:Attempting to free a pointer(0x12210c0) which isn't allocated! queue.c:148:Attempting to free a pointer(0x1220da0) which isn't allocated! queue.c:148:Attempting to free a pointer(0x1220de0) which isn't allocated! queue.c:148:Attempting to free a pointer(0x12215d0) which isn't allocated! doing SDL_Quit done SDL_Quit *** glibc detected *** ./el.x86.linux.bin: double free or corruption (out): 0x0000000007fc9a00 *** ======= Backtrace: ========= /lib/libc.so.6[0x2aff40ca4b0a] /lib/libc.so.6(cfree+0x8c)[0x2aff40ca86fc] ./el.x86.linux.bin[0x4d249d] ./el.x86.linux.bin[0x47c182] /lib/libc.so.6(__libc_start_main+0xf4)[0x2aff40c50b44] ./el.x86.linux.bin[0x40d689] ======= Memory map: ======== 00400000-005a5000 r-xp 00000000 08:01 901606 /home/djr/elc/el.x86.linux.bin 007a5000-007a9000 rw-p 001a5000 08:01 901606 /home/djr/elc/el.x86.linux.bin 007a9000-0d8de000 rw-p 007a9000 00:00 0 [heap] 40000000-40001000 ---p 40000000 00:00 0 40001000-40801000 rw-p 40001000 00:00 0 40801000-40802000 ---p 40801000 00:00 0 40802000-41002000 rw-p 40802000 00:00 0 41002000-41003000 ---p 41002000 00:00 0 41003000-41803000 rw-p 41003000 00:00 0 41803000-41804000 ---p 41803000 00:00 0 41804000-42004000 rw-p 41804000 00:00 0 42004000-42005000 ---p 42004000 00:00 0 42005000-42805000 rw-p 42005000 00:00 0 42805000-42806000 ---p 42805000 00:00 0 42806000-43006000 rw-p 42806000 00:00 0 43006000-43007000 ---p 43006000 00:00 0 43007000-43807000 rw-p 43007000 00:00 0 43807000-43808000 ---p 43807000 00:00 0 43808000-44008000 rw-p 43808000 00:00 0 2aaaaaac3000-2aaaaaac6000 rw-p 2aaaaaac3000 00:00 0 2aaaaaae0000-2aaaaaaea000 r-xp 00000000 08:01 10702 /lib/libnss_files-2.6.1.so 2aaaaaaea000-2aaaaace9000 ---p 0000a000 08:01 10702 /lib/libnss_files-2.6.1.so 2aaaaace9000-2aaaaaceb000 rw-p 00009000 08:01 10702 /lib/libnss_files-2.6.1.so 2aaaaaceb000-2aaaaaced000 r-xp 00000000 08:01 10678 /lib/libnss_mdns4_minimal.so.2 2aaaaaced000-2aaaaaeec000 ---p 00002000 08:01 10678 /lib/libnss_mdns4_minimal.so.2 2aaaaaeec000-2aaaaaeed000 rw-p 00001000 08:01 10678 /lib/libnss_mdns4_minimal.so.2 2aaaaaeed000-2aaaaaef1000 r-xp 00000000 08:01 10701 /lib/libnss_dns-2.6.1.so 2aaaaaef1000-2aaaab0f1000 ---p 00004000 08:01 10701 /lib/libnss_dns-2.6.1.so 2aaaab0f1000-2aaaab0f3000 rw-p 00004000 08:01 10701 /lib/libnss_dns-2.6.1.so 2aaaab0f3000-2aaaab105000 r-xp 00000000 08:01 10708 /lib/libresolv-2.6.1.so 2aaaab105000-2aaaab304000 ---p 00012000 08:01 10708 /lib/libresolv-2.6.1.so 2aaaab304000-2aaaab306000 rw-p 00011000 08:01 10708 /lib/libresolv-2.6.1.so 2aaaab306000-2aaaab308000 rw-p 2aaaab306000 00:00 0 2aaaab308000-2aaaab310000 r-xp 00000000 08:01 10700 /lib/libnss_compat-2.6.1.so 2aaaab310000-2aaaab50f000 ---p 00008000 08:01 10700 /lib/libnss_compat-2.6.1.so 2aaaab50f000-2aaaab511000 rw-p 00007000 08:01 10700 /lib/libnss_compat-2.6.1.so 2aaaab511000-2aaaab527000 r-xp 00000000 08:01 10699 /lib/libnsl-2.6.1.so 2aaaab527000-2aaaab726000 ---p 00016000 08:01 10699 /lib/libnsl-2.6.1.so 2aaaab726000-2aaaab728000 rw-p 00015000 08:01 10699 /lib/libnsl-2.6.1.so 2aaaab728000-2aaaab72a000 rw-p 2aaaab728000 00:00 0 2aaaab72a000-2aaaab734000 r-xp 00000000 08:01 10704 /lib/libnss_nis-2.6.1.so 2aaaab734000-2aaaab933000 ---p 0000a000 08:01 10704 /lib/libnss_nis-2.6.1.so 2aaaab933000-2aaaab935000 rw-p 00009000 08:01 10704 /lib/libnss_nis-2.6.1.so 2aaaab955000-2aaaab959000 r-xp 00000000 08:01 179436 /usr/lib/alsa-lib/libasound_module_rate_speexrate.so 2aaaab959000-2aaaabb59000 ---p 00004000 08:01 179436 /usr/lib/alsa-lib/libasound_module_rate_speexrate.so 2aaaabb59000-2aaaabb5a000 rw-p 00004000 08:01 179436 /usr/lib/alsa-lib/libasound_module_rate_speexrate.so 2aaaac000000-2aaaad23c000 rw-p 2aaaac000000 00:00 0 2aaaad23c000-2aaab0000000 ---p 2aaaad23c0Aborted (core dumped) Share this post Link to post Share on other sites
Alberich Report post Posted March 13, 2008 Has anyone compiled w/ memory debug?Yes about a month ago...Link Share this post Link to post Share on other sites
Vegar Report post Posted March 13, 2008 The use_new_selection option in elconfig.c is not guarded by #ifdef NEW_SELECTION Fixed in latest CVS. Share this post Link to post Share on other sites
Florian Report post Posted March 14, 2008 I'm afraid in the patch I submitted for the Eye Candy bone positions there was some experimental code of the harvesting effect "bees" which looks really awful at the moment. Here's the patch https://developer.berlios.de/patch/index.ph...p;group_id=1256 Share this post Link to post Share on other sites
Florian Report post Posted March 15, 2008 VERTEX_PROGRAM_ACTOR_ANIMATION_DEBUG and SKY_FPV_CURSOR collide: elconfig.c: In function 'change_shadow_map_size': elconfig.c:734: warning: passing argument 2 of 'glGetIntegerv' from incompatible pointer type elconfig.c: In function 'init_vars': elconfig.c:1777: error: 'DEBUGTAB' undeclared (first use in this function) elconfig.c:1777: error: (Each undeclared identifier is reported only once elconfig.c:1777: error: for each function it appears in.) clash of #ifdefs Share this post Link to post Share on other sites
kibora Report post Posted March 16, 2008 With the latest CVS the client crushes when i make a successful arrow hit Share this post Link to post Share on other sites
ago Report post Posted March 17, 2008 The crash is caused by deleting the effect object with active particles left. The mover of the effect object is delete too but the particles still reference this mover causing the crash. I've changed the return value of the dist == 0 check to true which prevents the effect from being deleted in EyeCande::idle. This fixes the crash. Index: effect_missile.cpp =================================================================== RCS file: /cvsroot/elc/elc/eye_candy/effect_missile.cpp,v retrieving revision 1.2 diff -u -r1.2 effect_missile.cpp --- effect_missile.cpp 15 Mar 2008 18:59:28 -0000 1.2 +++ effect_missile.cpp 17 Mar 2008 10:17:39 -0000 @@ -170,7 +170,7 @@ float dist = (old_pos - *pos).magnitude(); - if (dist < 1E-4) return false; + if (dist < 1E-4) return true; for (float step = 0.0; step < dist; step += 0.1) { const percent_t percent = step / dist; Share this post Link to post Share on other sites
Schmurk Report post Posted March 17, 2008 Fixed by Florian's patch in last commit. Share this post Link to post Share on other sites
Florian Report post Posted March 17, 2008 Here's the patch for the patch: https://developer.berlios.de/patch/index.ph...p;group_id=1256 This one adds eye candy effects to special arrows. The effect will live longer than the arrow, so the particles will still glow after the arrow has been removed from the client's arrow list. Looks like this: http://www.eternal-lands.com/forum/index.p...=si&img=474 (well, animated it looks way better than that ) Share this post Link to post Share on other sites
kibora Report post Posted March 17, 2008 kinda like the matrix? Share this post Link to post Share on other sites
Florian Report post Posted March 17, 2008 kinda like the matrix? Cool idea, let's hear what Roja has to say about special effects for normal arrows. New screens: - http://www.eternal-lands.com/forum/index.p...=si&img=475 - http://www.eternal-lands.com/forum/index.p...=si&img=476 In the current code there are timing problems, the arrow is sometimes removed before the first particles are created. My patch corrects that. Share this post Link to post Share on other sites