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Testing the horses on the test server

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Well, I wasn't able to reproduce the unsynch on arrow shots.

However I corrected every piece of code I found where the horse and actor animations could get out of synch.

I even added some code where the horse and the actor check their respective animations to see if one of the two is stuck...

 

CVS is updated, even more debug messages added...let me know if it now works :P

 

@Greypal: very useful logs, if you could check this CVS update the same way, I'd be a happy elf :D

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Well, I wasn't able to reproduce the unsynch on arrow shots.

However I corrected every piece of code I found where the horse and actor animations could get out of synch.

I even added some code where the horse and the actor check their respective animations to see if one of the two is stuck...

 

CVS is updated, even more debug messages added...let me know if it now works :P

 

@Greypal: very useful logs, if you could check this CVS update the same way, I'd be a happy elf :D

sorry to say, it took only 10 minutes to check out, compile and fly again, on the notebook

you will find a recent console log and a corresponding screenshot in the notebook directory.

 

http://greypal.el-fd.org/screenshots/test/

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sorry to say, it took only 10 minutes to check out, compile and fly again, on the notebook

you will find a recent console log and a corresponding screenshot in the notebook directory.

 

http://greypal.el-fd.org/screenshots/test/

 

I'm quite out of ideas, tbh...I've just updated the CVS again with a little patch.

From the logs it seems the actor "forgets" to unfreeze the horse, but this shouldn't happen...unless some code from missiles.c or cal.c interferes with the horse.

I added debug messages to see if this is the case.

 

*cross fingers* pls, test this again :P

 

@Greypal

What do you exactly do to cause the unsynch? From the logs, it seems you walk, click once on a monster, click again and then shoot...but this sequence works for me :confused:

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@Greypal

What do you exactly do to cause the unsynch? From the logs, it seems you walk, click once on a monster, click again and then shoot...but this sequence works for me :confused:

 

ok still reproducable, so i added two console logs and screenshots, forgot to make a screenie for the first file, but just restarted client, logged on, aimed, shot, missed and ... happened

 

http://greypal.el-fd.org/screenshots/test/

 

 

BTW: the current cvs will not compile without MORE_ATTACHED_ACTORS defined

 CC   actor_scripts.o
actor_scripts.c: In function ‘animate_actors’:
actor_scripts.c:363: warning: unused variable ‘wasbusy’
actor_scripts.c: At top level:
actor_scripts.c:382: warning: data definition has no type or storage class
actor_scripts.c:382: warning: type defaults to ‘int’ in declaration of ‘SDL_mutexV’
actor_scripts.c:382: warning: parameter names (without types) in function declaration
actor_scripts.c:384: warning: data definition has no type or storage class
actor_scripts.c:384: warning: type defaults to ‘int’ in declaration of ‘last_update’
actor_scripts.c:384: error: initializer element is not constant
actor_scripts.c:385: error: expected identifier or ‘(’ before ‘}’ token
actor_scripts.c: In function ‘next_command’:
actor_scripts.c:1339: error: ‘thecount’ undeclared (first use in this function)
actor_scripts.c:1339: error: (Each undeclared identifier is reported only once
actor_scripts.c:1339: error: for each function it appears in.)
actor_scripts.c:1680: warning: unused variable ‘rotation_angle’
make: *** [actor_scripts.o] Errors 1

 

reason is that "thecount" is used outside of MORE_ATTACHED_ACTORS blocks but defined inside of one at the beginning of the file

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So meanwhile i was able to completely "lock" the horse also on the quad-cpu machine, see the recent logs and screenies in the quad-cpu directory.

 

Also Finja joined the "test"-team and uses two different systems for testing, you will find two additional directories:

finja-old, where finja can also reproduce the problem very quickly

finja-new, like my quad-cpu system the problem only occurs very rarely

 

finja-new is not populated yet

 

 

in the notebook directory there is a new sequence showing several situations. a brief description

 

1. aim, shot, miss and the horse gots stuck and i fly when moving to a new position

2. aim shot and hit a target then the stuck horse advances

3. move again the horse stays where it is

4. again shot and hit a target the horse advances again

and so on

so somehow the miss and or hit interfere with the horse movement :/

Edited by Greypal

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Wonderful!

I mean...missiles.c related messages appear in the log.

Moreover from what I can see you always get out of synch only after such messages.

This means that by unfreezing the horse when it happens we should not lose synch :icon13:

 

CVS updated again.

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Gratz fedora,

 

\o/ Good news, after testing a while (more than 1 hour) we (finja and i) were not able to reproduce it.

 

We hunted the bug succesfully down :medieval:

 

Now it seems another test with more ppl makes sense.

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Great! (and thanks)

 

CVS updated again:

 

* Corrected a synch issue when you shoot the last arrow

* Added horse rotations while ranging (same as fighting): it needs the correct animation files, I think they will be released in the next RC.

* Debug messages still on

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