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bluap

Compile options for next release

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Those are my options:

#FEATURES += USE_BOOST
FEATURES += ALPHA_ACTORS					# Enable Alpha Blending of actor models if an alpha blended item is worn
#FEATURES += ANTI_ALIAS					  # allows to enable/disable anti-aliasing in el.ini
FEATURES += CLUSTER_INSIDES				 # Group objects into separate clusters for clipping on inside maps
FEATURES += CALCULATOR					  # enables #calc command
FEATURES += CUSTOM_LOOK					 # allows you to customize your look.
FEATURES += CUSTOM_UPDATE				   # allows autoupdating of custom look information
#FEATURES += DEBUG						   # (undocumented)
#FEATURES += DEBUG_XML					   # Enables missing (optional) XML string property messages
#FEATURES += DEBUG_POINT_PARTICLES		   # (undocumented)
#FEATURES += DEBUG_TIME					  # Fakes the acceleration of time for use in debugging shadows and the like.
#FEATURES += DYNAMIC_ANIMATIONS			  # Synchronizes animation to FPS instead of a fixed timer
#FEATURES += EL_BIG_ENDIAN				   # (undocumented)	FIXME: Should be removed and set in the code (as is done for OSX. Is it needed on any other platform?)
#FEATURES += EXTRA_DEBUG					 # (undocumented)
FEATURES += FUZZY_PATHS					 # Makes Tab Map walking not always follow exaclty the same path
FEATURES += MASKING						 # Allow for item masking on Actors, example, can allow for short sleeves
#FEATURES += MEMORY_DEBUG					# gather information about memory allocation and freeing
FEATURES += MISSILES						# Enables missiles support, use ctrl+click to enter range mode and fire (unfinished)
#FEATURES += MUTEX_DEBUG					 # (undocumented)
FEATURES += NEW_ACTOR_ANIMATION			 # (undocumented)
#FEATURES += NEW_ALPHA					   # (undocumented)
#FEATURES += NEW_LIGHTING					# (undocumented)
#FEATURES += NEW_MAP_FORMAT				  # (undocumented)
FEATURES += NEW_SOUND					   # Enables extended sound effects system - almost pointless without OGG_VORBIS
FEATURES += NEW_TEX						 # use new texture coordinates for enhanced actors
#FEATURES += NEW_WEATHER					 # new weather effects
#FEATURES += NO_PF_MACRO					 # (undocumented)
#FEATURES += OPENGL_TRACE					# make far more frequent checks for OpenGL errors (requires -DDEBUG to be of any use). Will make error_log.txt a lot larger.
#FEATURES += PARANOID_CAMERA				 # (undocumented)
#FEATURES += PAWN							# Experimental, not for release, will need server support to function properly. This *will* eat your cat. You've been warned. Enables the Pawn abstract machine.
FEATURES += PNG_SCREENSHOT				  # make screenshots in W3C's PNG format in game, requires libpng
FEATURES += POPUP						   # enable server popups
#FEATURES += SIMPLE_LOD					  # enable a simplistic distance culling to improve performance
#FEATURES += SKY_FPV_CURSOR				  # Use skybox with clouds/stars/etc, enable first person view, coloured cursors, and other misc changes from Emajekral (Experimental) Extract http://users.on.net/~gingerman/sky_cursor-textures.zip into datadir/textures/
#FEATURES += TIMER_CHECK					 # (undocumented)
#FEATURES += UID							 # use unique ID sent from server for custom looks. (INCOMPLETE)
#FEATURES += UNROLL4						 # (undocumented)
FEATURES += USE_INLINE					  # enable some optimizations to use inline functions instead of pure function calls
FEATURES += USE_SHADER					  # Using shaders for water rendering. Needs NEW_FILE_IO
#FEATURES += USE_TR1						 # Needs tr1 version of c++ stl, used for NEW_FILE_IO
#FEATURES += WRITE_XML					   # dangerous to use, will wipe out some XML files that are part of the main game download
FEATURES += ZLIB							# Enables being able to read gzip compressed files, requires -lzlib/-lz
#FEATURES += ZLIBW						   # Enables being able to write gzip compressed files, requires -lzlib/-lz needed for map_editor
FEATURES += NEW_SELECTION			# Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine
FEATURES += ACTOR_FACE_CULLING		   # Enables actor face culling
#FEATURES += USE_ACTORS_OPTIMIZER	   # Enables actor optimizations
FEATURES += NEW_CAMERA
FEATURES += NEW_ACTOR_MOVEMENT

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Using those options minus NEW_SOUND I get

 

timers.o: In function `my_timer':
/home/jan/el/elc/timers.c:94: undefined reference to `LOCK_ACTORS_LISTS'
/home/jan/el/elc/timers.c:96: undefined reference to `UNLOCK_ACTORS_LISTS'
collect2: ld gab 1 als Ende-Status zurück

(that last message translates roughly to "ld returned 1 as end-status").

 

Using NEW_SOUND everything compiles without problems, except for 2 warnings about floats being transformed to Uint8 in actor_init.cpp lines 642 and 654.

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Those are my options:....

Thanks for that. I notice you have SIMPLE_LOD disabled which is a shame. It works rather well to improve performance for me at least. I particularly notice this in Portland storage which is a weird place anyway.

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Using those options minus NEW_SOUND I get

 

timers.o: In function `my_timer':
/home/jan/el/elc/timers.c:94: undefined reference to `LOCK_ACTORS_LISTS'
/home/jan/el/elc/timers.c:96: undefined reference to `UNLOCK_ACTORS_LISTS'
collect2: ld gab 1 als Ende-Status zurück

(that last message translates roughly to "ld returned 1 as end-status").

 

Using NEW_SOUND everything compiles without problems, except for 2 warnings about floats being transformed to Uint8 in actor_init.cpp lines 642 and 654.

I've fixed the compile without NEW_SOUND problem. I think Xaphier is best placed to to check the cast warning (which I don't get with g++ 4.3.0 BTW).

Edited by bluap

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Those are my options:....

Thanks for that. I notice you have SIMPLE_LOD disabled which is a shame. It works rather well to improve performance for me at least. I particularly notice this in Portland storage which is a weird place anyway.

Yes, SIMPLE_LOD should be included until such a time as a better one is in. it help the FPS with high perspective & FPS views.

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I've fixed the compile without NEW_SOUND problem. I think Xaphier is best placed to to check the cast warning (which I don't get with g++ 4.3.0 BTW).

Cool, thanks, works now. I'm using g++ 4.1.2, which is the latest stable marked version for amd64 on gentoo at the moment (sys-devel/gcc).

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Simple lod makes the game look really ugly, especially because it removes the edges of some tiles which are 2d objects. I did not notice any significant improvement in speed with it on anyway.

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FEATURES += CACHE_ANIMATIONS

I thought USE_VERTEX_ARRAYS too but it looks like it's been removed from the code but left in make.defaults. Probably best if we remove it completely. Just for discussion. When we reach the RC stage, could we update make.defaults to reflect the RC build? It should not change much at during RC builds.

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FEATURES += CACHE_ANIMATIONS

I thought USE_VERTEX_ARRAYS too but it looks like it's been removed from the code but left in make.defaults. Probably best if we remove it completely. Just for discussion. When we reach the RC stage, could we update make.defaults to reflect the RC build? It should not change much at during RC builds.

 

Yes, good idea, also adding a tag to the CVS.

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