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Bug#: 201161
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Status: RESOLVED
Resolution: FIXED
Assigned To: Gentoo Games <games@gentoo.org>
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Reporter: Richard Freeman <rich0@gentoo.org>
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Filename Description Type Creator Created Size Actions
eternal-lands-data-1.5.0.ebuild eternal lands data ebuild text/plain Richard Freeman 2007-12-04 01:05 0000 1.93 KB Details
eternal-lands-1.5.0.ebuild ebuild for eternal lands itself text/plain Richard Freeman 2007-12-04 01:05 0000 3.83 KB Details
eternal-lands-9999.ebuild live cvs version of eternal-lands client text/plain Jetchko Jekov 2007-12-07 10:15 0000 4.35 KB Details
eternal-lands-1.5.0.ebuild Eternal lands ebuild text/plain Richard Freeman 2007-12-24 14:09 0000 3.91 KB Details
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Bug 201161 depends on: 201048 Show dependency tree
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Bug 201161 blocks:
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Description:   Opened: 2007-12-04 01:03 0000
+++ This bug was initially created as a clone of Bug #180783 +++

eternal-lands-1.5.0 is released and the version presently in Portage can not
connect to their servers any more.

I figured this should get its own bug.  I'm attaching ebuilds to make things
work - sort of.  They need a dependency on a new version of eselect-opengl that
is not yet in portage (bug 201048).  Also - they reference files that don't
exist on the mirrors.  One is downloadable from the eternal lands website (the
sound files).  The other requires a cvs checkout using the v1.5.0 tag.

------- Comment #1 From Richard Freeman 2007-12-04 01:05:12 0000 -------
Created an attachment (id=137668) [edit]
eternal lands data ebuild

Note that this adds a new local use flag for sound.

------- Comment #2 From Richard Freeman 2007-12-04 01:05:59 0000 -------
Created an attachment (id=137670) [edit]
ebuild for eternal lands itself

------- Comment #3 From Richard Freeman 2007-12-04 01:08:49 0000 -------
Note - although Roy is gone I am planning on picking this up once I'm a dev
(I'm in the final review process now).  For the moment it lacks a maintainer. 
If somebody wants to check this in now feel free, or it will be a good first
exercise for me in the next week or two.  

------- Comment #4 From Tristan Heaven 2007-12-04 01:24:52 0000 -------
*** Bug 180783 has been marked as a duplicate of this bug. ***

------- Comment #5 From Jakub Klawiter 2007-12-06 14:14:46 0000 -------
Is it possible to connect the game with existing in portage elc-1.3.3? If not
any HINT's how to get files for attached here ebuilds?

------- Comment #6 From Richard Freeman 2007-12-06 14:26:30 0000 -------
Sure, download these files and put them in /usr/portage/distfiles:

el_sound_150.zip:
Link can be found on http://www.eternal-lands.com/page/download.php
Unfortunately it leads to one of those file-hosting sites that doesn't allow
direct URLs, so it will need to be mirrored ultimately.  For manual download
that link is fine.

elc_150.tar.bz2:
You need to make this yourself from CVS until it is mirrored:
cd /tmp
mkdir el
cd el
cvs -d:pserver:anonymous@cvs.elc.berlios.de:/cvsroot/elc login
<hit enter for password>
cvs -z3 -d:pserver:anonymous@cvs.elc.berlios.de:/cvsroot/elc -r elc_1_5_0 co
elc
tar -cjf /usr/portage/disfiles/elc_150.tar.bz2 elc

At this point you should be able to emerge those ebuilds.  If not let me know -
maybe I missed a step.

Sorry about the complexity - unfortunately they don't have source tarballs on
web/ftp sites.  Ditto for the sound files.

------- Comment #7 From Richard Freeman 2007-12-07 00:19:37 0000 -------
Responding to the comment in 201048.

If you got it to build then you're OK - you don't need any particular version
of eselect-opengl to run the client.  You might have had a newer version of
glext.h floating around somewhere - various instances of it come from a few
different packages.  eselect-opengl is the only one that isn't married to a
particular implementation (the last thing we want is to depend on
nvidia-drivers or something like that).

The ebuild is missing the eselect-opengl dependency - I'll fix that once that
package is updated - right now I don't know what version the update will be.

Glad to hear that this works for you - mine was built amd64 so it appears to
work on both archs.

------- Comment #8 From Jetchko Jekov 2007-12-07 07:37:42 0000 -------
(In reply to comment #6)

 Oh, no. You actually need to checkout HEAD not elc_1_5_0 tag. There were
several grave bugs that are fixed in HEAD. And actually elc is in feature
freeze until all bugs in 1.5.0 version are fixed, so checking out HEAD is a
safe and better option.

------- Comment #9 From Jakub Klawiter 2007-12-07 09:39:47 0000 -------
It is impossible to compile HEAD src code. 

------- Comment #10 From Jetchko Jekov 2007-12-07 10:13:32 0000 -------
"impossible" is hard word :)
Sure it is possible, I do that every day.
I'll attach my ebuild for building elc from cvs HEAD. Please note that i
removed dependency of eternal-lands-data (i installed data files manually).

------- Comment #11 From Jetchko Jekov 2007-12-07 10:15:26 0000 -------
Created an attachment (id=137960) [edit]
live cvs version of eternal-lands client

------- Comment #12 From Jakub Klawiter 2007-12-07 11:14:56 0000 -------
I just want to say that source tagged as elc_1_5_0 is working fine, and source
tagged as HEAD (co -r HEAD elc), same as current version (co elc) ends with:

gcc -O2 -march=pentium4 -pipe -fomit-frame-pointer -ggdb
-DDATA_DIR=\"/usr/share/games/eternal-lands/\" -DUSE_ACTOR_DEFAULTS
-DGL_EXTENSION_CHECK  -DLINUX -DELC  -Ddistlocks  -Dmetadata-transfer 
-Dsandbox  -Dsfperms  -Dsplitdebug  -Dstrict  -Dunmerge-orphans  -Duserfetch 
-DAFK_FIX  -DALPHA_ACTORS  -DATI_9200_FIX  -DAUTO_UPDATE 
-DCLICKABLE_CONTINENT_MAP  -DCLUSTER_INSIDES  -DCOUNTERS  -DCUSTOM_LOOK 
-DCUSTOM_UPDATE  -DCXX_MISC  -DEYE_CANDY  -DFONTS_FIX  -DFUZZY_PATHS 
-DIDLE_FIX  -DMASKING  -DMINES  -DMINIMAP  -DNEW_ACTOR_ANIMATION 
-DNEW_ACTOR_SCALE  -DNEW_FILE_IO  -DNEW_SOUND  -DNEW_TEX  -DNOTEPAD 
-DOGG_VORBIS  -DOPTIONS_I18N  -DPNG_SCREENSHOT  -DPOPUP  -DSFX  -DSIMPLE_LOD 
-DUSE_INLINE  -DUSE_SEND_VIDEO_INFO  -DZLIB -I/usr/include/SDL -D_GNU_SOURCE=1
-D_REENTRANT -I/usr/include/libxml2 -fno-strict-aliasing  -c -o actor_scripts.o
actor_scripts.c
<command line>:1:9: warning: missing whitespace after the macro name
<command line>:1:8: warning: missing whitespace after the macro name
<command line>:1:9: warning: missing whitespace after the macro name
<command line>:1:8: warning: missing whitespace after the macro name
In file included from 2d_objects.c:9:
load_gl_extensions.h:281: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix2x3fv’
load_gl_extensions.h:282: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix2x4fv’
load_gl_extensions.h:283: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix3x2fv’
load_gl_extensions.h:284: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix3x4fv’
load_gl_extensions.h:285: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix4x2fv’
load_gl_extensions.h:286: error: expected ‘=’, ‘,’, ‘;’, ‘asm’
or ‘__attribute__’ before ‘ELglUniformMatrix4x3fv’
make: *** [2d_objects.o] Error 1
make: *** Waiting for unfinished jobs....
In file included from io/../gl_init.h:9,
                 from io/e3d_io.h:12,
                 from 3d_objects.c:20:
io/../load_gl_extensions.h:281: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix2x3fv’
io/../load_gl_extensions.h:282: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix2x4fv’
io/../load_gl_extensions.h:283: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix3x2fv’
io/../load_gl_extensions.h:284: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix3x4fv’
io/../load_gl_extensions.h:285: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix4x2fv’
io/../load_gl_extensions.h:286: error: expected ‘=’, ‘,’, ‘;’,
‘asm’ or ‘__attribute__’ before ‘ELglUniformMatrix4x3fv’
make: *** [3d_objects.o] Error 1
 * 
 * ERROR: games-rpg/eternal-lands-1.5.0 failed.
 * Call stack:
 *                    ebuild.sh, line 1701:  Called dyn_compile
 *                    ebuild.sh, line 1039:  Called qa_call 'src_compile'
 *                    ebuild.sh, line   44:  Called src_compile
 *   eternal-lands-1.5.0.ebuild, line  100:  Called die
 * The specific snippet of code:
 *      emake || die "make failed"
 *  The die message:
 *   make failed
 * 
 * If you need support, post the topmost build error, and the call stack if
relevant.
 * A complete build log is located at
'/var/tmp/portage/games-rpg/eternal-lands-1.5.0/temp/build.log'.
 * 

------- Comment #13 From Jetchko Jekov 2007-12-07 11:23:56 0000 -------
That is not elc bug, but gentoo bug. eselect-opengl comes with outdated
glext.h, so u need more recent one to compile elc.

use: eselect opengl set --impl-headers xorg-x11
compile eternal-lands
and then switch back to your opengl implementation to play game

and tagged source does not work fine, just compiled fine

------- Comment #14 From Richard Freeman 2007-12-07 11:44:55 0000 -------
The cvs version might be fine for now, but long term upstream will need to tag
an appropriate branch, or indicate what date they consider stable.  I know the
el owners don't generally want people logging into production using cvs head
clients - you could get yourself banned for doing this if you don't know what
you're doing.

I haven't had any issues with the 1.5.0 release actually, but if they're having
opengl bugs/etc that could depend greatly on implementation, video card, etc.

Did you remove the -data dependency just because you don't personally need it,
or is there some problem using the packaged client data files with the cvs head
code?  If the live-cvs version makes it into portage it will obviously need the
data to go along with it.  However, what we might do long-term is put the 1.5.0
ebuild into portage, and rev bump it as necessary to fix bugs - and leave the
live cvs version out of portage but still available for people who know what
they're doing.  Maybe we could make an eternal-lands-cvs package.

------- Comment #15 From Jakub Klawiter 2007-12-07 12:02:24 0000 -------
I've just compiled and started the CVS code, and it is working with
eternal-lands-data-1.5.0.ebuild. 

Anyway it is not good idea to force people to play with eselect-opengl to
compile game (like gcc-3/4 and qemu).

------- Comment #16 From Jetchko Jekov 2007-12-07 12:20:47 0000 -------
I agree with u about cvs version but see that link:
http://www.eternal-lands.com/forum/index.php?showtopic=38903
so cvs HEAD will have bugfixes only until May, 2008 (or at least that are plans
for now)
Bugs in tagged version is not about opengl but with new sound effects and
threads so u get crashes, yes they are rare but u still get them.

about data package, i play el regularly and started testing new client in early
betas so i had to install manualy all data files and then just continued to do
that. Other thing is i dont like current way of installing data files as i dont
use original bitmap map files. I'm thinking for something like that:
eternal-lands-x.x.x.ebuild 
eternal-lands-data-base-x.x.x.ebuild (current data with bitmap map files
striped out)
eternal-lands-maps-original-x.x.ebuild (bitmaps from official release)
eternal-lands-maps-rangers-x.x.y.y.ebuild (alternate bitmap files from rangers)
eternal-lands-maps-bloodsucker-x.x.y.y.ebuild (HiRes alternate bitmap files)

and while current version of elc can read gzipped files we can have option to
compress with gzip at least these bitmaps

------- Comment #17 From Jetchko Jekov 2007-12-07 12:22:44 0000 -------
(In reply to comment #15)
> I've just compiled and started the CVS code, and it is working with
> eternal-lands-data-1.5.0.ebuild. 
> 
> Anyway it is not good idea to force people to play with eselect-opengl to
> compile game (like gcc-3/4 and qemu).
> 
no one forces u, use my attached ebuild and u will get that automaticaly
and if u in doubt check xorg-server package, it does same magic yet for
different reason

------- Comment #18 From Richard Freeman 2007-12-07 18:18:10 0000 -------
(In reply to comment #17)
> no one forces u, use my attached ebuild and u will get that automaticaly
> and if u in doubt check xorg-server package, it does same magic yet for
> different reason
> 

I guess that solution works - I'd really like to see the global headers updated
though if it doesn't cause problems.  It would certainly be cleaner.  If they
really are going bugfixes up through May we might want this in portage.  From a
QA perspective though I'd like to see targetted builds given their own ebuilds
- CVS isn't really something you want to support for general-purpose use. 
Mythtv uses an approach like this - targetted CVS releases are packaged and
made into ebuilds.

Feel free to contact me via email if you want to chat about any of this.  We
probably shouldn't put too much back-and-forth into this bug - a forum topic is
another option.  I do like your idea for the various mappacks/etc.  I just
overwrite the official versions and keep a backup set of maps using hardlinks.

------- Comment #19 From Artem Makhutov 2007-12-12 18:07:48 0000 -------
A dependency for media-libs/sdl-image is missing in the ebuild. Please add it.

------- Comment #20 From Richard Freeman 2007-12-24 14:09:00 0000 -------
Created an attachment (id=139256) [edit]
Eternal lands ebuild

Updated with sdl-image dep, and added eselect-opengl dep - so it should now
compile cleanly (once eradicator unmasks it).  It will likely be in portage
soon.

Once 1.5.0 is in portage I'll figure out what to do about cvs updates...

------- Comment #21 From Attila Fazekas 2007-12-25 01:33:19 0000 -------
I/O warning : failed to load external entity "sound/sound_config.xml"
I/O warning : failed to load external entity "sound/sound_config.xml"
I/O warning : failed to load external entity "extentions.xml"
Floating point exception

After login, I see the game for ~0.1 sec.

(gdb) bt
#0  0x00000000004ad260 in play_stream ()
#1  0x00000000004ad7c5 in add_stream ()
#2  0x00000000004ae83e in update_streams ()
#3  0x00002b6a73e7f038 in ?? () from /usr/lib/libSDL-1.2.so.0
#4  0x00002b6a73eb1bd0 in ?? () from /usr/lib/libSDL-1.2.so.0
#5  0x00002b6a740d8057 in start_thread () from /lib/libpthread.so.0
#6  0x00002b6a75ef20cd in clone () from /lib/libc.so.6

I can't found that files.

amd64

Can I skip the in-game rules ?

------- Comment #22 From Attila Fazekas 2007-12-25 10:21:13 0000 -------
added USE="sound music"
Now works fine, sound might not be a use flag, it may be necessary.

but:
I/O warning : failed to load external entity "extentions.xml"

------- Comment #23 From Richard Freeman 2007-12-25 12:48:50 0000 -------
(In reply to comment #22)
> added USE="sound music"
> Now works fine, sound might not be a use flag, it may be necessary.
> 
> but:
> I/O warning : failed to load external entity "extentions.xml"
> 

Which ebuild are you using - v1.5, or the live CVS build?  We definitely don't
want any crashes regardless of USE flags.

Oh, did you try launching it more than once?  If the application detects an
update it will kill itself without warning.  If that was the problem then it
will work fine the second time.

The warning on extensions.xml is normal.  I suspect the sound warnings are
normal as well if you didn't install the sound files.  The EL executable
attempts to load the sound files all the time, and just gracefully fails if
they aren't present - there isn't any kind of compile-time option to disable it
- we just don't install them if the USE flag isn't set.

------- Comment #24 From Jakub Klawiter 2007-12-25 13:59:32 0000 -------
the extensions.xml file you can find here:
http://www.eternal-lands.com/forum/index.php?showtopic=39291 

------- Comment #25 From Attila Fazekas 2007-12-25 21:46:12 0000 -------
(In reply to comment #23)
> (In reply to comment #22)
> > added USE="sound music"
> > Now works fine, sound might not be a use flag, it may be necessary.
> > 
> > but:
> > I/O warning : failed to load external entity "extentions.xml"
> > 
> 
> Which ebuild are you using - v1.5, or the live CVS build?  We definitely don't
> want any crashes regardless of USE flags.
cvs status
..
Sticky Tag: elc_1_5_0
..

I used the above command cvs command, with reordered args (my cvs client
doesn't like that order).

> Oh, did you try launching it more than once?  If the application detects an
> update it will kill itself without warning.  If that was the problem then it
> will work fine the second time.

5 times, 3 normal, 1 strace, 1 gdb before report 
after report, reboot(next day)  once, deleted ~/.elc once.
reemerge data with "sound music" -> works

> The warning on extensions.xml is normal.  I suspect the sound warnings are
> normal as well if you didn't install the sound files.  The EL executable
> attempts to load the sound files all the time, and just gracefully fails if
> they aren't present - there isn't any kind of compile-time option to disable it
> - we just don't install them if the USE flag isn't set.
> 

But it looks like it tried to play something "play_stream" -->  Floating point
exception. 

Is it works for anyone without "sound" and "music" flags ?

(In reply to comment #24)
Thanks ,I will try.

------- Comment #26 From Richard Freeman 2007-12-27 22:57:40 0000 -------
(In reply to comment #25)
> But it looks like it tried to play something "play_stream" -->  Floating point
> exception. 
> 
> Is it works for anyone without "sound" and "music" flags ?
> 

Hmm - works fine for me.  But you wouldn't be the first to have problems with
this release - the el devs are looking to come out with a maintenance release
at some point.  I have no idea why you're getting crashes without sound/music
though.

Are you sure you're using the same CFLAGs/etc for both tests?  can you email me
your emerge --info?

FYI - 1.5.0 will be going into portage shortly - I just need to get eradicator
to finish keywording eselect-opengl so that it can build...

------- Comment #27 From Richard Freeman 2007-12-29 03:59:19 0000 -------
Ok, a long time in the making but I just committed 1.5.0 to portage.  I'm going
to leave out the live CVS build for now, but I'll monitor and if upstream
releases anything worth redistributing I'll put in a new release.  It sounds
like they don't really want people running CVS unless they know what they're
doing, and we really don't want general users running CVS versions on gentoo. 
Feel free to put that live-cvs build in your portage mirror though if you want
it...

------- Comment #28 From Jakub Klawiter 2008-03-12 21:23:47 0000 -------
There will be a server update in el shortly. After update current client will
stop to work, so maybe the good idea is to have preRC version (currently in
CVS) in portage in testing tree? 

EL Dev team every day ask PPL to test RC client, so they in fact want push
users to compile cvs.

------- Comment #29 From Richard Freeman 2008-03-13 01:09:35 0000 -------
Hmm -

I'll look into this.  I was actually contemplating making EL into a live-cvs
build anyway (just pegging it to fixed revisions that can be bumped - since
they don't do consistent source releases half the time anyway).  That would
make these sorts of situations trivial to handle.

Give me a few days to look into this - if they do the server bump before I'm
done post a bug and assign it to me and I'll take care of ASAP.

------- Comment #30 From Richard Freeman 2008-03-15 16:03:10 0000 -------
(In reply to comment #28)
> There will be a server update in el shortly. After update current client will
> stop to work, so maybe the good idea is to have preRC version (currently in
> CVS) in portage in testing tree? 
> 

What is the indication that an update is pending?  I couldn't find anything on
the forums.  Can you post a link?  

> EL Dev team every day ask PPL to test RC client, so they in fact want push
> users to compile cvs.
> 

I believe that general policy for EL client updates is that updated clients are
only desired on the test server - not the production server.

Again - if you have a link to something I'll follow-up.  I'm also cleaning up
the CVS build - at the next release I may consider switching over to a live CVS
build (which references a branch/date/revision - I don't want every gentoo user
on a slightly different build).

------- Comment #31 From Jakub Klawiter 2008-03-16 20:22:25 0000 -------
(In reply to comment #30)
> (In reply to comment #28)
> > There will be a server update in el shortly. After update current client will
> > stop to work, so maybe the good idea is to have preRC version (currently in
> > CVS) in portage in testing tree? 
> > 
> 
> What is the indication that an update is pending?  I couldn't find anything on
> the forums.  Can you post a link? 
http://eternal-lands.blogspot.com/2008/03/update-coming-soon.html is this ok?

> > EL Dev team every day ask PPL to test RC client, so they in fact want push
> > users to compile cvs.
> I believe that general policy for EL client updates is that updated clients are
> only desired on the test server - not the production server.
Everyday i see message from Radu that PPL SHOULD use preRC client, because if
something will not work after update they will not fix it... or something like
that.

> Again - if you have a link to something I'll follow-up.  I'm also cleaning up
> the CVS build - at the next release I may consider switching over to a live CVS
> build (which references a branch/date/revision - I don't want every gentoo user
> on a slightly different build).

------- Comment #32 From Jakub Klawiter 2008-03-29 19:11:17 0000 -------
EL server is updated. Client 1.5.0 is not working anymore:

"This version is no longer supported, please updated!"

There is new bug opened here: #215327

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