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About Nogrod

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    Land of 10,000 lakes
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  1. Just an update on trying to debug this issue. I've been slow to respond because I haven't been able to do many invasions lately and so I haven't seen the issue all that often. I enabled both the DECDEBUGWIN and ADDRSANITISER options. Unfortunately ADDRSANITISER is showing nothing. The special effects debug window is nice but has been of limited use for me because of the following: I only see this issue when there is a certain density of mobs on the screen. I don't know what that number is. If there are 20 mobs on the screen, I don't see the issue. If the invasion is packed, I can expect to see the issue. It seems that the number of mobs triggering this varies and I wonder if it has something to do with load on my system. Not all my system have this problem. I have a more powerful System 76 Laptop running Ubuntu with an Intel(R) UHD Graphics 630 (CFL GT2) card. It does not show the issue.
  2. Current day info

    Most of the API pertains to my own personal tradebot and guild info. The 2 above are really the only ones that would be of interest to the wider EL community.
  3. Current day info

    Stub bot tracks game special days. It also tracks global quest advantage in effect. Direct link to json data: http://el.vastvoid.net/jelb/Api/Index/GetGameDate http://el.vastvoid.net/jelb/Api/Index/GetGlobalQuest
  4. Water display

    What you're seeing is correct. These are 2 different water tile graphics. You can also try the "Show Reflections" checkbox in the GFX tab of the Options window for another way to display the water.
  5. Purpose of the different magic swords

    My experience shows that PW have 10 fire resistance and 10 cold resistance, therefore magic is better for them but as previous posters said, there are other ways to kill them quickly and that's without risking breaking a magic sword. I've only tested mobs from Fluffy Rabbit up to Cockatrice for resistance and none aside from PW show any heat/cold/magic resistances.
  6. .

    Buying and selling outside of trade window is risky. Perhaps we need Radu, for a fee, to offer an official escrow service for these types of transactions. If there is a charge-back the character/item can be easily confiscated.
  7. Often, when fighting in invasions, if someone casts mana drain in my vicinity, my screen goes black until the spell effect has completed. I definitely saw this before the 1.9.5p9 release but I don't know when I first started seeing it, probably in the last 3 years and I can't say if it was related to a client update or a system update.. When killing an invasion or summoning mob, sometimes the particle column effect is very bright but I noticed that it only happens when someone kills a mob with the particle column being between directly in front of the scene camera and so while it's very bright, it does not seem unnatural. To recreate this, have someone summon a mob and kill it while they're just under your game window scene so that the particle column is directly below your character and have the camera tilted so that your looking mostly down the column. I can't say that this is the same thing that others are seeing. My details: Max Effects Framerate: 45.00 Min Effects Framerate: 15.00 Light columns threshold: 5 Max Idle Cycles Per Second: 40 FPS: Limited to 40 Video card: VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Juniper PRO [Radeon HD 6750] client glx vendor string: Mesa Project and SGI client glx version string: 1.4 OpenGL vendor string: X.Org OpenGL renderer string: AMD JUNIPER (DRM 2.50.0 / 5.12.15-arch1-1, LLVM 12.0.0) OpenGL version string: 3.1 Mesa 21.1.4 Client Version: Latest Git OS: Arch Linux 5.12.15-arch1-1
  8. If an invasion mod wants to announce an invasion with plenty of warning, that's good and I appreciate the courtesy. If an invasion mod wants to start an invasion without any warning, that's good too. Surprises are a fun part of the game whether it's finding a binding stone or finding that some ebul wizard spawned yetis or dragons where I'm harvesting as has happened to me recently a few times. Luckily, clicking that inexpensive IP Ring takes only a split second.
  9. You can post an entry in the Bugs section if the bug hasn't been reported yet. There isn't a good answer as to when or if the bug will be fixed. If enough people show interest in forum in getting a server bug fixed, it might get entropy's attention but there is no guarantee. For many bug entries it's only very few players bringing any attention to them. Speaking more generally, in my opinion, the player communty itself isn't organized enough enough drive change on the server side. There are a few people that do put a lot of effort into driving some changes (I'm thinking things like map changes and the 1.9.6 release) and if we want to see more change, there's going to be quite a bit of effort required.
  10. New client update available 1.9.5.p9

    The black screen happens to me whenever I'm fighting in invasion. Previously Vino stated that it started happening when he switched from Nvidia to AMD. I have an older PC also with a AMD/ATI card. We know this issue was around since before the p9 update so maybe it deserves to me moved to its own thread. I wonder if anyone has seen this on a non-AMD graphics card.
  11. The Responsibility for Rraisa the Spambot

    Given that any PM to/from Rraisa to your bot is uninteresting and this is not the first time I heard people get annoyed with bot PMs, it might be a good idea to have some way to disable PM forwarding in your bot client for communication between bots.
  12. No Sound Alert on Death

    Is the bug only related to text warning sounds? I can't hear death sounds when dying from combat either. I can open a new bug for that if you'd like or post debug info here.
  13. No Sound Alert on Death

    Thanks Aislinn for confirming the presence of snds_alert.xml in snds_config.xml. The newest snds_config.xml doesn't contain an include snds_alert.xml so the conflicting definitions is probably applicable to players who are using a very old sound pack.
  14. No Sound Alert on Death

    snds_alert.xml was used by some to map the sounds names in sound_warnings.txt to the ogg files. Today sound names alert1 - alert4 are mapped inside snds_client.xml instead. I have sound alerts working using only snds_client.xml and don't have snds_alert.xml. The only time I can remember seeing snds_alert.xml was when I downloaded the sound pack by NoobPL here http://www.eternal-lands.com/forum/index.php?/topic/60198-eternal-lands-soundpack-by-kain/. In his sound pack he defines alert1-alert12 in snds_alert.xml.
  15. I'm not at all surprised Revi and I understand not wanting to make the policy explicit if it leads to so much quibbling but when anything becomes official, people will nitpick and that's why I wanted to get my questions out there: so that we have clarity and hopefully players and mods can avoid some frustration going foward. In the context of radu's statement "Anyway, if you really want to do it, fine, but ONLY inside storages, and only their building. " it is not clear whether Mel and Iscalrith storages are safe because they are in sewers and caves, respectively and we can argue ad-nauseum about what is and isn't a building. I am safe from invisible and shy rats and I really like it when mods do small things like adding some of these to add a little flavor to the game. What was not clear is whether the phrase "inside storages are safe from invasions" was focused on players being safe or whether or not safe invasion mobs can be put in storages. Thank you Raz for your common sense and direct answers. This is in complete agreement to my understanding of the sprit of radu's comments.