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Ermabwed

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Everything posted by Ermabwed

  1. Current CVS errors

    OK, well, I got a real bug then...: after a long session (with lots of MDing, i.e. long chat history) I get three lines of chat history repeat in console mode. Example: Current chat Current chat Current chat (latest) Stuff from 6 hours ago Stuff from 5:59 ago Stuff from 5:58 ago ... Font size for chat is .83, using "Type 1" chat font. This is cvs build from 5:46 hours ago (yes, the numbers above are just examples ).
  2. v1.9.0

    Flying rock in the map border at [94,207]
  3. Current CVS errors

    *bump* (who uses 686 nowadays ...)
  4. I think having the client go fullscreen on one screen of a multiple monitor setup is not possible with libsdl 1.2 (actually, I know it's on the todo list for libsdl 1.3).
  5. awesome Germans !

    Na, ihr Nasen, wie sieht's aus? Jever schmeckt heute wieder lecker, mannomann. Prost.
  6. [patch] Exp Per Minute

    Again I am missing the option to turn this off in el.ini... if people want to feel good about their performance they should just get a hooker to lie to them about it
  7. New screenshots needed

    All screen shots are in "less than ideal" resolution. Some crafting, showing manufacture list feature, mini map, storage and inventory window. http://i46.photobucket.com/albums/f103/jan...elscreen006.png Map markers, mini map, NPC and Black Bear http://i46.photobucket.com/albums/f103/jan...elscreen005.png Reading in the rain http://i46.photobucket.com/albums/f103/jan...elscreen004.png Emotes: "I can take your name", NPC dialog http://i46.photobucket.com/albums/f103/jan...elscreen002.png The next three show some of the context menus, feel free to ignore them. http://i46.photobucket.com/albums/f103/jan...skills-menu.png http://i46.photobucket.com/albums/f103/jan...idebar-menu.png http://i46.photobucket.com/albums/f103/jan...idebar-menu.png
  8. Water Shader Quality control

    Would also be nice if that process would include commenting the options in el.ini (the oldest ones still come with a description, the "new" ones don't).
  9. Testing maps for 1.90 update

    Morcraven Marsh Cave at the boat(s): the water and surrounding rock area to the east is majorly messed up (water not extending all the way, rocks floating around everywhere) (the fact that the water just stops a few steps to the west isn't exactly pleasing to the eye either but I suppose that requires a bit more work).
  10. Wraith and pickpoint bug

    It's not a feature. As described above: it's a bug. It's as if Toyota would say: we've built in this great feature where you don't have to do anything to accelerate as the car will do that on its own.
  11. Testing maps for 1.90 update

    Hidden Mines of Mynadar: 281,120: hole/triangle in ground (only visible w/ low camera angle looking south west)
  12. Patch for the test client

    Check VotD at the boat to DP, just north of the gangway: below the planks is a white patch and the water goes under the walk way in a large area. One also sees the gangway going through the walkway planks. Edit: votd: starting at 113,110 at least going north to the bridge: there's a "gap" at the top of the bank edit2: the same is true going south and on the other side of the river at least in the area of 85,101 (the wall opposite to that spot also has a gap to the ground, it seems), just a quick note: there's also a number of errors with the banks. edit3: at 119,17: sharp edged green triangle between rock and sandy ground edit4: "ancient temple, votd": 166, 79: wall does not meet floor, same around 147, 88 and 140, 78
  13. Patch for the test client

    You might want to check the middle of the bridge in Unolas temple (from Vermor Castle, compass says White Stone [119,262]: different height of the stones and on one side there's a full thingy (looks like the top of a box with an white circle on it) whereas the other side's has a side missing. There's also a (larger than usual) gap between the 2nd and 3rd stone coming from "outside". Edit: the walls on the side of the "altar space" aren't correct: edges don't meet the front wall pieces. Edit2: at the foot of the stairs (118,228 and 123, 228) there's no back wall/there's a large gap between lava and floor. Edit3: 148, 233: gap in wall Edit4: 147, 239: overlapping wall pieces: flickering Edit5: 91, 251: gap and misaligned wall pieces, also there: gaps between floor, "moat wall" and wall. Edit6: the "moat" wall ond the floor on the outside side, don't meet all along the "moat". ok, new map: edit7: Nordcarn 129,122: You can't enter the tavern from this side ("You are too far away from the door"), exiting through that door works.
  14. Patch for the test client

    In Vermor Castle, standing at 147, 32 (at the door to downstairs), looking north east you see other rooms (well, 2 areas with gray vertical bars). EDIT: Vermor Castle, Castle Insides [56,67]: gap between wall and floor, the side of that area with the crates is also buggy. EDIT2: VC, Castle Insides [112,115] the wall is moved a few pixels to one side, resulting in a gap on one side and a slight overlap on the other. Similar wall/floor problems in the corner with the cage (which you can't enter) just a few steps down the hall from previous error, as well as at [100,108], [100,102] and the whole of the opposing wall EDIT3: 131,78--71, same as above EDIT4: 147,113 and 155,125 same
  15. Patch for the test client

    You also can't change WS -> TG, WS -> MM, WS -> PL, WS-> SK, WS -> Tirnym, nor can you enter the defense goddess temple or the "underground". The "C2-House" didn't work, same for blacksmith in Lakeside and some houses I checked in Tirnwood, some houses in Grahm's village did work (such as the tavern). Boats to/from WS work.
  16. Yay for skeptic!

    Can I use your post as an example for failing at statistics?
  17. Update 190 preliminary test

    Nordcarn Cavern 120,182 there's a floating piece of iron ore. Also: the "water tunnel" in the east wall (next to that brick wall): the water doesn't extend through the tunnel, looking at it on the left side is a piece of rock missing (one sees a black patch), it's kind of buggy on the right side as well. At 101,61 part of the wall poke through the rock in two places (can be seen from south east).
  18. Update 190 preliminary test

    Naralik: in the house at [131,59] is a hole in the ground, inside the house the compass gives "You are in Naralik [55,15]". EDIT: In Tahraji Desert at 192, 164 is a rock that is missing the east edge (i.e. looking west it's see-through). EDIT2: Tahraji Desert at 170, 267: the texture on top of the balustrade next to the gargoyle statue flickers, looks like there's two pieces stacked on top of one another (floor part flickers too, under lower angle). EDIT3: Carmien Manor around 51, 171 the walls on both sides don't meet the floor (holes/empty space), same on the stairs at 63, 167. EDIT4: Carmien Manor the whole "dark brown beach" has a (minor) border issue (go to 173, 133, look north and use lowest angle to see what I mean; low as in "camera" close to the ground). edit: this goes also for the other "brown beach" south of that position. EDIT5: CM again: at 137, 146 I can look through a gap in the wall and see the cellar beyond, I'm sure that's not intended. EDIT6: CM looking south at 153, 17: the wall rock is floating (actually looks like it was moved south by accident, there's a gap on the side as well, and there's another gap at 177,15 EDIT7: CM: Can see other rooms through gap at 130, 65 and 115, 75 (and the exit door at 99, 78 is partially in the wall, i think I saw that above though) I hope I don't have many doubles in there, sorry if so.
  19. Critical failures while mixing

    I did some math a while back and put together a little something on the wiki: "Probability guide" Even though it's far from perfect, it answers the common questions... but possibly in ways that require one to use one's brain
  20. Scholars Day - Mathematical Excursion -

    No math also means no game, no forums, no internet, no electricity, no houses, ...
  21. Scholars Day - Mathematical Excursion -

    Oh ok, but then from your post I take it that you want to investigate the overall experience and we're back at the obvious, as more experience gained on scholars will give you more bonus to overall... Or loosely following your graphs you want the same amount of experience in n skills and want to determine which of them to do on scholars day to maximize overall experience, yet the answer is obvious again... But then on second thought this is about time? In this case I got to say that in my book stuff that I can't make as much per time unit of as other stuff usually gives much better experience than the latter and thus offsets that disadvantage even if it means gobbling toadstools and poison antidotes. But hey, it's a game, if people get pleasure out of forcing themselves to do one thing in game just because the server says it's a certain "day", that's their problem And if you're with that group you might as well limit your suffering by following Xena's advice: do the shit you hate. Today is a special day: If you do your taxes today, your tax refund will be doubled.
  22. Scholars Day - Mathematical Excursion -

    Question: Did you really spend 2 pages showing that if you get more experience in one skill than in another, you will also get more experience in that skill (and thus in overall as well) on scholars day? Kind of reminds me of "the hitchhiker's guide to the universe": "It's dark - no light".
  23. Memory Leak

    The memory leak problem seems to be solved with the 10.2 version of ati-drivers.
  24. Current CVS errors

    EDIT: You can probably ignore the post below, I'm guessing it's due to the OLD_MISC_OBJ-thingy, saw this just now. Program received signal SIGSEGV, Segmentation fault. 0x0000000000438c47 in remove_bag (bag_id=0) at bags.c:293 293 ec_create_bag_pickup(objects_list[bag_list[bag_id].obj_3d_id]->x_pos, objects_list[bag_list[bag_id].obj_3d_id]->y_pos, objects_list[bag_list[bag_id].obj_3d_id]->z_pos, (poor_man ? 6 : 10)); (gdb) bt #0 0x0000000000438c47 in remove_bag (bag_id=0) at bags.c:293 #1 0x00000000004a7feb in process_message_from_server ( in_data=0x1e40430 "\035\002", data_length=4) at multiplayer.c:1262 #2 0x0000000000498261 in start_rendering () at main.c:170 #3 0x00000000004987b9 in main (argc=1, argv=0x7fffffffdec8) at main.c:348 This is with the "old" data, the following compile options (cvs) ### Current release default options ### FEATURES += ATTACHED_ACTORS # allows to have 2 actors that are attached together, one of the actor will exist only on client side (needs server support) FEATURES += CLUSTER_INSIDES # Group objects into separate clusters for clipping on inside maps FEATURES += CONTEXT_MENUS # Enable context menus FEATURES += CUSTOM_LOOK # allows you to customize your look. FEATURES += CUSTOM_UPDATE # allows autoupdating of custom look information FEATURES += FUZZY_PATHS # Makes Tab Map walking not always follow exaclty the same path FEATURES += MINIMAP2 # Disables the rectangular minimap and enables the rotating minimap FEATURES += NEW_CAMERA_MOTION # Changes the behaviour of the camera by replacing the rotation duration by a constant deceleration. This gives a better control on the positionning of the camera. FEATURES += NEW_SELECTION # Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine FEATURES += NEW_SOUND # Enables extended sound effects system FEATURES += NEW_TEX # use new texture coordinates for enhanced actors FEATURES += NEW_WEATHER # new weather effects FEATURES += PNG_SCREENSHOT # make screenshots in W3C's PNG format in game, requires libpng FEATURES += SKY_FPV # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral FEATURES += TEXT_ALIASES # Text aliases 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 += VARIABLE_SPEED # allow to change the moving speed of actors (needs server support) FEATURES += ZLIB # Enables being able to read gzip compressed files, requires -lzlib/-lz ### Testing options (these options are possible for the next release and should be tested) ### #FEATURES += ANTI_ALIAS # allows to enable/disable anti-aliasing in el.ini #FEATURES += DYNAMIC_ANIMATIONS # Synchronizes animation to FPS instead of a fixed timer FEATURES += EMOTES # Support for additional animations parsed from local text with a seperate anim que #FEATURES += EXT_ACTOR_DICT # Removes remaining hard-coded actor def dictionaries - requires updated actor defs files (http://el.grug.redirectme.net/actor_defs.zip) #FEATURES += NEW_ALPHA # (undocumented) #FEATURES += NIGHT_TEXTURES # enable night textures. changes textures at night to cooler colors FEATURES += USER_MENUS # enable user command menus, requires CONTEXT_MENUS FEATURES += BANDWIDTH_SAVINGS # enable bandwidth saving changes for message protocol #FEATURES += OLD_MISC_OBJ_DIR # if not defined, ./3dobjects/misc_objects/ paths becomes ./3dobjects/ FEATURES += MORE_ATTACHED_ACTORS # Enable more activities on horses FEATURES += ITEM_UID # Enable unique image id values from server FEATURES += NEW_QUESTLOG # Enable the new questlog, rewritten with new features ### Machine specific options (fixes or performance enhancements) ### #FEATURES += EL_BIG_ENDIAN # Enable big-endian code (automatically detected for OSX) #FEATURES += NO_PF_MACRO # Use a function instead of a macro for pf_get_tile() #FEATURES += SIMPLE_LOD # enable a simplistic distance culling to improve performance ### Debug options ### #FEATURES += CONTEXT_MENUS_TEST # Enable "#cmtest" command to help test/demo the context menu code #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 += DEBUG_MAP_SOUND # Adds (some??) map boundary areas to tab maps and additional logging to stdout #FEATURES += ECDEBUGWIN # press ctrl-alt-c to open the Eye Candy debug window: trigger most effects without casting spells or server side events #FEATURES += EXTRA_DEBUG # (undocumented) #FEATURES += MEMORY_DEBUG # gather information about memory allocation and freeing #FEATURES += MISSILES_DEBUG # Enables debug for missiles feature. It will create a file missiles_log.txt file in your settings directory. #FEATURES += MUTEX_DEBUG # (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 += TIMER_CHECK # (undocumented) #FEATURES += _EXTRA_SOUND_DEBUG # Enable debug for sound effects ### Other options (Experimental, unfinished, defunct or otherwise unknown) ### #FEATURES += NEW_CURSOR # New coloured cursors made by Emajekral (Experimental) Extract [url="http://users.on.net/~gingerman/sky_cursor-textures.zip"]http://users.on.net/~gingerman/sky_cursor-textures.zip[/url] into datadir/textures/ #FEATURES += NEW_LIGHTING # (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 += UID # use unique ID sent from server for custom looks. (INCOMPLETE) #FEATURES += USE_ACTORS_OPTIMIZER # Enables actor optimizations #FEATURES += USE_BOOST #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 += ZLIBW # Enables being able to write gzip compressed files, requires -lzlib/-lz needed for map_editor FEATURES += ITEM_LISTS # Adds the creation and use of item lists to the inventory window PLATFORM=-march=native ATI drivers 10.2 (mem leak is gone by the way) and the following el.ini Only directives that start with a # are taken in consideration Anything else is treated as a comment For the directives that accept a boolean value (on/off), 0 is off, 1 is on !!!WARNING!!! Make a backup of this file, before messing with it. In case it gets corrupted, the game might not start at all, etc. Login settings: Having a Username and Password defined can be a security problem. Use if you are comfortable in people that can get to you machine knowing this information #username = "" #password = "" video modes: 1 = 640x480 16bpp 2 = 640x480 32bpp 3 = 800x600 16bpp 4 = 800x600 32bpp 5 = 1024x768 16bpp 6 = 1024x768 32bpp 7 = 1152x864 16bpp 8 = 1152x864 32bpp 9 = 1280x1024 16bpp 10 = 1280x1024 32bpp full screen can be 0 (windowed) or 1 (full screen) if it is windowed, it will use the desktop BPP #video_mode = 8 #full_screen = 0 This option allows you to specify a directory other than the current directory to load data from. This needs to be set to where you installed EL. For Windows users, the default is "c:\Program Files\Eternal Lands\". For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands. #data_dir = "/usr/share/games/eternal-lands" The no_adjust_shadows directive, if set on 1, tells the engine not to disable the shadows if the frame rate is too low. #no_adjust_shadows= 0 Do NOT turn on the shadows if you have a low end machine, and/or if you are using a 16BPP mode 16BPP modes, on old video cards (up to GF3) do not support a stencil buffer, so having shadows will make the game unplayable. If this is the case, use 0 instead of 1, in the shadows_on string #shadows_on= 1 If you want to use some better quality shadows, enable the shadow mapping. It will use more ressources than the old shadows, but will look prettier: #use_shadow_mapping= 1 The clouds shadows are projected on the ground, and the game looks nicer with them on. There is a small (about 10) speed penality, if you let it on, so you might want to disable them if you have an old video board. #clouds_shadows= 1 The reflections can now be turned off without using poor_man. Set the following to 0 to just disable reflections. #show_reflection= 0 Set this to 0 to disable showing the FPS in the corner #show_fps= 0 Setting this to a non-zero value will throttle EL back only when it's grabbing far more CPU time than it really needs to render a scene smoothly. This shouldn't affect slower systems at all, as they need all the CPU time that they can get to render nicely. #limit_fps= 40 If you REALLY have a VERY poor machine, try to set the next variable on 1 You will notice a drastical drop in quality (no reflections, no clouds shadows, and the texture filtering is set to NEAREST), but you might get a performance increase. It is highly discouraged to turn it on, tho. #poor_man= 0 If you have a LOT of memory, you can set use_vertex_array to a number greater then 0 to increase performance. This works well in crowded areas, but can use 130M or more of memory. Not recommended for machines with less then 384M of memory, 512M of memory is suggested for this feature. The higher the number, the faster a system needs to be. If your system lags when lots of player appear, then consider lowering the number. #use_vertex_array = 1 Mipmaps is a texture effect that blurs the texture a bit - it may look smoother and better, or it may look worse depending on your graphics driver settings and the like. It might also improve performance. To enable mipmaps in the client set the following parameter to 1: #use_mipmaps= 1 Some systems will not support the new point based particles in EL. If your client complaints about not having the point based particles extension, set the following to 0: #use_point_particles= 1 If you experience a significant slowdown when particles are nearby, you should consider lowering the percentage of particles that are displayed. You can set the particles percentage between 0 and 100: #particles_percentage = 100 You can increase the mouse sensitivity and cursor changing by adjusting the mouse_limit to lower numbers, but usually the FPS will drop as well! #mouse_limit = 2 The following two directives are for configuring the camera rotation speed, when you press left/right arrows (this is the normal mode), or shift+left/right arrows (fine mode) Increase for a faster camera turning speed, decrease for a smoother animation. #normal_camera_rotation_speed= 250 #fine_camera_rotation_speed= 125 To prevent your player from moving by accident when you are sitting check sit_lock to 1 and enable it #sit_lock= 1 Set to 0 if you don't want the item window to be opened when dropping things #item_window_on_drop = 1 Set to 1 to see the digital clock #view_digital_clock = 1 Lets you relocate your quickbar by using leftclick+ctrl. leftclick+shift determines whether the quickbar should be horisontal or vertical (default) and leftclick+ctrl+shift resets the quickbar. #relocate_quickbar = 0 Shows your stats in the hud (only works in resolutions > 640x480) #show_stats_in_hud = 1 Settting both show_stats_in_hud and show_statbars_in_hud to 1 will display experience bars for all your skills on the right side of the screen. #show_statbars_in_hud= 1 Shows help text, that tells about the function of a button: #show_help_text = 0 Set the time before the client will go afk automatically (time in minutes). If 0 the client will not go afk automatically and you'll have to set the client AFK yourself. #auto_afk_time = 0 Set the default afk message: #afk_message = "Automessage: I am currently away from my computer" If afk_local is set, when you go AFK, local chat messages are counted and saved as well as PMs #afk_local = 0 Global ignores is a list with people that are well known for being nasty, so we put them into a list (global_ignores.txt). Now, if you want, you can configure the client to load that list on start up, so you will have some sort of additional protection against those nasty people. By default, this feature is turned on #use_global_ignores = 1 Gloabal filters are a list of words that people have found offensive and can be replaced locally. Set the following to 0 if you don't want to use the default word filtering. #use_global_filters = 0 Set the following text to whatever you want filtered words to be replaced by. #text_filter_replace = smeg The following directive allows you to choose wether or not you want that each time when you ignore someone, his/her/it's name to be saved on your local ignores list, so you will permanently ignore that person (unless/until you manually remove the name from the local_ignores.txt file) #save_ignores = 1 Indicate if and how you want text messages to be logged to file. A distinction is made between server messages, which are informational messages like "slow down" or "you failed to harvest the [whatever]", and chat messages like local chat, PMs and GMs. Valid options for log_chat are 0: don't log anything at all 1: log chat to chat_log.txt, but don't log server messages 2: log both chat and server messages to chat_log.txt 3: log chat to chat_log.txt, and server messages to srv_log.txt #log_chat = 2 You can adjust the size of the text used for the players name tags on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #name_text_size = 0.81 Reserved for future usage #name_font = 0 You can adjust the size of the chat text on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #chat_text_size = 0.83 Reserved for future usage #chat_font = 0 Set enable_sound to 1 to turn on sound effects, or to 0 if you don't want the EL client to take over your sound card, or if you have sound problems that might crash the client. #enable_sound = 1 Setting enable_music to 1 will make the game play background music. Note that the music files themselves are not distributed with the game, and are available as a separate download. #enable_music= 0 You can change the music or sound gain (volume) with the following parameters. 0.0 means muted, 1.0 means full volume: #sound_gain = 0.6 #music_gain = 0.6 Here is where you give the path to your favorite browser. Due to the large diversity of browsers used, no default browser is selected, but you can easily change it in-game in the configuration tool, or here by adding a # before the browser command you prefer, and removing it on the next line: browser = "" Note that, because of Micro$oft's infinite wisdom, invoking a command is done differently in Win9* and in Windows NT ® ©, so you have to manually select how to invoke your browser. Be sure to have only ONE selected browser, otherwise the current browser thingy is likely not to work. For Windows NT/2K/XP browser = "start iexplore.exe" For Win9* If you don't use quotation marks, the spaces will be stripped. browser = "c:\Program Files\Internet Explorer\iexplore.exe" For Linux: Just put a # before the browser you use, and make sure there there are not two or more browsers selected. That is, deselect the windows browser browser = konqueror browser = opera #browser = firefox browser = netscape Choose your language - all languages available are located in the ./languages/ folder in your eternal lands directory. The languages are however easily extendable and if you wish, you can translate the client into your language by editing the files found in the languages directory. #language= "en" Set render_fog to 1 to show fog in the game. #render_fog= 1 Setting use_vertex_buffers to 1 will make EL use vertex buffer objects to speed up the rendering process, at the expense of using more video memory. #use_vertex_buffers= 1 If compass_north = 1 (the default), the compass needle works like a real compass, i.e. the needle always points to the north. If it is zero, the needle points in the direction your character is facing, and the north is in the direction of the N on the on-screen compass. #compass_north = 1 If caps_filter is set, messages that are entirely in upper case are automatically converted to lower case. #caps_filter = 0 The value for windowed_chat determines how text messages are displayed. Valid options are: 0: Simply print all text on the screen 1: Tabbed chat: text messages are separated based on the type of message (e.g. server messages, guild chat, local chat, channel talk), and by selecting a tab from a bar on top of the screen only one (or all) channel or type of message is shown. 2: Windowed chat: like tabbed chat, but the text is displayed in a separate window. #windowed_chat = 1 Set write_ini_on_exit to 0 if you do NOT want changes in your settings to be saved when you close the game. You probably do not want to do this, so if you don't know what you're doing, leave it at 1. #write_ini_on_exit = 1 If ati_click_workaround is set, the game will try to work around a bug in (older?) Ati video drivers, that read out the depth buffers incorrectly. Try this option _only_ when you are not able to walk and you have an Ati video card. #ati_click_workaround= 0 Setting use_alpha_border to 1 will make EL show a nice shadow border around the in-game windows. #use_alpha_border= 1 Setting use_floating_messages to 1 will show a message floating above your characters head when you gain experience. #use_floating_messages= 1 If local_chat_separate is set and windowed_chat is set to using tabs or the chat window, then all local chat messages will be displayed in a separate tab, otherwise they will be shown in all tabs. #local_chat_separate = 0 Same as local_chat_separate, but for guild messages. #guild_chat_separate = 1 Same as local_chat_separate, but for server and other informational messages. #server_chat_separate = 0 This option is useful for EL moderators only. Same as local_chat_separate, but for moderator messages. #mod_chat_separate = 0 If highlight_tab_on_nick is set and tabbed or windowed chat is used, tabs in which your name is mentioned will be highlighted. #highlight_tab_on_nick = 1 If isometric is set to 1, the in game view will be isometric, i.e. no perspective is used. Use it when your frame rate is low, it can speed up the rendering process significantly. #isometric= 0 The perspective correction, only used when isometric is 0. The farther this value deviates from 1, the higher the perspective distortion is. #perspective= 0.8 The distance to the near clipping plane from the camera. Objects that are closer to the camera than this distance will not be displayed. #near_plane = 35 If buddy_log_notice is set, a message will be printed when someone on your buddy list logs on or off. #buddy_log_notice = 1 Gamma correction, the higher this value, the higher the contrast between light and dark colors. You can try to use this option when the game looks very dark on your screen, but note that it affects the entire display, not just the game window. #gamma = 1.05 This parameter determines the quality of the shadow maps. You should as minimum set it to 512, and it will look better with 1024, 2048 or 4096, but also consume a lot more graphics memory/resources. Valid options for shadow_map_size are 0: 256 1: 512 2: 768 3: 1024 4: 1280 5: 1536 6: 1792 7: 2048 8: 3072 9: 4096 #shadow_map_size= 2 If use_compiled_vertex_array is set, EL will draw 3D objects using compiled vertex arrays. Some systems don't support this option well, so you can try turning it off when you notice that 3D objects aren't displayed correctly. #use_compiled_vertex_array= 1 If autoupdate is set, updates can be automatically downloaded from the server and installed. Note that this requires the game to have write permissions in your configuration directory, or the game data directory. If you are able to play the game with default settings, that is most likely not a problem, since the log files are created in either of those directories as well. all log fil #autoupdate = 1 When serverpopup is set, special server messages with channel id 255 are displayed in a separate popup window. #serverpopup = 1 Set this option to 1 if you find that clicking the mouse on the ground does not move your character. Instead of reading the depth buffer, the game will then trace the line of view to find the ground tile to move to. #use_old_clicker= 0 Set use_frame_buffer to 1 to enable frame buffer support for shadow mapping and reflections. #use_frame_buffer= 1 If windows_on_top is set, certain windows can be shown on top of the console and map interfaces. #windows_on_top= 1 #skybox_show_sky= 1 #skybox_show_clouds= 1 #skybox_show_stars= 1 #skybox_show_moons= 1 #skybox_show_sun= 1 #skybox_update_delay= 10 #follow_cam= 0 #fol_cam_behind= 0 #extended_cam= 1 #ext_cam_auto_zoom= 0 #min_tilt_angle= 30 #max_tilt_angle= 90 #follow_strength= 0.1 #const_speed= 7 #lin_speed= 1 #quad_speed= 1 #use_draw_range_elements= 1 #buff_icon_size= 32 #use_eye_candy= 1 #enable_blood= 1 #use_lamp_halo= 1 #transparency_resolution_fix= 0 #max_ec_framerate= 45 #min_ec_framerate= 17 #light_columns_threshold= 5 #use_fancy_smoke= 1 #use_harvesting_eye_candy= 1 #max_idle_cycles_per_second= 30 #normal_camera_deceleration= 1 #note_text_size= 0.8 #disable_sound= 1 #sound_device= "" #crowd_gain= 1 #enviro_gain= 1 #actor_gain= 1 #walking_gain= 1 #gamewin_gain= 1 #client_gain= 1 #warn_gain= 1 #use_keypress_dialog_boxes= 1 #use_full_dialogue_window= 1 #use_cursor_on_animal= 0 #always_pathfinding= 0 #disable_double_click= 0 #rotate_minimap= 1 #pin_minimap= 0 #minimap_scale= 0.7 #view_analog_clock= 0 #show_game_seconds= 0 #use_alpha_banner= 0 #cm_banner_disabled= 0 #opaque_window_backgrounds= 0 #afk_snd_warning= 0 #customupdate= 0 #use_new_selection= 1 #far_plane= 100 #far_reflection_plane= 40 #special_effects= 0 #disable_window_adjustment= 0 #video_width= 640 #video_height= 480 #time_warning_hour= -1 #time_warning_sun= -1 #time_warning_day= -1 #continent_map_boundaries= 1 #anisotropic_filter= 1 #water_shader_quality= 0 #use_clipboard= 1 #video_info_sent= 1 #use_animation_program= 0 #logo_click_to_url= 0 #logo_link= "http://www.eternal-lands.com" #showcustomclothing= 0 #enable_user_menus= 0 #gx_adjust= 0 #gy_adjust= 0 #emote_filter= 1 #disable_gamma_adjust= 0 #3d_map_markers= 1 #mapmark_text_size= 0.3 Let me know what else you need.
  25. Food consumption

    That phenomenon is known to happen with all "new" plants.
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