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Ermabwed

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Everything posted by Ermabwed

  1. watch more than one skill in the stats-bar

    For some reason I can't find the (default) option to show only one skill as before
  2. Update 190 preliminary test

    Just an early reminder that we had an agreement that everything that could be gzipped, would be shipped gzipped this time around. Thanks.
  3. Current CVS errors

    Please change arch to native in make.defaults, thanks (gcc 4.2.0 from afaik which on this flag is supported has been around for about 3 years).
  4. Pin Poll

    I think the fact that some people can kill dragons using only a few restoration spells is a much bigger problem than this (and that fact also points out that for those people there is not a lot of risk involved), because this reduces a creature that - in a medieval RPG - should be an awe inspiring, extremely hard to kill creature to just another critter, that one only can't train on because of long respawn times. However, I also agree with the people saying it's a bug and thus should be removed. If the only reason to keep this bug in game is because it's the best part of ranging ("archery won't be that useful anymore"), then there's the real problem: training ranging without pinning is too obvious a money sink, boring in pvp/arena and frustrating with mobs and both are very slow and expensive. One small fix for that (and I'm sure there are a number of other possibilities), making ranging more attractive from a game play perspective: Flying entities (birds, phoenix?) could be made so you can attack them only with ranging or magic (once engaged it'd be regular combat). After all, this is not some version of "California Games" where we throw swords into the air and hit gulls for 1000 points...
  5. NPCs

    I'm more in the second than in the first category, though I hunted down all the new NPCs in Desert Pines after my vacation last summer (mostly because nobody had added them to the wiki ). I think the new NPCs are a great addition that tremendously enrich in the game, regardless of whether they are part of a quest or "just" the storyline. They add life to otherwise empty (parts of) maps and depth to the game as a whole. They say "Look, we care about this fictional world. We have all these stories and they are not apart from the actual game, even though you may still play as if they were if you prefer to." Of course, other parts of the game would benefit from inclusion into the storyline as well, say special days (example, there are even more obvious OOC-days) and improvements to the UI are always welcome but since this thread is about NPCs: keep them coming \o/
  6. Traffic in NC Near Storage

    I agree, but even treated as such, which of these possible solutions do you think is most likely to be applied to resolve said bug?: A. Re-work the mapwalking system. B. Write in custom workaround for mapwalking system for that area of NC. C. Remove/reduce the size of said rock. Hey, apparently even the obvious isn't obvious to some and I'm not to blame for the apparently lower standards of others now I remember Learner posting something about there being some variance in the map walking so you won't take the same way all the time, I guess you'd only need to increase the tolerance by a couple of tiles, so once you started to take the longer way around you don't change your route if the alternative route is only shorter by a couple of tiles.
  7. Traffic in NC Near Storage

    The phenomenon is a map walking bug and should be reported as such.
  8. awesome Germans !

    Da spielt man eben ein paar Tage nicht und dann sowas Tschüss Winni & Nils, war nett, mit euch zu daddeln. Lasst euch von den inkompetenten Oberspacken nicht die Laune verderben.
  9. Day of invasions

    Wondered about that too, that is if the bug that occurred would happen (instance mobs on regular day invasion).
  10. Astrology

    But then, in real life horoscopes are bullshit and meaningless whereas in EL the "astrology" feature does influence your character.
  11. Mini showdown!?!

    Actually, wouldn't have to be that much bad luck, considering that you could safely harvest ores with health above 35 without the "RD hurt event". Couple of those to get you below that, then have a wall coming down and hello underworld.
  12. Mini showdown!?!

    10 in 402 blue quartz. So glad, I'm not a poor newbie who has to endure that without a harvest medallion.
  13. Emotions

    Enabling the emotes make option suppresses the orange part of "regular" harvest event messages from being displayed in the client (and using the emotes window (i.e. the "do!" button) disconnects the client, though I suppose that's a protocol thingy).
  14. Using older ATI drivers is not always an option, e.g. the version mentioned in that thread never made it into portage and other versions are hard masked for a reason (one would be inclined to assume); see ati-drivers @ gentoo packages.
  15. Would need individual items, which won't happen.
  16. Re-adding the Day of no Grief

    No grief for all items day if any
  17. I'm not really partial in regards to this idea, though I don't think it will help in the long run. Both this idea and the current system basically undermine the idea of a "soft cap". Personally I am in favor of removing the current pickpoint buying system and replacing it with a system as outlined by anima in this very thread, which includes the compensation for already bought pickpoints as well, i.e. one would be able to place them in nexus being the things one paid for at the NPC. Actually, in principle I would like that idea, it would make sense to have success for some items in tailoring/manufacturing tied to dexterity (using a needle as tool), or manufacturing recipes that require a hammer depending on some minimum level of might, or crafting requiring a certain ethereality level to make magic items, etc. Reaction could serve as a modifier in chance of critical failures. Of course, and here I'm with the reasoning behind this thread, attributes shouldn't be the paramount factor in determining success. I might add that the way these skills currently depend on skill alone is by no way sufficient as in I don't think one should lose 1 in 100 sets of ingredients when multiples larger than 3 higher than the recommended level, same for tool breakage, one would think that after that much practice this should go down somewhat significantly.
  18. awesome Germans !

    Ich spiel' nicht, ich räum' nur noch eben auf... Sonst gibt's aber noch ein paar Verdächtige, die sich aber ggf. selber bekennen müssen
  19. Memory Leak

    I'm using ati-drivers-9.9. I had to disable "Point Particles", "Use animation program" and "Show Sky" (and have currently turned off reflections because I believe that to be the cause of the segfaults I posted about earlier) to stop EL from eating huge tracks of land lots of memory. Interestingly enough EL would claim more memory even while in console but not when watching the tab map (and walking).
  20. awesome Germans !

    Na, Kinners, alles fit im Schritt (nach den Eiswürfeln)?
  21. Guild: G-Nome (Nome)

    Do you get or do you give or is it some sort of wild guild meetings situation?
  22. HE, why arent they made?

    Having 120k SRs in storage I can't help but wonder how anybody can think there's a shortage of them, must be that my usual middleman is on leave
  23. What to do....

    Shameless plug (both potion guides there might need some brushing up, but hey, it's a wiki, improvements are welcome )
  24. Should attributes cap increase?

    Some attribute/cross-attribute-relations are designed to be optimal when they're at a multiple of 6, iirc will, rationality and reasoning are an example. Thus, if the caps were to change it should be by multiples of 6 to be consistent.
  25. Segfault problem

    Hey, I'm getting segmentation faults playing EL, basically all of the time on this machine. Sometimes I can play for maybe half an hour or longer other times I can't even get past the log in screen. I tried some other OpenGL applications to see if it's obviously a problem on my end, but after updating Google Earth, which was the only other application giving me segfaults, even that runs without problems. When I can start the game the segfaults happen without apparent reason, e.g. I repeated a task multiple times, like running from A to B, on multiple maps etc. before it crashes. The files error_log.txt, main/*.log don't contain any error messages. I'd welcome any hints as to whether this is simply "my problem" or if there might be something that indicates a problem in the EL client code. System specs: OS: Gentoo Linux, kernel 2.6.30, xorg-server 1.6.3.901 (happened with older kernel/xorg/ati-drivers as well though) CPU: Intel® Core2 Quad CPU Q8200 @ 2.33GHz 6 GB RAM, 300 GB free on /home (where cvs version is installed), 10 GB free on /usr where regular ebuild and data resides OpenGL: version 2.1.8918, renderer ATI Radeon HD 4800 Series (let me know what else you need) Backtrace: Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fad44ba2710 (LWP 30509)] 0x00007fad3fb9e02a in ?? () from /usr/lib64/dri/fglrx_dri.so (gdb) bt #0 0x00007fad3fb9e02a in ?? () from /usr/lib64/dri/fglrx_dri.so #1 0x00007fad3fc3c290 in ?? () from /usr/lib64/dri/fglrx_dri.so #2 0x00007fad3fc472f7 in ?? () from /usr/lib64/dri/fglrx_dri.so #3 0x00007fad3fc3b9d7 in ?? () from /usr/lib64/dri/fglrx_dri.so #4 0x00007fad3fc490d9 in ?? () from /usr/lib64/dri/fglrx_dri.so #5 0x00007fad3fc49004 in ?? () from /usr/lib64/dri/fglrx_dri.so #6 0x00007fad3fb3ffc5 in ?? () from /usr/lib64/dri/fglrx_dri.so #7 0x00007fad3fb5cc29 in ?? () from /usr/lib64/dri/fglrx_dri.so #8 0x00007fad3fb7681f in ?? () from /usr/lib64/dri/fglrx_dri.so #9 0x00007fad3fb3dc3b in ?? () from /usr/lib64/dri/fglrx_dri.so #10 0x00007fad3fb49b40 in ?? () from /usr/lib64/dri/fglrx_dri.so #11 0x00007fad3fb493c5 in ?? () from /usr/lib64/dri/fglrx_dri.so #12 0x00007fad3fb4aabe in ?? () from /usr/lib64/dri/fglrx_dri.so #13 0x00007fad3fca1d83 in ?? () from /usr/lib64/dri/fglrx_dri.so #14 0x00007fad3f6e7145 in ?? () from /usr/lib64/dri/fglrx_dri.so #15 0x00007fad3f660f55 in ?? () from /usr/lib64/dri/fglrx_dri.so #16 0x00007fad3f7808f4 in ?? () from /usr/lib64/dri/fglrx_dri.so #17 0x00007fad3f732669 in ?? () from /usr/lib64/dri/fglrx_dri.so #18 0x00007fad3f7390a8 in ?? () from /usr/lib64/dri/fglrx_dri.so #19 0x00007fad3fac654b in ?? () from /usr/lib64/dri/fglrx_dri.so #20 0x00007fad3fac66ee in ?? () from /usr/lib64/dri/fglrx_dri.so #21 0x00007fad3ee71940 in ?? () from /usr/lib64/dri/fglrx_dri.so #22 0x00007fad3f50d7e4 in ?? () from /usr/lib64/dri/fglrx_dri.so ---Type <return> to continue, or q <return> to quit--- #23 0x00007fad3f4f2f5b in ?? () from /usr/lib64/dri/fglrx_dri.so #24 0x00007fad3efa260a in ?? () from /usr/lib64/dri/fglrx_dri.so #25 0x000000000050d7e3 in render_mesh_shader (a=0xd60590, act=0x7fad386cdcd0, index=6, hmd=@0x7fad386ec528, use_glow=true) at actor_init.cpp:351 #26 0x000000000050da71 in cal_render_actor_shader (act=0x7fad386cdcd0, use_lightning=1, use_textures=1, use_glow=1) at actor_init.cpp:701 #27 0x0000000000420e58 in draw_actor_without_banner (actor_id=0x7fad386cdcd0, use_lightning=1, use_textures=1, use_glow=1) at actors.c:783 #28 0x0000000000422186 in display_actors (banner=1, render_pass=3) at actors.c:1066 #29 0x00000000004c30e4 in draw_sun_shadowed_scene (any_reflection=2) at shadows.c:705 #30 0x00000000004690a5 in display_game_handler (win=0x2797600) at gamewin.c:1176 #31 0x00000000004580fa in draw_window (win=0x2797600) at elwindows.c:1266 #32 0x00000000004589c9 in display_window (win_id=1) at elwindows.c:1451 #33 0x0000000000455013 in display_windows (level=1) at elwindows.c:80 #34 0x000000000044b931 in draw_scene () at draw_scene.c:144 #35 0x0000000000490ff8 in start_rendering () at main.c:205 #36 0x0000000000491417 in main (argc=1, argv=0x7fffb278ced8) at main.c:344
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