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ryddler

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Posts posted by ryddler


  1. Auctioning one ICD removal stone.

     

    The auction will run until Sunday, June 22

     

    Starting bid: 125k gc.

    Buy it now for 325k gc.

     

    I will consider goods in exchange, however, no armor will be considered.

     

     

    Post in this thread, or in case of anonymous, pm me here or in game with offers.

     

     

    I reserve the right to end the auction early if I receive an offer I can't refuse, or cancel for any reason


  2. Auctioning one Antisocial Removal stone

     

    The auction will run until Saturday, June 21

     

    Starting bid: 110k gc.

    Buy it now for 240k gc on bot LionsGuild in Trassian

     

    I will consider goods in exchange, however, no armor will be considered.

     

     

    Post in this thread, or in case of anonymous, pm me here or in game with offers.

     

     

    I reserve the right to end the auction early if I receive an offer I can't refuse, or cancel for any reason


  3. -Is there anything in particular that stands out to you as really needing some fixing/make over?

     

    But if it would be possible to improve the current animations and objects (maybe even without raising the demands for the computer equipment? I'm not a pretty weak machine myself :) ), then that would be great! The game is impressive as it is (Great work Roja!), but liek all things it can always be improved.

    Dragons...

     

    I love the animations on most every monster in game, but one in particular causes me (and I'm sure many others) particular grief due to resyncs with the server. Maybe it would be possible to tweak the dragons a bit so that every time they do the flying animation, nearby players don't end up resyncing, and finding themselves in the underworld when the dragons are nowhere near them before the animation starts. Even if the flying animation could simply be toggled off in the client somehow, it would make it possible for me to go near them.


  4. Ok, so we were goofing off in guild chat and came up with these...

     

    • Chuck Norris can eat on fasting day
    • Chuck Norris makes mother nature mule his iron to storage
    • Chuck Norris doesn't go to invasions, Chuck Norris *is* an invasion
    • Chuck Norris eated Leonard
    • Chuck Norris will meet you at the beam, and kill you again
    • Chuck Norris killed Scotty
    • Chuck Norris can kill the Unicorn
    • Chuck Norris uses radon pouches to carry his gold
    • Chuck Norris makes Scotty beam him where he wants to go


  5. I think i found a bug (Or may be is it a feature ?) with the extended range of the walk cursor (Not sure if it's important but it is sometimes annoying with training and i would hate that while PKing ;) ). When you're walking and get attacked, you're still strying to reach the point you clicked, meaning you're fleeing. In the same way, if you weren't waling, just click once and you'll keep fleeing.

    It happens only when the option is selected.

    That's the same behavior you would see when mapwalking


  6. I had this issue when I removed my crossbow to switch to bow. As soon as I removed the crossbow from equipment to place in inventory, all text on the screen switched to bitmaps. Freshly updated linux cvs today. This was after a few levels and switching back and forth many times.

     

    gallery_12356_21_31547.jpg


  7. SuSe 10.2

    kernel 2.6.18.8-0.7-default

     

    Using "./el.x86.linux.bin test" when I enable sound I get:

    ALSA lib conf.c:3830:(parse_args) Unknown parameter 1

    ALSA lib conf.c:3952:(snd_config_expand) Parse arguments error: No such file or directory

    ALSA lib pcm.c:2143:(snd_pcm_open_noupdate) Unknown PCM default:0,0

     

    compiling from cvs (1.5.0 tag) I don't get the above, however I get the following every few seconds instead:

    native_blitbuffer: select error occured

     

    I can also verify that the "extensions.xml" was not in the data file, but the error vanishes by copying the file from cvs.

     

    I'm updating various libs and alsa components that have newer versions right now, and I'll try again after they complete.

     

    UPDATE: after updating libs, the cvs compile runs without error, the test client still has the above error.


  8. We had so much fun giving prizes away, that at the end I had several people pm to add still more prizes to the list (as posted here by lilcnoot), which I have added to the original post below the original list of prizes.

     

    I offer my heartfelt thanks to all that participated in this wonderful event. Because of the generosity of my fellow players, $2410 of the ~$3300 I raised overall was a result of this raffle. The walk itself raised over $40,000, and had a very good turnout. Thanks also to all the kind words of encouragement!

     

    I also offer special thanks to Radu for letting me run the raffle (and his prize donation), all of the Rivan Warriors that were in attendance (and helped carry all the prizes that could be carried, kept track of the prizes as they were given away), my friends from the Fellowship of the Celtic Woods for their support and attendance, and everyone who helped make the entire event possible through donated prizes. I can't thank you enough!

     

    I will continue to contact the people who couldn't make it to the contest to receive their prizes, and those whose prizes were too large or bulky to carry.


  9. So Ryddler, just to clarify, how are you awarding the prizes? Is it, first picked can choose whichever they want? Or is it, first picked gets prize listed under 1. at the top?

     

    lilcnoot aka lilbear

    Prizes will be awarded in the order they are picked, prize 1 goes to the first draw, prize 2 to the second, etc...

     

    The drawing will take place using the list randomizer at http://random.org/ with the list being one entry of a ticketholder's name per ticket they hold. As each drawing takes place, the winner will have one instance of their name removed from the list, and the list will be randomized again to select the next winner.


  10. Support a good cause & win big prizes

     

    The prizes:

    1. Full Titanium armor set (no helm) - lilcnoot
    2. Full Steel armor set (no helm) - Fr_Parmenides
    3. Steel Two Edge Sword of Thermal - Melchloren
    4. 200 Potion of Extra Mana - lilcnoot
    5. 5000 Potion of Spirit Restoration - Fedora
    6. 5000 Health Essence - Hex
    7. 14000 Raw Meat - Lamorian
    8. Crown of Life - Marc
    9. Crown of Mana - 0ctane
    10. Crown of Mana - lilcnoot
    11. 10000 Fire Essence - Maxine
    12. 20$ worth of merchandise in the EL shop - SyWren
    13. 20$ worth of merchandise in the EL shop - Pardu
    14. 10 EFE - lilcnoot
    15. Full iron plate set - Moebird
    16. Giant Summoning Stone - Moebird
    17. Medallion of Life - MacNathan
    18. Jagged Saber - ValCaz
    19. Great Sword of the winner's choice (except bronze, the n00b forgot he didn't read that book yet) - Thomasl
    20. Saving Stone - jimbo13
    21. Saving Stone - Moebird
    22. Rostogol Stone - Aduard
    23. Rostogol Stone - Annatira
    24. 1500 Feasting Potions - Piwacket
    25. 500 Feasting Potions - Moebird
    26. Cape set, including: Excavator, Powersaving, Fast regeneration, Body Piercing, Monster Magnetism, and Mirror - LordHolt
    27. Cape set, including: Excavator, Powersaving, Fast regeneration, Body Piercing, Monster Magnetism, and Mirror - Moebird
    28. Stone set, including: 4 Enrichment Stones, 2 Binding Stones - shallara
    29. Enriched Essence set, including: 3 ELE, 3 EFE, 3 EWE - coprolite

    Note: The prize list will probably increase before the drawing, but it will not decrease. (Anyone wishing to donate items to be added to the raffle, please forum PM me)

     

    The following prizes were added impromptu at the contest itself, giving things away was so much fun we couldn't stop :P

    1. 50 EMP - Piwacket
    2. 50 EMP - Moebird
    3. 50k gc - KaGen
    4. 5k bones - FairyDragon
    5. 4k life ess - Piwacket
    6. Crown of Life - Crom

     

     

    The cause: American Diabetes Association's "Step out to fight Diabetes"

    21 million children and adults in the U.S. suffer from diabetes, America's fastest growing disease. Diabetes can, and does, lead to a wide range of other serious health complications. By helping me participate in Step Out, you're not just helping to funds to eliminate one disease. You're also battling cardiovascular problems, kidney failure, blindness, lower limb amputations, and much more.

     

    My daughter Tori was diagnosed with Type I diabetes one month after her third birthday. I have participated in this walk ever since, and have been acting Volunteer Corporate Chairperson for the last few years.

     

    The Timeframe:

    Last day to purchase tickets for the lottery is Friday, October 12th at 9 PM Central Timezone, USA.

    The drawing will take place inside the White stone City Palace which can be found at White Stone City [38,731]

    The drawing will be held on Friday, October 12th at 9:30 PM Central Timezone, USA.

    A winners list will be posted in this thread. Prizes will be "hand delivered" in-game.

     

    The rules:

    Raffle tickets are $5 US each. If you want to participate, you need to 1) send me a forum PM with your real name and dollar amount of donation, and 2) make your donation at one of the following locations:

    The winners: Winners will be selected by lottery. For every $5 a person donates, they will get get one "ticket" which will be either drawn from a hat or selected via a random number generator.

     

    Notes:

    This event has been authorized by Entropy, and prizes have acquired or manufactured by myself over the course of my EL life, or donated by my friends in-game.

     

    Remember, this is a charity fundraising event that just happens to have prizes as an incentive. The money goes to American Diabetes Association. Donations are tax deductable in the US. If you do not like the terms, don't participate.

     

    Thanks to everyone in advance, and good luck!

     

    Current Ticketholders:

    1. 0ctane
    2. AdranBach
    3. Aduard
    4. Annatira
    5. Antiflag
    6. Audhilde
    7. BleedingSoul
    8. Bugabear
    9. Cassius
    10. coprolite
    11. Crom
    12. DragonCairn
    13. extrapolation
    14. Fairydragon
    15. Fedora
    16. Ferny
    17. Fr_Parmenides
    18. Hex
    19. Jayim_Duinara
    20. jimbo13
    21. LabRat
    22. Lamorian
    23. larrystorch
    24. lilcnoot
    25. LordHolt
    26. MacNathan
    27. Marc
    28. Maxine
    29. Meacrob
    30. Melchloren
    31. MilesP
    32. Moebird
    33. novi
    34. Pardu
    35. Piwacket
    36. Polemistis
    37. shallara
    38. smokeyd
    39. smurf
    40. Spyridonas
    41. sway
    42. SyWren
    43. Thomasl
    44. XenaMT
    45. ValCaz

    Note: if you are supposed to have a ticket, but don't see your name on this list, please contact me ASAP before the drawing.


  11. Fixed?

     

    After endless google searches I found someone else having this problem and it was resolved by adding this to /etc/fstab

     

    tmpfs /dev/shm tmpfs defaults 0 0

    then

     

    mount /dev/shm

     

    after the above was completed, I ran

    aticonfig --initial --force

     

    rebooted, and I have had no issues since, compared to crashing after anywhere from 5-15 map changes. It became so annoying we referred to it as "mapspawning"


  12. Randomly when entering a door, portal, cave mouth etc., my client will appear to hang, and I have to kill it from KDE Sysguard. It shows using 90% or more resources when this occurs. Once logged back in I am on the other side of whichever door/portal I entered. I ran under gdb (with a fresh compile from cvs), and got the following:

     

    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
    
    Program received signal SIGINT, Interrupt.
    [Switching to Thread -1217808688 (LWP 8764)]
    0xb7168121 in s5608 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    (gdb) bt full
    #0  0xb7168121 in s5608 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #1  0xb71e7aa9 in s1660 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #2  0xb71ec864 in s13433 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #3  0xb71e6d7d in s1643 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #4  0xb71daf3f in s17619 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #5  0xb71d97f1 in s1626 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #6  0xb71d8ae6 in s18243 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #7  0xb71dabca in s15251 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    ---Type <return> to continue, or q <return> to quit---
    No symbol table info available.
    #8  0xb7210961 in s17830 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #9  0xb71d706d in s7319 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #10 0xb71d726a in s7429 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #11 0xb725156f in s10876 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #12 0xb7248fcc in s12876 ()
      from /usr/X11R6/lib/modules/dri/fglrx_dri.so
    No symbol table info available.
    #13 0x080aa27b in display_loading_win_handler (win=0xbf97794) at loading_win.c:64
    No locals.
    #14 0x08083d40 in draw_window (
    win=0xbf97794) at elwindows.c:1064
    	ret_val = 0
    	W = (widget_list *) 0xf46bfb8
    #15 0x080842f9 in display_window (win_id=13)
    at elwindows.c:1222
    No locals.
    ---Type <return> to continue, or q <return> to quit---
    #16 0x080aa7b7 in update_loading_win (
    text=0x0, progress_increase=0)
    at loading_win.c:154
    No locals.
    #17 0x080ad068 in load_map (
    file_name=0xbfec8870 "./maps/cont2map20_insides.elm") at map_io.c:417
    	cur_3do_pointer = 0xbfec8588 "./3dobjects/misc_objects/coffin1.e3d"
    	i = 600
    	cur_tile = 39
    	j = 64
    	bbox = {bbmin = {189, 189, 0},
     bbmax = {192, 192, 0}}
    	cur_map_header = {
     file_sig = "elmf", tile_map_x_len = 64,
     tile_map_y_len = 64,
     tile_map_offset = 124,
     height_map_offset = 4220,
     obj_3d_struct_len = 144,
     obj_3d_no = 2741, obj_3d_offset = 151676,
     obj_2d_struct_len = 128, obj_2d_no = 123,
     obj_2d_offset = 546380,
     lights_struct_len = 40, lights_no = 34,
     lights_offset = 562124,
     dungeon = 1 '\001', res_2 = 0 '\0',
     res_3 = 0 '\0', res_4 = 0 '\0',
     ambient_r = 0, ambient_g = 0,
     ambient_b = 0.099999994,
     particles_struct_len = 104,
     particles_no = 56,
    ---Type <return> to continue, or q <return> to quit---
     particles_offset = 563484,
     reserved_8 = 0, reserved_9 = 0,
     reserved_10 = 0, reserved_11 = 0,
     reserved_12 = 0, reserved_13 = 0,
     reserved_14 = 0, reserved_15 = 0,
     reserved_16 = 0, reserved_17 = 0}
    	mem_map_header = 0xbfec8618 "elmf@"
    	cur_3d_obj_io = {
     file_name = "./3dobjects/misc_objects/coffin1.e3d", '\0' <repeats 43 times>,
     x_pos = 11.0404034, y_pos = 48.5825653,
     z_pos = 0, x_rot = 0, y_rot = 0,
     z_rot = -90, self_lit = 0 '\0',
     blended = 0 '\0', r = 0, g = 0, b = 0,
     reserved = '\0' <repeats 23 times>}
    	obj_3d_no = 2741
    	obj_3d_io_size = 144
    	cur_2d_obj_io = {
     file_name = '\0' <repeats 79 times>,
     x_pos = 0, y_pos = 0, z_pos = 0,
     x_rot = 0, y_rot = 0, z_rot = 0,
     reserved = '\0' <repeats 23 times>}
    	obj_2d_no = 123
    	obj_2d_io_size = 128
    	cur_light_io = {
     pos_x = 1.40129846e-45,
     pos_y = -1.34945149e-05,
     pos_z = -1.84881496, r = -8.11563586e-06,
     g = -1.34945149e-05, b = 0,
     reserved = '\0' <repeats 14 times>}
    	lights_no = 34
    ---Type <return> to continue, or q <return> to quit---
    	lights_io_size = 40
    	cur_particles_io = {
     file_name = "\000\000\000\000\001\000\000\000\000\000\001\000\000\000 P\0360\001\037�\036\001\000\000\000\001\000\000\000\005\000\000\000\200fb\001\\�\000\000\000\000\001\000\000\000\000\000\001\000\000\000 P\036\005\000\000\000\001\000\000\001\\�",
     x_pos = 0, y_pos = 1.40129846e-45,
     z_pos = 9.18340949e-41,
     reserved = "\001\000\000\000 P\036\000"}
    	particles_no = 56
    	particles_io_size = 104
    	f = (gzFile *) 0xf5336a0
    #18 0x080ac864 in change_map (
    mapname=0xbfec8870 "./maps/cont2map20_insides.elm") at map_io.c:138
    No locals.
    #19 0x080b2cc0 in process_message_from_server (in_data=0xf41cb00 "\a\037",
    data_length=33) at multiplayer.c:731
    	mapname = "./maps/cont2map20_insides.elm\000\000\000\001\000\000\000\001\000\000\000\000\000\000\000\030I\037�\037\001\000\000\000\001\000\000\000\200", '\0' <repeats 11 times>, "\003\000\000\000\000\000\000\000\001\000\000\000\001\000\000\000ة�000\000\000\000\001\000\000\000\000\000\000\000\004\000\000\000\200\000\000\000\004\000\000\000\004\000\000\000\003\000\000\000\000\000\000\000\001\000\000\000\200fb\b�)\b\200fb\000\000---Type <return> to continue, or q <return> to quit---
    \000\0004�235\000+\000\000\000�\230\001\000\000\000\000`�000\005\000\000\000\001\000\000\000\000\000\000\000T\211�000\001\000\000\000\000\000\004\000\000\000\003"...
    	text_buf = "\202To Imbroglio Islands\000e Forgotten\000an get a NMT cloak next\000person i would not sell\000es. [-]\000e newbie helper guides on the main website. If you would rather learn by doing, talk to the Tutorial NPC, whic"...
    #20 0x080aaa11 in start_rendering ()
    at main.c:115
    	message = (message_t *) 0xf4706c0
    	event = {type = 4 '\004', active = {
    type = 4 '\004', gain = 0 '\0',
    state = 0 '\0'}, key = {
    type = 4 '\004', which = 0 '\0',
    state = 0 '\0', keysym = {
      scancode = 168 '', sym = 65535,
      mod = KMOD_NONE, unicode = 0}},
     motion = {type = 4 '\004',
    which = 0 '\0', state = 0 '\0',
    x = 424, y = 381, xrel = -1, yrel = 0},
     button = {type = 4 '\004',
    which = 0 '\0', button = 0 '\0',
    state = 0 '\0', x = 424, y = 381},
     jaxis = {type = 4 '\004', which = 0 '\0',
    axis = 0 '\0', value = 424}, jball = {
    type = 4 '\004', which = 0 '\0',
    ball = 0 '\0', xrel = 424, yrel = 381},
     jhat = {type = 4 '\004', which = 0 '\0',
    ---Type <return> to continue, or q <return> to quit---
    hat = 0 '\0', value = 0 '\0'},
     jbutton = {type = 4 '\004',
    which = 0 '\0', button = 0 '\0',
    state = 0 '\0'}, resize = {
    type = 4 '\004', w = 24969640,
    h = 65535}, expose = {type = 4 '\004'},
     quit = {type = 4 '\004'}, user = {
    type = 4 '\004', code = 24969640,
    data1 = 0xffff, data2 = 0x0}, syswm = {
    type = 4 '\004', msg = 0x17d01a8}}
    	network_thread = (
    SDL_Thread *) 0xf249e00
    	message_queue = (
    queue_t *) 0xf24f680
    	done = 0
    	network_thread_data = {0xf24f680,
     0x8334c78}
    #21 0x080aadd4 in main (argc=1,
    argv=0xbfecada4) at main.c:247
    No locals.
    (gdb)

     

    System: Dell Latitude D610

    memory: 1G ram

    video: ATI Technologies Inc M22 [Radeon Mobility M300]

    video driver: ati-fglrxG01-kmp-default - ATI "fglrx" driver kernel module 8.36.5_2.6.18.8_0.3-1.1

    OS: SuSe 10.2


  13. The new client is working well for me, no issues. So far all effects seem to be working, but I decided to poke around in the ini file to see what my settings were for the data_dir, and I discovered it was actually in the in file twice, once right by the description like so:

    This option is currently only available on linux, and allows you to 
    specify a directory other than the current directory to load data from.
    For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands.
    #data_dir = /download/games/el/client/el_install

    and then further down it was defined again like so:

    #data_dir = "./"

    I suspect if anyone else has it defined twice, the second definition will overwrite the first, and in my case, I was launching from the data directory itself, so the "./" would be valid. Kabuya, are you launching from the data directory or somewhere else? and do you have "data_dir" defined twice in your el.ini?

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