Jump to content
Eternal Lands Official Forums

Erdie

Members
  • Content count

    132
  • Joined

  • Last visited

Posts posted by Erdie


  1. On 10/3/2023 at 11:16 PM, bluap said:

    Which distro are you using?  On Arch for example, I have installed the old version and will hold the package until the updated version arrives.  If you build your own package, most packages will support installing into the /usr/local tree which would be picked up by the build and at runtime, hopefully.  If not you may have to remove the old package too.

     

    I am using Gentoo. If your custom lib is loaded depends on the search priority where the system is looking for the libs. I can use /usr/local/lib but the problem is, that /usr/lib will be search before /usr/local/lib and if it is found, the version of /usr/local/lib will not be used. BTW: I masked the new version of libxml2 up to now and that the whole system uses the old version but this cannot be done forever because there are other apps using libxml2 and some of them might get broken once they are no more compatible with version 10.4.* Therefore I am looking for a better way e.g. convince the EL build system to look into the local dir ./. before looking into/usr/lib. But I do not exactly know how to archive that.


  2. @bluapI am not very familiar with creating makefiles, therefore I ask for help. 

     

    I was able to build an old version of libxml2 which did not have the problem we are discussing. I put it into a separate directory e. g. the EL build dir or even runtime dir. Of course el still uses the system wide libxml2 because of the systems preferences (even after rebuild). 

    Can you tell me how to convince the build system to use the separate version in the current Dir of EL while modifying the "Makefile.linux". This should be possible, isn´t it?

     

    Thanks

    Erdie


  3. Just to confirm, Nimbus has the same problem after updating something not related to el and she uses Manjaro linux, which more or less a based on arch. It looks like arch has some incompatibilites right now.

     

    BTW: I am trying to build a static binary on my own machine in order to copy this on the Manjaro based system. I am not familiar with that. Could you roughly explain how to get this done? I tried to include "-static" in the c-flags but this leads to errors when linking the binary. What I am doing wrong?

     

    EDIT: Now I understand, there is a target called "static" but if I use it, it fails in the linking state because it requires all dependencies as *.a fils which means static libraries. Does it mean I have to rebuild all libs as static before compiling el finally? It seems to be the case. Things are becoming complicated .. ;)


  4. On 10/4/2021 at 2:28 PM, Aislinn said:

    Why not just click the "S" on the HUD on your client?

    I want to build a small raspberry pi based device with fetches the information from the net and informs about the special day status while offline or maybe a cron based reminder which tell me that is a good time  to log in to el ;) This is more convenient.

    Furthermore when starting the el client I am triggering a text to speech engine reading the current day info. In the case of bad days like acid rain I am informed in advance before logging in into a desaster. This can be done by just checking the website but I am too lazy for things like that.

     

    BTW: Thank you for all hints!


  5. I am going to write a tool which is able to inform me about the current ingame day (special day or not). What I did is, I just grep the information from the Mercator website. But the problem is, on Mercator only the last known special day is displayed independent of if this day is already over. Is there any better source in the net where I could grep the actual special day status from the web?

     

    thanks

    Erdie


  6. A possible solution to prevent cheating could be that the information the server is  sending to the client is done without any coordinates, that mean, just the information that "there is a dragon in audio range" is sent but you don´t know where it comes from. It does not matter if someone will modify the client, he will not get more information like that. Even you visualize it, it would not give any advantages beyond the fact that you know, there is something around you. A visualization would look like a circle of the range.

     

    Of course with that information, you can´t generate a directional sound. If you want that, the server could send just a vector without the amount information. In that case, any further processing by modified client will give you significant more information that the fact that there is a creature in a defined direction but unknown distance.


  7. In Eternal lands there are certain distances where a player is able to see annother character, monster or enemy. Of course the distance depends on the stats and the type of the object, daytime and certain other parameters. As far as I know the conditon if a sound of a object is observable is exactly related to visiblity of an object (If you can see it, you can hear it).

    My idea is, like in real life, that the audio perception of the sound of an object would be possible over longer distances than the visual perception, so if there is a monster around you can hear it before it is visible. This means you might be warned by the sound of something in advance, which gives you a strategic advantage in dangerous situations if you are using sound. It would even make the games more exciting in certain situations. And at the end it would be a real motivation for players to use sound!

    What do you think about this idea?


  8. Beside bug fixes I am currently working on a overall extension of the sound pack. There are many missing sounds which have been never shipped up to now and there are sounds which really could be done better. Even die amplitude balance is not well made in many cases. A few sounds are clipping when beeing recorded, which sounds urgly. I did it for personal use and fun but if the community would like to adapt it, I would appreciate this.

    For adding new stuff I needed to modify xml sources in the "actor_defs" directory. Should I even create a pull request for this? IMHO if these changes would be shipped to players with the old sound package, nothing would change, the new sound would not listenable as far as the sound package has been updated to my version. But this has to be approved first of course.

     
    BTW: @Nogrod I now figured out why I did not understand you previously - I was just struggling with an outdated file of mapinfo.lst instead of the valid one. And in that file the order was complete different. I costs me hours to find my fault lol :rolleyes:
     
    But I have annother question: When I add a new map into mapinfo_c[x].xml and I want to add a background sound which is independed of time_of_day_flags (e. g. in the cave, it does now matter which time you have ..) how should this be done? Just not putting in the flag section .. or is there a flag for "play it at any time" ?
     
    thanks
    Erdie

  9. I will check if I understand the logic you described and will come back soon - thanks you!

     

    EDIT:

    Lets try to fix VOTD - the mapinfo.lst contains the line:

    Seridia 230 405 281 451 ./maps/map5nf.elm                # VotD

     

    This is line 23 (or Position 23) but we have 12 comment lines at the beginning so does it mean the map ID  of VOTD must be 11?

     

     


  10. 1 hour ago, Nogrod said:

     I don't hear background sounds in DP or VOTD but that's a symptom of the overall issue that background sounds DO play but they don't play in the expected locations according to the locations given in the mapsfx_c[n].xml files.

     

    Exactly that´s the point!

     

    I consider the background sounds as very imortant. More important that certain objective sounds. They make athmosphere and feeling. The question ist how to find the root cause. Do you think this is a C-code issue or a configuraton issue?

×