Rehdon
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Everything posted by Rehdon
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Thanks, indeed the libpng3 lib wasn't installed on my system, I checked for the *2 version and didn't know this one was needed as well (the error message was a bit misleading, usually on Linux you have a "failed to load XXX library" message). Everything is working great now, ty to all the developers! Rehdon
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I have renamed the el.ini file in the EL_140 directory just to be sure it wasn't used Rehdon PS I've also tried the new hazardous items storage: there seems to be a bug causing the food items in your normal storage to appear if neither coins nor hazardous are selected.
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/me slaps his forehead! Well, with Linux Mono executables linking to .NET .dlls I can see how one could be confused nowadays! Rehdon
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Same here. About commands.lst: should it be in the game data zipped archive? Or is it created in the .elc dir? Rehdon
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Hi all, same problem as kabuya here, I have both "Enable eye candy" and "Toggle special effects" on (and "Enable blood" as well), but nothing happens, the PNG images are there but they're not loaded. I didn't change the dir to explicitly adjust to the new path (it's commented out so the client should just look in the directory it is started from I assume). Permissions are ok (read/write for owner, read for everybody else). I also got these errors: [09:46:22] Error: Can't open file "./tmp/temp000.dat" [09:46:22] Error: Can't open file "commands.lst" [texture loading errors here] [10:15:45] Bad light (number 47) when loading './maps/cont2map1.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [71547309178549094580224.000000 4742886487500329025650168954880.000000 215906350033743069948630007808.000000] [10:15:45] Bad light (number 48) when loading './maps/cont2map1.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [71547309178549094580224.000000 4742886487500329025650168954880.000000 215906350033743069948630007808.000000] My system data: Distro: Ubuntu Linux 7.04 (Feisty Fawn) CPU: AMD Sempron 3100 GPU: ATI Radeon 9550 RAM: 1024MB [EDIT no. 1] Ooops, I missed the part about "test it on the test server", going to try and see if anything changes! [EDIT no. 2] Ok, tested both under the test and the regular server, no difference at all, identical error messages. Rehdon
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Hi all, I'm sure I'm too late for the next client update, but I'd like to suggest modifying the pointer behaviour. At the present moment the pointer changes almost in a random manner (or at least this is my impression) when hovering over different objects, for instance I almost always get the "pointing finger" when clicking to attack a monster, resulting then in the "This only works with NPC characters!" error message. What should happen IMHO: 1. when hovering over different objects the pointer should change accordingly, automatically: the attack icon for a monster, the use icon for an npc, the eye icon for things etc.; 2. now you can click on a door/flag from a distance and automatically open it/go to the map it's pointing to: the same thing should happen with monster (click on a monster and move towards it to attack from anywhere) and NPC (move to an NPC and talk to him), in short no more "You're too far away, get closer!" messages; 3. when clicking on your character the inventory window should open: no more "you can't trade with yourself" or "you see [name of character] messages. Hope this makes sense for you devs, can try to explain better if needed Rehdon
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Yes. In that case you'd be adding one click, but consider that 1. you don't use the "look" icon often, actually I don't remember the last time I explicitly "looked" at something to understand what it was; different situation with newbies, I suspect, but after a little while you know your way in EL without needing to look at things; 2. the "look" action could be the default action in many cases (items which are not usable in rooms/maps for instance); 3. some items you look at are actually read using the "use" icon, most notably road signs; 4. the "look" icon on your character could be disabled without losing information; In short, the situation would be a compromise, just like now, but a compromise favoring the most common actions. Rehdon
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Hi Torg, I think I got what you mean, but what I'm suggesting is that the defaults are changed so that the most sensible icon appears when you're leaving the mouse icon on different objects, independently from what has been selected before (and thence constitutes the current icon selection). For instance: NOW: if I use a potion during a fight and then move towards the next opponent, I have to right-click to get the "fight" icon. SUGGESTED: pointing on a monster/animal with the mouse cursor automagically brings up the "fight" icon. One less click. NOW: if I've used the "look" icon to read a sign, I have to right-click to get the "use" icon and drink a potion or eat some food. SUGGESTED: moving the mouse cursor on a potion in the quickbar automagically brings up the "use" icon. One less click. In this way a) you'd never see an icon whose action is not actually possible (e.g. a "use" icon on a monster) you can get to secondary actions, like "look" instead of "use", by way of right-clicking c) the interface would be more fluid and quick to use. Hope I managed to explain better this time Rehdon
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As a general principle, you're right of course, but in this specific case you have an OBJECTIVE criterion: the number of mouse clicks. I think we all agree that the less, the better (unless you're really looking hard for those RSI injuries I don't know how difficult it would be to change the code related to this particular issue, so as far as I know it could be difficult to implement the changes I suggested. I just wanted to get your attention on this specific point, hoping change a) would be considered is technically possible. Rehdon
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Well I was going to scribble something about the default actions and their importance to sensible UIs, but you wrote it all very neatly for me, majestyk, thank you! In fact in UI design they usually suggest that you count the clicks needed to perform a given task: the less clicks, the better for your user (duh!). To stick to the fighting phase, what I was suggesting is that it would be a nice improvement if the pointer icon would switch automatically to "fight" when hovering over a monster/animal, just as it switches to "use" if I move it on a healing potion or food in the quick pick window. Rehdon
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I very much like this idea, I was thinking about something similar when I started playing EL. A little suggestion for improvement: move the equipment boxes a little further from the human figure (so that they don't clutter it too much) and connect them to the relevant positions using straight lines, perhaps ending in a little circle (end position more visible). Rehdon
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Did that before posting, didn't see any relevant thread. Admittedly there were too many results to browse them all, I just read the first 10 or so. I guess that was a sort of "already discussed, not passed" meaning? You know, I really had a hunch that clicking on the inventory bag icon would open ... the inventory bag! But what I meant was something different: since currently there's no action tied to a mouse click on the character (except for the "You see [name of character]" and the "You can't trade with yourself" things, not very useful IMHO), how about having the inventory bag open when you click on the character? I think some old RPGs did this, and I found it very useful because it allows you to stay with the mouse near the character and the objects he/she's using etc. Rehdon
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Ok, sounds reasonable to me. What do you guys think about points 2 and 3? Rehdon
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Ok, just made a little test: if I use something, then walk (= click on a different point of the map), then click to attack a monster the use icon is still there. Perhaps it's just my fault assuming that if the use icon is the currently selected one, it should change to the walk icon if I click somewhere on the map to move; or am I right in thinking that that should be the expected behaviour? Rehdon
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Jon, that's what should happen, but more often than not I get the "use" icon. If, for instance, the use icon were disabled when hovering over monsters (i.e., if only the possible actions were to be shown) that wouldn't happen. Rehdon
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I am auctioning off a reasoning removal stone. Initial price 20Kgc, min increment 2Kgc. Auction closes Wednesday at 18:00 CET (i.e. 5 pm GMT). Post here your offer, or PM me in-game or in-forum (I will keep the current best bid up to date in this message, bidder will be kept hidden unless explicitly told to reveal it). Will accept gc or armour-type items. Rehdon
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Hi all, I think that this could actually raise some privacy issues, I hope maintaining a "don't publish my stats" list won't be too burdensome. Another little negative side I can think of is that this will encourage competition on item possession, and perhaps make some of them more rare/expensive. Apart from these considerations, precise stats will be a great help in understanding the game workings (internal economy, activity trends, etc.). Rehdon
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OK, I think I got what you mean now, this is actually the first and only MMO I played so far. Rehdon
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My 0.02 €: 1. it's clear that there are some little bugs and problems in the current implementation, but in the long run I think that it will add to the game's depth in lots of subtle and interesting ways; 2. one specific problem I'd like to see addressed is the monster/animal/character "vanishing", i.e. the fact that these objects simply disappear when you move away from them and then reappear if you do the reverse: this is a little too abrupt, I wonder if it were possible to see a shadowed character/object (just a greyed outline, or something similar) in a sort of intermediate zone, i.e. * I can't see a thing (due to low perception + night and/or bad weather) * I can see something approaching, but can't guess exactly what it is * I can finally see her/him/it just fine because close enough This effect would make the transition more esthetically pleasing and even add something to the gaming experience ("hmm, looks like it's just a rabbit ... oops, it's a fluffy, better run!!!" 3. the ideal and more pleasing solution would be one à la Diablo I/II, where you have a (literal) shading out of areas far from light sources, don't know how difficult would that be to implement though; 4. add the possibility to carry torches, lanterns etc. (or use spells) into really dark caves/dungeons and you'd be able to enjoy an even more exciting game experience! Imagine exploring a cave with no map, a feeble light and ominous shadows right over the corner ... Rehdon
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Yep, I've some experience with beta stuff Thank you for your explanation, that helps in understanding why it is so, but I disagree with your conclusions: it's a shame that some objects be "lost" because the game structure moved on, the game is empoverished as a result; and till the rules are the same all those starting manufacturing will be stuck with unnecessarily difficult to make objects at the beginning. OTOH, as you noticed, since it's a beta I would expect (and gratefully accept) a global revision of rules at some point, so that both the game complexity and a fair balance are reached. Rehdon
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Hi all, I can understand the need to make special items rare, what I don't understand (yet, I'm still a newbie when it comes to the game balance system) is why you need special items to make items that aren't special at all. For instance, why do you need an EFE to make a pair of iron greaves, or other iron armor? One would say that these aren't particularly sophisticated items, it would make more sense IMHO to require EFEs to be used with special metals, starting from titanium, and other special objects. If the problem lies in the defense bonus granted by those items, it could just be lowered, which also makes sense: armor protecting vital body areas should grant a much higher defense value, so f.i. greaves should give much less than helms and torso armors. Hope this isn't taken as "whining", I'm genuinely interested in how the game works. Rehdon PS By the way, it would be nice to have a separate window, with a human body like outline, where to put things you're wearing. See many traditional RPGs.
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Hi all, I'd like to translate the EL client locale into Italian, I'd like to know: 1. do I need to access the latest files in CVS or can I safely start from the languages EN dir? 2. anybody else interested in helping? 3. anybody else already doing this? Finally, this might not be the right forum, if I have to post in the development one please let me know. Rehdon
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Thanks Roja. Hope some dev and/or encyclopedia maintainer can answer my questions now that I'm in the right place Rehdon
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What numbers, if I may ask? I think you'd get sensible results only if you test in the thousands ... Rehdon