Jump to content
Eternal Lands Official Forums

Learner

Members
  • Content count

    5397
  • Joined

  • Last visited

Posts posted by Learner


  1. Issues with Port 2000 is the original reason I created my Proxy, and then added improving Network Performance that has helped people with bad or slow connections. It even helps people with good connections during map changes or in crowded/busy areas (like invasions).

     

    Some ISP's and other places (like hotels) block port 2000 since it used by some very common internet phone systems.

     

    The 1.9.6.0 Client when using the new SSL connection feature also gets around the port 2000 problems and goes through my Proxy, but you must select the proper server connection.


  2. On 11/21/2021 at 4:03 PM, bluap said:

    The message means that your client_state.json file is corrupt.  If you've not edited the file and if other files are corrupt, then it is is probably due to something else such as disk errors.  If you edited the file then you can still recover by fixing the error.  The JSON format is text but has a specific structure that must be valid.

    Maybe the save procedure should keep the previous version in a backup file every time it saves? Would give a chance to restore it.


  3. One issue I see personally is EL is free to download and install! Placing it on Steam would require a fee when you install, while Steam adds more visibility it also costs the new players more! I can't speak about other issues that have happened in the past, but that pops up in my head just from looking at Steam requirements to be included.


  4. 6 hours ago, bluap said:

    The client window can handle 100 buddies currently, this could easily be increased.  The client could potentially be changed to remove the limit and just allocate more memory as required.  However, I do not know if the client is the limiting factor.  How many buddies can a player actually have from the server perspective?

    The real limiting factor is the Server and how Radu assigns the maximum number of Buddies at compile time, which applies to every player & mob possible in the game, instead of allocating on demand as needed. So even a Beaver on IP has all that possible Buddy information allocated though it will never use it!


  5. 10 hours ago, Guest afriaen said:

    Ok bluap, thank you very much for explaining! I knew that the server does all the multiplayer stuff but it wasn't entirely clear what functions belonged to that category. I also see how anti-cheat makes it necessary to program certain things at server side that in theory could also be programmed at client side

    Now, what do you guys do in case of server related bugs? Is it the creator.owner alone who fixes those, or are there others too who have this permission? How much time does that that take overall?
     

    afriaen

    In cases of emergencies or Radu asking nicely, I'm still around to help fix bugs in the EL server. Most of the time I just make sure EL keeps running as well as it's Forums since I have other things on my mind.

     

    But, any server changes I make I do still send to Radu so he still controls the EL server code.


  6. 6 hours ago, Guest afriaen said:

    Thank you bluap!

    But I will first wait to see the confirmation whether part of the game will not be accessible for bug fixing...

    afriaen

    Keep in mind that many 'bugs' are server side, since the server handles all the important logic, and the Client is mostly an interface to the server and to display 3D images. Even changing a map or map objects requires the server is using the same map & objects or you end up adding bugs.


  7. 6 hours ago, bluap said:

    Yes, that would be related.

    Have you looked to see if it maybe messages from the server itself are handled differently from chat messages? Maybe some messages are just bypassing the logic used to trigger sounds? Yes, another likely aspect is the order of the packets vs the tport to the UW.


  8. 2 hours ago, vinoveritas said:

    That's exactly why i made my suggestion!!!

    And it  would not be programming around, it would fix a system, that apparently is not set up right(i do not know how the game is programmed, but in my object orientated thinking, a perk is an attribute of a character or an object, so the check should be simple like

    a if(!charakter_has_perk(item_perk){

    toggle perk

    }

    of course that only will work if the character has the perk stored as an attribute that is set and unset when he gets some from wraith or redeemer ...) and not if the perks are just a list of toggled on things. but the latter should be done anyway or it is a possible vunerability for cheating.

    The only place the server tracks if you have a Perk is that flag! So wearing and item with the same Perk and then removing it you lose the Perk without getting any PP back! Basically Radu would have to rewrite how he's tracking Perks.


  9. 10 hours ago, Burn said:

     

    It's not a matter of that. You can still be watching what you're doing and still click wrong. Esp. if you're like me and have hand issues such as psoriatic arthritis. One wrong ache and suddenly I'm somewhere I don't want to be just because the creature's movement went slightly away from where I clicked for just a half second. On top of this game having just enough delay at times when the cursor switches to cause issues.

     

    Regardless, the feature already exists, so no point in this post in the first place. I don't prescribe to the "screw the players" mentality that has made the game what it is(n't) today, I focus on QoL for those of us who dare keep playing after all this time.

     

     

     

    Yes, this is what I was thinking. :)

    Agreed it looks like a bug.

     

    My other comment was more to get people to think more about actually playing and discussing it. Just a personal opinion and not trying to dictate anything. Sometimes interesting discussions come up from disagree or having an opposing viewpoint given.


  10. 3 hours ago, Raz said:

    4) Stuck char

    Walked through a telepad at the time mob tried to attack me

    (bug existed on old client)

    You are under attack - yet nothing there and also unable to move.

    Tele to range / portals fixes

    (or someone kill the mob that was attacking you)

    This one is scary if you don't know what it is or how to get out!

    That one is a long known server issue Radu would need to fix.


  11. 47 minutes ago, Nogrod said:

     

     

    I like the double click idea. It makes the feature safe and makes the button quick and easy to access.

    Since double slicking a button isn't the norm, what about also changing it to "<<" as a hint a double click is needed or some other special marking?


  12. 4 hours ago, bluap said:

    There's some simple stuff we could do client side towards this, such as a quick way to share your status into a chat channel, or even some of the party type features.  But more advanced stuff would be a lot easier, and we could do more perhaps, with some support from the server.  Here's some ideas for the needed server support:

     

    Create / join functions

    • Party leader can create a new party, specifying a party name and pass-phrase or pin
    • Party leader can destroy the party
    • Other users can join the party by specifying the name and pass-phrase or pin, to become members

    Or, an alternative set-up create / join functions

    • Party leader can create a new party, specifying a party name
    • Party leader can invite a new member to join the party
    • Party leader can kick a current member
    • Party leader can destroy the party
    • Optionally, members can invite others to join the party

    Member functions:

    • (For the alternative set-up) Users can accept an invite to join a party
    • Members can leave the party
    • Members receive status information on other members, including if they are the leader, and their actor id if they are in range
    • Members can send and receive chat from a shared party channel

    The server would need to maintain the state of the party .  Perhaps there would be a limit on the number of party members, and a time-out where the server destroys the party.  Perhaps a user is limited to creating and joining one party at time.  It would be useful to hold your party membership across client restarts.  It would be useful to queue join offers (alternative set-up) for when you start your client.  A lot of client side functionality could be built on top of something like this.

    What happens if the Party Leader Grues or logs out? The next step is to think about worst case scenarios like that and try to address them.

×