Jump to content
Eternal Lands Official Forums

Saelf

Members
  • Content count

    38
  • Joined

  • Last visited

About Saelf

  • Rank
    White Rabbit
  1. I thought I understood astrology, but I realized that different players have different ideas about how it works. So, I'm creating this post to remove my doubts, and to other players who also do not completely understand the astrology. (The intervals above can be wrong, it's only an idea about) Make rare/failure indicator: Make rare: +900 ------- 0 ------- -900 Ok, green bar is in this (--->) direction, but the number is negative So, I make more or less rare items here? Sounds green is better, but the negative number told me I'll make less rare items (so, it's worse, not better). People has different ideas about this... Failure: +8 ------- 0 ------- -8 Again, the green bar is negative (--->) Sounds I have less failures, correct? This failures are mixing items only, or magic failures are here too? Since there's another indicator for magic? Harvest events inc./degrade indicator: Harvest events increase: Less harvest events -85 ------- 0 ------- +85 More harvest events These are normal events? Mini events? Or both? The harv med break event is here? Degrade: Items break easily -900 ------- 0 ------- +900 More difficult to break items Armors are here. Mixing items (molds, mortar's, ....) are here, too? Criticals indicator: To hit: Less hits -8 ------- 0 ------- +8 More hits To damage: Less damage -8 ------- 0 ------- +8 More damage Acc/magic indicator: Accuracy: Less accuracy -6 ------- 0 ------- +6 More accuracy Magic: Removes from your magic level -6 ------- 0 ------- +6 Adds to your magic level Att/Def indicator: Attack: Removes from your atk level -4 ------- 0 ------- +4 Adds to your atk level Defense: Removes from your def level -4 ------- 0 ------- +4 Adds to your def level
  2. Skills and Market enhancements at game

    I saw several conversations about this topic in game (mainly at channel 6, but not just only there!), but if we want see this to work, we need some discussions and registers here. I ask all players who think about this to post a message here with your opinion.
  3. I really think the market at EL is crazy. People are moving to a/d, and develoment of other skills are secondary or for fun. Up crafting, tailoring, manufacture (especially this!), and other skills isn't a really good thing. Up OA with some hours of training is easy compared with try up OA with any of other skill, and why? Try make + sell titanium armor to up your man and win some money... Make SRs (one of the best sold potions at game!) needs time to harvest, time to mixing, and with some a/d hours you can get so much more exp + gold than stopped mixing, and it's more fun too! You can sell FEs easy, but add the time to harvest ings, mix all, sell and see the final gc: 5, 6k.... a 60-80 instance returns more than this. You do this not to sell, but to get some experience. Personally, I think the solution can start with revision of game prices, and the NPCs are the start point to this change. Not only a/d payers should win so much gc, but players with other ideas too. Maybe the experience to make some items should increase, or the chances to make rare items too, I don't know, but I would like opinions about. I just think we have 12 skills here, not just a/d, and if you want people making potions or armors for you, they need some kind of incentive too...
  4. I'm was remembering about the old speed hax potions, and was thinking how is good the idea to run with the char. Some maps uses a lot of patience to go from a place to another, and I'm was thinking in alternatives to SH potions idea: - The char could run in non-PK maps; - The char could run based in your inventory weight (how much more heavy, more slow the char runs); - Press SHIFT key to run with the char. Ok, it's this. I wait comments.
  5. Selling I Eat Dead People Removal Stone

    The stone was sold for 50kgc in game (not for 59k because a bot lowered his price today). I don't know if I can put here the buyer's name. Thanks for your offers. :-)
  6. Selling I Eat Dead People Removal Stone

    The stone is difficult to find yet. Even the bots don't sell for this price.
  7. Selling I Eat Dead People Removal Stone

    (-.-)' The lower price is 59k... :-P
  8. Item: I Eat Dead People Removal Stone Lower price: 59kgc (SOLD! Lowered to 50k because bots prices) If you have some offer, PM me in game or send me a gossip message.
  9. Instance 60 to 80 testing

    NPC found! Now I need find people to enter instance.
  10. Instance 60 to 80 testing

    I want try this instance too. I'm at test server at the moment trying find the NPC.
  11. Add Sky Support into Linux version

    Well, extract from wine is not problem. :-) But how can I compile always the last release (for some tests, for example) and have the data files for new things at my pc? For example, somebody is making a new water who uses some new data files. The new water is experimental, and do not exists RC for Windows. I get EL from source code and compile with the support, where I get the new data files?
  12. Add Sky Support into Linux version

    Hum... I compiled the bin file from source... But where I download the last data files then?
  13. Add Sky Support into Linux version

    Ok, I've solved with this: I downloaded Windows Pre RC from this link: http://www.eternal-lands.com/el_pre_rc_26_06_08.exe Found at this forum post: http://www.eternal-lands.com/forum/index.p...20test&st=0 Opened with Wine and unpacked at linux EL folder. Now my EL version has all files needed. There are another way to download this needed files?
  14. I've tried compile EL code from CVS so many times. The sun, clouds and stars never appear. I've copied all BMP files from "sky_cursor-textures.zip" to my_EL_DIR/textures/ downloaded from http://users.on.net/~gingerman/sky_cursor-textures.zip I want have sky and camera support into my Linux version of EL. What I'm doing wrong? The error_log file show me this: [00:36:51] unknown element for skybox: clouds_rain [00:36:51] unknown element for skybox: clouds_detail_rain [00:36:51] unknown element for skybox: fog_rain [00:36:51] unknown element for skybox: light_ambient_rain [00:36:51] unknown element for skybox: light_diffuse_rain [00:36:51] Error while loading the skybox definitions. [00:36:51] no color key defined for 'clouds_sunny' element! [00:36:51] no color key defined for 'clouds_detail_sunny' element! [00:36:51] no color key defined for 'clouds_rainy' element! [00:36:51] no color key defined for 'clouds_detail_rainy' element! [00:36:51] no color key defined for 'sky5' element! [00:36:51] no color key defined for 'sky1_sunny' element! [00:36:51] no color key defined for 'sky2_sunny' element! [00:36:51] no color key defined for 'sky3_sunny' element! [00:36:51] no color key defined for 'sky4_sunny' element! [00:36:51] no color key defined for 'sky5_sunny' element! [00:36:51] no color key defined for 'fog_sunny' element! [00:36:51] no color key defined for 'fog_rainy' element! [00:36:51] no color key defined for 'light_ambient_rainy' element! [00:36:51] no color key defined for 'light_diffuse_rainy' element! My make.conf file have this: # My selected options FEATURES += DEBUG # (undocumented) FEATURES += DEBUG_XML # Enables missing (optional) XML string property messages FEATURES += SKY_FPV # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral (Experimental) Extract http://users.on.net/~gingerman/sky_cursor-textures.zip into datadir/textures/ FEATURES += NEW_CURSOR # New coloured cursors made by Emajekral (Experimental) Extract http://users.on.net/~gingerman/sky_cursor-textures.zip into datadir/textures/ FEATURES += NEW_WEATHER # new weather effects FEATURES += NIGHT_TEXTURES # enable night textures. changes textures at night to cooler colors # Other Options #FEATURES += CONTEXT_MENUS_TEST # Enable "#cmwin" command to help test/demo the context menu code #FEATURES += DEBUG_POINT_PARTICLES # (undocumented) #FEATURES += DEBUG_TIME # Fakes the acceleration of time for use in debugging shadows and the like. #FEATURES += DEBUG_MAP_SOUND # Adds (some??) map boundary areas to tab maps and additional logging to stdout #FEATURES += ECDEBUGWIN # press ctrl-alt-c to open the Eye Candy debug window: trigger most effects without casting spells or server side events #FEATURES += EL_BIG_ENDIAN # (undocumented) FIXME: Should be removed and set in the code (as is done for OSX. Is it needed on any other platform?) #FEATURES += EXTRA_DEBUG # (undocumented) #FEATURES += NEW_LIGHTING # (undocumented) (do not work with SKY_FPV) #FEATURES += MEMORY_DEBUG # gather information about memory allocation and freeing #FEATURES += MINIMAP2 # Disables the rectangular minimap and enables the rotating minimap #FEATURES += MISSILES_DEBUG # Enables debug for missiles feature. It will create a file missiles_log.txt file in your settings directory. #FEATURES += MUTEX_DEBUG # (undocumented) #FEATURES += NO_PF_MACRO # (undocumented) #FEATURES += OPENGL_TRACE # make far more frequent checks for OpenGL errors (requires -DDEBUG to be of any use). Will make error_log.txt a lot larger. #FEATURES += PARANOID_CAMERA # (undocumented) #FEATURES += PAWN # Experimental, not for release, will need server support to function properly. This *will* eat your cat. You've been warned. Enables the Pawn abstract machine. #FEATURES += SIMPLE_LOD # enable a simplistic distance culling to improve performance #FEATURES += TIMER_CHECK # (undocumented) #FEATURES += UID # use unique ID sent from server for custom looks. (INCOMPLETE) #FEATURES += UNROLL4 # (undocumented) #FEATURES += USE_ACTORS_OPTIMIZER # Enables actor optimizations #FEATURES += USE_BOOST #FEATURES += USE_TR1 # Needs tr1 version of c++ stl, used for NEW_FILE_IO #FEATURES += WRITE_XML # dangerous to use, will wipe out some XML files that are part of the main game download #FEATURES += ZLIBW # Enables being able to write gzip compressed files, requires -lzlib/-lz needed for map_editor # Options working FEATURES += ANTI_ALIAS # allows to enable/disable anti-aliasing in el.ini FEATURES += CLUSTER_INSIDES # Group objects into separate clusters for clipping on inside maps FEATURES += CONTEXT_MENUS # Enable context menus FEATURES += CUSTOM_LOOK # allows you to customize your look. FEATURES += CUSTOM_UPDATE # allows autoupdating of custom look information FEATURES += DYNAMIC_ANIMATIONS # Synchronizes animation to FPS instead of a fixed timer FEATURES += FUZZY_PATHS # Makes Tab Map walking not always follow exaclty the same path FEATURES += NEW_ALPHA # (undocumented) FEATURES += NEW_CAMERA_MOTION # Changes the behaviour of the camera by replacing the rotation duration by a constant deceleration. This gives a better control on the positionning of the camera. FEATURES += NEW_MAP_FORMAT # (undocumented) FEATURES += NEW_SELECTION # Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine FEATURES += NEW_SOUND # Enables extended sound effects system - almost pointless without OGG_VORBIS FEATURES += NEW_TEX # use new texture coordinates for enhanced actors FEATURES += PNG_SCREENSHOT # make screenshots in W3C's PNG format in game, requires libpng FEATURES += TEXT_ALIASES # Text aliases FEATURES += USE_INLINE # enable some optimizations to use inline functions instead of pure function calls FEATURES += USE_SHADER # Using shaders for water rendering. Needs NEW_FILE_IO FEATURES += ZLIB # Enables being able to read gzip compressed files, requires -lzlib/-lz
  15. Help me compile the client!

    And this error? CC textures.o textures.c: In function ‘load_bmp8_fixed_alpha_with_transparent_color’: textures.c:1691: error: redeclaration of ‘i’ with no linkage textures.c:1689: error: previous declaration of ‘i’ was here make: ** [textures.o] Erro 1 EDIT: Ok, working now, I'm used the default make.default file.
×