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Fedora

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Posts posted by Fedora


  1. Before starting to add new features for 1.10 (or 2.0?) I think a #define purge is in order.

     

    This is the #def list for the 1.9.0 release:

     

    FEATURES += ATTACHED_ACTORS				 # allows to have 2 actors that are attached together, one of the actor will exist only on client side (needs server support)
    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 += FUZZY_PATHS					 # Makes Tab Map walking not always follow exaclty the same path
    FEATURES += MINIMAP2						# Disables the rectangular minimap and enables the rotating minimap
    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_SELECTION				   # Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine
    FEATURES += NEW_SOUND					   # Enables extended sound effects system
    FEATURES += NEW_TEX						 # use new texture coordinates for enhanced actors
    FEATURES += NEW_WEATHER					 # new weather effects
    FEATURES += PNG_SCREENSHOT				  # make screenshots in W3C's PNG format in game, requires libpng
    FEATURES += SKY_FPV						 # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral
    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 += VARIABLE_SPEED				  # allow to change the moving speed of actors (needs server support)
    FEATURES += ZLIB							# Enables being able to read gzip compressed files, requires -lzlib/-lz
    
    FEATURES += EMOTES						  # Support for additional animations parsed from local text with a seperate anim que
    FEATURES += USER_MENUS					  # enable user command menus, requires CONTEXT_MENUS
    FEATURES += BANDWIDTH_SAVINGS				# enable bandwidth saving changes for message protocol
    FEATURES += ITEM_UID						# Enable unique image id values from server
    FEATURES += NEW_QUESTLOG					# Enable the new questlog, rewritten with new features

     

    I think at least the following can be removed:

     

    FEATURES += ATTACHED_ACTORS
    FEATURES += CONTEXT_MENUS				   # Enable context menus
    FEATURES += MINIMAP2						# Disables the rectangular minimap and enables the rotating minimap
    FEATURES += NEW_CAMERA_MOTION			   # Changes the behaviour of the camera by replacing the rotation duration by a constant deceleration. This 
    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
    FEATURES += NEW_TEX						 # use new texture coordinates for enhanced actors
    FEATURES += NEW_WEATHER					 # new weather effects
    FEATURES += PNG_SCREENSHOT				  # make screenshots in W3C's PNG format in game, requires libpng
    FEATURES += SKY_FPV						 # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral
    FEATURES += TEXT_ALIASES					# Text aliases
    FEATURES += EMOTES						  # Support for additional animations parsed from local text with a seperate anim que

     

    is it ok? should we add some more #def to the purge list? how do we split #def purging between mods?

     

    Post here :)


  2. is it normal for the 3D map markers' text to be on the top layer of the screen? (i see the 3D marker text on top of channel text, on top of objects......)

     

     

    @#!!@@ no it isn't ;)

     

    Correcting it asap...

     

    EDIT:

     

    ok, it should work now


  3. As reported by Eadric and other players it seems the EL icon is missing (both window and linux version). I did a quick check, indeed the icon.bmp file is not in the package and

     

    gl_init.c: SDL_WM_SetIcon(SDL_LoadBMP("icon.bmp"), NULL);

     

    fails setting the icon to the default one. There is a el_icon.png tho, is it the new icon? should it be loaded by gl_init? On my linux renaming it to icon.bmp doesn't work.


  4. * emotes out of synch corrected

    * corrected the handling of frame duration_scale (Roja has been informed) so if you use the latest cvs with the current emotes.xml you may experience bad emotes or resynchs

     

     

    please test emotes also while on horses. I checked and it seems to work nicely, but the syncronization horse/knight is quite a messy code :icon13:


  5. couple of things:

     

    * do not delete sound dir, it is not in the .zip

    * spells.xml is not in the package either

    * there are some bugs with emotes (doh). They don't synch well when doing an emote and starting another action right after. Like standing, *waveleft, walking. Or sitting, *waveleft, standing. I think I know where the bug is, I'll commit changes later today.

    * in error_log.txt Cal3d complains about some missing animations (birdfly2, wave_left_held, wave_right_held) which indeed are not there (bridfly2 seems a typo, there is a bird_fly2 under animations)

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