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Fedora

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Posts posted by Fedora


  1. I need to free some storage slots:

     

    * 200 Hydro Bars @ 10.6k each

    * red dragon armor (no helm) @ 215k SOLD

    * bronze armor (no helm, no shield) @ 140k

    * radioactive rapier @ 175k SOLD

    * 10 rostogols @ 30k each SOLD

    * magic removal stone @ 550k (or I can trade it for an artificial/vegetal)

     

    (red dragon helm and bronze shield available for sale together with the standard armor sets if you need. Just offer)

     

    This is not an auction, but if you really want some of the above, feel free to bid higher :medieval:

     

     

    Post here or PM me in-game where I'll gently answer you with an afk message


  2. Changes committed:

     

    - clip distance for markers is 20 tiles

    - #marker_color <r g b> (0..255) sets marker color to the RGB value

    - #marker_color <color name> accepts (red,green,blue,yellow,cyan,magenta,white) as shortcuts

    - #marker_color without arguments shows the current marker color

    - #unmark on server sent markers now behaves correctly

     

    The client should be able to read old marker files, but will overwrite them with the new format, so I recommend a backup just in case :wub:


  3. @bluap: mmm...the only thing I can do is to lower the clipping distance for markers. It is 30 tiles now iirc, probably half can do the job.

     

    As suggested by bkc56 I added support for colored markers fully backward compatible with previous markers format:

    - #mark_color r g b (range 0..255) sets the current marker color

    All subsequent set markers are drawn with the picked color. Default color is green.

     

    If it is approved I can commit it right away.

    rainbow.jpg

     

    P.S.

    There is a bug that allows to #unmark server sent markers...will commit the patch asap


  4. Ent is working on the server support for emotes (\o/) so I'm committing some changes (all #ifdef'd...I hope) to the emotes code. Basically the protocol defined before is going to change a bit. When we will have the final version I'll post the details for future reference.

     

    Now the client supports a limited number of actions and poses (155 in total, 40 poses and the rest actions). Poses are now sent in the "frame" field of the ADD_ACTOR server message. Also poses are sent as actor commands, in which case they are saved in the actor struct and the next command is processed without delay.

     

    ADD_ACTOR_ANIMATION is not used at the moment.

     

    *******************

     

    I also commited some changes to the turn_left / turn_right commands. With EMOTES on, new turning animations are played. Animation file are somewhere in the cvs tree while player_frames.xml needs two new lines:

    		<CAL_turn_left>./animations/player_turnleft.caf 1</CAL_turn_left>
    	<CAL_turn_right>./animations/player_turnright.caf 1</CAL_turn_right>


  5. Did you try a marker in a spot where you can't see your feet because they are sunk into the mud/water/sand/grass?

    I notice the right side of the right marker in the picture that Fedora posted is missing due to a rock.

    I suspect that if you can't see your toes, you won't see your marker either.

     

    Yes, it's true. The marker is drawn at 0.02 over the z of the tile. If the tile has some object on it, you can't see the marker, but you can still see the text :)

     

    If I disable depth test you can always see the markers, but it looks weird. A solution can be to draw some 3d shape in the place of the cross...suggestions are well appreciated :)


  6. Are these markers the same #mark that appear in the tabmap?

    Yes.

     

    Green marks are placed with #mark, red marks are sent by the server (and appear as red text in the tab map, red cross in minimap, they can't be hidden as the green ones).


  7. Ok, I committed the patch. Please test it and check if I destroyed the cvs :)

     

    I had to draw 3d markers myself, it seems that adding objects to the map breaks some code I don't have enough time and courage to check :)

    I made the markers look like the movement markers we already have, they just pulsate on size and color:

    3dmarks-1.jpg

     

    I tested the SEND_MAP_MARKER message, waiting for the remove message to be implemented too.


  8. Hello,

     

    here is a patch that adds 3d map markers (you can turn them off under Options -> HUD).

    Markers can be client side (normal ones, placed with #mark) or server sent. They should appear differently, the former as emeralds, the latter as rubies. Server sent markers are saved for each user and cannot be hidden.

     

    elscreen036-1.png

     

     

    To handle server markers there are two new protocol messages:

    <SEND_MAP_MARKER id x y mapname text> --> id,x,y are short and mapname, text null terminated strings

    <REMOVE_MAP_MARKER id> id is a short

     

    Per Ent request the patch is not #def'd because it is mandatory for the next update. Also, the client side marker have been tested (briefly :)), I'm waiting for Ent to implement the server support and test the server side markers too.

     

    P.S.

    I should have write access to the cvs, but it is not working atm...while investigating, I post the patch here ^^


  9. Today I was killing rabbits on IP with my friends as I always do and we found this nifty cave full of rats.

     

    In a moment of inspiration I tried to bring back to life the cold remnants of a rodent I barely managed to kill. What to say, I liked it a lot!!!1~!

    I think I may level the skill a bit more in the future. But first I need some gcs to buy a conjurer cloak. I accept donations.

     

    The real thing:

    summ110.jpg

     

     

    The moment of inspiration: :)

    FedoraSummon110b.png

     

     

     

    Thanks to everyone involved in this crazyness, starting with my beloved guildies who tolerated me when I was crying about the lack of ingredients, the wrecked market, the stupid laws against slavery. And how to forget the flock of harvesters, hunters, mixers, potioners, mules (both volunteers and coerced ones) that have been fundamental in moving millions ( 3 or so :P ) of emu to that dusty cave.

     

    I *promise* I stop now... for a while :)


  10. Please note that I didn't have the chance to test all those changes, so there might be some problems. If so, please let me know.

     

    Posting here, not sure if a new thread is needed in programming section.

     

    I did a quick patch to test item ids and I think there's a server side bug. When sending a GET_NEW_INVENTORY_ITEM the size field of the packet is not correct in item_uid mode. It is always set to 11, while it should be 13. This causes a packet overrun for the next packet in the queue.

     

    Or maybe I need more sleep :P


  11. I would like to suggest that we create new creatures which exists only through summoning,

     

    We have sslessars...not much used, but a good alternative when 8 acws are overkill. Also, they're the only summoned monster that wander.

     

    bcus in my~2 years of being here, the only things that have been added have been the tank rabbit and ice dragon.

     

    I think other changes (like multiple summons, more control over summons) are more beneficial to the skill.

     

    I agree. It would be nice to have some changes on special effects pets, like spiders for example. No one uses spider stones even if the paralyze feature is useful. In this regard, I slightly hijack the thread and suggest a new oldschool recipe to summon multiple spiders at once. Good reserve of mana (both for you and the opponent), better chance of paralyze.

     

     

    Overall, I think summoning using only essences instead of animal parts is a nice change of pace and adds an interesting variation to the skill.

     

    We have Gargoyles. Summoned a throng when I was short of wolf furs...*memories*

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