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Greypal

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Everything posted by Greypal

  1. Expiring bots

    Paid for Bomb_Shop and storedragon including unlock fee Transaction ID: 48D830608A461113B
  2. Bot expiration

    Paid bot unlock and yearly fee for bomb_shop and storedragon Transaction 6Y228971GC248105D
  3. Expiring bots

    Bomb_shop paid Storedragon paid can you please change the ownership to Greypal, Cyberwulf has passed away years ago Belldandy paid new owner: Steinbeisser Transaction-ID: 9MB87523AA991342G
  4. Expiringbots, November 2015

    Bots Bomb_shop and Storedragon paid. Transaction ID: 43293305X6606094P Please update the owner for both bots to be me.
  5. Expiring bots, November 2014

    Payment done for bomb_shop Transaction ID 3SK00469R3540604C. Please also change the owner to greypal, i took over the business after cyberwulf passed away.
  6. Server Problem? Or just us?

    very strange, sure, "#Message from God: Server going down" made it through
  7. Server Problem? Or just us?

    The connection is accepted, but closed immediately without any banner
  8. New and updated trade bot list

    Since cyberwulf passed away last year i took over responsibility for Bomb_shop.
  9. Some routers down

    now the connection is back see the history: Fri Dec 16 00:06:56 CET 2011: CRITICAL - Socket timeout after 10 secondst 2000 Fri Dec 16 00:17:12 CET 2011: TCP OK - 3.021 second response time on port 2000 Fri Dec 16 00:18:22 CET 2011: CRITICAL - Socket timeout after 10 secondst 2000 Fri Dec 16 00:34:05 CET 2011: TCP OK - 9.023 second response time on port 2000
  10. Global Quest FAQ

    donated 2 oranges Result: I am trying to make a special potion. I need 70000 Ogre Toes of which I have 70000, 90000 Vegetables and I have 90000, 3 Pear of which I already have 3, and finally, 25 Orange of which I already have 16.
  11. Testing the horses on the test server

    Gratz fedora, \o/ Good news, after testing a while (more than 1 hour) we (finja and i) were not able to reproduce it. We hunted the bug succesfully down Now it seems another test with more ppl makes sense.
  12. EL 1.9.1 RC1 released

    Since your error_log.txt still shows the message downloading from www2.gm.fh-koeln.de it is not using the scaled files. and BTW this is not something to be handled here. As i meanwhile mention on the page do not bother radu or other el-staff with this.
  13. Testing the horses on the test server

    So meanwhile i was able to completely "lock" the horse also on the quad-cpu machine, see the recent logs and screenies in the quad-cpu directory. Also Finja joined the "test"-team and uses two different systems for testing, you will find two additional directories: finja-old, where finja can also reproduce the problem very quickly finja-new, like my quad-cpu system the problem only occurs very rarely finja-new is not populated yet in the notebook directory there is a new sequence showing several situations. a brief description 1. aim, shot, miss and the horse gots stuck and i fly when moving to a new position 2. aim shot and hit a target then the stuck horse advances 3. move again the horse stays where it is 4. again shot and hit a target the horse advances again and so on so somehow the miss and or hit interfere with the horse movement :/
  14. Testing the horses on the test server

    ok still reproducable, so i added two console logs and screenshots, forgot to make a screenie for the first file, but just restarted client, logged on, aimed, shot, missed and ... happened http://greypal.el-fd.org/screenshots/test/ BTW: the current cvs will not compile without MORE_ATTACHED_ACTORS defined CC actor_scripts.o actor_scripts.c: In function ‘animate_actors’: actor_scripts.c:363: warning: unused variable ‘wasbusy’ actor_scripts.c: At top level: actor_scripts.c:382: warning: data definition has no type or storage class actor_scripts.c:382: warning: type defaults to ‘int’ in declaration of ‘SDL_mutexV’ actor_scripts.c:382: warning: parameter names (without types) in function declaration actor_scripts.c:384: warning: data definition has no type or storage class actor_scripts.c:384: warning: type defaults to ‘int’ in declaration of ‘last_update’ actor_scripts.c:384: error: initializer element is not constant actor_scripts.c:385: error: expected identifier or ‘(’ before ‘}’ token actor_scripts.c: In function ‘next_command’: actor_scripts.c:1339: error: ‘thecount’ undeclared (first use in this function) actor_scripts.c:1339: error: (Each undeclared identifier is reported only once actor_scripts.c:1339: error: for each function it appears in.) actor_scripts.c:1680: warning: unused variable ‘rotation_angle’ make: *** [actor_scripts.o] Errors 1 reason is that "thecount" is used outside of MORE_ATTACHED_ACTORS blocks but defined inside of one at the beginning of the file
  15. Testing the horses on the test server

    sorry to say, it took only 10 minutes to check out, compile and fly again, on the notebook you will find a recent console log and a corresponding screenshot in the notebook directory. http://greypal.el-fd.org/screenshots/test/
  16. Testing the horses on the test server

    hi, the horse detach issue is still in effect. I can reproduce it on my notebook even with the latest cvs. with the same binary and data i did not succeed in reproducing it on a quad-cpu. for investigation i putted all collected stuff on to my web-site. http://greypal.el-fd.org/screenshots/test/ the README states the common things. To distinguish on which machine i tested i created 2 subdirs. what i noticed on the quad-cpu is, also at some time the horse and actor queue is filled up to half. maybe it only shows a effect on "slower" systems. on the notebook i have often that the horse gots locked completely after a "miss" shot and the horse continues to move after a successful shot. i made some screenshots see elscreen073 and elscreen074 in the notebook directory. in all cases the target is somehow moving maybe out of range (too far) or behind blocking objects (no line of fire) ot just a miss. since a movie created on the notebook does not show everything i didnt record it. i had it only once on the quad-cpu a few days agos when i posted the actor_queue and the corresponding .ogg file, it was only a short slip off the horse and the horse moved somewhat delayed. i putted complete session-console-logs into both directories. in the quad-cpu dir there is also a .ogg file to the corresponding .log.txt file. it's now 5:25 a.m. and i need some sleep.
  17. EL 1.9.1 RC1 released

    for the time being i setup a mirror of sir_odie's custom clothing and provide also rescaled versions of this. check http://clothes.el-fd.org/.
  18. Testing the horses on the test server

    thanks fedora, this is exactly what i expected, those queues got out of sync. it took me a while to reproduce it and record it as well. But now i've uploaded 2 files to http://greypal.el-fd.org/screenshots/test/ named actor_queue.txt and actor_queue.ogg where u can see how the queue for the horse filled up and see the corresponding shot in the video. i assume when the horse locked completely the queue may have been overflown. and a successful shot released the horse from its lock. but how is this associated in the client? also in kf i had seen that horses which do not change the positon still were walking and such.
  19. Testing the horses on the test server

    sorry, my bad, corrected, it was 2 late
  20. Testing the horses on the test server

    i've been able to reproduce horse detachment, i did several screenies during kf-action and after which are available under http://greypal.el-fd.org/screenshots/test/. But since those screenies do not show much detail what and how i did i figured to create a movie which is also available in the screenshots directory. The quality is not the best, and the framerate is quite poor but you get an idea how i get managed to get of the horse. 1. aim a target and shoot maybe a miss, a "no line of fire" or "too far" triggers that the horse is stuck. 2. if you then click somewhere to move to, you float around 3. if you successful shoot again the horse moves again since this scenario may also be triggered on a map just containing 1 mob, 1 player and some blocking objects it would be easy to follow the "traffic" which packets arrive and being handled. since during the "freeze" of the horse this "horse-actor" is not being "operated". when checking the screenies, you may look at nr 70, where my horse is "parking" far away near the poppies in votd. screens 65-69 show a "remote" synchron moved horse. while on screen 64 the horse is stuck until i had a succesfull fight with a boar
  21. Client update test

    I've set up a sync'ed copy of sir_odie's custom clothes server in 3 variants, 2 for the "new" client, just read "http://clothes.el-fd.org/" for instructions. I also appreciate positive or negative feedback. I discussed with sir_odie why he decided not to compress all bmp files by default. He was reported in the past that some users had problems with compressed files. So that is what variant 3 addresses, all files compressed.
  22. New players online mirror page

    Due to a server maintenance ~52 days ago a required service did not get started, so the mirror-pages went blank -> fixed. For reporting on such issues best is to send me a forum-PM or PM me ingame Sorry for any inconvenience
  23. Animal Removal Stone, Auction

    Starting price: 500kgc BIN: 535kgc Increments: 5k or higher Auction ends 48 hours after last bid Good Luck
  24. Animal Removal Stone, Auction

    sold for BIN, auction closed
  25. Vegetal Removal Stone, Auction

    Starting price: 500kgc BIN: 535kgc Increments: 5k or higher Auction ends 48 hours after last bid Good Luck
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