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Espresso_Boy

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Everything posted by Espresso_Boy

  1. I made a patch to do nifty math things related to your skill levels and exp. E for total exp in a skill, N for exp to next level, Z for the last exp event. Use the operator and the (localized) skill shortname (all one token) to calculate all sorts of cool things. I also threw in Q as a sort of reverse L to do exp to level calculations. This is a lot more convenient and less error prone than manually typing in the exp numbers from the stats window and the HUD hovers. Examples: How many more mixes to next manufacturing level: #calc nman/zman How many more mixes to alchemy level 80: #calc (l80-ealc)/zalc Expected level after crafting 10k of something: #calc q(ecra+10k*zcra) Hours to next harvest level: #calc nhar/(120*zhar)
  2. PR19 Add skill experience related operators to #calc

    Thanks for catching that. I had switched to using the localized shortnames at the last minute and should have checked more thoroughly than just "it still works". I've updated the patch on github with the necessary casting.
  3. very old players

    I'm glad to see a few Llamathists in this thread.
  4. Invasion reward points system

    Personally I'd like special days more because I feel like they benefit a broader group of players (I'm not a fighter, and I am selfish), but I see how more spawns are cool because that rewards the kinds of players that actually participate in the invasions. The idea of having a variety of different rewards to choose from is fun though. Hopefully people will make well thought out posts explaining why we should choose a specific reward each week. It should spawn some great debate.
  5. The Greatest EL Player

    And Hazur is a llamathist, so that earns him bonus points xD for everyone saying DonP... yeah, he was cool and a friend, but the king of combat will always be colo...
  6. Sky Client Test #1

    "Hey, my eyes are up here!"
  7. Invasion reward points system

    I love this idea! It encourages players to more actively participate with the EL community as a whole, instead of just going off somewhere alone to harvest and mix. It rewards us for having fun! I don't really have anything else to say, it's just so fantastic.
  8. The Greatest EL Player

    MikeH for founding Llamathism.
  9. Crash 1-2 min after Grue

    Were you by any chance harvesting before, during, or after you grued and/or reconnected? and if so, do you have the new harvesting animation enabled? There were some bugs with it that could cause a crash after lag or a disconnect, but not to fret as they've already been fixed in the CVS. It would be great if you could give us as much information as possible about what you are doing and where you do it when you crash. If you have a way that you can make it crash on purpose, that would be wonderful.
  10. Ideas on new harvestable?

    Congratulations to Moebird!11!
  11. favorite ingame channel

    offtopic all the way. philosophy, entertainment, coding, and fun. Now available with less in my pants!
  12. Removal Stones - where did you find one?

    Instinct Removal Stone from Toadstools in VotD edit: Coordination Removal Stone from Treemushrooms in Treetown yay, two in two days
  13. Crash after re-connect

    You're awesome! no more crashes \o/
  14. Crash after re-connect

    I can reliably reproduce this on both Mac and XP. 1) start harvesting 2) cause a resync or disconnect+reconnect or otherwise find a way to lose your actor 3) cause one of the stop harvesting messages crash in eye_candy_wrapper.cpp:580 cast_reference->effect->recall = true; Here's what I believe is going on. You start harvesting, and harvesting_effect_reference gets set up with the pretties. When you resync, or reconnect after a disconnect, destroy_all_actors() is called, and I *think* ec_actor_delete() washes the ongoing harv effect away with all the other actor associated effects. Since this isn't the normal way for the harv effect to stop, harvesting_effect_reference doesn't get cleared. When we finally do get a stop harv message, ec_recall_effect(harvesting_effect_reference); is erroneously called. Since the effect is already gone, it crashes. Possible fixes: 1) Bring harvesting_effect_reference into scope for actor_scripts.c and set it to NULL somewhere in destroy_all_actors(). This won't help us if we ever destroy just yourself, but I can't think of when that would happen off the top of my head. Since this crash is related to lag, it shouldn't happen that often anyway, so a perfect solution probably isn't necessary. 2) Make every effect check if it is the harv effect when it dies, and if so, clear harvesting_effect_reference. I think this is a waste of time, and it would probably make the client slow. 3) Have ec_actor_delete() do the check. probably still a waste of time. 4) Get rid of harvesting_effect_reference and have filter_or_ignore_text() look through all the eye candy stuff for og harv when we get a stop message. I can't wrap my mind around the ec stuff, but I'm willing to bet that would be needlessly complicated. I'm sure there are more ways to handle this, but I like option 1 because it's only a two line fix. Fixing this will also take care of not seeing the effect after resuming harvesting. There's another lag related crash that happens if we don't have our actors when we start harvesting. This one is a little harder to reproduce. At least the fix is easy. Check if get_actor_ptr_from_id(yourself) returns NULL before passing it to ec_create_ongoing_harvesting2().
  15. Macintosh OS X client 1.6.0 bugs thread

    I fully understand that my system wanders far from the realm of supported configurations, but I figured I should make a report anyway... I have an Asus G1S-B2 running 10.5.2 (Kalyway 10.5.1 + vanilla combo update, toh 9.2.0 sleep kernel, and a few misc kexts from 10.5.1, 10.5.0, and 10.4.8 for good measure) with the Leopard Graphics Update. Processor is a 2.4 GHz Intel Core 2 Duo (cpus=1 though... workaround for a stupid BIOS bug). I have 3 GB 667 MHz DDR2 SDRAM. My video card is an nVidia Geforce 8600M GT 256 MB (CI/QE and all that goodness). I deleted el.ini prior to running 1.6.0.1a the first time. firstly, backspace does not work in any of the entry fields in the misc tab of the options window. I think it's because pword_keypress in widgets.c doesn't check for 127 (taking a hint from text_field_keypress). second up, a crash on IP while trying to click on some vegetables (I may have been rotating the camera, my mouse-wheel/button is very touchy). I forgot to save my error and infos logs. sorry . The last line of chat_log was: [12:01:56] Resync with the server... Process: EternalLands [4602] Path: /Users/espresso/Downloads/el_osx1601a/EternalLands.app/Contents/MacOS/EternalLands Identifier: net.0ctane.EternalLands Version: ??? (1.6.0) Code Type: X86 (Native) Parent Process: launchd [283] Date/Time: 2008-03-28 12:01:56.551 -0700 OS Version: Mac OS X 10.5.2 (9C31) Report Version: 6 Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000000003d8 Crashed Thread: 0 Thread 0 Crashed: 0 net.0ctane.EternalLands 0x00013495 get_actor_rotation_matrix + 29 1 net.0ctane.EternalLands 0x000797b1 set_vec3_actor_bone2(ec::Vec3&, actor*, int, ec::Vec3) + 47 2 net.0ctane.EternalLands 0x000799b3 set_vec3_actor_bone2(ec::Vec3&, actor*, int) + 49 3 net.0ctane.EternalLands 0x00083223 ec_create_ongoing_harvesting2 + 69 4 net.0ctane.EternalLands 0x000f066e filter_or_ignore_text + 696 5 net.0ctane.EternalLands 0x000bf5eb process_message_from_server + 247 6 net.0ctane.EternalLands 0x000b720f start_rendering + 167 7 net.0ctane.EternalLands 0x000b75a6 SDL_main + 47 8 net.0ctane.EternalLands 0x00002f05 -[sDLMain applicationDidFinishLaunching:] + 56 9 com.apple.Foundation 0x90817cdc _nsnote_callback + 364 10 com.apple.CoreFoundation 0x910fc9da __CFXNotificationPost + 362 11 com.apple.CoreFoundation 0x910fccb3 _CFXNotificationPostNotification + 179 12 com.apple.Foundation 0x90814fd0 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128 13 com.apple.Foundation 0x9081e668 -[NSNotificationCenter postNotificationName:object:] + 56 14 com.apple.AppKit 0x915e5eff -[NSApplication _postDidFinishNotification] + 125 15 com.apple.AppKit 0x915e5e0e -[NSApplication _sendFinishLaunchingNotification] + 77 16 com.apple.AppKit 0x9155f8aa -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284 17 com.apple.AppKit 0x9155f0a3 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98 18 com.apple.Foundation 0x9083d1df -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655 19 com.apple.Foundation 0x9083ceef _NSAppleEventManagerGenericHandler + 223 20 com.apple.AE 0x94731648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144 21 com.apple.AE 0x9473157e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44 22 com.apple.AE 0x94731425 aeProcessAppleEvent + 177 23 com.apple.HIToolbox 0x94458f61 AEProcessAppleEvent + 38 24 com.apple.AppKit 0x9155c9ed _DPSNextEvent + 1189 25 com.apple.AppKit 0x9155c08e -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128 26 com.apple.AppKit 0x915550c5 -[NSApplication run] + 795 27 net.0ctane.EternalLands 0x00002ea5 CustomApplicationMain + 236 28 net.0ctane.EternalLands 0x00003122 main + 217 29 net.0ctane.EternalLands 0x000023c2 _start + 216 30 net.0ctane.EternalLands 0x000022e9 start + 41 and a crash while mining. I think I was in console, but I don't remember for sure. There's nothing good in the error or infos log, but the last line of my chat_log was: [13:04:02] Too heavy, you are overloaded. Process: EternalLands [4647] Path: /Users/espresso/Downloads/el_osx1601a/EternalLands.app/Contents/MacOS/EternalLands Identifier: net.0ctane.EternalLands Version: ??? (1.6.0) Code Type: X86 (Native) Parent Process: launchd [283] Date/Time: 2008-03-28 13:04:02.039 -0700 OS Version: Mac OS X 10.5.2 (9C31) Report Version: 6 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000c0000048 Crashed Thread: 0 Thread 0 Crashed: 0 net.0ctane.EternalLands 0x00079941 ec_recall_effect + 15 1 net.0ctane.EternalLands 0x000f0712 filter_or_ignore_text + 860 2 net.0ctane.EternalLands 0x000bf5eb process_message_from_server + 247 3 net.0ctane.EternalLands 0x000b720f start_rendering + 167 4 net.0ctane.EternalLands 0x000b75a6 SDL_main + 47 5 net.0ctane.EternalLands 0x00002f05 -[sDLMain applicationDidFinishLaunching:] + 56 6 com.apple.Foundation 0x90817cdc _nsnote_callback + 364 7 com.apple.CoreFoundation 0x910fc9da __CFXNotificationPost + 362 8 com.apple.CoreFoundation 0x910fccb3 _CFXNotificationPostNotification + 179 9 com.apple.Foundation 0x90814fd0 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128 10 com.apple.Foundation 0x9081e668 -[NSNotificationCenter postNotificationName:object:] + 56 11 com.apple.AppKit 0x915e5eff -[NSApplication _postDidFinishNotification] + 125 12 com.apple.AppKit 0x915e5e0e -[NSApplication _sendFinishLaunchingNotification] + 77 13 com.apple.AppKit 0x9155f8aa -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 284 14 com.apple.AppKit 0x9155f0a3 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 98 15 com.apple.Foundation 0x9083d1df -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 655 16 com.apple.Foundation 0x9083ceef _NSAppleEventManagerGenericHandler + 223 17 com.apple.AE 0x94731648 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 144 18 com.apple.AE 0x9473157e dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44 19 com.apple.AE 0x94731425 aeProcessAppleEvent + 177 20 com.apple.HIToolbox 0x94458f61 AEProcessAppleEvent + 38 21 com.apple.AppKit 0x9155c9ed _DPSNextEvent + 1189 22 com.apple.AppKit 0x9155c08e -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128 23 com.apple.AppKit 0x915550c5 -[NSApplication run] + 795 24 net.0ctane.EternalLands 0x00002ea5 CustomApplicationMain + 236 25 net.0ctane.EternalLands 0x00003122 main + 217 26 net.0ctane.EternalLands 0x000023c2 _start + 216 27 net.0ctane.EternalLands 0x000022e9 start + 41 If the crashes were caused by my weird system, then I am very sorry for wasting your time. I'm pretty sure the backspace thing is an actual bug though. edit: removed probably useless stuff from the boxes because they were making the forum page very wide...
  16. Removal Stones - where did you find one?

    it figures, as the guy with 48 Reasoning I would find a Reasoning Removal Stone harvesting Tree Mushrooms, lol
  17. Pre RC 10

    UVP: 1 with a fresh build from cvs running on Mac OS X 10.5.2 with the Leopard Graphics Update
  18. Summons

    kibora is right. It's always been like this. Once you leave a map, the summons forget about you. If you come back, they might follow you, or they might follow a new master. I don't remember how that's actually determined. It's more likely to change on busier maps with more people coming and going. If you don't want to lose control of your summons, then don't leave the map.
  19. Need some testing on the test server

    Everything looks good. I didn't get any information about far away bags being dropped, or far away bags on map changes or login. I dropped some bags nearby to force the server to send me GET_BAGS_LIST when I login or re-enter a map, and the list didn't contain info about far away bags either. One issue I did encounter was once I've seen a bag, I can go far away and the client still knows the bag is there. That makes sense because in real life one will remember noteworthy things they've seen. When a bag that I've previously seen is picked up, the server sends DESTROY_BAG. This could be used to keep tabs on people far away, but at least it's nowhere near as abusable as having the whole bags list. It doesn't seem to remember what bags I've seen across map changes and logging out/in, so that's good. Perhaps it should send DESTROY_BAG when you leave the vicinity of a bag to compliment sending GET_NEW_BAG when you first walk near a bag.
  20. Need some testing on the test server

    Using three day old CVS on the test server, I have two players in DP insides. Annraoi is at the second floor of Elandria's Temple, and Slacker is in the Cactus Blossom General Store. These are roughly opposite ends of the map. If this isn't far enough apart, then just skip this post. Just sitting: Annraoi at 152,175 drops bag id 0 and picks it up. Slacker at 50,43 recieves GET_NEW_BAG for 152,175 id 0, and then DESTROY_BAG id 0. Logging in: Annraoi logs off. Slacker drops bag id 0 at 50,43. Annraoi logs on and recieves GET_BAGS_LIST with a bag at 50,43 id 0. Changing maps: Slacker leaves. Annraoi drops bag id 0 at 152,175. Slacker returns and recieves GET_BAGS_LIST with a bag at 152,175 id 0. Once again Annraoi picks up the bag, and Slacker recieves DESTROY_BAG id 0. I hope this is the kind of testing you were looking for, and that I was of some help.
  21. Special effects

    I'm not sure if you want this here, or in another thread, but the neat sword effects are at peculiar angles for me. I know you had to compromise because figuring where the sword ends is tricky. Fixing this is not a big deal and I understand you have a lot on your plate right now. I just thought I'd mention it. system specs: gcc 3.4.5 mingw special, win2k sp4, gf4 ti4600 with forceware 91.47, athlon 64 3200+. Let me know if there's anything else you need.
  22. Map load times and map/3dobject compression

    Without any quantitative testing, I'll just say it feels leaps and bounds faster.
  23. New playable race unveiled!

    The pengmans look fantastic, Roja. Great job! Now for some classic chat_log.txt spam...
  24. Test server chars updated

    Worked just fine for me. OA changed from 113/114 to 106/114. Pickpoints increased from 1 to 8. #list_perks nolonger shows Artificer.
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