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Everything posted by Burn

  1. Map Editor - Video Tutorial Series

    Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO Third tutorial completed, Part 1 delving into 3D Objects as well as the basics of height tiling.
  2. Or at the least, upping it to like 1/1000 or so. Maybe more. Any form of random is going to be a problem for macroing, but higher chances are only annoying to normal players. That 1/64 is with clicking each object in a list, which can be 5-7 clicks per restock while mixing. That alone makes the 1/64 feel like more often. But that's a second option, anything that essentially annoys/punishes players just to hurt the rare macroer is never a good thing.
  3. Map Editor - Video Tutorial Series

    Thanks. Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO Second tutorial completed, getting in-depth with ground tiles and 2D objects.
  4. It does not appear we'll get a fix on the server side of EL-Wiki or the forum for it. The "joy" of the person in control of it not actually being a player or caring about it. Ermabwed has tried to get the person to fix what he broke, but in vain obviously. The wiki itself is still kinda-accessible, but the style is broken. That doesn't seem to be fixable. However, with a little script, you can fix the wiki forum ( https://smf.el-wiki.net ) so that it is fully styled and functional. And yes, you can log in. To do so, you'll need to install an extension on your browser called Tampermonkey (Greasemonkey should also work). And add a script to it. Tampermonkey is available for multiple browsers including Firefox, Chrome, Edge, Safari, Opera... https://www.tampermonkey.net/ Create a new script in Tampermonkey/Greasemonkey and copy/paste the script in the text in this txt file. More details on how to do it are in the linked file. https://burningdownthe.net/tempstuff/howtofixelwiki.txt Yes, it works. Styled and logged in. See?
  5. We don't have a date for the client release yet, probably not until sometime in the first half of 2021. Depends on bluap's client work and anything else I'm doing on maps. This is just a "head's up" that there's going to be a change. When we're ready to release the next official client update (1.9.6, not bluap's pX releases), there'll be a change to MM. The bot situation in MM is currently a mess with so many in one odd place. There will be a change which will require you to move (slightly) your bots into a new "marketplace" next to the battle hall, in the same place that most of the bots currently reside. [images removed, they were there for information purposes, not a f**king critique and whining about other maps] There are 20 stalls, chosen on a first-come-first-serve basis. There are not 20 bots in MM so space isn't an issue. ALL BOTS that are placed to be convenient to storage or the battle hall will need to move into the stalls once the update happens. Exceptions: Bots that are not placed to be near storage/battle hall, but are near resources (outside of cave entrances being the common ones). Those can move to the new marketplace if desired but it's not required. The purpose is only to clean up the bot situation around storage and the battle hall, not disallow resource locations. I don't think we have any indoor bots there anymore but those are excepted as well.
  6. First-come first serve for the stalls when the update occurs. Will probably be messy there the first few days until the owners get on or last resort mods tptm bots with inactive owners.
  7. Why I'm done: "ZOMG ROOFS" "There's no roofs." "I can't see from the top because of roofs!" "There's no roofs. You can see no roofs in the pictures. You can even see the top of the bot's head in the second picture." "But roofs block my view because I'm playing a 3D game solely from one angle!" "There's no gods-damned roofs!" "Okay, I just don't want them to be like this completely irrelevant map that shows something that looks nothing like what you showed in the pictures." *ulcer intensifies because a facepalm just isn't enough and I didn't f*****g ask for any of this, I had a subject and only one subject* "I'm playing as if the game is 2D from one view only and I don't want anything that makes the game 3D!" *ulcer intensifies even more because this is not some level of ridiculous that any map editor would cater to* "What I think he means is roofs." "There's no damn roofs." "But here in Portland there's roofs." "I'm not posting about Portland I have a very specific subject and location here." "Hey but what about roofs?" "Hey but what about the subject I actually posted this for?" "But trapping! Hey, here's a fruit in Portland you've never been told about that does something you still don't know about." "Here's the actual height tiling for the new MM location. Show me trapping." *no showing* *ulcer intensifies* "I also play like it's a 2D game and expect nothing 3D" "No. This is a 3D game, and just as I explained repeatedly there's no f******g roofs so it's moot anyway!" "Here's more irrelevant stuff you didn't create the subject about." "...You people have done your best to ensure I can't care about any of it, and regret ever showing anything beforehand. I'll never do that again. I should have known better." *yup, my ulcer is back for good* *wakes up from what little sleep I could get because of it to read this in my e-mail* "clearly I did not realize that maps are the sole department of EL that is exempt from discussion and critique." 1- At last check, the sole part of EL exempt from discussion or critique is moderator actions by actual rule, because you can't handle that. Not this. 2- A moderator should understand the concept of TOPIC. I did not post this to end up having to deal with this bull***t, people made an intentional choice to turn this into a nitpick-every-damn-detail attack on my work and go ranting about other maps when all I wanted to do was notify bot owners of a coming change. My only fault was not expecting this after 12+ years of it being the norm rather than the exception. I should never have posted images. I won't make that mistake again. 3- In any normal scenario, you would never see any map changes, by me or by Acelon or by any other before me, until the map was in the game because they only needed go through Acelon, or possibly roja before that. So no, you don't normally get a say on that. But you actually know it's possible to get something changed, without compounding on s**t like this, because you have a perfect example of that kind of change in a flower shop in PV that no longer looks like it used to. The reality is this: 1- Dare I say, there's no damn roofs? There is absolutely nothing here that will be any damn horror to players, people are just desperately looking for things to complain about. 2- The walls are necessary to keep mapwalking from sto to battle hall from ending up in the middle of the market and all those bots. Any "bottleneck" cannot be completely avoided anywhere in the game, but I guarantee this is better than no wall. 3- There's no damn roofs. 4- This topic is not about any other map. In every scenario in every other map, the bot owners selected their location, you can bitch at them. It's nothing I'm going to do anything about, nor can I in situations like Portland. I can't change the 3D objects themselves that you're complaining about there, nor am I going to completely redesign the city just because poor bot placement choices were made. (And I really don't even want to for anyone that can't move their camera in a 3D game.) 5- There's no damn roofs. 6- The only possible way of anyone getting trapped would require at least two other players/alts intentionally setting themselves up to block someone. That's intentional behavior that harassment and blocking rules are already in place for them to be dealt with. And it's hardly the only location that can occur. 7- There's no damn roofs. I'm not just some random person who never plays. I actually do play, and I know how the mechanics work, whether it's trading or mapwalking or the requirements that would lead to getting blocked or teleport nexus behavior. Even more so since outside of just playing I've actually studied all these things as they relate to all the map fixes I've been doing for years now. I don't add or change anything that I wouldn't want to deal with while playing myself. I test these things in more ways than you can possibly imagine, in fact that was why my own bot on Test was there, to test to make sure there were no issues. Hell, I even have scripts that I wrote that grab the map data and test distancing and dozens of other issues. So yes, I'm done being accused of not being smart enough to actually think of these things. The area went through multiple changes, worked on and tested off and on over a period of months already that led to my results with the walls being not only necessary, but having openings at very specific places that prevented mapwalking inside them going to/from storage from other places, and the distancing between where bots would be. The height tiling (where people can walk) was studied and determined any blocking would have to be intentional and an issue for moderators, not something that would just regularly happen. I'm the one who FIXED a chunk of places where I knew or was told there were such issues, not added to them. (Remember people getting teleported onto a bush while harving VotD toads? Getting teleported and stuck on the platform the bookseller in Naralik is on because there were no stairs up to it?) I didn't spend years making changes to literally every official map in the game without knowing these things. I made a specific post for a specific topic. The topic got completely lost over the barrage of unfounded off-topic complaints and insults to my intelligence. And for that, and for the stress ulcer I was given, I'm completely done. I have nothing else to say on this matter.
  8. The purpose of this post was solely to pre-announce that bots would have to be adjusted so owners would have a head's up. It was not for a critique and an extensive amount of whining and moaning about stuff on *other maps*. The images are now removed, absolutely nothing will be shown in advance again at any time to anyone publicly. That was MY mistake, and I've now paid for it by getting back a stress ulcer I just got rid of. It'll be weeks before I can even look at the maps again. I don't need this. I'm done.
  9. Posting this was a mistake. I'm done. I don't need this ulcer.
  10. 1) Define roof as is seen in the image. There are NO roofs in the image, so what the flying... cheesus christ. 2) Several years of asking people to report map bugs and now I'm being told there's "magic fruit" something in PL that does what exactly? Show me the bug report. There's no possible way to get trapped in anything I designed here. [image of layout with height tiling removed] There is no height tiling indication of any place a person could get "stuck". 3) The idle bots were placed in HORSE STALLS, not vendor stalls. The bot owners are responsible for that, not the map. They should not have been permitted to be placed there.
  11. You can see my bot in the image. You can see me in the image. If you have problems at pretty much any angle then there's something wrong with your client, or you, not the stall.
  12. Here we go again... Work is in progress on maps and other data for a 1.9.6 release. Random floating object? Walking inside of a tree somewhere? Are you floating too high over the ground? If you've noticed any "little things" that seem buggy, please start reporting them here. Note 1: This is not the place for suggestions or changes, just obvious mistakes. Note 2: Remember to provide the map name and the exact coordinates (or as close as possible). Note 3: Is the problem in a secret location? I know all the game secrets so if you can name it without giving away the entrance, fine. If not, PM here or in-game, or "/mercator tell burn". Little things can include: 1- flickering of ground items when the camera rotates or while walking. (Please check with no shadows, if it's shadows causing it I can't really do anything. Also some flickering tends to be specific to certain computer setups or graphic cards, but I can check it at least.) 2- stepping a bit too far into a rock or building or such so that 50% or more of your character is inside the item in question. Basically it seems like you shouldn't be able to stand there. Or similarly, it seems like you *should* be able to step somewhere but you can't. 3- Floating way too high or sinking way too low in spots. (Height marking is very limited compared to the 3d nature of most games, so "too high" should be defined as approximately half the size of a leather boot - note that sand/quicksand spots such as those in Bethel and Melinis are intentional as well.) 4- Unreachable harvestable items where they should be reachable. (This shouldn't be an issue anymore.) I think you get the idea. Basically it must involve the map itself, anything else is beyond my ability to fix. SECRET LOC? I know them all, just give the name and coords without providing how to enter it. It may be a while before I respond here, but everything posted here WILL be checked and fixed as needed before it's time to do the 1.9.6 client release.
  13. Help need first time bot owner

    As there are no aggressive monsters in Desert Pines, the MM cape will be of no use. Save the emu and don't use it.
  14. Unfixable. :-/ The windows are part of the building object, which due to blender updates and such, only roja could possibly fix and maybe not even her at this point if she were around to do so.
  15. Fixed... moved a non-clickable rock to be behind the flowers. As long as you're clicking near the flower you shouldn't end up in there anymore, just avoid clicking closer to the door as the full rock it's connected to will still send you in.
  16. Fixed and fixed. Never paid attention to it, think it was stuff left off to reduce objects back in the early days, but not an issue these days.
  17. Fixed for next release. "Hopefully" fixed for next release, that one cave at least. (Fix should work, if not there's nothing I can do.) Any other caves will need to be pointed out. Very delicate def-file work with all those mountain sides and caves.
  18. The EL client is now built for the newly released Leap 15.2. Leap 15.1 and Tumbleweed versions remain available. Older OpenSUSE releases are no longer provided for as they are no longer supported. --------------- DO NOT INSTALL THE eternal-lands CLIENT FOUND IN OpenSUSE's Games repo. It's 1.9.4 and won't work. Make sure you uninstall it if you did before installing my builds. It'll be named eternal-lands whereas mine is named elc. (I don't have time to fix this right now, will do so later when I set up GIT builds with the latest changes.)
  19. Packages available for OpenSUSE Tumbleweed, Leap 15.1, and Leap 15.2 64-bit builds only as OpenSUSE no longer supports 32-bit. - Builds are the official 1.9.5 client. Current build: GIT as of April 29, 2019. - 4 Packages: 1. elc - the main client (required) 2. elc-data - the game data files (required) 3. elc-sound 4. elc-music Sound and Music are optional, and install the same sound/music as found on the official download page. Updates will normally only happen when truly warranted, not every tweak in the GIT. I also make sure the builds work for me at least before putting them out there. Direct Install Go to this download page at the OpenSUSE Build Service. Click the OpenSUSE version you have. Zypper install Go to the above-linked download page and click "Add repository and install manually" for instructions. YaST Install If you know how to add a repo in YaST, use the repo links found in the Zypper instructions. If not, just use the 1-click install and the repos will be automatically added.
  20. Actually, I never got Child of Stars perk because I *like* having negative harvest astro. Negative astro with a harv medallion can mean actually getting some harvesting done with minimal interruption. The perk during that situation is actually negative. Would love to turn that off during red harv astro when harving.
  21. I know at least one person is working on guild map... If you are working on a guild map, or wish to make changes to a current guild map (particularly the .elm.gz file since it is part of the client), now is the time to consider doing this, in order for it to be ready in time for the 1.9.6 client release. Make sure you have a current copy of the map editor (or build one from the github current source code yourself). Bluap provides a current Windows build HERE. For minor issues or assisting, I may be able to help, particularly when it comes to the def file. You are welcome to send your changed elm/def files to me* (at flamesworld@gmail.com ) if you have specific questions or need certain things checked. That's mostly limited to def file work though. I won't do any major work for you, but I can assist with anything giving trouble in the def file before you send it to radu with payment. This minor assistance won't cost anything. I may be willing to do more in-depth def file work (is your current one a mess and you'd like it cleaned up and every entry working the way it is supposed to?), for bones and/or gc. Time permitting. E-mail me with a copy of your def file and what you're wanting done. I do NOT have time to build or rebuild a map. You must e-mail me a current copy of your guild's def file for any assistance or work. I do not know who owns what map, so providing this will be proof that you have the right to change it. You'll still have to pass through radu when making payment for the actual in-game change as well, to ensure you have the right. If you no longer have a copy of your def file (your elm file is in the client) but you need or want changes, I can provide it. However, you will have to contact radu first. Tell him what you're needing, and that you need him to confirm to me you have the right to the def file as the map owner so I can send it to yor. Let me know once he's done that and once I confirm it with him, I'll send you the file. I cannot send this file without radu's confirmation of ownership, for any reason. Has the owner of the map long since disappeared and you want to take it over for the guild? See the above response. Radu must approve first, I cannot do that. *Note: If you're concerned about me having access to your guild map, as the only currently active map developer I already have access to every current guild map's def file and how to enter it. Part of being on the map editing team is being able to keep such information secret.
  22. Testing 1.9.5 client for Mac

    http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-MAC-1.9.5.zip Please test to see if the client installs and runs. Preferably on Test server as you will have problems using this on main. If you don't know how to install this seperately from your 1.9.4 client, be prepared to reinstall 1.9.4 as well for playing on main. Post any crash info. (Note that on Test server you have the correct maps, but the unofficial tab maps are unreleased for it so you'll have to walk around blindly in new or rebuilt areas.) Please also post if you found it works okay! Just so we know it's being tested.
  23. Simple enough, change the required items to mix wolframite and dvarium bars to no longer require Serpent Stones. Reasons being: 1- They're expensive even without the stones 2- The Serpent Stone is worth more than the bars Current pricing: Serp Stone ~22k Dvarium Bar - unknown but also not normally available, wouldn't sell for under at least 31k to break even cost (also not sold by NPC) Wolframite Bar - 15kgc (from NPC, not made by players due to cost)