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Burn

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Everything posted by Burn

  1. Testing 1.9.5 client for Mac

    [PM from Migdar: ogg.framework error on Mac client] [PM from Migdar: Ogg.framework doesn't exist, so EL 1.9.5 won't run.]
  2. The higher the critter, the higher the chance some idiot will take over the spawn and make it impossible to be a Haidir option, particularly since there's so few spawns, esp. dragons, but with no rule against it and higher levels seeming to bring out the ass in people... No. Haidir is fine. It's a daily, not an all-day.
  3. New client binaries for testing

    The fix seems to have also fixed the random crashing I was getting on some guild maps, and FPS isn't getting bogged down in the spot I said it was. So this may have been a two-bugs-one-stone fix.
  4. New client binaries for testing

    Ozu map seems to be the only one crashing in this manner. I've tested all other guild maps. It's not something at the entrance, either. I've tried mod-command teleporting into the map in various different places, all crash. So it's crashing with a general map loading. :-/ Which is truly odd since it hasn't been changed. I could definitely enter this map back in 2014 (1.9.3). I'll look into it more, but honestly dunno what to do without knowing what is causing the crash. --------------------------------------- Separate note: I get occasional crashes when using the mod teleport command. This isn't the same issue as It's not common, but best I can tell it tends to happen when teleporting too/from areas that are of a laggy nature. Best place I could reproduce it was as such... teleport back and forth between 25 150 10 (VotD near sto) 200 100 153 (a guildmap spot that drops even my good computer down to the 20s in FPS) Worse, I crashed occasionally just walking around that area on that guild map. I didn't do that before, back in 1.9.3 days. The first error was most normally seen. *** Error in `/home/flame/el_linuxTESTSERVER/el.x86.linux.bin': double free or corruption (out): 0x000000000a94a580 *** ======= Backtrace: ========= /lib64/libc.so.6(+0x721af)[0x7f7ee97c81af] /lib64/libc.so.6(+0x77706)[0x7f7ee97cd706] /lib64/libc.so.6(+0x78453)[0x7f7ee97ce453] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415af0] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415bc0] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415a66] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c348e] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c357a] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c36df] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c3807] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4d102c] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4bd3cc] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin(main+0x9b)[0x4bdce2] /lib64/libc.so.6(__libc_start_main+0xf5)[0x7f7ee97766e5] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4101d9] *** Error in `/home/flame/el_linuxTESTSERVER/el.x86.linux.bin': free(): invalid pointer: 0x000000000514b2e0 *** ======= Backtrace: ========= /lib64/libc.so.6(+0x721af)[0x7f52477811af] /lib64/libc.so.6(+0x77706)[0x7f5247786706] /lib64/libc.so.6(+0x78453)[0x7f5247787453] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415af0] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415bc0] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x415a66] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c348e] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c357a] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c36df] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4c3807] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4d102c] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4bd3cc] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin(main+0x9b)[0x4bdce2] /lib64/libc.so.6(__libc_start_main+0xf5)[0x7f524772f6e5] /home/flame/el_linuxTESTSERVER/el.x86.linux.bin[0x4101d9]
  5. New client binaries for testing

    There have been no subdirectories in /3dobjects since before 1.9.3 so the map is quite old. The e3d's listed are directly in the /3dobjects folder. Creating a /rocks directory and having the e3d in it didn't help. Though I suspect that in itself isn't the issue, as several old guild maps have bad objects like that but they still load fine. I don't recall doing a fix for this myself either... though I know I've visited that map before I started working with the maps and no crash. I've certainly not touched the map itself, it still has a 2010 datestamp. Are you stuck? If you're no longer able to log in, do the following: 1- in you maps directory, rename guildmap_ozu.elm.gz to guildmap_ozu.elm.gz.REAL 2- Rename testermap.elm.gz to guildmap_ozu.elm.gz 3- Log in. You should be seeing a plain green grass map. 4- Teleport, ring, beam off of the map 5- Once you're off, rename guildmap_ozu to testermap, and remove REAL from the actual file to get your files back as they should be.
  6. KF 130 cap.

    I don't imagine the coding was designed to handle situations where one player is standing on uncapped and the other capped (entrances to the forts). Design-wise the forts weren't made for separate markup like that. The markup is for square areas. While multiple squares can be used, there's still issues such as the fort south of the VotD exit doesn't have a very well-defined fence showing exactly where the "change" is made. Basically put, it would need map redesigning to have the forts differently setup this way. Which means a year or so down the road since maps and code are now frozen for 1.9.5. (There will be new 120 and 140 a/d limit arenas on C2 coming, but not no-drop. 120 in Zirakgunda, 140 is that arena in the north part of the Thelinor inside the walls that is currently not set up for pk.)
  7. Tab Maps that are up to date with the 1.9.4 client are available. These include all new locations, and changes to known locations. BurnedMaps Download Page Every map is included in the bundle (even all guild maps, minimally done). Only the full Irilion/Seridia continent maps aren't, they'll come in the next release. A couple sample maps can be seen on the download page. October 31, 2015 - Fourth release available!
  8. New Unofficial Tab Maps - BurnedMaps

    Something new is coming... When 1.9.5 client is released, there will be TWO different BurnedMaps unofficial tab map packs available for it. 1- The normal package, looks like the current 1.9.4 maps but updated for 1.9.5 2- A new "minimal" package. This was created primarily for the next Android release, but I'm making it available for download for use in all clients. Basically put, it's the same map with all the markings, but text has been removed except for map exits and other important things. Here's a sample of 1.9.5 Idaloran to compare them: https://i.imgur.com/dXLPybB.jpg As you can see, the map is generally cleaner in the minimal version, but you can still see marks where every building entrance and NPC is, and things like shops and storage still have their colored circles (NPC) or stars (entrance). Smaller screens (like Android phones/tablets) will benefit from less text cluttering the map. Those who don't need all that info or want to rely on your own marks may prefer the minimal version as well. Those who prefer knowing every little (non-secret) detail should stick to the original pack. Both will be made available, and continue to be supported, so it'll just be a matter of which you prefer, and you can switch whenever you wish.
  9. http://burningdownthe.net/el/ Grab both mapnewbie.dds and mapnewbie_insides.dds and place in your maps folder. Overwrite the previous _insides map. These are hastily put together (as I'm prepping 1.9.5 tab maps now) but are detailed like all other BurnedMaps. All buildings are marked, and the insides are now visible on what was previously just the dung portal map. You can preview them here: https://i.imgur.com/a7wbeAy.png
  10. client from git

    https://mp3butcher.github.io/Cal3D/ You need Cal3D (devel package if whatever distro you're using has one available)
  11. Work has already begun on new additions to maps for 1.9.5, as well as fixing some random things. (No planned date yet, but aiming for sometime in the first half of 2016.) If you've noticed any "little things" that seem buggy, please start reporting them here. Note: - Remember to provide the map name and the exact coordinates (or as close as possible). - Please have these map fixes installed, and there's obviously no need to report the things that are fixed with those map fixes. 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. 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. (As in there's similar harvestables nearby. "Decor" such as the quartzes on the EVTR main map or PL are not supposed to be reached.) 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 could be a few months before I get to anything posted here, as I have a large list of new stuff to accomplish and as well have my own glitch-fix list, but if posted here it will get looked at before the next client comes out. Just getting this posted early so if you remember something, there's no need to rush there to get coords or such, just post next time you happen to go there.
  12. That would have been before the def file. I've pointed this thread out to him and asked him to restart for you.
  13. I sent the fix to him back when I posted... According to my e-mails from then he said he put the fix on the server and it would work on next restart. Has server been restarted since then? Somebody bring it up to him again if not. If it has been restarted and isn't working, radu: 1- Grab map11_insmsch.def from the main server 2- set allow_combat: 1 in the general section 3- Use that for the pk server That's all I did, so it should be working since it works on main. (Granted, gonna have all new def files soon enough, when we finally get the next client out, and I'll be doing that for PK server as well.)
  14. New achivements

    Gah... we may need a designer for new images. I did the inventory ones but they're all just tweaks of roja's other inv images, only a couple originals and they're more basic ones. I don't think I can tweak the acheivement images the same way.
  15. New achivements

    This is a better look at the achievements.dds file, indicating the 5 unused images. Numbers are their image IDs for easier reference (note the image count starts at 0, not 1). I think 9-11 are pretty obvious, as there's Tutorials for them. 9- Engineering Tutorial completed 10- Tailoring Tutorial completed 11- Harvesting Tutorial completed 6- ? (Something-something magic something) 7-? perhaps finished X number of Maia summoning dailies?
  16. New Client Udate and Hyperbags

    Not because of map ID changes, but a minor risk that height tiling is tweaked to a point where the tile may no longer be walkable. (Map ID changes could only possibly affect the instance maps.) Idaloran and Zirakinbar, including all Zirak insides including all buildings and Gunda, if you have hyperbags it's a very good idea to remove them prior to update. Other maps, every map has been tweaked a bit but in the majority of cases more tiles were made walkable rather than opposite, so chances are very slim there'll be a problem. Generally speaking all building insides should be okay except Zirak. Nothing will affect guild maps. Instance maps are completely untounched and should not be affected. Nothing's guaranteed though. The only guarantee is to clear the hyperbags, but again chances are very slim they'll be unreachable.
  17. Is there?

    http://bots.el-services.net/admin/commands.php There's a "giveto" command for el-services bots that will give something to the player currently trading with it. (Have not used it personally.)
  18. My Mouse Size Is To Small

    Are you using bluap's current code, or possibly a build he's doing? He's working on UI scaling which this sounds like could be where the problem lies. But he'd be the one to talk about. That's a work in progress and subject to issues... switching to an official 1.9.4 build will fix the issue.
  19. I've sent a fix to radu.
  20. Gate to Ida graveyard

    It's existed since before 1.9.3, just inside the city. Outside is moved, but it has the same internals. Currently at 505,111 in Ida (marked "X" on my unoff maps).
  21. Gate to Ida graveyard

    Would take 166 characters to fill the house insides preventing someone from getting out of the underworld. That obviously ain't gonna happen short of a blatant abuser who'd get banned. In this situation most would teleport from the house given the point, invaders outside. Would take 8 or so to block the door to leave, but again that's a rule violation. Moving a player anywhere other than the location they're supposed to drop (into the house in this case) would require special coding, the server just doesn't work that way.
  22. Gate to Ida graveyard

    Can't do anything about that. All this time, it didn't get suggested until after the final map testing has been started. I can't stop and go back to designing at this point. Best to hope for is in 1.9.6... and at best that's a couple years away. A simpler solution that doesn't require a client (map elm) update... Does the exit from the UW *have* to be the Ida cemetary? C1's underworld exits on the always-safe IP map, maybe C2's should be a safe loc as well? If there's a better location that both makes sense and would require no change to the map, perhaps you can convince radu to change the UW exit spot. That would be something he could decide, and would only require a server update. But you'd have to convince him that it's a good change. And a thought on that... maybe the Undertaker's house itself (as pictured above). If the exit was inside the house? Decor-wise it could make sense coming from the underworld.
  23. Gate to Ida graveyard

    Maps are already starting to be tested for next release (no more new stuffs). Basically, too late for map changes. However, one change to Ida is the Undertaker's house, currently in the Ida walls south of storage, has been moved into the cemetary (see image). With luck, perhaps people can get inside it before attacked. No guarantee though. Slightly better chance than nothing, at least.
  24. Three alt questions

    Like pipetz? :-P
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