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Burn

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Everything posted by Burn

  1. No, this is an official map change requirement. Pretty sure Underworld would freeze over before people would accept that many bots being forced to move *and* required to pay for it. Only MM main map bots qualify, and only moving into the market.
  2. Eternal Lands 1.9.6 release candidate

    Oh yeah, and if you installed your unoff tab maps the way el-wiki said to, using the /1_9_5/ folder in your personal data area, change the folder name to /1_9_6/ to keep using them on main with this rc. (My Unoff tab maps for 1.9.6 will come out the same day as the update, though the 1.9.6 client will now also include tab maps for every map by default.)
  3. Eternal Lands 1.9.6 release candidate

    It's very important to only use the full install on Test server. To test in regular play on Main, use the "executable only downloads". Using the full install on Main prior to a server update will result in a lot of problems mapwalking and accessing areas. (Test server has the 1.9.6 maps so the full install works there.) A Mac test version is forthcoming, Friday or so.
  4. My results: I did 100 or so mana drains and about 50 tele-to-range, everything seems okay. I would have seen the lighting issue multiple times with that many before. Seems okay here.
  5. Just a reminder, these critters are still invaded in DP CC for testing purposes.
  6. Trade Bug in git Client

    This is actually a very old bug. It can happen randomly and I've never been able to determine exactly why or when, but it does happen irregularly when I'm trading with my bot or alts, all stuff can be traded within storage but still say "x can't carry this" because it's checking the inventory space. I know it's been discussed before, don't recall when or where, but I know no solution or reasoning was determined.
  7. unharvestable pear Token map insides

    List of maps will be updated using a script on my database to determine maps that are 98% or more harvestable, based on 1.9.6 updated maps. Radu is awaiting the copy/paste to put on the server to update it. Every map on the new list is actually 100% harvestable, with the exception of TG which has 4 unchangeable unharvestables making it ~99%. So no guesswork needed: Excluding TG topside, if there's unharvestable areas on a map, then that map isn't on the list. (That's based on 1.9.6 versions which includes a couple maps 1.9.5 wouldn't, easily determined based on the changelog for maps that'll be posted when the update happens.) Maps requiring special items to enter (dung portal, token map) will be excluded by default to avoid those items becoming scarce.
  8. No specific date set, I think the Issue with Eye Candy causing screen blackouts is the major holdup at this point. I was planning to have the "data pack" (everything not in the git including maps, graphics, and text xml which includes the rules) ready by Wednesday for final release, but as long as the eye candy issue exists I can get everything except the rules finalized.
  9. PM me with some exact wording for this to add to rule 26, so it can appear in the update. (And if there's any other rule text that needs to change, send it as well.)
  10. Ooops, more heavy of a test showed I was getting something. This was actually harder to notice, but I seem to be getting the opposite effect. The lighting in the cavern gets really bright then goes back to normal. Doesn't happen every time, but regularly.
  11. I've just invaded about 2k bears in DP crystal caves on Test server. They are capped at 1 so anyone can safely walk in there. Given the cave size that'll satisfy the heavy mob density requirement. My map testing is done so there's no reason for radu to restart it killing the invasion now. If you have a char on Test that can do MD (the chars there are very, very old) or maybe someone else can go with you and MD near you, the bears can still be MD'ed despite the cap so that can be tested on them. Just note that the bear will attack if you MD it, despite the cap. ANYONE with a character old enough to be able to MD from the 1.9.3 client days should try to head to Test server with the last bluap client build and try this. I've been keeping up making my own builds from the git code, been in many invasions and invances with it, and tested some of these bears as well. Haven't seen the issue on my part. (Linux on Intel with NVIDIA GeForce GTX 660 with latest drivers) [Map note: Should be okay from IP to DP CC, but the maps on Test server are for 1.9.6, so you may find issues with mapwalking, or you drop into "holes" in random places, usually along edges of mountains/rocks/buildings. Don't be concerned with these, they're expected with the 1.9.5 client. ALWAYS CARRRY TELE ESSIES OR A RING IN CASE OF EMERGENCY.]
  12. All fixes done for 1.9.6. "Shutting down" thread as the final 1.9.6 map work is done.
  13. 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.
  14. House exits wrong in IOTF

    Noting this was fixed back in 1.9.4 to clear the bug here.
  15. Logs inside the cabin wall in WS

    Think this was fixed in 1.9.5. Definitely fixed in 1.9.6 (and the house will be enterable).
  16. With the many, many log offs over the past few days, bots had many chances to end up off their exact location (because something was there when it logged in) as is set in the el-services admin panel. If it's off-location, it's possible it won't do any trades by design. Check your bot, and make sure it's in the exact coordinates that it should be.
  17. Is this a bug???

    There's issues for some people where the screen goes black for a bit on heavy particles like magic occuring, but this sounds much more extreme, and you're the only one who seems to be experiencing it. Sounds like your laptop, or at least some settings specific to your laptop's configuration. Bluap or whoever can determine that better will probably need the same info he asks for in the heavy particles thread. Also, test going to Poor Man setting and see if that works (and if so, slowly add improved options until you see it happen again).
  18. We used to get 5-15 minute warnings before invasions. (Or in radu's case, announcing one in five minutes then forgets about it and comes back half an hour later and remembers to start it ) [13:20:17] #Message from Wizzy: C2 Caves invasion shortly [13:21:05] TwistedSister will be pushing up the daisies! Not that I lost anything over a lousy harv cape yesterday, but "shortly" does not mean "instantly". That's less than a minute from announcement to death, longer than it took to leave the cave even if I'd instantly walked to the exit the second the announcement was made. The C2 caves invasion takes time to start dropping critters so the invasion literally had to start the second the announcement was made. I'm suggesting we go back in time to when there was actual time between the warning and the invasion, with a 5-minute minimum. GIWS is predictable and gets 2-minute warnings, a less predictable invasion should get at least 5. (This is just the latest example. It's been noted quite a bit over the past several months that the warning time has been getting shorter and shorter... we're only a month or so away from "An invasion started about 5 minutes ago".)
  19. Just like in the game where having him on #ignore is a massive improvement to game play, "solo" isn't actually capable of discussing something, only plays attack games on people. No matter what the subject, he'll never say anything about the subject, he'll just attack the person instead. Attacking the person who has been the most active client developer these past multiple client releases just hits a new low for him.
  20. As I understood it, the purpose of the suggestions forum is to change/fix things. (Should I go to the KF thread and say "oh, it's as it is, it can't be different, no point suggesting it"?)
  21. Under one minute between warning and death is *NOT* AFK. A warning is supposed to actually be a warning.
  22. Final Call If you intend to create a new guild map, or update the elm file for your current map, it will need to be ready before the end of August to be in the 1.9.6 client. (Note: My time this late in the process is limited as I'm getting the final official work done in client maps and data, so I can't guarantee I'll have much time available to assist. Maybe minor help.)
  23. 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.
  24. Map size with F6 active...

    Fixed by Grum. https://github.com/raduprv/Eternal-Lands/commit/c256cc8bca444e22ad0ed8e48f1a2edb7157bb44
  25. What would you do to "fix" KF?

    Anyone else reading this and just thinking how horribly convoluted it's getting? Add something people want onto KF. "They'll go naked." Enforce wearing random stuff that makes no sense... And what would this thing people want be in the first place? I don't see a bunch of new stuff being added just for KF (the item in question, plus what the item is used for), and no current harvestables would get changed just to put them solely in KF. And you know how this will work out, just like NC mercury and the hydro route... someone way too overpowered will sit around and screw with normal players. That's not PK, that's fish in a barrel. Trying to force people who don't want to PK onto a map in order to do (reason) is not your solution. They'll never be what you want to force them to be. Focus on what would get people who actually want to PK on there instead.
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