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Everything posted by Burn

  1. Fixed along with another similar rock scenario further up on the map.
  2. As mentioned, it's happening on Test as well, which hasn't been updated since the release. Irin has a couple major changes, the most noticeable being the new "no-magic" PK arena. If it were an old map on the server, that arena area would cause issues as well. Actually, the whole map would be a disaster, as I did some massive tweaking to the height tiling all over the map as (thanks to the snow making it difficult to see) the tiling was very, very bad in places. An old server map would be 1.9.3, and would be showing *much* worse than this single location.
  3. Walkable on Test server, which hasn't rebooted since the 1.9.4 maps were put on it, so it's not something someone changed without my knowing either. A "hole" like that usually indicates the client and server have different maps, where it's walkable on the server version but not the client. That isn't the case here though. This is truly odd.
  4. Hmmm, that's an odd one. Not marked as walkable on current map, and I know the current map is on the server so it's not a conflicted map. There's nothing about that map file that should allow walking there. :-/
  5. The Fully Random Joker

    Well yeah, I'd be happy to provide radu with a map number list for it to randomly choose from. ;-) No guild maps, no "new char creation screen" map, no instance/invance maps (invance has a different map number though the same map as Isca), no not-actually-in-game maps (dream temple, neo, testermap, several others)...
  6. A touch of randomness in building the Beast stats, max possible stat limitation (likely necessary to avoid something unkillable) and so on should be enough to keep the precious private stats private. Won't get any info via the Beast other than "it's a strong char", the same as can be gotten just from the normal char. Considering how many high a/d players keep their stats private, avoiding them completely would nullify the whole idea.
  7. The Work Done for Possible 1.9.5 Client

    That should probably be discussed with Aislinn and/or Radu on what should be done about them. Then when something's decided, take it to Sir_Odie, he's been heading the data files.
  8. The Work Done for Possible 1.9.5 Client

    The client is bluap's area, I just do maps. He'd have to respond to this. Contacted radu to find out what it is that needs to be done. For best results, please don't use this thread to suggest new stuff. It'll get messy very quickly. Use new threads for new suggestions and bugs, they're easier to keep track of that way. This thread was started to keep track of what's been done, and show players that there are things being done.
  9. The Work Done for Possible 1.9.5 Client

    Through a massive cleanup of the server-side (def) files, something finally got done that people have complained about for the entirety of the game but nothing got done about it... Compass clicks will give actual location info, both inside and out, on every official map. Having done this, I fully understand why noone did it before. Even had to write a script to check all the location info to ensure it was done correctly. Plus working with square locations on non-square map areas wasn't always simple, heh. Took a couple weeks to get through every map... granted I was working on other stuff for each map at the same time. But it's done, so location info will make more sense in the next release. (Secret areas will of course only provide very vague text at best.)
  10. Duel/Tournament of AFG

    Seems odd to have this in a PK arena instead of summoning. The back room of the Melinis Summoning Academy is a large arena, with audience area around it, and easily accessed from Melinis storage via sewer path without having to deal with the high level critters outside (look for a door by the Melinis storage). Even the WS summon arena would seem better. And avoid the possibility of the usual idiot deciding it would be a bright idea to PK. *just opinion* The Melinis Summoning Academy arena:
  11. Still, people unretire all the time. As I'm going through every single map now anyway fixing hiccups, picking spots while doing that would be simple enough. Better someone do it who has no real interest in hunting him. Though, getting the OL method implemented instead might be the better option anyway, would never get to this point again. The MM battle hall PK thing might need some additional work... would have to remove the telepads in the PK rooms if they're to be invaded. Plus I believe the NPC in the back dining room has a necessary use at some point in some quest (this is me being vague, heh) and would need to remain accessible.
  12. FTR (I've been sick and a bit dizzy since yesterday so being able to respond is limited atm) - Joker: I've actually discussed getting some new locs for Joker with Acelon. I even offered to take over adding new spots since he was the one supplying those, as he's been too busy with real life, taking myself out of future Joker hunts (something I wasn't really doing anyway). I don't think he's gonna be able to get around to it though, so I was planning to ask radu for the okay to do that myself and submit new spots. Been too busy with Learner the past week or so though, getting some awesome scripts for testing maps put together. As for random, the maps in the current client are"cleaned up" well enough that how Joker is done in OL code (iirc Joker spawns on a random walkable tile on any random map, changing on new game day if not found) could work. Only anitora map has an exception, and that map could just be easily skipped. Though considering EL has a C2, Joker should probably stay in place maybe 3 game days instead of one when not found. But no, Joker hunting is your thing, Maxine, you shouldn't provide the spots as it'll void you from future hunting. I can handle that if needed, as it was never my thing to do anyway. - Test server does get used for testing new maps (long before the public testing did like last client release) so it does actually get used for that at least. But it's not right now, and probably won't be for a while based on my list of stuffs to do. The test server is otherwise incredibly outdated and could do with finally getting a complete copy of the Main server to get them on equal footing again. Now being a good time since other than "mod permissions" there's nothing on Test that needs to be different from Main. But it would be a good idea for Test to get updated to being on par with Main first before it's used to test anything. It hasn't even had a server reset in over a year, and some Main stuff from years back still doesn't exist there. - Xaquelina - I actually already have a list of potential spots to double her current options. It would just be a matter of writing texts for her to say for them. And knowing the maps I know they're locations that won't be different in 1.9.5 ;-) Wrote the list years ago but I just checked and I still have it. In these cases they are on the same level as the current ones, but I was diligent in including maps that aren't currently used in Xaq quests, and some harvs she doesn't currently ask for. Also had a bonus idea: Based on Inorganic level of the player, Xaq has expanded her delivery to include "precious commodities" in addition to her perfumes and asks the player to retrieve things they are able to get with their Inorganic level. These would be high-bonus experience items in the way Bronze/Titanium stuff is for Daritha. Inorg 0 would have 2 higher-level options (both in PK since they're still the lowest level and anyone could get), and one bonus quest available for every item harvable only with Inorg nexus 1 up to 6. The bonus would go up with lowest on inorg 0 up to highest on inorg 6. Which gives an additional reason for having a higher inorg nexus than just dung harving, heh. If radu gives the okay and tells me the exact info he needs, I can provide these. (The bonus ones may need time for recoding, but the normal ones should be easily added as they're no different than the current ones.) - WS Castle NPC Orcelius - Acelon said he sent three "games" for that long ago, but they're just not implemented. (No, I have no idea what they are, and didn't ask. I need surprises too, hehe.) Was waiting to find out what those are first as I had an idea for it myself, but wanted to wait and see what the actual purpose of the NPC was first and Ace's games implemented before suggesting anything. Too much on my own plate and too ill to respond to anything else. Just supplying input on stuff I have actual info on, or ability to assist with.
  13. Already fixed while fixing all the poorly placed red "curtains" on the stage earlier today. See, now that's speed, getting it done before it's even posted. :-P
  14. On further study and testing on Test server, the ranging issues on Trassian beach may be indicative of a bug in the code that determines path to the target. Submitted to radu.
  15. Catching up everything since my last post: - WS buildings - already fixed along with earlier similar WS building report - PV 35,151 - fixed walk through tree - Sedi 31,130 - fixed walk through rock - SKF 47,134 - fixed walk through rock - KJ temple map 137,102 - fix walkable tile that shouldn't be - AA 356,124 - fixed could walk through the row of daffodils outside storage - Trassian Beach Ranging issues - Added to my *check into further* list, there's no easy fix for this. Combo of height tiling and the snow mounds that the ground is made of, and server coding of how ranging works that didn't exist when the map was originally made.
  16. The Work Done for Possible 1.9.5 Client

    There's a hope to get some new storage images in. A few even worked on. So hopefully yes, assuming Roja approves them.
  17. The Work Done for Possible 1.9.5 Client

    Already thought of that... the minor fix list can include the two mentioned major change maps. ;-) I wouldn't make it that simple, hehe. Any maps not mentioned probably will be by the time all the work is done, it just means I haven't gotten to them. That's a lot of maps to go through. (But whichever they are, the changes were primarily determined by Acelon with only some suggestions or ideas I had as we discussed them last year getting included with his approval. I'm just doing the actual work on them, so not something I can change by myself.)
  18. EL on high DPI screens

    Git 'er Done. ;-)
  19. Defining [use_areas]

    - Multi would be appropriate if just to ensure there's no issues. Though I'm not sure what would be the issue if just ranging. I never did anything with combat type in current arenas, they just use the same as the map they're on. - The spell block is solely to prevent tele-to-range into an arena without using a ticket. If that's not an issue, it's not necessary. The Irsis arena for example, you can't do spells in the entrance hall area, but inside the arena (past the ticket gate) spells may be done. - Teleport 0 = nothing gets shown to indicate it's a teleport point Teleport 1 = the star pad on the ground + the beam of light going straight up (like the WS teleport spots) 0 would be a spot where the person teleports when they step on it, but there's no visible light or pad. Examples: Three are found on Isla Prima... the two small boats where you walk onto them and teleport to the other, one being near the Tutorial NPC, and as well a third considered secret which goes to the spider cave (how IP animals end up getting stuck in there). 0 usage can be found almost exclusively in secrets (with the boat example exception), though it's not limited to that usage. (If this is something for the official game and not a guild map (which can't have ranging arenas), btw, I should be informed. Ace is still technically the map king, but he's been unreachable for too long. Roya would be second, but she's not really working on anything, just approving things. I have the only copies of work for the next release.)
  20. Defining [use_areas]

    Hehe yeah, fixed a few of those too. The AA boat in Glacmor would sometimes have you walking south into the woods depending on where you were when clicking it. Had a *huge* use_area attached to it that went that far down, now just a square of tiles on the boat itself.
  21. Defining [use_areas]

    As Learner said, for different objects they can overlap. When an object gets used, only the info provided for that specific object is looked at. An object that gets used more than once (for example clicking an item moves you to the other side of it, and vice-versa) should NOT have overlapping areas, as the server will only use one of them. Distance from the object is a server thing, but it does have a "can you reach it?" type check of some sort. As for size of the use_area, a 3-4 tile square directly at the object (i.e. directly in front of a door) is good enough. Smaller if for example a door at the top of a 2-tile-across stairs, with discretion. Even a 2x2 area inside a small building (like PL storage) is fine. I have been using a 2x4 rectangular area in front of doors with no issues (4 covering from one side of the door to another, and 2 paces away). You don't want it to be too large as that leads to people *poofing* from too far away from the object. XX XXO XXO XX X's being the use_area walkable tiles, and O's representing a door that is two tiles wide. For a door, for example: If a player is directly in a use_area for it, they'll automatically go through the door without any pre-movement. If a person is X steps away from the use_area, they'll walk towards the item first, action is taken after they walk onto the use_area space. (X = not quite sure, it's determined by the server.) It's important of course that the use_area covers tiles that are walkable by a player... the area under a door for example, where the player shouldn't be able to step, is of no use in a use_area. Non-walk spots can be in the square area, but walkable tiles must exist and be reachable by the player. If a use_area only covers unwalkable tiles, it won't work even if the player is only one tile away. (I fixed a broken door like this with the last client update, in the secret "color room" in IotF where there's 4 doors on stairs but only 3 worked. The use_area was only marked directly under the door where you couldn't step.)
  22. Handling 1 Sided Objects

    Eh... hmmmm.... ignoring that a moderator is treating a support forum like unoff... Never had to do that in all the map edits I've done, but there is a trick way to do it by temporarily replacing the .e3d file for the one-sided object with one that isn't. (No, there's no way to handle it in the editor directly.) Trick: If you know the name of the object (ex: wall1.e3d)... if not, try adding another of the exact same object, it'll show the name in the bottom details. It's important to do every step, esp. if your setup is the same you're using for the game. (Replace "wall1.e3d" in instructions below to the file name of the object you can't connect to.) 1) Close the editor. 2) Go to /3dobjects/ directory in your installation directory. 3) If it's wall1.e3d for example, rename that file to "GOODwall1.e3d" 4) COPY another file, such as wolframite1.e3d, that you know isn't one-sided. Paste it with the name wall1.e3d. 5) Open your editor, and the map. There should now be (in this example) a piece of wolframite. Delete that and save the map. 6) Close the editor. Delete the wall1.e3d file, and rename the "GOODwall1.e3d" file back to "wall1.e3d" It's a hack, but it's tested and works.
  23. Prepare for long-windedness, hehe. It adds a mistake that shouldn't have been there. If there's another client release, I've already removed it for that release. (Basically put, there was an emerald of the harvestable type buried in the mountain pieces west of the CC entrance there. I had to move a load of mountain pieces to find and delete that, but somehow missed putting that one mountain piece back where it belonged.) Map updates require a client update. Another client update is dependent on the client itself getting enough changes to it to warrant a new release, not just maps. While bluap is still actively making occasional tweaks and minor additions to the client, there's not much that can be done at this point in the way of major changes that radu would deem update-worthy. The client is pretty much as solid as it can get without a complete rebuild for full 3d (which there's been multiple attempts at, all abandoned by the people doing them). So honestly, I wouldn't expect an update for quite a long time. One thing I've discussed with bluap is the possibility to have auto-updates finally put in place that can update maps and possibly images/creatures and so on, so content could continue to be updated and not have to rely on new client releases. Then content changes could be done with any normally-monthly server update. If bluap, radu, and I can determine a best way to do that without causing new issues, regular content changes could be done and not be dependent on unrelated client changes being done. As for content change suggestions above... 1) The Arius bridge thing... I'm not fully understanding, but sounds like a lot of coding on the server end (radu), but the part of "next practical map release" is troublesome, as I just explained about the map updates being tied to client updates. 2) As for maps "changing", I'm not at liberty to give details, but I (with Acelon's approval and/or at his suggestion) have started some major changes on one map, and a massive overhaul of a second that will completely change the way it gets used (or in its current state only used for certain reasons). The latter in particular is to a point where the map will only be barely recognizable compared to its current state, with drastic changes and new insides as well. I think players will find this change quite interesting and even game-changing for some player types. Those two maps alone are a ton of work. A few changes are planned for other maps as well, and as well I've started both a major new cave with a new (albeit limited) use, and what would certainly be the single most-ultimate secret location in the game. ;-) That's just part of what's on my plans list. Acelon had plans for what would mean a few entirely new maps, but as I haven't heard from him in almost 6 months now I don't know if he's actually done any work on that... probably not. I only have a few basic details on what he planned, not enough to build them myself so that's not an option at this time. I have no clue what he intended those maps to be useful for. I also have an idea that would add one small map (including internals for it) but I can't put promises on it, need to discuss it further with Ace and possibly even radu. 3) I seriously doubt* something like MM changing could be approved, especially considering that map in particularly is heavily "hardcoded" so to speak into all the various NPC static texts and as well the possibility of breaking quests is huge. The maps I'm already changing have limited NPC context and quests that I can easily work around without changing either of those things. Some minor adjusting to MM (and WVF, and KJ) are being done to try and reduce some of the lag and possibly upgrade to take into account ranging that none of the maps were originally designed for, but those changes will only be slightly noticeable by players. 4) I do have plans to open a few buildings that currently can't be entered, however that is very low on the to-do list as it won't add much to the game compared to what's already planned. Which ones will depend mostly on factors such as: - Place to AFK? (are there other nearby safe buildings to afk in? I made the hut near the northwest teleport pad in Idaloran enterable with the last update primarily for that reason as there's no other safe spots to afk there.) - Is there room on the internal maps? (Opening the buildings near the C1 ranging arena would be easily doable as there's a lot of free space on its internal map. Portland on the other hand has little space to do that.) - Are there already too many enterable buildings nearby? (Again with Portland as an example, the locked buildings are close enough to unlocked ones that already never get used... these would be the lowest of the low priority.) - And finally, the difficulty in coming up with a unique design for the building. Some kind of "story" for its use. 5) While not mentioned here, I'll say it now because it's an "official decision" stated by Acelon himself... there will be no C3. Ace had a C3 planned from years back, but back then there was a much, much larger player base and as well a team of map developers. With the current player base even the most active maps are not heavily populated, so spreading out the low population even more with what would have been (I believe) 15 new maps isn't palatable for him, radu, or even myself. Esp. since I'd probably have to do most of the work, hehe. Ideas he had for C3 are now a "bucket of ideas" for improving the current two continents. The aforementioned few new maps Ace had plans for were a result of the decision to not make a third continent... expanding the current locales for new content where possible instead. The only way this decision about C3 would change is a sudden drastic increase in active players. (*Disclaimer: Acelon and Roja are the "keepers of the story context" so to speak, so I can't personally make any non-bug changes without their approval. Anything I state as my opinion concerning map changes is not a final decision, only an educated guess based on my work with them in making the last map updates. They are quite strict on ensuring the maps stay within the story context, with good reason.)
  24. New perk ideas

    At 7pp, I definitely can't imagine it. Maybe harv accounts who do nothing but harvest dung all day will use it and find a closer-to-sto place to hang out besides MM, otherwise the very low number of hazardous items and their low usage just don't make it worthwhile.