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Everything posted by Burn

  1. Eliminate

    It should only be pots that effect might, yes.
  2. Eliminate

    He's referring to a bug where you can't trade while certain pots are in use, despite that they don't affect emu.
  3. Please post any issues noted here. * DP - rock in Evergreen Woods can be walked through (29,318) Fix done, will be fixed on next server update.
  4. Treasure Finder

    Yup. (And some killer exp in school on Nobel day.)
  5. As someone who's regularly dealt with the "player_x found a pear" message, I'd say sure. However, do it like the treasure find message and just "A creature dropped a grape!" or something without the name. That gives the info you're wanting, that one was found. (The flood of PMs that come with such of-late desired drops is annoying. I log out for a while after every find these days, and ignore any messages concerning it if I don't, it can get that bad at times. Grapes would be even worse... not that I've personally found many since I don't actively look for them.) As well, could get confusing in situations like an invasion critter being multied drops one. It's also a rare invdrag drop, should probably make sure those aren't included in messages?
  6. How far up for an object?

    Yeah, I'm only referring to FPS above. As the map itself comes from the client, internet connection has little to nothing to do with it.
  7. How far up for an object?

    Not every issue shows up in the editor, vastly different approach in rendering between it and the client. The best thing to do for experimentation is have an entirely separate setup of the client that is only used on test server. Take a map like Whitestone (or an internal map if the experiment involves an inner map) and edit that file in the experimental client setup. Run it on test and see how it turns out. Trial and error is really the only way to learn it. What causes things to flicker in the client, etc. While 3d items can flicker if placed improperly, 2d items are much, much more prone to it. I'm still cleaning up 2d flickering on many maps and I doubt I'll ever clear it all. That could be one reason 2d items are used solely for decorative purposes as absolutely necessary, and 3d gets preferred. But really it depends on the taste and ability of whoever made the map. A solid 2d-only ground would be incredibly difficult to do without a lot flickering. (Flickering = when you walk past something, it "flashes" competing with another 2d or 3d object to be visible. The road paths right next to the red roses in VotD in the current client do this, for example.) Personally I just default prefer 3d items due to the reduced chances for flickering. As for memory issues in the client, it's not that big a deal these days, we're talking about stuff that was running on 2003 computers. The only real lag issues are (detailed) water, and too many detailed trees/bushes, such as in WVF and KJ. As for object distance... there's no such rules. Generally speaking, test it as stated above in a special test-only client setup. If it can be seen using whatever the default viewing distance is on a new install okay, then it's okay. For height, remember the player has to be able to see and click to move, test that it's not too much in the way when it comes to higher objects.
  8. DOWNLOAD AT: http://burningdownthe.net/el/ With today's server restart, some map issues got fixed. However, two of the fixes will work even better if you update your client as well. HOW-TO: Go to the above link, download all elm.gz files that you see there. Save them in the /maps/ directory of your installation (overwriting the current ones) where you see other elm.gz files. The fixes will technically work without doing this. However, 1- Around that new huge rock in the very west side of the Desert Pines forest, mapwalking can be slightly problematic, as you may just stop walking. 2- In the PV FCW cave, you can now go past that spot that was requiring TTR. However, you'll not be able to directly mapwalk using the tab or minimap from the entrance to the mcw area. And you'll be "in a hole" at the location where you were getting stopped before. 3- map9f (Grubani) is purely cosmetic, and will update to the actual lighting used at night at the arena since a server update changed it. It's much darker than as seen in the map that came with 1.9.4 client. Replacing these two files will fix those things so they won't happen. And yes, these are official fixes.
  9. That's a height issue, can happen anywhere the height changes a lot (NRM rd path for example). Having the camera angle as close to "directly down" as possible helps. But yeah, not something I can do anything about.
  10. If this has become an issue, code-wise it might be simpler* for the server to check what's being worn when a Human removal or Reset is done, and send an error message saying removal of the equipment is required first if it's too high. The reset/removal won't work until the necessary equipped items are unequipped. Thus just preventing wearing anything above allowed at all. *Since there should already be a subroutine in place for gear/Human requirement checking that could be re-used. (This doesn't handle the second-hand axe issue in Bugs forum, but those need a nexus change anyway to go along with the changes to their undamaged counterparts.)
  11. Fixed for next release (whenever that may be): Walk into building - You are in White Stone - You're in White Stone City [148,662] Walk into building - You are in White Stone - You're in White Stone City [148,658] You are in Carmien Manor [157,177] titanium ore in wall (was kind of a "secret", bringing it out now since it's public) You are in Emerald Valley Trade Route - Barrenlands of Sorrow [314,116] - walk into tree You are in Idaloran [62,447] floating - fixed as best as possible, very difficult to get such rocks done well due to limited height options You are in Hulda, Land of the Ice Gale [83,19] - floating over water (also fixed a couple other noted similar spots) My Position: White Stone - Lakeside Village [686,151] - walk into house (also fixed house beside it) You are in White Stone - Orvale Mountains [151,489], [157,479], and [159,493] - floating - fixed as best as possible, difficult height options You are in Aeth Aelfan, the Elven Homeland [113,274] - arrow in midair underground dandelion: You are in Irinveron [492,233] A tiger lily under the ground-You are in Palon Vertas [165,137] (removed it) A plate that is completely hidden behind a wall and doesn't appear to be used for a secret-You are in Thelinor Caves [57,110] My Position: Desert Pines [249,136] - rock floating over sand You are in South Redmoon Island [91,65] - walk into tree You are in South Redmoon Island [54,323] - height too low on rock (best cleanup possible with limited height options, including surrounding area) You are in Thelinor [191,193] and You are in Thelinor [191,194] shouldn't be walkable You are in White Stone [729,602] - walk where shouldn't You are in White Stone - Elavro Mountains [421,684] etc. Okay, that catches things up so I can go back to completely redoing one of the maps... keep 'em coming, will probably a long while before a new release but that just means more time to find bad stuffs. ;-)
  12. Enhance Pheonix

    It does need some help with more GHPs getting in the game. And not being so overly expensive to use. But I honestly believe the primary reason noone wanted to use it is just simply that it's not particularly good at anything. At all. If it had just that "one thing" that makes a player say "Hey, I can definitely use it for doing (this)", just as the mule is good for one thing, hauling shit, it would get at least some usage. And stuff "on paper" doesn't necessarily translate well to actual use. Someone(s) need to actually test any changes to it. I mean, the current stats for phoenix sound good, they just don't work in actual play. (Esp. against anything with critical hits, which is to say most everything of a high level.) If tests wanted on Test server, I'm a level 8 phoenix there.
  13. Enhance Pheonix

    Lvl 12 phoenix here... just like the mule I leveled it "because I can". I eventually found some uses for the mule. The phoenix on the other hand... 1) Glyphs must be makeable Of course almost noone's used it, much less leveled it, there's zero glyphs on market. These are a basic necessity, and honestly at this point it's hit beyond ridiculous that they can't be made just like mule glyphs. 2) Those makeable glyphs should cost about the same as mule glyphs. The phoenix is already expensive as hell to level, and even use. Especially when its purpose is fighting which means eventually dying, creature food dropping, and instant phoenix loss when that happens. (Food is already twice that of a mule, it takes four times as much to fully level as a mule does, and as it's a fighting shift unlike mule more glyphs are needed to use it between actually using glyphs and possibly dropping them on death, something that's not normal for a mule.) 3) What exactly is the purpose of the phoenix? This needs to be figured out. It doesn't have to be good at everything, but it does need one specific thing it's particularly extremely useful at for usage. At the moment it still has nothing due to the lack of gear, lack of magic, lack of experience. Despite the bonuses it gives, it's still worse to use than just using standard gear. The bonuses don't overcome the lack of armor/defense given by armor, the lack of damage given by a weapon, and the lack of material points due to no HOLAM or CoL with only potions to rely on that you can only hope you don't get stuck with a cooldown on. It's sheer suicide to try and attack anything a couple creatures below your char's normal training level. If you can't even attack a creature you currently train on with it, how are you supposed to use this in a situation where you'd get multied like a Bethel invasion, where you'd probably hit 0 health only being hit twice? There's too much relying on randomness as well... random chance of no cooldown, random chance of respawn. This is never a good quality when attempting to fight. Even this simple mixer knows that. ;-) People use the mule because it has a specific thing that makes it useful. The phoenix needs a major tweak that makes it useful for one specific thing as well... a tank? Gives heavy damage (currently doesn't) but with the risk of easily dying, limited only by the chance it'll respawn? Something else? (And a side question... if it respawns, would you lose a brick if you had them on you? That would be a bit too much if it does. And that's too costly to test.) I've got two more levels to go before my phoenix is max levelled. I really hope something's done by then. Abandoning tweaking it based on its current use when glyphs are so costly if available at all, plus the current status where they have nothing they're particularly proficient in is a bad idea. The phoenix is one of the most beautifully done creature graphics in the game, and it's already in place. Let's make it useful.
  14. Despite my silence, I'm still accepting these. Only responding if there's something immediate to respond to, otherwise everything will be checked/fixed before the next release, whenever that may be. Note: If you're using the current "Burned Maps" tab maps, you can just give the map name (ex: "map3_insides", found directly above or below the BurnedMaps logo on each map) rather than try to explain the map you're on, particularly for insides. I'll have to determine that anyway to know which map to fix. Not necessary, just if it makes it easier to report.
  15. Note that while the wiki may well be correct, it was done prior to having access to #ach or even ability to see counts via Redeemer. There is a possibility of incorrect info. (Not saying there is, just the possibility.)
  16. When is #ach updated?

    I know my Luxin count via Redeemer. No, it's not for some old unrelated quest. It counted my acceptance of the first attempt. Seriously, I do know the game a *bit* better than that...
  17. When is #ach updated?

    The counter appears to go up when you first accept the mission. I've accepted Luxin once, out of curiosity, but never actually done that one. Despite that, my counter for it is at 1.
  18. Very easily added option for the web client, though not until it's fully functional and hosted on the server itself. Though with working code and running the proxy on a home server, you could set the proxy up to attach to the pk server. I'd imagine radu's permission would be needed, the current code shouldn't be used on anything but Test. Not that it can do anything yet anyway, heh. Both Grum and I seriously question the use of this web client on a phone/tablet. (Try and picture doing everything you normally do with nothing but a small screen and large fingers, no mouse or keyboard.) Functionality will probably be very limited in comparison to standard computer use.* *(I'd imagine)
  19. Grum fixed the sky issue (grab the updated getsky.php file from git, and decomment the sky.draw(); line in drawscene.js if you did that per my above post).
  20. Without it commented: Followed by a lot of: Leaving nothing but a black box for a canvas. (Using the versions of external javascripts you noted to use in the readme, if that's relevant.) ADD: PHP Fatal error: Cannot use object of type DOMNodeList as array in /srv/www/htdocs/webel/getsky.php on line 26 ^ My server's error log is full of these.
  21. Some notes: 1) In js/drawscene.js - comment out line 101: sky.draw(); The sky rendering is a bugged work-in-progress, and NOTHING will render if it's not removed. (fixed) 2) It currently only shows Desert Pines, starting near the docks. That's only "showing it", you're not actually on the test server. --- You can change the shown map in drawscene.js line 150: map = new GameMap("maps/map3.elm"); if you know what you're doing 3) Insert/Delete to move forward and backward. Not on the server so there's no creatures or characters. Zoom in/out using page up/page down. You can rotate the camera, as well as look up/down by using the arrow keys. (If you have the web developer console open, pressing "p" will show your current coordinates in the console log.) It's a very early work so doesn't look so great yet, but it's a very good start! This is what I get from it (in Firefox, can't seem to get it to work in Chrome yet): I'm only just starting to learn WebGL, but should be able to help with "something" along the way. (EDIT: Corrected that you can move around using ins/del )
  22. Repositories are updated now to include builds for Tumbleweed and the (coming soon) Leap 42.1 release. The Factory build has been removed as it is no longer supported. The Leap build should work with the release candidate/gold releases if you've installed one of those. No guarantees of course. Same official 1.9.4 release, so 13.1/13.2 users won't see a change, just adding repos for the other releases. NOTE: I can only build for supported openSUSE releases btw, so if you're on 13.1 you may be outta luck soonish as it will be the next to lose support. Nov. 4th's "Leap" release is a good excuse to update your system. ;-)
  23. New Unofficial Tab Maps - BurnedMaps

    Download 1.9.4-004 Release Here! Version 1.9.4-004 is released today! Two samples can be seen on the download page. What's new? - Switched to 1024x1024 file size, which *should* work for those who kept getting white screens instead of maps - Full Seridia and Irilion click maps have finally been added! - Ring-in and Beam-in spots are now marked - Improved graphics in many places - Improved coordinate line marks - Multiple exit/entrance spots had missing or incorrect texts fixed. And more... full changelog is on the download page.
  24. New Unofficial Tab Maps - BurnedMaps

    Okay, it looks like I should be able to get a 1024x1024 release done, based on what's finished. In fact, I may just release those first, with a higher def version only if there's "demand" for it. Aiming for a Sunday release, still have plenty to do, but that date's not in stone.
  25. NZWitch - http://www.eternal-lands.com/forum/index.php?showtopic=59975 Download the elm files in the link there and place them as instructed in your client installation. ("map3" will fix that for you, but you may as well grab the other two as well while you're at it.)