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Burn

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Posts posted by Burn


  1. 2 hours ago, Diealot said:

    Comments:

    1) I always thought of entering buildings as a feature not a bug, particularly the storage entrances. Also, what happens to the other map exits (glac, hulda, Irin, II, and whatever the new boat is that I forget is)?

    1a) Statue to battle hall is fine, I guess. Statue back to Iscal sto as is current seems more helpful to me, but I guess it doesn't need to be helpful.

    2-4) Yeah, seems fine.

    5) Would rather see the low level invances be run on an altered version of the MM map (which can be c1) and keep the higher levels on Iscal/c2. Alternatively, allow both maps for all ranges and have the server pick one of the two at random. Additionally, if all the current exits are getting removed, are the only ways to exit the map going to be death, winning/losing, or ring/tele/beam?

    6) Why? Running an invance close to a day change should have risks.

     

    1) Entering some random building on C2 because you misclicked trying to click a creature that went around said building, with the only return in the C1 battle hall is the opposite of a feature.  Your "also" is directly answered in the post. "Everything that's clickable (houses, flags, ships, etc.) will be made unclickable." The point is to keep people in unless they intentionally try to leave (tele/ring/go into the fort and use the statue).

     

    1a) Iscalrith storage is not more helpful when the only way back in is in MM. The purpose is to keep people where they belong. And get them back in as quickly as possible if they do go out.

     

    Arguments that going to C2 on leaving the map is better than going to C1 when you have to be in MM to return to it are going to be pretty difficult to make.

     

     

    5) We're discussing only map changes here that do not require radu to recode anything.  Suggestions that require radu to code something need their own post in suggestions forum.

     

    As for the only way to exit the map... again, that's answered in the post, as 1a, the statue back to the battle hall along with all that were mentioned. Just like instances only have the one exit, and that one's even more difficult to get to. Perhaps you didn't grasp what (5) meant, it's still going to be Iscalrith, just when you tele you'll go to the C1 portal to more quickly get back to the battle hall in MM to get back in, instead of C2.

     

    6) Keeping things difficult or annoying just for the sake of keeping things difficult or annoying may have been how things were done in the past, but I do QoL where it's possible. The "keep things annoying" route hasn't exactly helped with player count, and I refuse to go back to those days. If this tiny barely-relevant change makes things a little better, then I see no reason not to do it. If it were a "game-changer", it would be a different story, but it's not, it's just a tiny QoL improvement.

     

    And it's not a matter of the day changing to Acid while an invance is ongoing anyway, since those are normally started when there's no day change chance happening. It just allows them to be run should that day already be happening. There's still plenty of annoying days that'll stop invances, like Peace...

     

     

     

    The end result: This is making the map the way it should have been done back when invances were started, there just weren't active map editors to do it and it got forgotten about. Invance map should never have been clickable to the real Iscalrith, it's an otherworldly MM Battle Hall place. Leaving the map should be discouraged as much as possible, though it's still very simple to leave for anyone at a level high enough to go to one anyway. This is a map mistake due to lack of active editors at the time, that's just being corrected.


  2. This is planned for 1.9.7.

     

    The server as it stands requires a map's def and elm files to be the exact same name. It currently "reads in" the Iscalrith map elm/def combo under two different map IDs, the second being for the invance.

     

    Changing the server side (def) settings would change them for regular Iscalrith as well for that reason.

     

    So a separate new elm/def combo of files will be made for the invance. Even if no changes were made to the elm file (needed in the client), it would still be necessary that it exists under a new name in the client.

     

    End result, none of this can be done until a new client release.


  3. Invance currently uses a copy of the standard Iscalrith map. This does have some issues... misclicking on a house and you're suddenly out of the invance or such being a common one.

     

    A plan to make a more invance-specific map is in place for a future client update.

     

    The invance version of the map would include these changes:

     

     1) Everything that's clickable (houses, flags, ships, etc.) will be made unclickable. This will stop any misclicking causing players to accidentally leave the invance.

     

     1a) New Exception, one path back to the Battle Hall: A new statue inside the fort when used will take players back to the battle hall when clicked.

     

     2) All walkable tiling in the sw city area will be removed so it cannot be entered at all. (Not used in invance, and players aren't supposed to go there anyway.)

     

     3) Invance map will be made unharvestable. With the exception of inside the fort... so you can still sit and collect harv exp on ogre toes while waiting for the invance to start.

     

     4) Remove the PK area in the fort since no one is supposed to be hanging in the fort anyway, much less attacking other players.

     

     5) Make the invance map C1 - Teleporting out sends you to the C1 portal instead of C2, for easier access to the battle hall to get back in, reducing the amount of time players might spend outside the invance.

     

    6) No Snow (rain) - In the event of Acid Rain day, it won't affect invance.

     

    To be clear, the actual design of the map will remain the same. It'll still look exactly like Iscalrith, just limited and changed to better suit an invance.

     

     

    Questions or comments... with reasoning if there's opposition.


  4. What is considered a secret on the el-db site?

     

    Little confusion there... some paths are combined and treated as one secret. If you enter the primary way to enter it, it'll open up information for the other paths as well, and all are counted as 1.

    The green message you get when a secret input is accepted tells you how many paths are included with that secret, and all will show on the site on their appropriate map pages.

     

    Generally speaking, if any other secret information is obvious if you've entered the correct entrance, the site will go ahead and show the obvious stuff.

     

    Example of obvious: Idaloran's "Wytter's Room" secret. If you enter the correct entrance to it, all the exits from it require no knowledge to figure out, so that info is considered obvious.

     

    Example of NOT obvious: Whitestone Unolas Temple has multiple secrets in the path to get to the priest. Each requires its own item and a riddle hinting at the item. Those all are separate secrets.

     

    If you're uncertain if something would be considered obvious once you've actually entered the area, just view the map page to see if the secret is listed.

     

     

    What are the "freebie" secrets when you first create an account?

     

    When you first create an account, 6 secrets are opened to get you started, some of the most commonly known ones of course.

     

    1- Isla Prima - spider cave entrances

    2- Desert Pines - Fast Read room

    3- Tarsengaard - Orc (daily) cave

    4- EVTR - emerald mine entrance

    5- Tahraji - paths to the floating summon arena

    6- Tahraji - ways to leave the floating summon arena

     

    (I'll admit, I added the last two because adding so many so-close secrets was just not easily doable with the system I have. They're on me, heh.)

     

     

     

    Another one...

     

    One secret was missing. I added it. There's now 190. ;-)

     

     

     


  5. Getting 189 secrets set up so people could enter them as simple as possible isn't without its issues... I'm monitoring reports sent to /EL_DB of any difficulties entering a secret and made a few easier. One player has already entered over 130 secrets so for the most part it seems to be working. ;-)

     

     

     

    Alt accounts

     

    Coming features will include things like keeping track of quests: which ones you've done, notes on where you left off if in the middle of one...

     

    That and other things may be desired to be done for different alt accounts.

     

    I'll soon set up a system where you can add your alt character names (verified like the main account so you must be able to log in). Before the quest tracking and other stuff is added.

     

    You'll be able to switch between your alt char names to track their quests or other things specific to that alt. While things like secrets that are actual-player knowledge will still show no matter which alt you're switched into.

     

    So do not create accounts on EL-DB.com for your alts, just what you consider your main. You'll soon be able to add your alt char names in a different way.

     

     

    (If you've already done something like this, I can fix it later, just leave your alt accounts alone for the time being, no reason to be using them right now anyway.)

     

     


  6. https://el-db.com

     

    EL-DB, the unofficial Eternal Lands Database is open for beta.

     

    Do you really know your game secrets? Create an account and track them!

    • As you enter map secrets, they'll appear (to you) on map pages, and you can access map pages for secret areas.
    • The system tracks all your secrets and will tell you how far you have to go to find them all
    • On your account page, you'll get 3 random hints for secrets to help you find more (or remember to enter ones you know)
    • The hints can be really easy or incredibly vague depending on how well known the secret is.
    • (Guild maps are not considered secrets so aren't included, and no information is ever given to find those)

     

    Game Mods - Once you've created an account, send this as a PM ingame: /EL_DB moderator

    Once confirmed to actually be a mod, you'll get access to more info (currently just tp/invasion coordinate+map numbers for every location)

     

    secs.jpg


  7. These include:
    1- Top Players lists (as seen here on the official EL site)

    2- Unofficial tab maps (at https://maps.el-db.com/ )

    3- Moderator invasion map downloads (mods know the URL)

     

     

    I will be doing my best to keep them online but there may be times they may poof out of necessity for a little while as I'm reorienting everything on the server to prepare for... well, a site...

     

    I'll keep them down as little as possible, so you can try back in a couple hours at most if they're down. (Nothing is getting lost, it's just a matter of subdomain redirection.)

     

    I'm saying the coming week, but that's up to real life. Hopefully only over the weekend.


  8. On 7/3/2022 at 10:49 PM, bkc56 said:

    Will this be done for the PK server too?

     

    Data doesn't exist that would be necessary for that. An online players list like main has, and access to player's data that includes private-marked data. Oh, and I got the year's worth of online players from Vino's mercator data, otherwise I can only track recent logins.


  9. It's in a testing phase, but the Top Players page is now getting auto-updated, and you have choices on how many players to show and during what time period of activity.

     

    It's linked in the website menu, or poof to https://top.el-db.com  .

     

    Based on a combination of necessities for the website, and input from the forum poll to see where people's preferences were, the default's been set to the top 100 players active in the past 6 months.

     

    If you prefer a different list, it's possible to go to and bookmark a different one.

     

     

     

    Some notes on how things work at this time for testing purposes (subject to change):

     

    1- This is not a real-time list. Several factors cause the top list to not show your updated level(s) for up to possibly 30 hours depending on multiple different timings.

     

    If you're not seeing the update after 36 hours, there may be an issue to report. I won't check before that.

     

    2- Lists are updated once every 6 hours. Those updates, as stated above, may not include your updated data. You can see the GMT time the list last updated on the page.

     

    3- An individual player's personal stats are only updated about once per 24 hours, and then only if you're seen as being online at some point in the 24 hours since they were last updated.

     

    4- (For #3) To ensure you're "seen online" by the script, you need to be online 6 minutes or more. The online list is checked once per 5 minutes.

     

    5- Lists may have more than the number of players requested to show. This is due to showing all who are tied at a certain level so all get equal treatment.


  10. It is occuring to me that perhaps the minimum shown should be 100, as I look through the data. No 50 list.

    As it is, we actually have 69 (giggity) people with OA 179, that's 69 (giggity) people at #1. Difficult to show in a 50 list.

     

    Unless I handle the overall list differently... that's a possibility... something to think about over the weekend.

     

     


  11. 7 minutes ago, mihaim said:

    Does anyone has a clear specification on what this page should look like / function ? It can get implemented on the game server level and data to be queried from eternal-lands.com domain.

    Burn, how you plan to do it ?

     

    I'm handling everything, setting it up under a subdomain I maintain, like Learner did it on his other-life domain. Any other means of doing it will have to be discussed with radu and take time, and I'm just gonna do it the way I've already been working towards at least for the time being, not really even gonna discuss any other possible options right now, too much already done.

    Check your PMs, I messaged you about some changes.

     


  12. 2 minutes ago, Aislinn said:

     

    Roja created a statue memorial already and redid the IP secret cave for it, as well. We're just waiting on Radu for an update.

     

    Uh... that would require a client update. We're nowhere near ready for that again. (New 3d objects and map changes have to be done in the client. I haven't even been given these things to put in the data packs.)

     

    Not the topic anyway, the image of him is needed for a website thing.


  13. Just now, Aislinn said:

     

    I don't understand what you mean by "last login doesn't get tracked by the server".   I can see connection logs going back to 2006.  And totally understand about focusing short term to get it back online asap.

     

    Well, I don't personally have such access. ;-) Radu didn't bring it up either when discussing it earlier.

    It would require knowing every single character's name from the beginning and grabbing all their info. Vino's list was over 85k names. And that's from the post-heyday years. :-o


  14. I may be able to go further back later, maybe a Decade list.

     

    Last login doesn't get tracked by the server, and Learner's data is not available, so I'm relying on Vinoveritas' data from mercator to determine when people last logged in prior to  today.

     

    That may give a reliable "past decade" list eventually. But I'll focus on just a year for now to speed up getting the page back online.


  15. I'm working on getting a new Top Players script done so we can get our Top Players page back, as Learner's is no longer available.

     

    It won't be exactly the same, but as close as possible with some minor updates.

    Learner's page had options to see top players for the past  week, month, year, whatever. And you could expand the list to up to 200.  I intend to do the same.

     

    (With thanks to Vinoveritas for providing mercator's data on when players last logged in over the past year to help fill the lists.)

     

    THESE QUESTIONS are concerning what gets shown on the default top players page. What should be shown when a person clicks "top players" in the website's menu?


  16. Just noting the oddity in that the image seen is an indoor map, PL tavern, so its default lighting is the same regardless of time of day.

     

    Besides the normal full-map lighting (0.22 of 1 which is enough to light rooms without added sources), that tavern also has its own light object in the center of the room, a quite bright one at that.
    So both full-map and individual light sources are being ignored. As for the candles, it's just the particles being seen, not actual light. Fire particles also have their own attached light source, which is also not being seen here.

     

    The green carpets add to the oddness though. I checked and they are not self-lit, so the reason they can be seen is light is still somehow reflecting on them.

     

     

     

    (The only noticeable difference I have when using Ctrl-O > Troubleshoot tab > Use Animation Program is a slight lighting change on players. Have you tested with this on and off?)

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