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Posts posted by Burn

  1. 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: =========





    *** Error in `/home/flame/el_linuxTESTSERVER/el.x86.linux.bin': free(): invalid pointer: 0x000000000514b2e0 ***
    ======= Backtrace: =========


  2. 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.

  3. 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.)

  4. 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.


  5. 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

  6. 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.)

  7. 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.

  8. 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?



  9. 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.

  10. 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.

  11. I have the Underworlder perk now but I still think it is a good idea but what if it is full especially full of AFK players?

    Does that prevent players from exiting, kick player with longest AFK time out to grave yard or deposit you in 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.

  12. 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.

  13. 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.




  14. There's time to get this into the official rules before the next client release.


    Once decided, Ais or radu make a final post with the official final wording and I'll make sure it gets in as rule 29... or as part of a current rule. Can lemme know your preference for that as well. ;-)






    Only part I have an opinion on really is the spawn monitors. Glad to see those go.


    They were part of the reason I sent the new Joker spawns, hehe.


    (I remember there used to be one alt that sat almost 24/7 on the Melinis wall where Neno would spawn, seems to be gone now.)