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Posts posted by Burn
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I changed the instructions so they should be good for Mac users now, if you tried and had a problem.
(If you already installed before this comment on Win/Linux, there's no need to change.)
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https://maps.el-db.com/learner.html
NOT FOR ANDROID* - This should work for Win, Linux, and Mac clients.(*May work for Android, but I won't personally help support it. See comments below for assist.)
Go to the above page, and follow the instructions carefully.
The actual statue, with the character, fox, and text below them, was created by Roja.
This will not affect your gameplay in any way, it's a decoration change only. No walkable tiles were changed to include this.
Adding/Changing 3 files in your client will add the below memorial for Learner to the spider cave on Isla Prima, where he spent most of his time afk and harvesting fruit at the table.
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On 3/10/2023 at 10:01 AM, caladina said:Burn, is there any part of the el code my side where i could change a line to show grids or tile layers?
long shot i knowNo, only the map editor.
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40 minutes ago, Acelon said:pole dancers around the bar.
I KNEW it!
Hehe, I did a hacked version of the map editor that would show "deleted-but-not-overwritten" objects when my scripts that parsed elm files located a lot of these objects on some maps. Found what appeared to be stripper poles there, an entire large dining area in the KJ temple that simply didn't exist, other interesting tidbits showing early ideas for areas.
Ofc, most deleted stuff gets overwritten so it was limited in what it would show.
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A good chunk of the insides don't actually match their outsides. On most every map. How bad they are depends on who did the map.
Some don't match shapes either... the house that PV storage stands behind being a good example.external:
DX
XX
internal:
D
XX
X
With X indicating the shape, and D showing where the door is. If the external matched the internal, the house door would be directly next to the storage npc on its east side.
Zirak's castle is frikkin' huge compared to its outsides.
Glacmor skill academy's size makes no sense compared to its externals.
Trassian's ton of caves and buildings are a whole new level of not-making-sense.
DP CC's location/entrances don't make sense.
PL's manu school and upper level of titanium cave take up the same space.
It's just how things are... no way to fix it either.
(The Sedi tavern has some last minute changes to it as well. I found early deleted work of it that included what appeared to be something more akin to stripper poles on the odd stage with the throne. That stage makes no real sense being in a tavern in its current form.)
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The "All-Rounder" list has been renamed to "All Skills Total" as that is what it actually is. Better differentiation from JoaT as well.
It's the same list, only the name is changed.
An explanation of what each list covers is also given above the 4 lists for Combat, Non-Combat, All Skills Total, and JackOfAllTrades.
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Fixed... it's a general issue I haven't been able to deal with yet. I don't have access to name changes so unless the new account made with the old name (the "new" Ambrosius) logs on long enough to be recognized as logged on (5 minutes) it won't check stats to update.
I have plans for a workaround but it'll take a bit to figure out without overly burdening the web server.
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The Top Players page has been updated.
* New: "Jack of All Trades"
Where the Overall list once was, is now a list called Jack of All Trades (JoAT). This list recognizes those players that take the time to consistently work on their lowest skills.
How it works: Your skills get ordered from lowest to highest. Your JoAT level is based on your 6 lowest skills, regardless of which skills those are. Your 6 highest skills are irrelevant.
Example (not anyone's actual levels):
att: 160
def: 162
mag: 87
har: 102
man: 46*
alc: 87
pot: 35*
sum: 48
cra: 32*
eng: 27*
tai: 0*
ran: 0*The 6 lowest numbers from the skills (marked with asterisk) are grabbed.
0 0 27 32 35 46 are the 6 lowest skills ordered from lowest to highest.
Each number gets multiplied by an undisclosed value. Each of the 6 gets multiplied by undisclosed values. The lowest skill gets multiplied by the highest value, the highest of the six by the lowest value.
(0 times anything is 0, so the most important skills in this example, tailor and ranging, are not providing any value.)
In this example, getting 1 level in tailoring or ranging can increase the JoAT value by MUCH more than getting 1 level in manufacturing, though leveling any of the 6 lowest will contribute to the value.
"What's the difference between Jack of All Trades and All-Rounder?"
All-Rounder is based on the total sum of levels in all 12 skills, with no weighting on any skill, so a level in the lowest skill has the same value as a level in the highest. It's technically not a good name for the list since having very high levels in a few skills can nullify not leveling some skills.
JoAT focuses solely on the lowest half of your skills, observing only how high your lowest skills are. This better shows someone who really is working on every skill, an actual Jack of All Trades.
(The lists have some similarities since there's more than a few long time players who have worked on every skill, but it differentiates even among those, and varies even more as the ranks get lower.)
* Change to Overall List
With so many players now at the max 179, the Overall top list became pointless. It's been changed to show "The 179ers Club" with all the players who have reached 179.
I'll include a top list for those 178 or less shortly, I'm still working on that part. For now only the 179ers are showing.
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PEAR HUNTERS - Reminder to let me know any other "hidden in wall" type harvestables other than those listed in the second post above so they can be dealt with in the next client, whenever that is.
I've already fixed all the ones listed in the above post for that update.
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Updated today...
More Clues and How Many Have Entered Them
Your member page now has 5 random secret clues instead of 3. As well, a number at the end of each secret indicates how many others have already successfully submitted that secret.
REPORT CONTENT ISSUES!If you see incorrect, missing, or whatever content, as a logged in user you can report it using the Content Report button at the bottom of every page.
Your report will be listed on your user page to keep track of it.
This includes if you're having problems submitting your secret data! Go to the specific map page you're trying to enter the secret in, click the Content Report button, then enter the problem you're having, including the specific coordinates and items you're using.
Other minor updates done as well, listed on the front of the site, including being more able to distinguish between complete and incomplete quests on your quest tracker.
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The MM Bot Market has become a bit too popular of a location. It had plenty of free space at the start but is now down to just 1 empty stall, the one located on the west end between IWannaRock and Richery.
This lack of space cannot be dealt with until a 1.9.7 client is released, and there's no plan for that at this time.WHERE TO PLACE BOTS: Only after the final stall is filled, any further bots should be lined up along the north wall, directly behind the six northern bots. "Burn" is in one of the locations in the image below, behind Windu. Other bot placements would be directly behind HeyU, Graadig, Zebu, Hulk, and takamura, forming an organized line directly against the north wall.
This will allow for 6 bots in addition to the 1 filling the final stall.
1.9.7 UPGRADE: The eventual 1.9.7 will see the market get further expanded into the water side, with an additional entrance into the market area to easily access them. A total of 14 more stalls will be added. Bots on the west side (IWannaRock, Tradesman, Richery, the current empty stall) and any ending up outside the wall will then be moved into the new locations.
You can see the 1.9.7 version here: https://el-db.com/tempstuff/mm-expanded-bot-market.jpg
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Apparently this link was messed up during a server issue for the el-db domain a couple weeks back and wasn't fixed.
I've fixed the link so these can be downloaded again. (I plan to just add them to the EL-DB website at a later time.)
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The story so far, with 191 possible secrets:
Most Secrets Entered by one player: 188
Players who have entered 150+ secrets: 6
Players who have entered 100+ secrets: 9
Players who have entered 50+ secrets: 12
And btw, an update today better organizes the NPC list, and gives more details for every NPC. For example...
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https://www.eternal-lands.com/updates/custom_files.lst
The correct URL is the same, but with https instead of http. This is definitely something that would need to be fixed in the client. Unless the website maintainer can set things so secure protocol is unnecessary for the /updates directory, at least until a new client is released.
To do it by hand, seems you'd have to create a custom_clothes.zip that contains all the files listed in the custom_files.lst linked above.
The files are downloaded like so. Files are listed like this:
MD5(custom/guild/1313818956/meshes/cape1_green.dds.xz)= 03f68f49924b1d9b017c16d8ef950c7c
Place the text in parentheses after https://www.eternal-lands.com/updates/ like so:
https://www.eternal-lands.com/updates/custom/guild/1313818956/meshes/cape1_green.dds.xz
The innards of the custom_clothes.zip would have to appear like this:
The zip file then gets placed in your personal settings and logs folder... when you first log in to the game you get a line like this:
[15:58:46] Your personal settings and logs will be saved in /home/flame/.elc/main/
Remove the /main/ (or other server name), and put the custom_clothes.zip in that location.
I may be able to do an automated setup that creates the zip file, and can be downloaded from my website. If nothing else can be determined before a new release happens.
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11 hours ago, Diealot said:So go ahead master map maker, make your changes and disregard any input from other people.
Pretty sure that input was the point of putting it on the forum before it's actually done.
But if you prefer changes without it, and that's how most map work is done, actually, we can go that way instead.
Now, force every single participant to have to be careful clicking creatures so they don't accidentally end up off the map because carrying a single ring for you is hard?
You went and made it impossible to listen to you, screaming nobody gets input on a forum thread specifically for input. Your input does need to have a viable reason to change what's listed that is for the good of the many, though. I'm unaware of people having issues carrying 1 emu rings. I am aware of people ending up out of the invance because the invance shouldn't include links to c2 places that aren't part of the invance. One of those things outranks the other when the goal is to ensure people stay in the invance unless it's absolutely necessary to go out.
(And again, the map would have been more like this from the start, no discussion, had there been active map editors when invances were created.)
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New: Alt Accounts and Quest Tracking
- When logged in, you can add the names of your alts via your member page (confirmation must be done for each)
- Quest tracking: Check off all completed quests, and keep notes for those you haven't.
This tracking can be done for all of your alts individually (the first of coming reasons to add your alt accounts).
This is done via the new Quests page, found in the menu under Info > Quests. There's a direct link to the quest tracker on your member page as well.
(Information about your alts, which quests you've done, and even what secrets you've found are never shown to others.)
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On 7/30/2022 at 8:21 AM, Burn said: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.
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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.
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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.
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Added the possibility of 6) No snow (rain) so Acid Rain Day won't be an issue.
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On mod talk, tweaked 1a) above, the invance map will have its own unique statue in the fort, right about where you first teleport into the map... visible by the gate watcher. That statue will be use-able to go back to the battle hall.
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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.
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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. ;-)
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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.)
Morcraven Bot Market Overflowing - Where to Place Bots
in Bots
Posted · Report reply
*bump*
It appears all stalls are now filled.
Until some future 1.9.7, any further bots added to the market should be placed outside the north wall, directly behind bots that are against that wall.
"Burn" is standing in one of the possible locations, behind Windu in the bottom image in the initial post above.