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Posts posted by Burn

  1. Basically: Joker can appear randomly on any map, at any player-walkable location on the map.


    This could mean anything from easily appearing right next to a well-used storage, to more difficultly inside one of the lesser-known secrets. If not found after a certain amount of time, he'll change places.


    It would mean no more checking specific locations for him, and he'll possibly be found more often and by more players.



    Joker's drops may need to be tweaked based on how often (or not) he's found with such a change.



    I'm sure this was brought up before, likely years ago, but bringing it up now as circumstances are different...


    This wasn't an option in 1.9.3 or earlier versions, as the maps had tons of areas marked as walkable that weren't actually accessible to players, or were in locations that could be accessed but shouldn't be (areas under mountain pieces and such). I fixed pretty much all of that in 1.9.4 maps, and with new scripts that I along with Learner have written, the future 1.9.5 maps will get rid of any such spots still existing (almost none, and any current ones are technically reachable). Plus Joker's movement on not being found after a certain time will ensure it doesn't get stuck in some missed unreachable location.




    This can be easily done, btw. Learner has already provided code to EL for doing it on the server side (Joker works this way on his game). Joker would need to stay in place longer than it does there, since EL uses many more maps (all of C2) and may take longer to stumble on or hunt.




    The biggest thing with this is that Joker will no longer just be found in the ? number of locations he is currently found at. Plus if maps are changed (a few will be drastically different next update) there's no concern that a Joker spot no longer exists, it just goes by whatever walkable tiles are on the current maps.

    Noone (read: Acelon, who's quite busy IRL these days) would have to take the time to find and submit new locations for radu to have to take the time to add.


    And the concept of Joker was to be able to randomly run into him. This would actually fulfill that concept better than a list of specific locations.




    So it's pretty much a question of... would players prefer this over the current fixed-location Joker?

  2. 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.

  3. Selain has mastered the ability to summon beastly clones of mortals and place them on the mortal realm to wreak havoc as a new randomly formed Boss Mob.


    And it would require no new graphical work. :-P

    How it works:

    A Beast Mortal is a randomly selected player (of any stats, newb or pro), given extreme stats:

    1- Certain Attributes get multiplied by ? (to be determined and tweaked)
    2- The Beast Mortal wears whatever gear the player happens to have on at the time it's created (added randomness)
    3- The Beast Mortal is 1.5 times the size of the normal player <actor_scale>1.5</actor_scale>
    4- The Beast Mortal gets additional stats based on the gods the normal player is worshipping
    5- The Beast Mortal name is the name of the player with (Beast) after it, like Leonard's (alpha)
    6- The Beast Mortal's HP is determined as a multiple of their max HP at the time of creation (incl. armor bonuses)
    7- The Beast Mortal will have <ghost>yes</ghost> (as marked in xml files), which on a player char just makes them glow
    8- The Beast Mortal may be given mana and essences to perform certain magics (magic god could allow for more or additional magic)

    - A Beast Mortal's drop is random, based on its stats. Better stats = better drops, obviously

    - The Mortal should be chosen from players who logged in during the past... two weeks? Month?

    This would reduce the bad feelings that may arise by selecting a player who is known to have passed away in real life, for example. (Would need to avoid Bot chars as well.)


    Beast Mortals are a different kind of boss mob, so even the weakest mortal's Beast version would be quite powerful.

    The big difference with normal mobs is that they can be different every time, depending on the random player chosen, and what they happen to be wearing at the time of their being chosen, or even if they've switched gods or leveled up since the last time they were chosen.

    Intentionally left blank:
    - Attribute multiplication - would need to be tweaked
    - Drops - While it would be boss-level drops, there would need to be "levels" of drops based on the Beast's stats, so could be very different between a "newbie player" Beast and a "top a/d player" Beast.

    If this can't be done directly, xml files could be made for the next update (using ex: beast_elf_male.xml for a normal playerav_elf_male.xml) and hopefully bluap could do any additional code if needed to turn what is normally a player char into a non-player entity.

    Below Example: TwistedSister doesn't dare take on the newbly-dressed Burn (Beast). ;-)
    (Image taken using my Test server setup, with ghost and actor_scale changes to the male elf xml.)
    Just pretend that "Burn" is a red name, heh.



  4. Are there any suggestions for the client that could be coded implanted at this time? And yes, I am asking about sub categories for the item list, but I am sure there are other add on's that would be nice too.


    The client is bluap's area, I just do maps. He'd have to respond to this.



    Yes, you can see them in the file \textures\Achievements01.dds.. I talked with Radu about it months ago, and he said the only thing holding it up was some file change that had to be made during a client update. They are Harvesting, Engineering and Tailoring tutorials... and I don't remember off the top of my head what the 4th one is.


    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.

  5. 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.)

  6. 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:



  7. With respect to Joker, since I am retired from the game, providing new Joker spots would not change anything for me. The only times I 'hunt' Joker these days is when he isn't found in a few days and likely is standing in one of a handful of out of the way spots only a few people know. I only find him to reset him , so others can hunt him again.

    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.

  8. 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.

  9. 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.

  10. 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.)

  11. List last updated: Oct 30, 2016

    This is a list of things that have been done for a possible 1.9.5 release of the client later only. There is currently no set date for a client update, this is only for informational purposes and to more easily have a list available when that day should come.


    THIS IS AN IN-PROGRESS LIST. More is planned, this is just what's been done (or in the case of maps, some still being worked on but will be done).

    Q: When will we have a 1.9.5 release?

    A: When it's deemed enough is done to warrant it. Not even radu can answer this question at this time. "No time soon"

    * Client updates and bug fixes are already available, if you are able to self-compile from the GIT repository.
    (Yes, you are allowed to use a GIT build in the game as it is official code.)

    * Client data (such as encyclopedia, graphics, readable books, etc.) that is not in the GIT code, as well as any map changes, will not be available until a new client is actually released.

    1.9.4 was released May 8, 2015. This list covers changes made since then. Dates indicate when the commit was made in GIT.


    Client Updates (available in GIT):
    - Delete Recipe option (Aug 7, 2015)
    - PM/ModPM count HUD indicator (S H P - adds M) (Sep 26, 2015)
    - Improvements to the (S H P M) HUD indicators (Sep 26, 2015)
    - Added context menu to hud indicators (S H P M), can move window and enable/disable individual indicators. (Sep 27, 2015)
    - Hud indicators: added window property options to context menu. (Oct 31, 2015)
    - Add skill experience related operators to #calc (See ADDENDUM 1 at bottom of this post) (Dec 17, 2015)
    - Ranging Lock HUD Indicator added (Apr 23, 2016)
    - Increase length of item list names. Rename item list starts with current name. (Jul 11, 2016)

    - Particles were odd or completely disappearing when camera was zoomed out beyond 4.0 (max is 8), fixed so they show (Oct 8, 2016)

    Client Bug Fixes and Internal Tweaks (available in GIT):
    - Fix for mini-map not displaying shadows and creatures with their dot colour derived from their name. (Only effects some players) (May 11, 2015)
    - Fix crash when forking (F2) and sound/music enabled, Linux static builds only. (May 11, 2015)
    - Fix grep thinking ini is a binary file (Jul 12, 2015)
    - Various compiler warning fixes (started Aug 7, 2015)
    - Extensive memory leak fixes, code cleanup, removal of unused functions, and such (started Sep 7, 2015)
    - Fix user menu disable option, from context menu, not being saved on exit. (Sep 27, 2015)
    - Fix that the Background on S H P M HUD indicators windowed won't stay on. (Jan 1, 2016)
    - Fix recipe delete option (added Aug 7, 2015). Properly handle name strings when deleting slots. (Jan 27, 2016)
    - More minor code fixes done using analysis (Feb 24, 2016)
    - Ignore file for GIT (Apr 29, 2016)
    - Fix missing header in actor scripts (Apr 29, 2016)
    - Fixes for newer C++, GCC6, and update to latest glext.h (May 10, 2016)
    - memory.h and memory.c files renamed to el_memory.h and c for better compatibility with possible Android builds (Oct 21, 2016)

    Map Editor bugfixes and changes:
    (Yeah, don't expect much here)
    - Fine Camera Rotation added: Holding Shift button while rotating camera allows for very fine adjusting of camera angle. (Jan 4, 2016)
    - PNG icon file for the map editor added (Nov 5, 2015)
    - Hacked-in external C usage fixed to allow the editor to compile properly (May 29, 2015)

    Client Data (NOT available for update until new client is released):

    - Fix an issue with the continent TAB map not showing when on a handful of guild maps

    - Add another minor particle, used on new map changes

    - Fixes to 2D graphics (edge and corner pieces of dirt/grass had a nasty line that also appeared, removed the line)

    - 23 items getting new inventory/storage images

    - One new readable-in-game book added, to be readable in new locations.


    Server-side Updates:
    - (none yet)

    Map Primary Updates:

    - A main C2 map has been extensively redone, with drastic changes to both the outside and its many insides, including new insides. (you'll notice it when you see it)
    * No further details will be provided, this is something for exploration

    - Another main C2 map has had parts of its externals redesigned, and several new additions added to the map (you'll notice it when you see it)
    * No further details will be provided, this is something for exploration


    - A "big change" to a part of Grubani Peninsula

    - A new and dangerous secret location, quite possibly the ultimate "why-didn't-it-exist-before" secret
    * No further details will be provided, it's a secret ;-)


    - Another new huge cave... serving as host to a spawn among other things


    - Glacmor - A small new inside area just for completion sake (the entrance is already visible on Glacmor, just not used)


    - Isla Prima - Change made so IP creatures will remain on IP.


    - Idaloran - Fenced-in area behind blacksmith (Horea NPC) made to be a Manu School area as it was designed to be.


    - For pear hunters, many more changes to "unhide" harvestable items hidden inside walls/caves, and as well items removed from no-harv spots where possible, increases possibility of finding pear on many frustrating maps (most of these changes are listed in minor fixes below).


    - EXTENSIVE work done on location information (info seen when clicking the compass). Much more detailed and correct info.


    - EXTENSIVE work done on entrances and map changes and such, so character aims more for where it's heading when an item is clicked.

    - Reduction of trees, bushes, and other various items in order to reduce lag/grue issues and/or increase ranging potential (without changing the map purpose or general design) on several maps. KJ, WVF, MM, Zirak, and more.


    - Cleanup of lighting on various maps as determined to have too much lighting. Very little noticeable effect to players, but reducing the lights where they're overdone also reduces lag.

    Additional Map Minor Fixes and Tweaks:
    Note: Items marked (decor only) are only changes in how stuff appears, and do not affect gameplay in any way

    * Desert Pines

    - Huge rock in the forest near Crystal Cave entrance that was accidentally added in 1.9.4 is removed
    - Various minor walkable tile tweaking throughout the map, very difficult map to get done perfectly
    - Tree walked into @166,317 fixed
    - Large rock floating above sand @249,136 - added more decor to keep it there for other reasons instead of removing (decor only)
    - Hole in ground @30,146 covered (decor only)
    - Insides - A secret exit similar to the way you secretly entered the house next to house by Kalana was not working due to incorrect item ID in def file. Fixed.
    - Insides - Tavern had tables in front of NPC flickering and multiple floating objects - fixed (decor only)
    - Crystal Cave - Arch @89,21 near Tatu could be walked into - fixed

    * Grubani Peninsula

    - Unwalkable patch of tiles near a tree by veggies west of yew - added walkable tiles
    - 2d leaves flickering in multiple places against north road items - fixed (decor only)

    * Isla Prima

    - walk into tree @149,111 fixed

    - walk through pile of wood @80,105 fixed
    - general area around 38,124 had a lot of 2d ground item flickering - fixed (decor only)
    - Insides - Tavern bar in front of Reca flickering, and multiple items on shelves behind Reca were floating - fixed (decor only)

    * Morcraven Marsh
    - ground tile added @358,125 to cover hole in ground (decor only)
    - Cave - General decor adjusting, including making all harvestable items reachable (pear hunters note)
    - Cave - Walkable tiling around gold adjusted, several unwalkable tiles that should be, plus removed a spot where could walk into wall

    * Naralik
    - Added a black tile "tile39" under ladder to catacombs, daylight was showing through ground hole (decor only)
    - Lighting adjustments around storage to reflect that it is no longer as dead as the rest of the map.

    * Nordcarn
    - Walkable tiles adjusted around the city walls, particularly around the various quartzes
    - walk through tree @23,49 fixed
    - South cave entrance tweaked so the arch you need to click on to enter is more easily clicked (other arches blocked this from some directions)
    - hold in sand ground near water by Druppel NPC fixed (decor only)
    - North PK cave - Removed walkable tiles where could walk into rocks
    - North PK cave - turq and emeralds pulled out from hiding in walls
    - North PK cave - unreachable iron piece made reachable, with some minor walkable tile tweaks included near iron
    - South cave - Sideways furniture with see-through non-existent bottom showing removed @60,174
    - Ground tiling added to cover hole @8,134 (decor only)
    - Lamp next to Nestor NPC (amber) hovering in mid-air, moved against rock (decor only)

    * Portland

    - The City Bank (with Sloan) now has a normal clickable door (no more "use" on the full 3-section building)

    - Unharvestable quartzes used as decor removed, replaced with non-harv decor (decor only - pear hunters note)
    - Smoke over storage and a couple other buildings was not directly over chimneys - fixed (decor only)
    - Caves - Sapphire cave had spot on bridge where one player could block the path - expanded.
    - Caves - Minor walkable tile tweaking throughout the caves, mostly around cave walls.
    - Insides - Several items floating over tables in Mayor Nyeald house - fixed (decor only)

    * Ruins of Tirnym
    - Height tiling adjusted around the poppies and nearby tree in the northeast cove area. Several unwalkable spots that should have been walkable.
    - Random various fixes of flickering of 2d ground objects throughout the map (decor only)


    * Southern Kilaran

    - Fixed walk-through rock @47,134

    - Carmien Manor - Titanium ores hidden inside cave wall moved to be visible
    - Carmien Manor - Tables on north end of troll area were flickering - fixed (decor only)
    - Carmien Manor - Sideways floating rock @143,133 removed (decor only)

    * Tahraji Desert
    - Quite a few rocks laid sideways with invisible bottom showing - removed and/or adjusted as deemed best (mostly decor-only, a few walkable tiles added where rock removal deemed them necessary)


    * Tarsengaard

    - The small hut on south end of map (a bit west of the WS exit) has an internal door now to click for exiting (as opposed to "using" the hut insides currently)

    - Walk into rock @299,11 fixed
    - Black tile "tile39" placed under the ladder going down to Orvimon's Crypt - daylight showed through it in daytime (decor only)
    - Secret Sapphire Cave - hole visible in ground @47,77 fixed (decor only)
    - Orvimon Crypt - Flickering casket @79,30 fixed (decor only)
    - Magic School - flickering tables in room with Jemen (room 6 in unoff maps) fixed (decor only)
    - Magic School - Mug on table next to Arbella floating in air fixed (decor only)
    - MS Garden - cleanup of decor in various places throughout the map, including flickering and some walkable tile adjusting

    * Tirnym Past
    - Various walkable tile fixes throughout the map.
    - A few minerals removed that were solely for decor, replaced with similar non-harv decor.

    * Valley of the Dwarves
    - Flickering of road pieces between red roses and snapdragons fixed (decor only)
    - Removed harvestables in no-harv areas and replaced with appropriate non-harv decor in southeast manu area (pear hunters note)
    - Gold Cave 2 - Removed odd random brick next to Kind Gondric NPC's throne. Accidental map editor add, could be walked through so no walk tile fixing necessary.

    * Whitestone
    - Walk into building @148,662 and @148,658 fixed
    - walk into side of house @686,151 and the house next to it fixed
    - walk into tree @87,166 fixed
    - walk through rocks in Elavro mountains in the general area of 421,683 fixed
    - Branch with leaves from a tree going through Christopher NPC's head - moved the tree a bit (decor only)
    - players floating on odd hill spot @151,489 - fixed as best as possible
    - several 2d ground items flickering fixed throughout the map
    - Insides - Fixed coordinates where you appear when you exit the Manu School
    - Insides - flickering dirt mound in water @208,282 fixed (decor only)
    - Insides - Multiple wall pieces flickering against each other throughout Selain temple, as well as several 2d ground items flickering fixed (decor only)

    * Aeth Aelfan

    - 356,124 - fixed could walk through the row of daffodils outside storage

    - Could walk through PK-area rock/tree @138,288 - fixed
    - Gloomy Cave - Pulled out iron ore hidden inside cave walls, and tweaked the area around the iron due to a few poor design choices there
    - Gloomy Cave - Pulled out sapphires hidden in cave walls, with some slight adjusting of the design for improved usage
    - Storage - Coins and other items flickering on shelves - fixed (decor only)

    * Arius
    - Plants adjusted in southeast village area so all harvestables can be reached (unreachable ones removed, replaced with no-harv plants to keep similar decor)
    - Some various decorative harvestable plants moved throughout the map so as to be reachable
    - Minor movement of some harvestables such as dandelions close to storage so they're similar distance from storage as before, but out of the way of common player traffic (away from magic school entrance path)
    - Various height tiling poorly done before, particularly around trees - fixed
    - Fixed that storage NPC very slightly hovering over box she should stand on (decor only)
    - Minor adjusting of items at storage area for better player use (no major design change)
    - side-angled rock showing its non-existing bottom and some minor height tile tweaking in marsh where Kinder NPC is located.
    - Door on opposite side of the wall from the magic shop, as well as the door it would connect to inside the magic shop both removed. (Unused, and never would be in the future.)

    * Bethel
    - Could walk through many of the posts that are "holding up meat" around the northeast tent area - fixed
    - Small caves - Some generic decor and walkable tile cleanup done in various small cave locations
    - Small caves - Harv items in no-harv locations removed, replaced with non-harvable decor (pear hunters note)

    * Egratia Point
    - flickering ruins piece @44,159 in sand fixed (decor only)

    * EVTR
    - walk into tree @314,116 fixed
    - Ton of flickering and holes in the ground at south end of red woods due to ground being made up of 3D tiles. Extensive cleanup done (no change to the general design or harvestables)
    - large chunk of unwalkable tiles under sand @29,65 made walkable
    - horrible walkable tiling on a rock @133,149. Replaced with a rock that can't be walked on.
    - walk into tree @27,225 fixed
    - Very minor generic decor cleanup in various places throughout the map (decor only)
    - west of WVF exit where a wrecked ship once was, a lot of bags and crates floating in midair - fixed
    - unharvestable harvestables used as decor removed, replaced with non-harv decor where needed (pear hunters note)
    - Water tiling directly at WVF exit removed, as it made no sense being there. Minor design adjusting done to reflect this. (decor only)
    - 2d ground item flicker @331,256 fixed (decor only)
    - Cave - Players float over ground around the amber, walkable tiling adjusted
    - Cave - 1 unreachable emerald moved to be reachable

    * Glacmor
    - Insides - several wall pieces in Glacmor sewer flickering against each other fixed (decor only)

    * Hulda
    - Some walkable tiles added in a few spots that should have been walkable, previously missed due to difficulty of working with white snow maps
    - Some walkable tiles removed over water which shouldn't be walkable
    - Chunk of "snow" hanging mid-air @18,169 only visible in one direction removed (decor only)

    * Hurquin
    - Heavy flickering of ground objects @87,101 - fixed (decor only)
    - Dandelion underneath the tavern building, moved it to out to be near the side of the building
    - Crypt - ground items flickering @69,80 - fixed (decor only)
    - Insides - Decor changes and fixing of allowed harvesting spots that were seriously messed up before (only something a pear hunter would have noticed)
    - Cave - hole in ground @134,37 covered (decor only)

    * Idaloran

    - FCW cave - unreachable white chanterelle @6,58 moved to be reachable
    - Mine - Minor tweaking of walkable tiles throughout the map, not done so well before
    - Mine - Some harvestables hidden in walls and floor pulled out to be visible (copper, coal), and 1 unreachable BQ moved to be reachable

    * Irinveron

    - The huge cave added last update now has a second entrance which is from a different map, giving the 10-second safety buffer on entering should it be invaded.

    - Extensive amount of walkable tile fixing done throughout the map, which is very difficult to get perfect due to the difficulty of working with snow maps in the editor
    - Several side-angled rocks showing non-existing bottoms removed or adjusted (decor only)
    - Flickering ground objects fixed in many places throughout the map (probably still more undone)

    * Irsis
    - Slightly widened the walk area just outside of the ranging arena for easier clicking
    - Flickering bricks in groung @135,161 fixed (decor only)
    - Insides - Map in general brightened a bit so all insides will be slightly brighter, primarily to improve the ranging arena - no real effect on other areas on the map
    - Insides - Lighting adjustments made to the ranging arena to make it more useable.

    * Isle of the Forgotten
    - Insides - Some various walkable tile and decor cleanup in various internal locations (nothing too noticeable)
    - Insides - 2d sand items flickering in caged secret orc area fixed (decor only)


    * Kusamura Jungle

    - Inside Temple - Fix tile that shouldn't be walkable @137,102


    * Melinis

    - An old secret place that should have magic combat actually allows magic combat... (not that anyone would use it, but...)

    - Remodeling of the main Tournament Arena in Summoning Academy for a much improved look

    - Statue in memory of Bromber added to Summoning Academy main hall

    - Minerals removed in the no-harv spot inside the city, eliminating the no-harv spot on the map. Replaced with jewelry and similar decor. (pear hunters note)
    - City wall pieces flickering against each other in multiple places fixed (decor only)
    - Tweaked rocks over cave to Thelinor that had invisible sides showing (decor only)
    - Insides - location text for inside (secret location) was too long and got cut off - Shortened.
    - Insides - minor flickering of wall pieces at front entrance of summon academy fixed (decor only)

    * North Redmoon
    - RD Cave map - hole in ground + flickering @38,34 - tweaked to fix (decor only)

    * Palon Vertas

    - 35,151 - fixed walk through tree

    - Random mostly-underground tiger lily that made no sense @165,137 removed (likely a map editor accident)
    - Hay stacks @210,144 floating over the ground, and could be partly walked into - fixed
    - Bad walkable tiling around tree with honey comb adjusted, required some minor tweaking of nearby items
    - Pier pieces at storage too low (everything and everyone actually hovering over it) - Moved the pier pieces up to match walkable tiling, including some adjusting of crates and such on piers (decor only)
    - House @211,55 near gold cave was on top of a pile of wood logs, moved the logs out to beside the house where they were likely intended to be. Some other random excess brush under house removed.
    - Multiple fixes of random 2d ground pieces flickering throughout the map (decor only)
    - East side of the northern city wall had nothing underneath it, essentially hovering over water. Added some ground mounds and such that match how other walls are done (decor only)
    - FCW secret cave - Walkable tiles missing in FCW cave (already fixed on server, updated map available for download)
    - Gold Cave - walking slightly into cave walls in a couple places - fixed
    - Gold Cave - some ogre toes floating in the air, moved them against the wall where they were intended
    - Insides - A hole leading to another location in one of the houses was removed due to map changes made elsewhere

    * Port Anitora
    - Minerals on tables removed, replaced with jewelry (no-harv spot removed)

    * Portal Room
    - Very minor decor tweaking (decor only)

    * Sedicolis

    - 31,130 - fixed walk through rock

    - walk into rock @93,125 - fixed

    - Minor walkable tile adjusting in various places around the map
    - Lava on east side made into actual moving lava, not just an image of it (which should never be used)

    * South Redmoon
    - Could walk into tree @91,65 - fixed
    - Poor walkable tiling on side rocks in the 54,323 area west of the NRM exit - did best I could determine to fix

    * Thelinor
    - Removed walkable tiles where they shouldn't be around 191,194
    - Caves - Removed a plate hidden in a wall, deemed not a secret or used, likely map editor mistake @57,110 (decor only)

    * Trassian
    - Dra Syn Caves - Manu School ("31" on unofficial maps) full of amber and various minerals that aren't relevant to manufacturing. Changed decor to be more manu-oriented. (For pear hunters - this means the unharvestable items in here are gone - Dra Syn caves map should now have a 100% possibility to find the pear)
    - fixed two sideways rocks with invisible bottoms showing @333,719 (decor only)

    * Willowvine Forest

    - Could walk into rock @254,48 - fixed

    - Southwest corner of map near water, the ground consisted of a motherload of "sideways" rocks that exposed their non-existing bottom - area completely redone to be more solid but keeping the same essential design
    - Titanium Cave - North path had a chunk of missing walkable tiles where it should be walkable - fixed
    - Titanium Cave - Titanium ore hidden in the cave walls pulled out to be visible
    - Minor decor cleanup in various building and secret insides (decor only)

    * Portals Room

    - Easier to click to step on the three colored teleport spots that take you to the back area of the portals (no more harvest cursor)


    1) New #calc skill experience operators (in GIT version only for 1.9.5)

    E - current skill exp
    N - exp to next level
    Z - last skill exp event amount
    Q - general exp to level conversion, opposite of L


    How many more mixes to next manufacturing level:
    #calc nman/zman
    How many more mixes to alchemy level 80:
    #calc (l80-ealc)/zalc
    Expected level after crafting 10k of something:
    #calc q(ecra+10k*zcra)
    Hours to next harvest level:
    #calc nhar/(120*zhar)

  12. - 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.)

  13. 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.

  14. 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.







    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.)

  15. 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.

  16. Prepare for long-windedness, hehe.



    Not exactly sure what the mountain in DP adds though.


    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.)

  17. Do you think anyone would take this perk?


    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.