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About yuhquah

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  • Birthday 03/30/1977

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  1. 100-119 Invance

    110ish a/d, mid-30ies ranger, full ap, evenings GMT+1

    lmao, well, new day @gmt+1 begins at ~5pm and ~11pm. so 9pm will be a really bad choice.
  3. WikiLeaks

    actually, paypal blocked their account. not easy going against the powers that be.
  4. can be reproduced by harvesting a certain cactus in certain map at wrong time as part of a certain recent quest. harvesting at wrong time gives you a dialog with something along the lines of "this is not a right time to harvest it." if you keep harvesting, not closing the dialog, this same text will be added to the dialog contents again and again. after a while (a few ten harvests or so), the client crashes. the crash dialog gives this output: el.x86.linux.bin: malloc.c:3097: sYSMALLOc: Assertion `(old_top == (((mbinptr) (((char *) &((av)->bins[((1) - 1) * 2])) - __builtin_offsetof (struct malloc_chunk, fd)))) && old_size == 0) || ((unsigned long) (old_size) >= (unsigned long)((((__builtin_offsetof (struct malloc_chunk, fd_nextsize))+((2 * (sizeof(size_t))) - 1)) & ~((2 * (sizeof(size_t))) - 1))) && ((old_top)->size & 0x1) && ((unsigned long)old_end & pagemask) == 0)' failed. linux client (from a debian/ubuntu package) on 32-bit x86, but I suspect this is a platform-agnostic bug.
  5. **Generation X**Harvesting** - the 3rd Degree

    10k iron ore here, please.
  6. Celebration All day- OA 100 , by Immortelle

    1 . bethel 2. polar bear cove in irinveron 3. willowvine forest 4. willowvine to kusa cave with titanium 5. kusamura jungle bridge 6. ruins of tyrnim 7. votd temple 8. tarsengaard 9. silver in MM caves 10. desert pines
  7. Sign up for "advanced" instances

    90-something a/d (feel free to gossip about yuhquah for up-to-date stats) finished 80-100 instance a few times already; decent cannon fodder; can't mule. usually online weekday evenings GMT and at arbitrary times during weekends. PM me.
  8. Linux test client

    debian stable, testing and unstable, both 32- (from debs) and 64-bit (static build), start up and (after really brief testing) seem to work nicely. as far as debian unstable 32-bit flavour goes, I've been using RC1 and RC2 on that platform for days now as my only client: no show-stoppers encountered so far.
  9. well, we have a bug with our dear x... ooops ... we shall not name her ... harvesting daily quest. the formulation "you need to get X of Y" is misleading. it's not the quantity that matters but the number of times you harvest. i.e. if you wear the excavator cape, you will have to get 2*X of Y, since this will constitute X times you will harvest the item. I'm using the RC client if that matters, but I dont think it does ...
  10. storage sale/auction

    I'll take the tit serp. pm me ingame, pls.

    Yes : indeed, I figured that one out moments after posting my question; should have replied to myself to save you the hassle. thanks anyway.

    one quick question: looking at these changes, adding 2 extra bytes to item-related messages, it seems to me that old code (provided it reads messages from the network properly, considering the message size as reported in the header) should still continue working just fine, shouldn't it? it would just act a bit suboptimaly wrt. network traffic induced, doing all the item queries (which would not be necessary if it used the item IDs and a built-in item list)? or am I missing something?
  13. Ranging Lock

    thumbs up from my side. with an obligatory keyboard shortcut, ofc.
  14. New engine test, part 3

    IntelĀ® Core2 Duo CPU E8400 @ 3.00GHz (2 cores) 2GB RAM NVIDIA GeForce 8600 GT 512MB, driver version 173.14.09 Debian unstable custom kernel,, 32-bit kernel and userspace works like a charm. well ... mostly ... which is common for software, anyway ... so, here it goes: 0. fps: ~55-60 with camera positioned for first-person view or for EL-like third person view, ~15 when very far away (i.e. viewing the whole of Isla Prima from the top). the latter is really poor. probably employing a smarter culling algorithm would improve it a lot. 1. navigation seems broken: camera moves ever more slowly, the closer you are to the scene. and it's impossible to get close to edges of the scene. therefore, you can't really get inside rooms on internal maps. 2. camera forward translation speed (mouse wheel w/o alt) is way too small. completely useless. 3. camera rotation is too sensitive and too jerky, imho. 4. sometimes u can get too close to objects (like houses on isla prima), so that near clipping plane cuts parts of them off. really ugly. interface should either prevent zooming in too close, or dynamically adjust near and far planes depending on the camera position and direction. 5. at night, some objects (grass floor, for one) are lit strangely; night seems ... well ... a bit to dark to be really playable. but that is probably due to messed up normals. apart from that, I like it a lot. I especially hope one will be able to view larger parts of scene when playing. it would be best if the same 3D view was used for map as well, just zoomed out a lot and w/o creatures/players/etc.