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Puntif

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Everything posted by Puntif

  1. Mines, and a new perk

    Is the damage affected by the engineering level of the person who manufactured the mine or the person placing it?
  2. flower shops payment is not accurate

    The price quoted by the NPC is rounded when it is shown I believe.
  3. Artwork additions & improvements

    I voted for more creatures although I guess we have a fairly good selection now. I would like to see more clothing but it'll take forever to train up to making the clothing that is already implemented so there's no rush on that. There may be some clothing items that would be popular for personalizing your character such as a conical wizard's hat or an eyepatch (both of which I was planning to post in suggestions). Another item that would in my opinion make the game look better is a walking stick or staff. I know it would take a bit of work on the character animations but it would make for nice screnshots. The same animations could be used for a character carrying staff or quarterstaff weapons while walking. I think it would look more natural than the way they are carried now. I see someone mentioned javelin/throwing spear in this thread - I was thinking we should have something like that but hadn't gotten around to suggesting it. I don't think we need much in the way of additional weapons or armor. Using the new camera options, I'm finding the scenery looking pretty nice. I'm sure there are some things that can be improved but it isn't detracting from my enjoyment of the game. Fixing up map glitches would be higher on my list. I keep trying to take note of map glitches I see such as places where you can see inside a boulder - stuff like that does detract from my enjoyment of the game.
  4. Most *used* Weapon

    I train in bare hands (on armed orcs of both genders). If I have to fight cyclopes I use a serp. I don't seem to be able to hit anything higher than cyclops with the serp so I don't try.
  5. Invasion 18/05/2008

    I liked the Tarsengaard Magic School dragons. An archer or spellcaster could participate there. The part I found frustrating was when a map was un-invaded. For example, I died to an invasion creature in tarsengaard outsides. As I was coming back to take my revenge I saw the message that the monsters had moved to another map. I would have liked it if they could have stayed a bit longer on each map instead of vacating the premises.
  6. i dont know how to play the game!

    What operating system are you running? Windows? Did you download the install file? Did you run the install file? If you download and run the windows install file, it should install the game files and you should be able to start the game client.
  7. arrows and bolts books

    When I use control-k to check what books I've read it looks like I haven't read "arrows and bolts technology or any of the ones after it although it shows I have read "bows and crossbows". However I have read "arrows and bolts technology", "PK arrows", ":arrows/bolt head mold", "arrow/bolt head" and several others in that group. I just checked by making some arrow/bolt heads and it works. I'm thinking either the books list is messed up or the list of which books were read is being truncated. I am using the sky test 5 client under windows.
  8. How addicted are you?

    I selected the "free game" option but I did make a small donation early on, and I did pay bot fees. I selected the "job? school? life?" option . . . . I really need to look for a job but who has time for that? I'm getting close to a manu level and my bot is amost out of rings and I could use some more hydrogenium and . . .
  9. Spelling/Grammar errors proposal

    Since some spelling errors are in the client, some in the server, some on maps, and probably some in the quest engine files, I'm not sure how helpful it would be to create a thread by client version. Seems to me some kind of repository or master list would be more helpful. The thread has indeed become difficult to use. It is hard to check if an error has already been reported and it may be unwieldy for the people that fix these items.
  10. Sky client test 5

    Do you have this everywhere? interiors/exteriors? Can you take a screenshot please? This is exterior only - I just checked in the DP coal cave which I am pretty sure is an interior map and the water looked good with reflections on and shadows on during the day. Here are some screenshots to illustrate what I am seeing: shadows + reflections no shadows + reflections shadows + no reflections shadows + reflections + no sky When I went to the test server to get screenshots yesterday the problem didn't occur even if I changed the options to match the ones on the main server (the Toggle Frame Buffer Support option was different for main and for test). Using this clue I tried opening the client with different settings for frame buffer support. I found that on my system if I open the client with Frame Buffer Support checked I get this problem. If I open the client with Frame Buffer Support unchecked I do not get this problem even if I change the setting while the client is runing. In summary I am leaving Toggle Frame Buffer Support unchecked. I can now turn on Shadows and Show Reflections and everything looks good.
  11. Look for your error_log.txt file - there might be messages in there ther pertain to your problem
  12. Sky client test 5

    On my laptop running Vista I found that if it's daytime the water looks very nice . . . until I turn on shadows. With shadows turned on, the water becomes black with white speckles. Only directives that start with a # are taken in consideration Anything else is treated as a comment For the directives that accept a boolean value (on/off), 0 is off, 1 is on !!!WARNING!!! Make a backup of this file, before messing with it. In case it gets corrupted, the game might not start at all, etc. Login settings: #server_address = game.eternal-lands.com #server_port = 2001 Having a Username and Password defined can be a security problem. Use if you are comfortable in people that can get to you machine knowing this information #username = "" #password = "" video modes: 1 = 640x480 16bpp 2 = 640x480 32bpp 3 = 800x600 16bpp 4 = 800x600 32bpp 5 = 1024x768 16bpp 6 = 1024x768 32bpp 7 = 1152x864 16bpp 8 = 1152x864 32bpp 9 = 1280x1024 16bpp 10 = 1280x1024 32bpp full screen can be 0 (windowed) or 1 (full screen) if it is windowed, it will use the desktop BPP #video_mode= 6 #full_screen= 0 The no_adjust_shadows directive, if set on 1, tells the engine not to disable the shadows if the frame rate is too low. #no_adjust_shadows= 1 Do NOT turn on the shadows if you have a low end machine, and/or if you are using a 16BPP mode 16BPP modes, on old video cards (up to GF3) do not support a stencil buffer, so having shadows will make the game unplayable. If this is the case, use 0 instead of 1, in the shadows_on string #shadows_on= 0 If you want to use some better quality shadows, enable the shadow mapping. It will use more ressources than the old shadows, but will look prettier: #use_shadow_mapping= 1 The clouds shadows are projected on the ground, and the game looks nicer with them on. There is a small (about 10) speed penality, if you let it on, so you might want to disable them if you have an old video board. #clouds_shadows= 1 The reflections can now be turned off without using poor_man. Set the following to 0 to just disable reflections. #show_reflection= 1 Set this to 0 to disable showing the FPS in the corner #show_fps = 1 Setting this to a non-zero value will throttle EL back only when it's grabbing far more CPU time than it really needs to render a scene smoothly. This shouldn't affect slower systems at all, as they need all the CPU time that they can get to render nicely. #limit_fps= 0 If you REALLY have a VERY poor machine, try to set the next variable on 1 You will notice a drastical drop in quality (no reflections, no clouds shadows, and the texture filtering is set to NEAREST), but you might get a performance increase. It is highly discouraged to turn it on, tho. #poor_man= 0 If you have a LOT of memory, you can set use_vertex_array to a number greater then 0 to increase performance. This works well in crowded areas, but can use 130M or more of memory. Not recommended for machines with less then 384M of memory, 512M of memory is suggested for this feature. The higher the number, the faster a system needs to be. If your system lags when lots of player appear, then consider lowering the number. #use_vertex_array = 1 Mipmaps is a texture effect that blurs the texture a bit - it may look smoother and better, or it may look worse depending on your graphics driver settings and the like. It might also improve performance. To enable mipmaps in the client set the following parameter to 1: #use_mipmaps= 1 Some systems will not support the new point based particles in EL. If your client complaints about not having the point based particles extension, set the following to 0: #use_point_particles= 0 If you experience a significant slowdown when particles are nearby, you should consider lowering the percentage of particles that are displayed. You can set the particles percentage between 0 and 100: #particles_percentage = 100 You can increase the mouse sensitivity and cursor changing by adjusting the mouse_limit to lower numbers, but usually the FPS will drop as well! #mouse_limit= 2 The following two directives are for configuring the camera rotation speed, when you press left/right arrows (this is the normal mode), or shift+left/right arrows (fine mode) Increase for a faster camera turning speed, decrease for a smoother animation. #normal_camera_rotation_speed= 45 #fine_camera_rotation_speed = 5.0 To prevent your player from moving by accident when you are sitting check sit_lock to 1 and enable it #sit_lock = 0 Set to 0 if you don't want the item window to be opened when dropping things #item_window_on_drop= 1 Set to 1 to see the digital clock #view_digital_clock= 1 Lets you relocate your quickbar by using leftclick+ctrl. leftclick+shift determines whether the quickbar should be horisontal or vertical (default) and leftclick+ctrl+shift resets the quickbar. #relocate_quickbar = 0 Shows your stats in the hud (only works in resolutions > 640x480) #show_stats_in_hud= 1 Settting both show_stats_in_hud and show_statbars_in_hud to 1 will display experience bars for all your skills on the right side of the screen. #show_statbars_in_hud= 0 Shows help text, that tells about the function of a button: #show_help_text= 1 Set the time before the client will go afk automatically (time in minutes). If 0 the client will not go afk automatically and you'll have to set the client AFK yourself. #auto_afk_time= 5 Set the default afk message: #afk_message = "Automessage: I am currently away from my computer" If afk_local is set, when you go AFK, local chat messages are counted and saved as well as PMs #afk_local= 1 Global ignores is a list with people that are well known for being nasty, so we put them into a list (global_ignores.txt). Now, if you want, you can configure the client to load that list on start up, so you will have some sort of additional protection against those nasty people. By default, this feature is turned on #use_global_ignores = 1 Gloabal filters are a list of words that people have found offensive and can be replaced locally. Set the following to 0 if you don't want to use the default word filtering. #use_global_filters = 0 Set the following text to whatever you want filtered words to be replaced by. #text_filter_replace = smeg The following directive allows you to choose wether or not you want that each time when you ignore someone, his/her/it's name to be saved on your local ignores list, so you will permanently ignore that person (unless/until you manually remove the name from the local_ignores.txt file) #save_ignores = 1 Indicate if and how you want text messages to be logged to file. A distinction is made between server messages, which are informational messages like "slow down" or "you failed to harvest the [whatever]", and chat messages like local chat, PMs and GMs. Valid options for log_chat are 0: don't log anything at all 1: log chat to chat_log.txt, but don't log server messages 2: log both chat and server messages to chat_log.txt 3: log chat to chat_log.txt, and server messages to srv_log.txt #log_chat = 2 You can adjust the size of the text used for the players name tags on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #name_text_size= 1 Reserved for future usage #name_font = 0 You can adjust the size of the chat text on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #chat_text_size= 1 Reserved for future usage #chat_font = 0 Set enable_sound to 1 to turn on sound effects, or to 0 if you don't want the EL client to take over your sound card, or if you have sound problems that might crash the client. #enable_sound= 0 Setting enable_music to 1 will make the game play background music. Note that the music files themselves are not distributed with the game, and are available as a separate download. #enable_music= 0 You can change the music or sound gain (volume) with the following parameters. 0.0 means muted, 1.0 means full volume: #sound_gain= 0.5 #music_gain= 0.2 Here is where you give the path to your favorite browser. Due to the large diversity of browsers used, no default browser is selected, but you can easily change it in-game in the configuration tool, or here by adding a # before the browser command you prefer, and removing it on the next line: #browser = "" For Linux: Just put a # before the browser you use, and make sure there there are not two or more browsers selected. That is, deselect the windows browser browser = konqueror browser = opera browser = mozilla browser = netscape Choose your language - all languages available are located in the ./languages/ folder in your eternal lands directory. The languages are however easily extendable and if you wish, you can translate the client into your language by editing the files found in the languages directory. #language= "en" This option allows you to specify a directory other than the current directory to load data from. This needs to be set to where you installed EL. For Windows users, the default is "c:\Program Files\Eternal Lands\". For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands. #data_dir = "d:\Eternal Lands" Set render_fog to 1 to show fog in the game. #render_fog= 0 Setting use_vertex_buffers to 1 will make EL use vertex buffer objects to speed up the rendering process, at the expense of using more video memory. #use_vertex_buffers= 1 If compass_north = 1 (the default), the compass needle works like a real compass, i.e. the needle always points to the north. If it is zero, the needle points in the direction your character is facing, and the north is in the direction of the N on the on-screen compass. #compass_north = 1 If caps_filter is set, messages that are entirely in upper case are automatically converted to lower case. #caps_filter = 0 The value for windowed_chat determines how text messages are displayed. Valid options are: 0: Simply print all text on the screen 1: Tabbed chat: text messages are separated based on the type of message (e.g. server messages, guild chat, local chat, channel talk), and by selecting a tab from a bar on top of the screen only one (or all) channel or type of message is shown. 2: Windowed chat: like tabbed chat, but the text is displayed in a separate window. #windowed_chat = 1 Set write_ini_on_exit to 0 if you do NOT want changes in your settings to be saved when you close the game. You probably do not want to do this, so if you don't know what you're doing, leave it at 1. #write_ini_on_exit = 1 If ati_click_workaround is set, the game will try to work around a bug in (older?) Ati video drivers, that read out the depth buffers incorrectly. Try this option _only_ when you are not able to walk and you have an Ati video card. #ati_click_workaround = 0 Setting use_alpha_border to 1 will make EL show a nice shadow border around the in-game windows. #use_alpha_border = 1 Setting use_floating_messages to 1 will show a message floating above your characters head when you gain experience. #use_floating_messages = 1 If local_chat_separate is set and windowed_chat is set to using tabs or the chat window, then all local chat messages will be displayed in a separate tab, otherwise they will be shown in all tabs. #local_chat_separate = 0 Same as local_chat_separate, but for guild messages. #guild_chat_separate = 1 Same as local_chat_separate, but for server and other informational messages. #server_chat_separate= 1 This option is useful for EL moderators only. Same as local_chat_separate, but for moderator messages. #mod_chat_separate= 1 If highlight_tab_on_nick is set and tabbed or windowed chat is used, tabs in which your name is mentioned will be highlighted. #highlight_tab_on_nick = 1 If isometric is set to 1, the in game view will be isometric, i.e. no perspective is used. Use it when your frame rate is low, it can speed up the rendering process significantly. #isometric= 0 The perspective correction, only used when isometric is 0. The farther this value deviates from 1, the higher the perspective distortion is. #perspective= 0.4 The distance to the near clipping plane from the camera. Objects that are closer to the camera than this distance will not be displayed. #near_plane= 35 If buddy_log_notice is set, a message will be printed when someone on your buddy list logs on or off. #buddy_log_notice = 1 Gamma correction, the higher this value, the higher the contrast between light and dark colors. You can try to use this option when the game looks very dark on your screen, but note that it affects the entire display, not just the game window. #gamma= 1 This parameter determines the quality of the shadow maps. You should as minimum set it to 512, and it will look better with 1024, 2048 or 4096, but also consume a lot more graphics memory/resources. Valid options for shadow_map_size are 0: 256 1: 512 2: 768 3: 1024 4: 1280 5: 1536 6: 1792 7: 2048 8: 3072 9: 4096 #shadow_map_size= 7 If use_compiled_vertex_array is set, EL will draw 3D objects using compiled vertex arrays. Some systems don't support this option well, so you can try turning it off when you notice that 3D objects aren't displayed correctly. #use_compiled_vertex_array= 0 If autoupdate is set, updates can be automatically downloaded from the server and installed. Note that this requires the game to have write permissions in your configuration directory, or the game data directory. If you are able to play the game with default settings, that is most likely not a problem, since the log files are created in either of those directories as well. all log fil #autoupdate = 1 When serverpopup is set, special server messages with channel id 255 are displayed in a separate popup window. #serverpopup = 1 Set this option to 1 if you find that clicking the mouse on the ground does not move your character. Instead of reading the depth buffer, the game will then trace the line of view to find the ground tile to move to. #use_old_clicker = 0 Set use_frame_buffer to 1 to enable frame buffer support for shadow mapping and reflections. #use_frame_buffer= 1 If windows_on_top is set, certain windows can be shown on top of the console and map interfaces. #windows_on_top= 0 #video_info_sent= 1 #use_eye_candy= 1 #enable_blood= 0 #use_lamp_halo= 0 #transparency_resolution_fix= 0 #max_ec_framerate= 45 #min_ec_framerate= 15 #light_columns_threshold= 5 #use_fancy_smoke= 1 #max_idle_cycles_per_second= 40 #note_text_size= 1 #crowd_gain= 1 #enviro_gain= 0.3 #actor_gain= 1 #walking_gain= 0.4 #gamewin_gain= 1 #client_gain= 1 #dim_sounds_on_rain= 0 #view_analog_clock= 0 #use_alpha_banner= 0 #opaque_window_backgrounds= 0 #customupdate= 1 #special_effects= 1 #time_warning_hour= -1 #time_warning_sun= -1 #time_warning_day= -1 #continent_map_boundaries= 1 #anisotropic_filter= 2 #warn_gain= 1 #render_skeleton= 0 #render_mesh= 1 #use_cursor_on_animal= 1 #use_display_actors= 1 #use_actor_bbox_check= 1 #use_render_mesh_shader= 1 #use_set_transformation_buffers= 1 #use_build_actor_bounding_box= 1 #use_model_attach_and_detach_mesh= 1 #use_render_attached_meshs= 1 #always_pathfinding= 1 #water_shader_quality= 2 #use_keypress_dialog_boxes= 1 #use_full_dialogue_window= 1 #use_ext_gpu_program_parameters= 0 #use_new_selection= 0 #use_harvesting_eye_candy= 1 #skybox_show_sky= 1 #skybox_show_clouds= 1 #skybox_show_stars= 1 #skybox_show_moons= 1 #skybox_show_sun= 1 #follow_cam= 0 #fol_cam_behind= 0 #extended_cam= 1 #ext_cam_auto_zoom= 0 #min_tilt_angle= 30 #max_tilt_angle= 90 #follow_strength= 0.1 #const_speed= 7 #lin_speed= 1 #quad_speed= 1 #far_plane= 50 #far_reflection_plane= 100 #use_animation_program= 1 #normal_camera_deceleration= 0.2
  13. New Combat Level calculator

    Actually a true sight potion can bring attack and defense levels as low as 0 . . .
  14. New Combat Level calculator

    I put in the stats for one of my alts and got not combat level - that alt has magic level 0. Changing magic level to 1 gave a result. You might want to allow attack=0 and defense=0 also since I might want to see what combat level a blessed guild map bot could start with.
  15. Economy

    I do think that harvesting is overweighted in both exp and gc compared to the other skills. On the other hand, there are too many producers of finished goods. Reducing the exp and gc from harvesting will just drive people to make stuff instead.
  16. Economy

    There must be a balance between "ease of play" and duration of play. If you can do everything the game offers after just a few hours of play time people will only play for a short while before they leave to play something else. In Eternal Lands, some things can be done with little or no money. Other things require huge investments in money (and the play time required to earn that money). Unfortunately, earning money is tedious whether you're harvesting flowers to sell to an NPC or making essence/SRs to sell to players or kiling imps/ goblins/ogres/fluffs for hours at a time. Making money faster won't improve the game although maybe making money in more interesting ways would (the only thing that comes to mind at the moment is an assortment of repeatable quests that would allow characters to earn money doing different kinds of things - bringing in money at a rate comparable to the other money-earning choices but providing a more varied gaming experience).
  17. is the game still open src?

    The client for Eternal Lands is open source (the server code is not). Go to Berlios Berlios Open Source Repository - the project name is elc.
  18. Book

    You probably finished researching that book. It won't show up in the knowledge list untul Radu has the server re-send the books list. Since there are a lot of new books added, I hope he does that soon. I don't like having to try to remember which books I've read already. The encyclopedia is only updated when the client gets updated and the updates come from players not the game designers so there is a delay between implementation of new stuff and inclusion in the encyclopedia.
  19. 1.6.0 Map Bugs

    Arius map: - The dot for storage is at [54,270] but the storage NPC is a bit farther south near [53,256].
  20. Integrating the map editor - discussion

    Hmmm when you mentioned that the client currently needs to have an actor that made me wonder if a default actor (or one of a selection of default actors could be applied (perhaps it could be toggled invisible) could be included in the map editor view. When I was trying to make a map, it would have helped me to visualize the scale having an actor standing there.
  21. 1.6.0 Map Bugs

    Emerald Valley Trade Route tab map: - storage dot is marked at 311,296 (marking the steps of a wagon) but the storage NPC stands away from the wagon near 310,289 Kusamura Jungle tab map: - the tip of the arrow marking "To Emerald Valley" is at 23,168 but the actual signpost for Emerald Valley is a bit north of there at 13,208
  22. 1.6.0 Map Bugs

    Irinveron tab map: storage dot is at [36,310] but storage NPC is really next to [32,301]. I notice that there is currently no dot for the tailoring NPC - is that intentional? Are players are supposed to locate those by exploring?
  23. 1.6.0 Map Bugs

    What about the arrows that mark signposts to other maps? Some of them are not accurately placed.
  24. Video Driver Guide: What works for you?

    I have a new Dell Inspiron notebook (my previous comp having just died) with Windows Vista home premium 32-bit using AMD Turion 64 CPU with ATI Radeon X1270 video. The drivers that came with the machine (7/21/2007 8.371.1.1100) had problems applying the textures to the actors. I went to the Dell website and installed new Catalyst drivers (they were labelled as Radeon X1250). Device manager now shows the drivers as 8.423.0.0 dated 10/11/2007. With these drivers I no longer get the problem with rendering of actors.
  25. Can't Connect

    I'm finally able to get in. I can see the players online page again and my bot code can connect to the server
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