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Drakos7

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Everything posted by Drakos7

  1. RC2, please help us test

    Here is a bzip2 tar of the data. I removed the el.exe and the dlls from it as linux/osx people will not need them. I hope you do not mind entropy, but it is my bandwidth this time. http://rice-evolution.cornell.edu/el_rc2_data.tbz2
  2. Thinking about usability for those with poor eyesight, this lets one scale up the bottom icons to 42px. Alternately, if you have good eyesight or always use your keyboard, you can ratchet down to 16px icons. The option shows up in the HUD tab. The input text box will move accordingly. I would love some of you to make the necessary improvements on this a I feel some parts to be kludgy. Patch: https://developer.berlios.de/patch/index.ph...6&group_id=1256 Screenie of 16px size:
  3. [patch] Scalable icons (bottom row)

    Yes, it would. And I thought about that after I wrote it up. I hope to try to get around to it at some point.
  4. By scalability I think Placid is referring to 3 years from now when "most" people will have broadband and it is decided to increase the visual satisfaction of the players. But Ent does make a good point. The game is not going for photo-realism. Mipmapping the static textures and other tweaks might do enough to move us along for a while. I would propose that we try to build a generic interface that could accept png or bmp. Just develop a reasonable API for it, then things could be switched to png/dds/bmp/... whenever by mainly switching the backend library. I have no intention of coding this myself though
  5. RC2, please help us test

    Really minor things. I point them out more for future reference and as a notice to mapmakers to make sure things look clean: Mountain segments that float (usually just barely) off the ground and hence cast odd shadows`: . WS 505x76; 216x174; 203x119; 47x88; 397x38 . WS summon arena, several rocks Blackness / See through the ground depending on angle . WS 475x109 ground in the corner . WS 95x207 at just the right angle you can see under the upper rock and into the darkness Bethel 162x174, you can enter the cave that you are standing on by clicking the archway at your feet, without first climbing down the ladder I tried all the other caves, they all seem to work correctly. Zirakgunda . 89x240 can walk into this lamppost . 102x252 same . 186x308 ground-water edge is not flush, can see through to rest of obilisk. also, with relections on, the obilisk does not show reflected in the water, just the skull floats there. The same is true for the other blue obilisks in the area. Additionally, there is a rock above you that gets mangled in the reflection as you can see up under it. . Mentioned in a previous thread by someone else, I still cannot seem to get on the boat to get back out if Zirakgunda
  6. Disposable armor

    Perhaps a use for the feran horns or antlers. or metal for that matter. I am remembering 2 things, the studded leather armor in AD&D and separately the metal forearm spikes that Shredder (TMNT) had.
  7. perl bot skeleton ?

    I am deep in perl for my work, so I might be able to field questions as well.
  8. EL release candidate available

    Minor thing: Tele2Range to southern platform on Moglo Isle does not give you a "You are safe up here". Message only appears when you step on a couple squares around 287x108. Similar to this, you get the message once again when you walk off the platform, and you do not get a re-entering PK area message. The same is probably true of the north platform. TD Summon Arena. Clicking on Red ball takes you to the competition spot, but says "Welcome spectator, enjoy the show." It would make sense to say something like "Good luck (you hear snickers from the crowd)" Morcraven House at 364x200 Inside, there are 2 doors right next to each other, a little distance from the wall. Only 1 works, and the other disappears when you rotate to view from the outside. There should only be 1 door, closer to the wall IMNSHO. Similarly with house at 356x14. I wonder how many houses are like this.
  9. perl bot skeleton ?

    Well done Darth.
  10. [Patch] custom WAV loader

    Yo Cicero! WB (though I doubt you remember me)
  11. Disposable armor

    It seems that it would cost more than just buying better armor that will last longer. Does not seem economical for fighters, especially since they would need to carry at least 2 on them incase one breaks.
  12. argh, I need a programmer!

    What exactly is your question? . "Is there an easier codebase to understand how to make my own bot?" . "Can someone make me a bot?" ...
  13. Invisibility

    This will probably be the sentiment of many and I hope we do not have endless posts commenting on the fact that it is "too many". I am not at the level to cast it yet, but I think the high price to pay will be worth it, especially in the future (though perhaps not right at this point in the game). We need (IMNSHO) more magic spells and people have been clamoring for them for a while now. We should be happy that the devs have listened and given us more and be grateful for it. It takes time from all the other things they want to implement, not to mention the things others are shouting louder for. Thank you again devs for adding this.
  14. [patch] Scalable icons (bottom row)

    That switch got it to work right. Thanks m_bee. Now I need the eyes of all the good buffer overflow people to scan it
  15. [patch] Scalable icons (bottom row)

    ok, bug that I am not sure how to correct. when you scale it down (to say 16px) then restart, if you scale back up, it only recognizes the top of the icons when you hoverover/click. The bottom X pixels show up like they should, but clicking falls through to the background and you move. Thoughts on where to change this?
  16. [patch] Scalable icons (bottom row)

    You snooze, you lose, bro. Yes, thx to 0ctane for the idea.
  17. Invisibility

    You rock Ent!
  18. Eternal on psp

    That would be an interesting challenge. Perhaps the single player version Ent is working on could be ported...
  19. New spells interface

    Ok, I would like to submit a pre-patch to prep the codebase for the spell interface. It would be mainly renaming the "sigil" functions to "spell". My question would be should this go in before or after the update. I assume after.
  20. Update pereliminary test

    Funny thing, Ent. We discussed all that stuff about the hydrogenium (that xand just mentioned) a couple weeks ago. You must have been really busy and forgot. Anywho, the way it is currently set up will greatly confuse people, leading to many "WTF!*!*" messages as to why the person lost the s2e and only got 12 gold coins and such because of harvest events. It would be less ebul to only require a s2e for each success, but that would change things serverside I am sure, and would reduce the benefit of people with high harvest level. Perhaps a separate thread should be spawned to discuss this.
  21. Mute Local Chat Near Storage?

    perhaps #ig messages should show up in the guild channel tab, then we can separate local and just listen on guild.
  22. Pre update test

    Arius 78x149, can walk through the fence and tree [fixed] Arius insides food harvestable: 250,48, 284x33 Aeth Aelfan 271x263 : can walk into building Wyrmgoth Underground 64x130 walk into wall Aeth Small Cave 20x26, click on door, message; The door wont budge (text color changes) Zarik Cave 39x32: can walk on air (may not be a bug)
  23. I can toss in my hat here and there also.
  24. Are you a programmer?

    Get with the program Cyc, it is called "Magic"
  25. More compact inventory

    Just a thought, (ducks), leave space for a "Store All" button if storage is available. I thought about writing a patch to do this a while ago but never got around to it.
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