Nessa
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About Nessa
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Okies, update... After some more troubleshooting we found that she had the 2014 client posted here http://www.eternal-lands.com/forum/index.php?showtopic=58602 but that there's was a 2015 link on the last page to a more recent version here http://www.eternal-lands.com/forum/index.php?showtopic=59968 which she installed. She then rebooted and presto! - EL now working. Thanks again.
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Well, I haven't been able to catch her yet to see if any of your tips worked but thanks anyway, guys. I'll let you know how things went when I talk to her again.
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I have a guildie currently struggling to log in on her smartphone. She says she's getting the error msg "bad username/password" with every char she tries (all of them having different pws). She can still log on her computer. Any ideas on what may be the problem/solution?
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Oh, I always wondered how that was beam was done. ^^ Thanks again for all the great info. *loves understading how stuf works*
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Ah! Now *that* makes sense for this area's role. Thanks, guys, all your info was enlightning. Oh, btw, as long as I'm here... The attributes on a ranging arena would be just (multi?)combat + no spellcasting or is there something more to it (I can't seem to find rangers who have tried kicking each other in GP to see what happened ^^)? EDIT - Forgot I meant to ask this... What's the difference between type 0 and type 1 teleport_point?
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I read somewhere that [use_areas] should not overlap (same as the others but I get the others ). Does that mean that in a small room with more than 1 door you have to split the space to get one area for each of them? I thought they were meant to define where you have to be in order to use an object but it doesn't seem to work like that ingame. Example 1: In PL sto you can use the doors from across the room - if there were 2 areas wouldn't I be told I was too far to access the one farther away as I'd be outside its area? Example 2: In IP I can access/use stuff from a bezillion paces away but the DEF sample posted here on the forum says the average use_area in IP is (or use to be) about 11x16. Totally not getting this. XD
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Ah. I had not thought of renaming files (fail, as I do that all the time with custom clothes ^^; ) but i ended up doing the same by using the replace tool. Still this might come in handy as I just noticed the replace doesn't quite work as I thought it would in regards to orientation (although... there's no reason why the axis coords or whatever should be handled differently... mmm...). *runs off to experiment* Thanks.
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OK... I'm pretty sure I already know the answer to this one but what the hell... Is there any way to grab a 1 sided obj facing down?
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The idea is actually interesting. I often get the impression I'm not hitting at all... *although... that might be because I'm *not* hitting at all XD*
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Yep, found it. Search wasn't going into hidden files... Thanks.
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Where does the linux version of EL store the info like chat-log, recipes, markers and so on? I often have to use the log and I can't figure out where it's going to. (I'm assuming it makes one as everyone seems to have logs to post in dispute threads and so on...)
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I meant FPS drop too. I see it happen in the situations Burn mentioned, see a difference depending on whether I'm outside or in a small room, and some days it just randomly happens. If it's not render overload, the server being lazy or internet connection, then I'm lost. I know how to make pics not the rest of the stuff. ^^
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Doh! I'm such an idiot... I spend a lot of my days coming up with computer work-arounds and when considering the test server to help me get a better idea of what was I doing, I totally missed the obvious solution. I see, flickering. So far I haven't really had much of a problem with it despite the fact the way the editor works is often at odds with my style of worldbuilding. I don't have that much water to worry about (I wouldn't be able to do what I'd like to with it anyway) and I'm aware of what a literal drag alpha maps can be so I'll try to keep those to a mininum. The reason I've been concerned about how "heavy" in general the map might get is because how often I find guildmaps lagging. Yeah, half of them are cluttered as hell but just the other day I was exploring one that shouldn't have been lagging that much and it was. A lot. Maybe I was having a bad internet day, I dunno. I'll go back to chek on it again. Another reason is that I know how the guys doing the maps in OL often complain of the lagging they're getting on maps that seem uncluttered enough to me. Granted, I dunno if they've changed the render engine, if it differs in any way of what EL is using, but one of the guys there was doing something in a similar style to mine and he decided it just wouldn't work. So, yeah, basically I've been cutting down as much as I can where I can to avoid similar results. Thanks for all the info, guys, this should help.
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Ooops! Totally missed your post... ^^; No, I wasn't asking in terms of where you can walk but how much is viewable from where you are. In other words - if it makes more sense to you - If I were to stand on higher ground, I would be seeing higher and therefore that would extend the amount of er... "admitable object placing altitude", for lack of a better term. As it turns out, this really isn't an issue for me but I was curious. Nothing I ever read on map making (and I've read pretty much everything everywhere) explained this or what viewing distance is measured in. I ran some tests but couldn't figure out what it was. Again, not essencial to what I'm doing but I like to know how stuff works. Got another question, btw (and this one does matter) - why when punching a hole through the standard ground, to raise or lower the floor, do ppl use 3d tiles instead of 2d ones to cover it up? I mean... 2 faces would be far lighter on the game than 12 so I'm assuming there's a reason why everyone apparently avoided it. I thought the camera might go through them but that's not the case (in the editor at least) so I don't get it. Did they all just forget about it?
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Is there a limit to how high a non-walkable object should be or it's just a matter of keeping things within viewing distance from a place you can stand on? (Btw, the default viewing distance is 80, but 80 what? Just curious. ^^)