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kibora

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Everything posted by kibora

  1. Update 1.5 - who did what

    Astrolgy GUI
  2. I hate Tankel

    I have 0/8 successfull repairs of personal items in a row with Tenkel. I'd kill him if i had a chance
  3. Magic creatures

    Well it might be interesting to have some creature that uses pure magic to fight - no phisical damage, only magical one. That yellow cape + bronze armor might be usefull then
  4. Graphics Card

    You don't need GF 8xxx. They are expensive and not better than 7xxx because are made for directx 10 (aka vista) and there are no games for vista. If you buy GF, 7900 would be a good choice
  5. Testers needed on the test server

    Ok, we need someone else to confirm this. I can confirm that. If you click on swamp, winery disappears and vise versa
  6. To read or not to read

    Only read books about monsters you are not going to train on
  7. Astrology stones graphical interface

    Could someone apply that change in CVS pls. Oh and also increase the CFG_VERSION to 8 perhaps
  8. Astrology stones graphical interface

    Could you try adding after and see if the problem still occurs
  9. Current CVS errors

    Yes, try deleting el.cfg and it should work fine
  10. Astrology stones graphical interface

    Submitted a new patch https://developer.berlios.de/patch/index.ph...p;group_id=1256 Changes: 1. Harvest is now +/- 90, and to hit and to damage +/- 8 (they are surely moer than 5 but not sure if 8 is the max). As for the accuracy, it's being calculated as +/- 5% of the attack. No idea if that is correct 2. Moved the is_astrology_message to filter_or_ignore_text in text.c 3. There are now positive_bar_colors and negative_bar_colors defined in astrology.c. I am not good with colors. Whoever wants can tweak them as necessary @ Grum Yes i know about the el.cfg. But i wasn't sure if i should place the astrology part at the end of it. Deleting el.cfg does help though
  11. Astrology stones graphical interface

    Changed the ranges and updated the patch
  12. Astrology stones graphical interface

    The lenght of the bars depend on both the bonus and the maximum amplitude
  13. Astrology stones graphical interface

    So how does it look now?
  14. Astrology stones graphical interface

    Emm *confused*, so what is the final word. Could you draw/describe how you want it to be. And what colors to use
  15. Astrology stones graphical interface

    Sure. Is this how you want it to look like?
  16. Astrology stones graphical interface

    Just a quick note. I think it would be best if the astro.bmp's height is 100 pixels. Otherwise the progresses might look crappy.
  17. Current CVS errors

    Finally compiled it but had to change cal3d_wrapper.cpp to look like this:
  18. Current CVS errors

    And i get only these ones now
  19. Help me compile the client!

    If you use Visual Studio, open cal3d.dsw, click Yes and/or Ok a couple times and then compile the Cal3D project. You'll find the compiled binaries in a Bin folder, and you'll also need the include files from the src\cal3d folder. If you use some other compiler .... no idea
  20. Help me compile the client!

    Try this one but i can't compile the client with it http://download.gna.org/cal3d/sources/cal3d-0.11.0.tar.gz
  21. Current CVS errors

    Are we officially moving to cal3d 0.11. I can work around the errors with 0.10 but i have no idea what to do with the 0.11 ones and also
  22. Astrology stones graphical interface

    Guess Radu will have to clear the ranges up Anyway fixed the wrong color display. Think it has something to do with OpenGL 1.1 and windows Btw, is the current CVS version quite unstable or is it my fault? I'm getting exceptions constantly
  23. Astrology stones graphical interface

    Okay here it is. https://developer.berlios.de/patch/index.ph...p;group_id=1256 What you need to change: 1. You need to add w_astro with value "Astroloty" to titles.xml 2. You need a file called astro.bmp in your textures folder. It could look like this: Where the bottom (red) part is the base of the progress, and the top (aqua) part is the actual progress. Of course it needs some better graphics For the time being the astrology text is being visualized on the GUI and displayed as text as well, in case there are any errors. Also i have inverted the progress bar for make rare and degrade. So even though the numbers displayed are negative, the progress shows positive bonus. I've used the following min/max values for the progress bars: Attack, Accuracy, Defense, Magic: +/- 5% of the corresponding skill To hit, to damage: +/- 5 Harvest, Degrade, Make rare, Fail: +/- 800 Correct me if i'm wrong for some of them. The magic currently has +/- 8 bonus so somtimes you might see strange progress bars. But since it's not implemented yet i dunno if it's gonna be +/-8 or +/-5%. Predictor: Indicator: @Roja I'm not good with graphics. Just edit the astro.bmp the way you want it it doesn't need to have the same dimensions @Grum Haven't tried but i doubt it works for anonymous users Hmmm i think there is some bug with the progress color. It is suppsoed to be aqua and it's green. I'll look into it
  24. Astrology stones graphical interface

    Could someone make empty astrology.h and astrology.c files on berlios. I can't make a Diff if they are not on the server. At least not with wincvs. Thanks
  25. Astrology stones graphical interface

    Ok, so attack, defense, magic and accuracy are level dependent and +/- 5%. What about to hit, to damage, degrade, make rare and harvest. What are their min and max values? And here's the current GUI. Any suggestions?
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