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kibora

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Posts posted by kibora


  1. For me ranging is not a money sink. Surely i spend thousands of gc on it but i also gain (harvest blue lups + animal parts) thousands of gc. If i didn't range i wouldn't have done that. This is not the problem of the skill.

     

    For me the problem is you don't get more xp when you level up. You continue to get the same xp because xp is based on difficulty. If you go for more xp you miss more so at the end it's worse. This is no big deal in the lower levels but noone will never get to level 100 unless something gets changed. Lets say you do 1k ran xp per hour and train 10 hours a day ... you'll need 12 years :P


  2. I'm not sure about it. You see, the framebuffer is being used as a texture itself (bind_texture_id(minimap_fbo_texture):). The stencil buffer, as far as i can see, is different.

     

    Basicly when you draw the map texture without the framebuffer you need to take only the part, which is in grey (on the pic).

     

    40636477zb3.th.jpg

     

    If there was something like glScissor, which allows to define a circular region, it would work.


  3. Well it's not, but the map looks better with it. The reason is that when you draw it with framebuffer on, you can simply draw the whole map texture on the framebuffer and then take only the circle we are interested in. And when not using a framebuffer, we have to take only those parts of the map texture, which are going to be drawn.


  4. The minimap is being drawn in two completely different ways with and without the framebuffer and the no framebuffer implementation was a pain in the a$$. Anyway with the sky implemented i think it's time to consider making the framebuffer a requriement to play the game

     

    Edit: Having both the minimaps would be a lot of work


  5. Only a few players could make use of this perk (the pure high level fighters). A lot of people say now "Woot i will take it for 5-10 pps" and evenually they will but after they die a couple of times they will reset :)

     

    There should be some safe places, perhaps depending on the surface. You can place a mine in the grass or in the forest. But there is no way to place a mine on a wooden surface (inside a house, or on docks/ships) or on a stone surface (inside castles, on stone paths etc.). I mean yeah, you could place it there but then it should be visible for everyone. Also the underworlds, IP, the IDA graveyard should be safe IMO.

     

    So that's my suggestion. Make the mines only placeable on certain surfaces


  6. Considering you can see the actor points, obviously the problem is not in the frame buffer so it has to be in the draw_map() function. Perhaps you have some glEnable function enabled which doens't work with GL_TEXTURE_2D and screws up the whole thing. Are you biulding a clean CVS copy or some sort of merge?

     

    Could you try editing your draw_map function to look like this:

     

    glPushMatrix();

    glEnable(GL_TEXTURE_2D);

    bind_texture_id(minimap_texture);

    glColor4f(1.0f,1.0f,1.0f,1.0f);

     

    glBegin(GL_QUADS);

    glTexCoord2f(0.0f, 0.0f);

    glVertex2f(-128.0f, +128.0f);

    glTexCoord2f(1.0f, 0.0f);

    glVertex2f(+128.0f, +128.0f);

    glTexCoord2f(1.0f, 1.0f);

    glVertex2f(+128.0f, -128.0f);

    glTexCoord2f(0.0f, 1.0f);

    glVertex2f(-128.0f, -128.0f);

    glEnd();

     

    glPopMatrix();

     

    and tell me if you see anything


  7. Interesting. I tried a couple things and i see white circle when drawing a texture and GL_TEXTURE_2D is disabled. I have a couple questions for you:

    1. Was the old rectangular minimap working for you?

    2. Does the rotatin minimap work with framebuffer disabled?


  8. Another one. Could someone add this patch. I hope it fixes florian's problem and some other things

     

    cvs diff -u -p2 -- minimap.c (in directory D:\CVS\elc\)

    Index: minimap.c

    ===================================================================

    RCS file: /cvsroot/elc/elc/minimap.c,v

    retrieving revision 1.37

    diff -u -p -2 -r1.37 minimap.c

    --- minimap.c 19 May 2008 17:38:20 -0000 1.37

    +++ minimap.c 19 May 2008 18:09:14 -0000

    @@ -1109,4 +1109,5 @@ static __inline__ int draw_framebuffer()

    if(use_frame_buffer && minimap_fbo > 0 && minimap_fbo_texture > 0)

    {

    + glEnable(GL_TEXTURE_2D);

    bind_texture_id(minimap_fbo_texture);

     

    @@ -1377,4 +1378,5 @@ static __inline__ void draw_map(float zo

    glTranslatef(sx, sy, 0.0f);

     

    + glEnable(GL_TEXTURE_2D);

    //draw the minimap

    bind_texture_id(minimap_texture);

    @@ -1570,5 +1572,5 @@ int display_minimap_handler(window_info

    glTranslatef(0.0f, 16.0f, 0.0f);

    glPushMatrix();

    -

    + glDisable(GL_TEXTURE_2D);

    //draw black background

    glColor3f(0.0f,0.0f,0.0f);

    @@ -1582,5 +1584,4 @@ int display_minimap_handler(window_info

    glEnd();

     

    - glDisable(GL_TEXTURE_2D);

    glColor3f(1.0f, 0.0f, 0.0f);

    glLineWidth(3.0f);

    @@ -1591,6 +1592,5 @@ int display_minimap_handler(window_info

    glVertex2f(radius_shift*float_minimap_size/2 +

     

    float_minimap_size/2,-radius_shift*float_minimap_size/2 + float_minimap_size/2);

    glEnd();

    -

    - glEnable(GL_TEXTURE_2D);

    + glLineWidth(1.0f);

    glPopMatrix();

    draw_compass();

    @@ -1620,4 +1620,5 @@ int display_minimap_handler(window_info

    glTranslatef(0.0f, 16.0f, 0.0f);

     

    + glDisable(GL_TEXTURE_2D);

    //draw black background

    glColor3f(0.0f,0.0f,0.0f);

     

    ***** CVS exited normally with code 1 *****


  9. I didn't test it then.

    Now the minimap is plain white btw. I guess it's a mac framebuffer issue.

     

    Aha, could you try adding glEnable(GL_TEXTURE_2D); before draw_into_minimap_fbo(zoom_multip, px, py);

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