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smalul

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Everything posted by smalul

  1. Take back the market!

    That is a very nice idea forever. I'm sure you made many players happy. However, in order to find out the real value of items, a very big and very public table must be made: 1. Make a list of all the very basic ingredients in the game - all harvestables (ores, minerals, flowers), and all the basic items you can buy from NPCs in order to make items, but can't make yourself (mostly tools, like looms and sanding papers). Do not include any items you can make. The price for rare items (like stones), must be taken from the market itself. 2. Get the price range for each of those items. Some of those items can be bought or sold to and from NPCs, so that should be their price range. For example, silver ore can be bought at 10gc and sold for 1gc, so the price per 1 silver ore should always be between 1 and 10 gc. Those prices must be updated from time to time based on the status of the market (supply and demand). 3. Now that you know the real value of each of those basic ingredients, add to the table all the other items in the game (all the items you can manufacture), and calculate their value (cost of the basic ingredients + cost of food + a small profit for the time spent). Start with essences and bars, and work your way up to the high level items in the game (adding the cost of the ingredients + food + time). This should give a fair estimate as to the real value of the items in the game. This table MUST be made public (as a file, or even as a bot, like trinitybot) , so people would know how much each item is really worth, and won't overpay for it (which ruins the economy). I actually made such a table a few years ago, but there have been many changes, and many items were added to the game, so a new table must be created. I would actually make it myself, but I simple don't have the time.
  2. NMT idea

    I don't like the idea of breakable NTM cloak. My points are: 1. I agree with Elveron - - high level players enjoyed that cape that protected their equipment, and now, after years of playing, I want and need one (I finally got my a/d to good levels), and I have good equipment (which I had to work hard to get), you're going to make it breakable. 2. Some people might think 1/40K is a very low chance of breakage, but consider this - how many hits are you taking each time you train? Some players get hit 15 times before they kill a creature, so that's 1 cape for every 2667 creatures (40,000/15). If you train by attacking, fleeing and attacking again, you get hit a lot by the same creature. For example, If you get hit 100 times by the same creature, that means that after every 400 creature you attack, the cape will break (40,000/100). If you get hit 1000 times by the same creature, it would only takes 40 creatures to break hit. 3. Only high level creatures drop this cape. However, the players which can fight those high level creatures probably already have the cape. If the cape is made breakable, they will probably want to save a few capes for themselves (instead of just one), and not sell it to people who need it. This would also cause the price of the cape to raise (even if the drop rate is increased). I know it's Entropy's call, and he'll probably going to implement that idea, so I would like to suggest an alternative idea for the breakable NMT cloak(I hope it's OK): A. make the NMT cloak breakable (maybe even at a higher rate). B. Don't make a degraded version. C. Lower the drop rate of the NMT cloak. D. Make the NMT cloak manufacturable. However, it won't require only one skill to to make. Instead, make it a combination of a few skills - tailoring (to make the cloak), magic (to enchant the cloak), and maybe even other skills like manufacturing (to make the frame for the cloak) and crafting (to add some gems or something to the cloak). You may instead want to make some parts of the cloak come from monster drops (some from low level creatures, others from high level creatures) and some from NPCs (those would cost gc), and still require tailoring or magic skill to combine the parts. E. You could still sell the original, non breakable version of the cloak from your shop. This idea would create more work for the players (to make the parts) or require more fighting (if you decide to make creatures drop the parts). In any case, it will prevent one "class" (fighters) from controling the NMT market. If will also make sure there would be enough of those cloaks in the market for players who need them. This is my idea.
  3. Help me compile the client!

    Hello. This is the first time I've tried to compile the client. I've followed the instructions for DEV-C++, but I'm still having some problems. I'm getting this errors: Compiler: Default compiler Building Makefile: "D:\EL-CVS\Makefile.win" Executing make... make.exe -f "D:\EL-CVS\Makefile.win" all gcc.exe -c elc/actor_scripts.c -o elc/actor_scripts.o -I"C:/Dev-Cpp/include" -I"C:/Dev-Cpp/include/SDL" -I"C:/Dev-Cpp/include/AL" elc/actor_scripts.c: In function `update_all_actors': elc/actor_scripts.c:1327: error: `resync_server' undeclared (first use in this function) elc/actor_scripts.c:1327: error: (Each undeclared identifier is reported only once elc/actor_scripts.c:1327: error: for each function it appears in.) elc/actor_scripts.c: In function `add_command_to_actor': elc/actor_scripts.c:1392: error: `cant_add_command' undeclared (first use in this function) elc/actor_scripts.c: In function `get_actor_damage': elc/actor_scripts.c:1698: error: `floatingmessages_enabled' undeclared (first use in this function) elc/actor_scripts.c: In function `get_actor_heal': elc/actor_scripts.c:1743: error: `floatingmessages_enabled' undeclared (first use in this function) make.exe: *** [elc/actor_scripts.o] Error 1 Execution terminated From searching the forums, understand that 'resync_server' and 'cant_add_command' are defined in translate.h, and it is included in the project (I even tried to manually #include "translate.h" in main.c), but I'm still getting those errors. I have no idea where 'floatingmessages_enabled' comes from. I have downloaded the CVS and repeated the processes several times , and I keep getting those errors. I must be doing something wrong. Can you help me locate the problem? Thank you Edit: After several tries, and another installation of DEV-C++, and some help from a guild member, I managed to compile the client. However, if I try to change the Makefile.win file to change the output exe file to this (taken from your guide, "Option 3"): $(EXE): main.o $(TMP_LIB) windres elc_private.rc elc_private.o $(LINK) $(CFLAGS) $< -L. -lelc $(LDFLAGS) elc_private.o -o $(EXE) strip -s $(EXE) I get this error: 133 D:\EL-CVS\elc\Makefile.win *** missing separator. Stop. This is caused by the second line (windres elc_private.rc elc_private.o). If I try this option: $(EXE): main.o $(TMP_LIB) $(LINK) $(CFLAGS) $< -L. -lelc $(LDFLAGS) -o $(EXE) strip -s $(EXE) I sometime get this error: Compiler: Default compiler Executing make... make.exe -f "Makefile.win" all gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -MM 2d_objects.c 3d_objects.c actor_scripts.c actors.c alphamap.c asc.c astrology.c bbox_tree.c books.c buddy.c buffs.c bags.c cache.c cal.c calc.c chat.c cluster.c colors.c console.c consolewin.c counters.c cursors.c dds.c ddsimage.c dialogues.c draw_scene.c eye_candy_debugwin.c elconfig.c elwindows.c encyclopedia.c errors.c events.c filter.c font.c framebuffer.c frustum.c gamewin.c gl_init.c hud.c help.c highlight.c ignore.c init.c interface.c items.c io/e3d_io.c io/elc_io.c io/map_io.c io/elpathwrapper.c io/xmlcallbacks.c io/half.c io/normal.c keys.c knowledge.c langselwin.c lights.c list.c load_gl_extensions.c loginwin.c loading_win.c main.c manufacture.c map.c mapwin.c md5.c mines.c minimap.c misc.c missiles.c multiplayer.c new_actors.c new_character.c notepad.c openingwin.c particles.c paste.c pathfinder.c pm_log.c questlog.c queue.c reflection.c rules.c skeletons.c skills.c serverpopup.c servers.c session.c shadows.c sound.c spells.c stats.c storage.c special_effects.c tabs.c text.c textures.c tile_map.c timers.c translate.c trade.c update.c url.c weather.c widgets.c makeargv.c popup.c sky.c text_aliases.c shader/noise.c shader/shader.c >.depend g++ -march=i686 -Wall -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -MM cal3d_wrapper.cpp actor_init.cpp optimizer.cpp sendvideoinfo.cpp exceptions/extendedexception.cpp xml/xmlhelper.cpp io/elfilewrapper.cpp io/elfile.cpp io/zipfilesystem.cpp eye_candy_wrapper.cpp eye_candy/eye_candy.cpp eye_candy/math_cache.cpp eye_candy/effect_lamp.cpp eye_candy/effect_candle.cpp eye_candy/effect_campfire.cpp eye_candy/effect_fountain.cpp eye_candy/effect_teleporter.cpp eye_candy/effect_firefly.cpp eye_candy/effect_sword.cpp eye_candy/effect_summon.cpp eye_candy/effect_selfmagic.cpp eye_candy/effect_targetmagic.cpp eye_candy/effect_ongoing.cpp eye_candy/effect_impact.cpp eye_candy/effect_smoke.cpp eye_candy/effect_bag.cpp eye_candy/effect_cloud.cpp eye_candy/effect_harvesting.cpp eye_candy/effect_wind.cpp eye_candy/effect_breath.cpp eye_candy/effect_glow.cpp eye_candy/effect_mines.cpp eye_candy/effect_missile.cpp eye_candy/orbital_mover.cpp eye_candy/kepler_orbit.cpp eye_candy/effect_staff.cpp context_menu.cpp select.cpp user_menus.cpp >>.depend gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o main.o main.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o 2d_objects.o 2d_objects.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o 3d_objects.o 3d_objects.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o actor_scripts.o actor_scripts.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o actors.o actors.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o alphamap.o alphamap.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o asc.o asc.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o astrology.o astrology.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o bbox_tree.o bbox_tree.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o books.o books.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o buddy.o buddy.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o buffs.o buffs.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o bags.o bags.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o cache.o cache.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o cal.o cal.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o calc.o calc.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o chat.o chat.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o cluster.o cluster.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o colors.o colors.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o console.o console.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o consolewin.o consolewin.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o counters.o counters.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o cursors.o cursors.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o dds.o dds.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o ddsimage.o ddsimage.c ddsimage.c:459:2: warning: no newline at end of file gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o dialogues.o dialogues.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o draw_scene.o draw_scene.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o eye_candy_debugwin.o eye_candy_debugwin.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o elconfig.o elconfig.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o elwindows.o elwindows.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o encyclopedia.o encyclopedia.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o errors.o errors.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o events.o events.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o filter.o filter.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o font.o font.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o framebuffer.o framebuffer.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o frustum.o frustum.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o gamewin.o gamewin.c gcc -march=i686 -Wall -Wdeclaration-after-statement -O0 -ggdb -pipe -DWINDOWS -DELC -mwindows -DATTACHED_ACTORS -DCLUSTER_INSIDES -DCONTEXT_MENUS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DFUZZY_PATHS -DMINIMAP2 -DNEW_CAMERA_MOTION -DNEW_SELECTION -DNEW_SOUND -DNEW_TEX -DNEW_WEATHER -DPNG_SCREENSHOT -DSKY_FPV -DTEXT_ALIASES -DUSE_INLINE -DUSE_SHADER -DVARIABLE_SPEED -DZLIB -DUSER_MENUS -DBANDWIDTH_SAVINGS -fno-strict-aliasing -IC:\\Dev-Cpp\\Include\\AL -IC:\\Dev-Cpp\\Include\\SDL -c -o gl_init.o gl_init.c gl_init.c: In function `setup_video_mode': gl_init.c:127: warning: implicit declaration of function `MonitorFromWindow' gl_init.c:127: error: `MONITOR_DEFAULTTOPRIMARY' undeclared (first use in this function) gl_init.c:127: error: (Each undeclared identifier is reported only once gl_init.c:127: error: for each function it appears in.) gl_init.c:127: warning: assignment makes pointer from integer without a cast make.exe: *** [gl_init.o] Error 1 Execution terminated This is not critical, but it doesn't work (it would nice to have a smaller exe file, and have the exe file use the EL icon).
  4. New engine test 2

    It seems to work fine @ 60 fps at most settings. The only problem I saw was exiting from full screen mode using the ESC key - it causes a crash. Video card: GeForce 8600 GT/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 3.0.0 Edit: I've updated to the latest drivers, but it didn't help.
  5. New engine test (terrain)

    Works fine @60 fps. Video card: GeForce 8600 GT/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.1
  6. New special day, will you use it?

    If I'll find an item which is cheap to make (I need to check the cost of all the items I can make) and gives good experience, I might use the schools on a X3 exp day. The question should be - how many people use the schools now? I don't think many do, because the cost of the ingredients is just too high compared to the experience you get (at least for most items).
  7. Mini Harv Events

    So, as I understand it, now there are 2 problems: 1. Too much stuff is sold to NPCs, which causes a lot of money to enter the game. 2. There are people who harvest stuff and then give it to other players, which, in return, give them real money ($$$) - AKA the gold farmers problem. Here are my solutions: The gold farmers problem: Monitor all trades and drops the player do - write a code that checks if someone gives a large quantity of items (over 5K for example)/valuables items (over 50Kgc) to another player with no return, or if some just "drops" some items on the ground and some one else just "happens" to pick it up. In such case, just pause the transfer (remove the items from the game and store the transfer information), until you can review it. If you're sure it's a transfer of goods for real money, delete both characters. If you're not sure, ask both players - if you're satisfied, resume the transfer. If not, just don't return the items. The income from NPCs problem: A. Like I posted here before, I think all the skills should be balanced in such a way that for the same level, and the same amount of time, you can earn the same amount of money. This way everyone would be able to do whatever they want, and still get their fair cut. This would make sure no one is richer than anyone else, so money would mean less for everyone. B. Add more items to the game that most players would want. The Harvester Medallion is a good example, but it difficult to make (too much time is needed to get all the ingredients, and the required skills levels are too high). I think you should add 2 types of items to the game: 1. Items everyone would want, but only players would be able to buy. Those items would be easy to make (it won't take too much time to make them, they won't require high level items, and they won't require high skills levels). Those items would probably have high breakage rates, but not high enough to make them useless (like the older versions of the Harvester Medallion). A few examples: rings/medallions which would add 5-10 health/mana, a helm which would allow you to see better in the dark, a sword which would regenerate 1 extra health each minute, and so on. Those items won't change the "balance of powers" in the game significantly, but most people would want them. 2. Same thing - items everyone would want, but only NPCs would sell. Those items would probably cost a little more (but still affordable by most players). Those items would take money out of the game, again without significantly changing the balance of powers. For example: an item that would give you an extra 20 EMU, a bag which would allow you to carry 5-10 items inside it, a staff which would give 10-15 more mana, and so on. Both types of suggested items won't bring any new money to the game, only make sure people would trade items between themselves, or removing it from the game. That's my idea.
  8. Mini Harv Events

    1. Radu said more than once that the CoL was never meant to help in harvesting. 2. It might be a good idea - if you don't have the experience to harvest something, you might get hurt, just like in fighting - if you don't have the a/d, you'll get hurt. 1. You can go harvest flowers naked, just as you can kill rabbits naked. 2. To fight something you don't need to read a book, to be able to harvest some metals and minerals you need books. 3. Some harvestables require alot of investment (hydro, wolfram, tin, copper, seridium, dvarium...), just as some creatures require you to bring HEs and SR potions. 4. When you buy an item to support your skill (cloaks and pickaxes, or armor and weapons), it shouldn't be counted in the total cost, as it is used more than once.
  9. Mini Harv Events

    From what I read here, I understand Entropy thinks that fighting and harvesting should be the same - both should be a non-AFK activities. That seems fair. I say take it a step further - make sure that for the same amount of time, both a player with harvest level X and a fighter with levels X in a/d, get the same exp and the same amount of profit. That way no one can complain - you spend X amount of time playing, you get Y amount of experience, no matter if you're harvesting or fighting. I suggest you divide the harvestables in the game based on the required harvest level, and do the same for all the creatures based on the required attack and defense levels. Then calculate how much profit and exp you can make if you spend 1 hour doing each activity: For a certain harvestable, check the amount of money you can get by selling it (probably to a NPC). For a certain creature - see how much you get in gc drops and add the amount of money you can gain by selling the other drops. Balance things as needed - raise/lower the prices given by the NPCs or raise/lower the amount of drops. Then repeat for the experience - raise/lower the experience given by harvesting or fighting as needed to make things balanced. You may also want to limit players to do things up to their level. This can be done the same way it was done with the magic skill (if you don't have the level, you can't cast the spell at all), or by discouraging the players harvesting/fighting out of their range (lower exp, lower drops, more interferences).
  10. Mini Harv Events

    Today was the first time I've heard about those "gold farmers" - I had no idea there were people that harvested items, and then sold them to people for real money. If adding events every few seconds while harvesting is the way to stop them, I say - put such an event each time you harvest sometime (if they are all positive, put 2). I know, it annoying having to be active while mining instead of being AFK (I hated those events when I first so them today), but for now, it seems like a good idea. Also, let not forget - it's basically free money and exp, so that can't be bad. In the long term, this would only help the game: 1. Basic ingredients prices would go up, and so all the items prices would go up as well, so manufacturers would be able to make a profit in this game (I have no idea how the economy in this game got messed up so badly, so the more work you put in, the less profit you get). 2. The owners would be able to sell harvestables from the shop, as I'm sure the "gold farmers" would raise their prices. So more profit for the game's owner, which would lead to a better game (maybe they could hire people to make new creatures and item, maybe even new maps, or even a new continent), which means we are all going to win.
  11. Wondering about this

    There are a few items in the game which have no use at this moment. They were probably forgotten over the years, and maybe one day they would be removed or get a function of some sort. Since it's far more important to add new stuff to the game then to remove old. unused items, I don't think a "clean-up" of the game will be done soon, so I hardly think you could make a profit from selling those skins.
  12. Be your own pet

    I have an idea - how about making a class-specific creatures? I know that officially there are no classes in this game, but in fact there are, so why not have a few creatures for each class, limiting the range of selection by the nexuses you have: animal nexus - the higher the nexus, the more time you can stay in the polymorphed state. inorganic nexus - the higher the nexus, the better the EMU of the creature you can turn into, or it allow you to turn to a better creature of this type (mule class). magic nexus - allow for better magic creatures. vegetal nexus - the higher the nexus, the less food the creature would require. artificial nexus - not sure about this, but maybe it should be used to allow creatures' specific items. human nexus - the higher the nexus, the faster your character would want to return to human form, so it's basically the opposite of the animal nexus. I know this seems like an anti high level players idea, but I don't think anyone would want to see uber creatures (maybe even dragons) running around all day long, killing all the normal creatures in the game. To balance this, maybe the time you can stay in the polymorphed state would be longer in PK areas (20-50% more than in normal maps). Just an idea.
  13. Be your own pet

    What will happen to equipped items? I'm guessing most creatures won't be able to use armor or weapons. Would it be dropped or moved to your inventory? Other than used for a specific goal (carry extra EMU or used as a spy), would the creature be able to do something extra, which would allow to advance the main character?
  14. PK poll

    I chose never. I don't PK because: 1. It's not nice to kill other people and take their stuff... 2. My p/c is too low - I rather spend my ppt on other things. 3. I can't afford losing my expensive items (an iron set and a COL are my best items). 4. I can't take the chance of breaking my expensive items. 5. PK was never my goal when I started playing this game. Other, minor reasons: 6. Even if I will be able to overpower some players, there will always be someone stronger who can kill me... 7. The "good" PK maps have high level monsters which I can't handle. 8. Training on monsters will probably give better exp and drops than PKing, so it's not time-effective. 9. I simply don't care about PKing.
  15. Pre RC 10

    UVP: 1
  16. Post your video card info here

    Video card: GeForce 8600 GT/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 Driver version: 169.21 (latest version from Nvidia). No problem so far.
  17. New client patch!

    Sorry about that. Here's my #glinfo output: [23:39:29] Video card: GeForce 8600 GT/PCI/SSE2 [23:39:29] Vendor ID: NVIDIA Corporation [23:39:29] OpenGL Version: 2.1.2 [23:39:29] Supported extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control OS: Win XP SP2. Video Card: 8600GT. CPU: E4300. As for this problem being reported in the past - I don't play much, nor do I have the time to read every post in the forums. I just saw a post about a patch, I downloaded it, ran it and saw this bug. I then tried loading the "normal" client, and that color bug wasn't there, so I assumed that bug must be related to the new patch. If this bug doesn't have anything to do with the new patch, feel free to remove my post.
  18. New client patch!

    Turqoise color bug in the new patch file - it's white instead of blue. The location is Glacmor Caves. I haven't changed anything - just ran the game from the patch file instead of el.exe.
  19. First of all - you are doing a great job with the encyclopedia. I always download your updates from freepository. Second - I hope this is the right forum for this question, as it deals with the encyclopedia. Now, like I said, I always download the latest encyclopedia's updates from freepository.com and put it in the right directory. The problem is that sometimes the latest files I just downloaded are overwritten by older ones from the auto-update function. I can disable the auto-update function, but then I won't get the knowledge (book list update). So my question is - is there a way to control the auto-update, so I would still get the knowledge update, but the newer encyclopedia files won't be overwritten by older ones? I can see that the files.lst file also updates automatically, and I assume that based on that file, the rest of the files get updated (as far as I understand it, the encyclopedia files' MD5 hashes are checked and if they don't match the ones on the list, the file is downloaded from the server). So, is there a way to somehow set the MD5 hashes values in such a way so I would get both the knowledge.lst updated file, and yet keep the newer encyclopedia files? Thank you.
  20. Calling all manufacturers!

    I know why people reset - they need to adjust their p/c to their a/d so they could get the most out of fighting each creature. Having too much p/c and the battles end fast, giving you little exp, having too little p/c, you won't be able to hit, and you'll get hit a lot, and probably die. Also - it's used to get rid of the perks you took. The problem is that people think taking a lot of p/c would make them better fighters, and it's wrong - high p/c is only good for PKing and very high level monster fighting, but fighters keep putting their ppts into p/c, and that's why they have to keep resetting. I have read his post - he told me to go train my a/d until I'll be able to fight yetis with no armor, and I told him that if he could do that, good for him, but he shouldn't expect people to be able to do the same. Most non-fighters would probably never be able to fight anything better than fluffies. Let me tell you something - I got 4 MM cloaks, 3 BP cloaks, 1 mirror cloak, around 15 serpent stones, 2 titanium chainmails, a lot of books, a lot of swords (mostly iron and iron broad swords), and a lot of money just from monsters drops. Like I said, I paid for my first CoL (63Kgc) with just the money drop. And I'm only able to fight monsters up to ogres (I went from female goblins to female orcs, to male orcs, to trolls, to ogres), so don't tell me there isn't profit in fighting. As for a/d being better than other skills - I already said I meant that in the same time you can gain more exp fighting than doing anything else. Look at my stats - my a/d is 66/73, which are my highest skills, while the other skills are lower (well, harvesting is 73, because I've trained it up to level 70, but you must agree you can get more exp fighting then harvesting), and I don't even fight that much. I wish my other skills were that high. True - all players have to invest in their character to make it better. The point is fighting gives profit much faster than the other skills, as almost everything dropped from creatures has some value. And there is profit in all productive skills, but you just have to work for it, that is - do everything yourself, because if you buy ingredients you can make yourself, you WILL lose money. With fighters you just buy armor and weapons and maybe HEs, go fight, and sometime you have you repair or even buy new armor and weapons. There are other differences, such as fighters can just find their spawn spot, while manufacturer have to run around getting ingredients, but that's not what this thread is about. As for crafters - they probably have the best steady income in the game, but like all other skills - you have to work for it. In fact, I've raised my crafting skills way too high than I ever expected just to make money. The problem there is you have to work days in advance to make such a profit (do you have any idea how long it takes to harvest 4000 sapphires, 4000 blue quartz and 2000 emeralds and mule them to storage, then go make the WEs, then go buy the sand paper, then polish the gems? I do - days). like I said - if you spend the same amount of time working on raising you manufacturing skill (getting all the ingredients, doing the alchemy, and then doing the manufacturing itself) and on fighting, I'm sure you'll gain more exp fighting. Oh, and you said fighters are rich - how did they get so rich if there is no profit in fighting? Tell me, I would like to know that, so I would do the same .
  21. El item stats

    Sorry about this - I'm not a native English speaker, so some grammatical errors are to be expected, especially when there is only one letter difference, and the words belong to the same family (one is the verb and the other is the noun). Back to topic - may I ask what other data is collected in your database/files? For example - are you able to know how many FEs were made by each player every day? How many flowers did a player pick in a certain day? How many people and creatures were killed by a certain player? How much money did a player get from drops? I think it would be at least funny to see stuff like who is the "victim of the day" - the player who got killed most times in the past 24 hours, who is the "slayer of the day" - the player with the highest numbers of players kills, "Mother Nature's target" - the player who lost most HP from harvesting events, "the luckiest player of the day" - the players who found most rare stones, and so on. But again - it's all based on the kind of information you collect in your database files.
  22. El item stats

    Like I said before - changing the break rate/chance of making a rare item/chance of finding a rare stone won't affect the items those inactive players hold, and would only "hurt" the active players (there would be less active rare items in the game). This is just my own point of view of course, and you, Entropy, probably know better, but I hope you reconsider the source of your data, based on which you makes such decisions. I also have another suggestion - remove players who haven't logged in for the past 6 or 12 months from the main database, and move them to some sort of an archive database. If one of those players decide to log on again, s/he will have to reactivate his/her account, which will move his account from the archive database to the main database. This would make the main database lighter, which would allow the server run better. This is just a suggestion.
  23. Calling all manufacturers!

    To masterpiter 1. Please write my nick name correctly. 2 .Don't quote just part of what I wrote - I said A/D are the best skills in the game, but that's OK, because this is a fighting game. I didn't "bitch" about that a/d system, I just wrote my point of view. 3. My a/d is 66/73, as written, and I do train those skills, but this is not my goal - I use the ppts I get to raise nexuses needed for manufacture and other productive skills. However, my goal is not to become a fighter (which I assume you are), and so my p/c is low, and I can only fight ogres with my stats, and only with armor. Fighters with the same a/d levels would probably be training on fluffies or even higher level monsters. I can't do that. I know I will probably never be able to fight anything stronger than fluffies, and even then I'll need good armor and a lot of luck. Fighters on the other hand can go on and fight stronger and stronger monsters, and in time - get better drops, which I will never be able to get on my own. 4. I meant a/d are better skills than the rest because if you spend the same amount of time, you'll gain a lot more levels fighting then working on making something. 5. I hardly support my fighting with my other skills, other than with HEs (alchemy). If you have a problem with that, I suggest you go train your other skills to support your fighting. 6. If you can fight yetis without any armor - good for you, but don't expect other players to be able to do the same. If you need high level armor and weapons to fight high level monsters, don't expect us to feel sorry for you - like Lorck said - higher risk, higher gain. 7. The entire point of this thread is to talk about the loss of money cause by training the productive skills. True, you need money too for armor and weapons to train fighting, but you need even more money to train the other skills (very few items can give you profit). In fact, I've bought my first CoL mainly by fighting trolls (they have good money drop) and not by making and selling stuff. 8. If you need to keep resetting your characters, it seems you're playing the wrong way - you need to choose your course, and then stick with it. You don't have to spend every ppt you get right away on p/c. If you have to reset because you made the wrong choices and you lose 400 million exp - it's your problem, not everyone else's. I personally didn't do a single reset, but maybe because I understand how this game works... In fact, I really hope Entropy would one day decide to make drops based on OA level, which might finally teach players to play right from their first try. 9. Talking about rostogol stones - sure they are expensive, but they can protect you from losing your items when you die, and even if you don't have one, there is always a chance your DB would still be where you died, or you can even have someone back you up and get it for you. There is no such thing for manufacturers - if you get a critical failure, you will lose all the ingredients, and those could be very expensive (EFEs, hydro and wolfram bars and so on).
  24. Calling all manufacturers!

    1. I agree the money in the game is just a mean to the end (buying books, armors and so on). 2. Manufacturing, as well as other item-producing skills, are much harder to train than a/d. In fact, my a/d is 66/73, and I think I spent more time manufacturing then fighting (including the time needed to make all the ingredients needed). This makes it A/D the best skills in the game, and it's OK, as this is basically a fighting game. 3. This also means that if you need money, you better go fighting than do anything else. This makes A/D not only the easiest skills to train, but also the most profitable skills in the game. Oh, and add to this the fact you train both skills at the same time (you get both attack and defense exp when you fight). 4. As people are "pushed" into fighting, there are most drops in the game, and this caused Entropy to change the drop rates of items, the break rate of items (see the NMT cloak case), and even the chance of making EFEs. Now, there ways to solve all this (like making classes and limiting different items to certain classes, as well as changing the drops from monsters), but I don't thing Entropy would like that...
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