Jump to content
Eternal Lands Official Forums
Ravenod

Bugs On Maps

Recommended Posts

Flickering in Nordcarn on top of city walls at or around 168, 150.

 

Edited by Moon: Fixed.

Share this post


Link to post
Share on other sites

Walk-through lamp post in Portland at 271, 118.

Share this post


Link to post
Share on other sites
Rat/coal cave, 043,026. A lump of coal on the floor - harvestable, but also the tile is walkable (I can sit in the coal).

 

If coal is that soft, I shouldn't need a pickaxe :P

171713[/snapback]

Share this post


Link to post
Share on other sites

In Carmien Manor in the corridor with cell bars, a set of them is passable.

Dont need to walk around, it simply passes through them.

 

(If this was posted already im sorry)

Share this post


Link to post
Share on other sites
Nordcarn 128, 81

walkable hole under barrel

173410[/snapback]

This is already at page 1 by Ice...

 

And, walkable hedge in VotD ancient temple [112,63-113,63]

EDIT: Also, two hedges that don't touch each other at VotD temple[143,85]

EDIT2: Lol hences are hedges :P

Edited by Choris

Share this post


Link to post
Share on other sites

Sometimes the Female Orc spawns in VotD ancient temple, at [177,30]. That's inside a wall.

Also, many flickers and black holes at walls...

Share this post


Link to post
Share on other sites

I wouldn't worry too much about the female orc temple.. it may be replaced (or maybe they'll just add a whole other temple).

Share this post


Link to post
Share on other sites
Daxon: no that temple won't be replaced..why'd you think that? :)

174365[/snapback]

 

Ebul intuition. :)

Share this post


Link to post
Share on other sites
choris: what is a hence?

 

Daxon: no that temple won't be replaced..why'd you think that? :)

174365[/snapback]

Oops... Lol i meant hedge... :)

Share this post


Link to post
Share on other sites

About the orc temple map Roja.. you should go back through and put the regular black tile (NOT the NULL tile) around the border of the temple to cover up the parts that fall below the floor level. :) I'm a neat freak though. :)

Share this post


Link to post
Share on other sites

Testing the new CVS-Client (with some new mapfiles), I fell in a hole in Valley of the Dwarves [43,37] - the z-coord seems to be wrong for this location.

 

Edit: It's perhaps a general problem with the new Cal3d-client - here is a screenshot, where I am standing in a hole in WS (~1,5 MB):

Hole in WS

 

You cant see me ... the only way out was "#beam me" :-).

Walking thru this point is no problem (the char only disappears for a moment), but when I tried to find the exact position and stood idle at this position, there was no other way out for me.

Edited by Theben

Share this post


Link to post
Share on other sites
Morcrave Marsh, 184, 58, table flickers through ground

Edited by Roja: checked it out, didn't seem to be anything wrong.

136328[/snapback]

 

It flickers for me when i rotate the camera. When it's still it's fine

Share this post


Link to post
Share on other sites
It flickers for me when i rotate the camera. When it's still it's fine

178850[/snapback]

 

That's how you spot flickering, usually. :)

Share this post


Link to post
Share on other sites

this has just been bothering me.

 

why does having clouds on or off affect the light inside caves and houses? i dont believe that there are clouds, or a sun to make shadows of clouds inside of caves and houses.

Share this post


Link to post
Share on other sites

its just an effect that the game has, and its automaticly set for every map, they would need to change the programing to change that, and it doesn't really matter

Share this post


Link to post
Share on other sites

Not sure if this was posted:

 

Marsh flickering in Grubani. [Height Map Coords] 88, 334

Edited by Daxon

Share this post


Link to post
Share on other sites

I stepped into the portal in FotF and arrived in a black map (yes, yes, i know, i don't have that map yet). The only things in there were a few walls and doors and land tiles hovering above my head, and animals that had gotten trapped in there the same way i had. There was even a garg

 

Edit: never mind, i found that most of those were supposed to be there

Edit: found a mapbug in carmien manor, at [101, 79] theres a rock by the door here placed so you can see both sides of it -- the solid outside and the not-so-solid inside

Edited by Dunian

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×