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elg3neral

OMG! I whas killed by an Resync. :'(

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This post is approved by radu

 

 

For those Who like ranging, Or those who don't like Rangers ;)

 

To get rid of the resyncs you can change the duration of the ranging animation.

 

nono resyncs anim_bow1.xml based on 1.9.1 RC data

(i.e. it has animation timings for ranging while on horse (also modified for resync fixing)).

right-click and Save Link/Target As...

 

anim_bow1.xml

 

If you're a Windows l4m3r you wanna save it in:

(My) Documents\Eternal Lands\updates\1_9_1\actor_defs\

 

For Linux pr0s it's:

~/.elc/updates/1_9_1/actor_defs/

 

For Mac fr00ts it's:

i don't know :P

 

Create the directory structure if it doesn't exist.

("directory" mean "folder" kk new school windows ppl)

 

If the stock file gets changed again before 1.9.1 release i'll post an updated modified one.

 

EDIT:

This file is fine to use with 1.9.1 release, i modified the paths to reflect the correct location for 1.9.1 release.

 

the files

\Eternal Lands\actor_defs\anim_bow1

\Eternal Lands\actor_defs\anim_bow2

 

you can open these files in notepad then look at the 5 last lines.

 

<CAL_range_in duration="1000" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in>

<CAL_range_out duration="1000">./animations/player_bow_out.caf 1</CAL_range_out>

<CAL_range_idle duration="500">./animations/player_bow_idle.caf 1</CAL_range_idle>

<CAL_range_fire duration="1000" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire>

<CAL_range_fire_out duration="1000" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out>

 

 

you can change the duration , example

 

<CAL_range_in duration="500" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in>

<CAL_range_out duration="500">./animations/player_bow_out.caf 1</CAL_range_out>

<CAL_range_idle duration="250">./animations/player_bow_idle.caf 1</CAL_range_idle>

<CAL_range_fire duration="500" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire>

<CAL_range_fire_out duration="500" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out>

 

 

This will kill 99% of the Resycs.

changing this is ofc at your own risk, And now that the ranging animation won't be that smooth good looking any more!

 

greetings

Edited by elg3neral

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For those who don't want to make that many, partially unnecessary, changes (to revert them back to normal easier perhaps):

 

- editing anim_bow2.xml isn't necessary, because that's for the crossbow and there's (practically) no resyncs when shooting with crossbow anyway due to the slow shooting speed

 

- only changing the <CAL_range_fire duration="1000" is really needed (in my opinion) for reducing resyncs, but changing the others too makes the other animations play faster as well, and might make it look better (or worse :D)

 

But thanks for posting, that information surely will be useful for many people (I've heard of complaints of resyncing on PK while someone shoots as well :))

Edited by Choris

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Silly question....

Is this not a modification of the client and therefore illegal?

 

I have known this 'fix' for ages but not implemented for this very reason.

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If you take a look at the first post, you see this:

 

This post is approved by radu
.

 

So this change is an exception and allowed.

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And perhaps can be included in the next release ;-)

 

There are reasons why this isn't in the client (not even in CVS I think). One reason I know of, this isn't really a "bug fix".

More like a change in balance that makes one thing better (the resyncs) and another thing worse: the animations look a bit silly when they play much faster than intended.

This is just a temporary solution until someone can really get rid of the resync problem, or find a good balance between resyncing and animation speed.

These values were just guessed by some players players and tested to see that they greatly reduce resyncs.

 

And this isn't a modification of the client but only of a data file. As far as I know, many of them may be modified with your own responsibility (not reporting bugs caused by the changes), even though some files like .elm files shouldn't be modified at all.

Edited by Choris

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nono resyncs anim_bow1.xml based on 1.9.1 RC data

(i.e. it has animation timings for ranging while on horse (also modified for resync fixing)).

right-click and Save Link/Target As...

 

anim_bow1.xml

 

If you're a Windows l4m3r you wanna save it in:

(My) Documents\Eternal Lands\updates\1_9_1\actor_defs\

 

For Linux pr0s it's:

~/.elc/updates/1_9_1/actor_defs/

 

For Mac fr00ts it's:

i don't know :P

 

Create the directory structure if it doesn't exist.

("directory" mean "folder" kk new school windows ppl)

 

If the stock file gets changed again before 1.9.1 release i'll post an updated modified one.

 

EDIT:

This file is fine to use with 1.9.1 release, i modified the paths to reflect the correct location for 1.9.1 release.

Edited by Korrode

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Tried the "fix" and still resyncing like crazy, screen goes black when ppl are ranging

You sure you saved the file in the right place Star?

 

 

If you're a Windows l4m3r you wanna save it in:

(My) Documents\Eternal Lands\updates\1_9_0\actor_defs\

 

remember if the updates and 1_9_0 and actor_defs folders dont exist, you need to create them.

Edited by Korrode

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Tried the "fix" and still resyncing like crazy, screen goes black when ppl are ranging

You sure you saved the file in the right place Star?

 

 

If you're a Windows l4m3r you wanna save it in:

(My) Documents\Eternal Lands\updates\1_9_0\actor_defs\

 

remember if the updates and 1_9_0 and actor_defs folders dont exist, you need to create them.

 

yes im pretty sure, I followed the right path. I can see the file in that folder

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Well it was so hard to actually see as my screen kept going black. I even Had a hard time trying to walk out into votd.

Im certain that Inferno was ranging while us girls were attacking him and mufossa was ranging also.

Edited by Starlite

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Modified my previous post with correct paths for 1.9.1 release client.

 

@Star

You were re-syncing then not from 'normal' ranging but because Inf was ranging while in melee combat.

 

I assume you're not meant to be able to and radu will fix it server side.

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This post is approved by radu

 

 

For those Who like ranging, Or those who don't like Rangers ;)

 

To get rid of the resyncs you can change the duration of the ranging animation.

 

nono resyncs anim_bow1.xml based on 1.9.1 RC data

(i.e. it has animation timings for ranging while on horse (also modified for resync fixing)).

right-click and Save Link/Target As...

 

anim_bow1.xml

 

If you're a Windows l4m3r you wanna save it in:

(My) Documents\Eternal Lands\updates\1_9_1\actor_defs\

 

For Linux pr0s it's:

~/.elc/updates/1_9_1/actor_defs/

 

For Mac fr00ts it's:

i don't know :P

 

Create the directory structure if it doesn't exist.

("directory" mean "folder" kk new school windows ppl)

 

If the stock file gets changed again before 1.9.1 release i'll post an updated modified one.

 

EDIT:

This file is fine to use with 1.9.1 release, i modified the paths to reflect the correct location for 1.9.1 release.

 

the files

\Eternal Lands\actor_defs\anim_bow1

\Eternal Lands\actor_defs\anim_bow2

 

you can open these files in notepad then look at the 5 last lines.

 

<CAL_range_in duration="1000" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in>

<CAL_range_out duration="1000">./animations/player_bow_out.caf 1</CAL_range_out>

<CAL_range_idle duration="500">./animations/player_bow_idle.caf 1</CAL_range_idle>

<CAL_range_fire duration="1000" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire>

<CAL_range_fire_out duration="1000" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out>

 

 

you can change the duration , example

 

<CAL_range_in duration="500" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in>

<CAL_range_out duration="500">./animations/player_bow_out.caf 1</CAL_range_out>

<CAL_range_idle duration="250">./animations/player_bow_idle.caf 1</CAL_range_idle>

<CAL_range_fire duration="500" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire>

<CAL_range_fire_out duration="500" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out>

 

 

This will kill 99% of the Resycs.

changing this is ofc at your own risk, And now that the ranging animation won't be that smooth good looking any more!

 

greetings

 

Great Post, tyvm elg3n3ral & Korrode :)

 

P.S what's a fr00t? hope ya wont call ubuntu l4m3r ;)

Edited by Gordalf

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P.S what's a fr00t? hope ya wont call ubuntu l4m3r ;)

ofc i will \o/ :laugh:

 

nono rly the bunt's are just fine, i've been known to re-build packages out of launchpad PPA's on mi Debian boxes, great resource. :>

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since this can help lots of people who die in instance / pk, is it maybe possible to make a test on a CVS client with the suggested duration ?

 

In my case, i tried to apply this with the latest CVS, but still have lots of resync in instance when we are 4 fighters and 1 ranger...

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since this can help lots of people who die in instance / pk, is it maybe possible to make a test on a CVS client with the suggested duration ?

 

In my case, i tried to apply this with the latest CVS, but still have lots of resync in instance when we are 4 fighters and 1 ranger...

The issue is you need to get Entropy's permission for this change. In the past he and Roja have not like what it does to the animations to use it. If he blesses it, then it can go in, BUT NOT WITHOUT ENTROPY's PERMISSION!

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Sorry

 

i meaned: if any dev-team can include this to test on a CVS version...

 

i can't include or change or whatever on a CVS version (i'm so noob, can just download the CVS version). The thing is:

 

1) i downloaded the CVS source

2) compiled it on my system (linux 64)

3) applied the change to the xml on MY SYSTEM

4) nothing changed after restart

 

(Yes sorry for my bad english/explanation)

Edited by Panatella

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In my case, i tried to apply this with the latest CVS, but still have lots of resync in instance when we are 4 fighters and 1 ranger...

Some time back (around when WTF instance first came in) we observed resync issues when many people were attacking one mob even when the above changes were used. The only plausible reason I could see was that the mob's damage animation queue was getting backed up. I tried making changes to the the damage animation duration for the creatures it occurred on and iirc it did help... but considering the variety of instance/invasion creatures around these days, to set up in such a way that there'll be no resyncs for anyone would involve many changes... and they affect all mobs that use the same model (for eg. changes to mare bula damage animation duration also affect hobgoblins).

 

A better way to address this, rather than everyone fuxing with their .xml files, is to have the server or client drop the sending(server)/displaying(client) of any animation occurring within X time of a previous animation for the same actor.

 

Considering resync'ing can often = death, and death costs US$5 in EL, fixing the resync issues should be top priority, IMO.

 

 

EDIT:

@Panatella

Are you saying that you didn't experience resyncs in the same situation on non-CVS client?

Edited by Korrode

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i don't understand lots of things of programming, but i never never had resync ago. It was my first time of "multi-resync" yesterday. Maybe i can provide more informations ? What did you need to know about my client, OS, resolutions, options of animation ?

 

EDIT:

i never experienced resync on the same CVS client as of yesterday... maybe it was a "special" situation when i got resync

Edited by Panatella

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EDIT:

i never experienced resync on the same CVS client as of yesterday... maybe it was a "special" situation when i got resync

Maybe.

See if the behaviour is consistent in the same situation.

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EDIT:

i never experienced resync on the same CVS client as of yesterday... maybe it was a "special" situation when i got resync

Maybe.

See if the behaviour is consistent in the same situation.

 

Maybe i can help about that. It was only in the instance (80+). we killed some mobs as fighter AND with a ranger. First time it happens i didn't care but after lots of resync (after the 3th wave) i changed the XML file as suggested and restarted the client again. On the 4th wave i got the same resync again and again. (nothing changed)

I toke care to change the XML as root (also changed the usr/.......EternalLands/...xml file)

 

<CAL_attack_up1 duration="500">./animations/player_weap1.caf 1</CAL_attack_up1>

 

<CAL_attack_up2 duration="500">./animations/player_weap2.caf 1</CAL_attack_up2>

 

<CAL_attack_up3 duration="500">./animations/player_weap3.caf 1</CAL_attack_up3>

 

<CAL_attack_up4 duration="500">./animations/player_weap4.caf 1</CAL_attack_up4>

 

<CAL_attack_up5 duration="500">./animations/player_weap5.caf 1</CAL_attack_up5>

 

<CAL_attack_up6 duration="500">./animations/player_weap6.caf 1</CAL_attack_up6>

 

<CAL_attack_up7 duration="500">./animations/player_weap1.caf 1</CAL_attack_up7>

 

<CAL_attack_up8 duration="500">./animations/player_weap2.caf 1</CAL_attack_up8>

 

<CAL_attack_up9 duration="500">./animations/player_weap3.caf 1</CAL_attack_up9>

 

<CAL_attack_up10 duration="500">./animations/player_weap4.caf 1</CAL_attack_up10>

 

<CAL_attack_down1 duration="500">./animations/player_weap1.caf 1</CAL_attack_down1>

 

<CAL_attack_down2 duration="500">./animations/player_weap2.caf 1</CAL_attack_down2>

 

<CAL_attack_down3 duration="500">./animations/player_weap4.caf 1</CAL_attack_down3>

 

<CAL_attack_down4 duration="500">./animations/player_kick1.caf 1</CAL_attack_down4>

 

<CAL_attack_down5 duration="500">./animations/player_kick2.caf 1</CAL_attack_down5>

 

<CAL_attack_down6 duration="500">./animations/player_kick3.caf 1</CAL_attack_down6>

 

<CAL_attack_down7 duration="500">./animations/player_kick4.caf 1</CAL_attack_down7>

 

<CAL_attack_down8 duration="500">./animations/player_kick5.caf 1</CAL_attack_down8>

 

<CAL_attack_down9 duration="500">./animations/player_kick7.caf 1</CAL_attack_down9>

 

<CAL_attack_down10 duration="500">./animations/player_kick10.caf 1</CAL_attack_down10>

 

<CAL_range_in duration="900" sound="Bow In">./animations/player_bow_in.caf 1</CAL_range_in>

 

<CAL_range_out duration="900" sound="Bow Out">./animations/player_bow_out.caf 1</CAL_range_out>

 

<CAL_range_idle duration="500">./animations/player_bow_idle.caf 1</CAL_range_idle>

 

<CAL_range_fire duration="900" sound="Bow Fire">./animations/player_bow_fire.caf 1</CAL_range_fire>

 

<CAL_range_fire_out duration="900" sound="Bow Fire Out">./animations/player_bow_fire_out.caf 1</CAL_range_fire_out>

 

 

 

<CAL_range_in_held duration="500" sound="Bow In">./animations/player_bow_in_held.caf 1</CAL_range_in_held>

 

<CAL_range_out_held duration="500" sound="Bow Out">./animations/player_bow_out_held.caf 1</CAL_range_out_held>

 

<CAL_range_idle_held duration="200">./animations/player_bow_idle_held.caf 1</CAL_range_idle_held>

 

<CAL_range_fire_held duration="500" sound="Bow Fire">./animations/player_bow_fire_held.caf 1</CAL_range_fire_held>

 

<CAL_range_fire_out_held duration="500" sound="Bow Fire Out">./animations/player_bow_fire_out_held.caf 1</CAL_range_fire_out_held>

 

 

 

<CAL_attack_up1_held duration="500">./animations/player_horse_playerattack1.caf 1</CAL_attack_up1_held>

 

<CAL_attack_up2_held duration="500">./animations/player_horse_playerattack2.caf 1</CAL_attack_up2_held>

 

<CAL_attack_up3_held duration="500">./animations/player_horse_playerattack3.caf 1</CAL_attack_up3_held>

 

<CAL_attack_up4_held duration="500">./animations/player_horse_playerattack4.caf 1</CAL_attack_up4_held>

 

<CAL_attack_up5_held duration="500">./animations/player_horse_playerattack5.caf 1</CAL_attack_up5_held>

 

<CAL_attack_up6_held duration="500">./animations/player_horse_playerattack1.caf 1</CAL_attack_up6_held>

 

<CAL_attack_up7_held duration="500">./animations/player_horse_playerattack2.caf 1</CAL_attack_up7_held>

 

<CAL_attack_up8_held duration="500">./animations/player_horse_playerattack3.caf 1</CAL_attack_up8_held>

 

<CAL_attack_up9_held duration="500">./animations/player_horse_playerattack4.caf 1</CAL_attack_up9_held>

 

<CAL_attack_up10_held duration="500">./animations/player_horse_playerattack5.caf 1</CAL_attack_up10_held>

 

<CAL_attack_down1_held duration="500">./animations/player_horse_playerattack1.caf 1</CAL_attack_down1_held>

 

<CAL_attack_down2_held duration="500">./animations/player_horse_playerattack2.caf 1</CAL_attack_down2_held>

 

<CAL_attack_down3_held duration="500">./animations/player_horse_playerattack3.caf 1</CAL_attack_down3_held>

 

<CAL_attack_down4_held duration="500">./animations/player_horse_playerattack4.caf 1</CAL_attack_down4_held>

 

<CAL_attack_down5_held duration="500">./animations/player_horse_playerattack5.caf 1</CAL_attack_down5_held>

 

<CAL_attack_down6_held duration="500">./animations/player_horse_playerattack1.caf 1</CAL_attack_down6_held>

 

<CAL_attack_down7_held duration="500">./animations/player_horse_playerattack2.caf 1</CAL_attack_down7_held>

 

<CAL_attack_down8_held duration="500">./animations/player_horse_playerattack3.caf 1</CAL_attack_down8_held>

 

<CAL_attack_down9_held duration="500">./animations/player_horse_playerattack4.caf 1</CAL_attack_down9_held>

 

<CAL_attack_down10_held duration="500">./animations/player_horse_playerattack5.caf 1</CAL_attack_down10_held>

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