Entropy Report post Posted March 11, 2010 !!!!!!!!!!ONLY DOWNLOAD AND INSTALL THIS IF YOU HAVE THE NEW, ALPHA TEST CLIENT, WHICH IS AVAILABLE FROM HERE: http://www.eternal-lands.com/forum/index.php?showtopic=52448 !!!!!!!!!!!!!! ALSO ONLY DOWNLOAD IF YOU ARE ACTUALLY GOING TO HELP US TEST! Ok, now that we got this out of the way, you can download the patch for the alpha client here: http://www.eternal-lands.com/EternalLands-new.rar Unrar in in such a way to overwrite the previous files (in the root of the EL dir). This should solve many map problems. Share this post Link to post Share on other sites
Fedora Report post Posted March 11, 2010 alt+d does not hide emotes window if that's the only window open. Corrected and committed. There are some minor things about the new emotes: * you can jump while on horse * waving, cheering, clapping while running look weird (at the end of animation you are running with arms parallel to the body for a noticeable amount of time) * clapping with a two handed weapon looks like harakiri Share this post Link to post Share on other sites
Roja Report post Posted March 11, 2010 Ah, yes Fedora I was wanting to ask you, how do you make it so you don't use a certain emote while in a certain position? Share this post Link to post Share on other sites
lucifer_wn Report post Posted March 11, 2010 (edited) Hi, thank you for all work and sorry for my mistakes (i'm spanish). I was in WS 303. 753, i tried click on banner/flag and i couldn't enter in NC. I didn't have message about it. EDIT: Sorry other player say me that it's a error me. She could enter Edited March 11, 2010 by lucifer_wn Share this post Link to post Share on other sites
asgnny Report post Posted March 11, 2010 Hi, thank you for all work and sorry for my mistakes (i'm spanish). I was in WS 303. 753, i tried click on banner/flag and i couldn't enter in NC. I didn't have message about it. EDIT: Sorry other player say me that it's a error me. She could enter I will have to do some more testing later, however I can't seem to use the flags either, with the new data. Nothing in error_log.txt. A diff between the old and new entrable.lst file just yields 146a147 > /house40.e3d I tried putting back the original alpha files, restarting my client, and caves & flags once again worked. Replacing with the patch files again once again resulted in my not being able to enter. Share this post Link to post Share on other sites
DibClark Report post Posted March 11, 2010 Hi, thank you for all work and sorry for my mistakes (i'm spanish). I was in WS 303. 753, i tried click on banner/flag and i couldn't enter in NC. I didn't have message about it. EDIT: Sorry other player say me that it's a error me. She could enter update: can't get into the ws coal cave too switching to previous version... Share this post Link to post Share on other sites
Fedora Report post Posted March 11, 2010 (edited) Ah, yes Fedora I was wanting to ask you, how do you make it so you don't use a certain emote while in a certain position? Just don't define the corresponding tag. However, while looking into it I found a bug so that running and walking tags were handled the same Corrected and committed to cvs. EDIT: Also corrected another bug in emote filter code. Now all local chat lines containing emote commands ONLY can be filtered out (antispam). Tnx Eadric and Raistlin for finding it. Edited March 11, 2010 by Fedora Share this post Link to post Share on other sites
Roja Report post Posted March 11, 2010 Ah ok..because I didn't define the tag(you can see in the xml), so it also happens with held then too. Share this post Link to post Share on other sites
Fedora Report post Posted March 11, 2010 Ah ok..because I didn't define the tag(you can see in the xml), so it also happens with held then too. Yes, it works like this: <tag> (without parameters) sets that animation BOTH for held and not held <tag held="true/false"> sets that animation for held OR not held parameters are set following the order of tags, so a <tag held="false"> followed by a <tag> redefines the held animation too. Share this post Link to post Share on other sites
korrode Report post Posted March 11, 2010 I tried putting back the original alpha files, restarting my client, and caves & flags once again worked. Replacing with the patch files again once again resulted in my not being able to enter. Confirming for WS->NC flag and WS coal cave. CVS <1hour old. I tried replacing map2.elm(.gz) with the one from the alpha1 data, and the flag to NC and the cave started working again. It is the same on the test server too. The flag and cave don't work there with the newest WS ELM either. Share this post Link to post Share on other sites
Ermabwed Report post Posted March 11, 2010 (edited) You also can't change WS -> TG, WS -> MM, WS -> PL, WS-> SK, WS -> Tirnym, nor can you enter the defense goddess temple or the "underground". The "C2-House" didn't work, same for blacksmith in Lakeside and some houses I checked in Tirnwood, some houses in Grahm's village did work (such as the tavern). Boats to/from WS work. Edited March 11, 2010 by Ermabwed Share this post Link to post Share on other sites
korrode Report post Posted March 11, 2010 Also just another quick reminder about a lack of spells.xml being included in the data. I realise it's not a pressing issue, just reminding. What i believe to be the finalised spells.xml is here if you don't have it handy: http://www.paradoxcomputers.com.au/elcvs/data/spells.xml Share this post Link to post Share on other sites
Roja Report post Posted March 11, 2010 Ok just use the old whitestone map (map2.elm), we'll revert back to that. Share this post Link to post Share on other sites
Ermabwed Report post Posted March 11, 2010 (edited) In Vermor Castle, standing at 147, 32 (at the door to downstairs), looking north east you see other rooms (well, 2 areas with gray vertical bars). EDIT: Vermor Castle, Castle Insides [56,67]: gap between wall and floor, the side of that area with the crates is also buggy. EDIT2: VC, Castle Insides [112,115] the wall is moved a few pixels to one side, resulting in a gap on one side and a slight overlap on the other. Similar wall/floor problems in the corner with the cage (which you can't enter) just a few steps down the hall from previous error, as well as at [100,108], [100,102] and the whole of the opposing wall EDIT3: 131,78--71, same as above EDIT4: 147,113 and 155,125 same Edited March 11, 2010 by Ermabwed Share this post Link to post Share on other sites
Raz Report post Posted March 11, 2010 I could not harvest the branches by store in ev. Pick icon came up - but no message and no harvesting. Can harvest ok ok IP Share this post Link to post Share on other sites
Ermabwed Report post Posted March 11, 2010 (edited) You might want to check the middle of the bridge in Unolas temple (from Vermor Castle, compass says White Stone [119,262]: different height of the stones and on one side there's a full thingy (looks like the top of a box with an white circle on it) whereas the other side's has a side missing. There's also a (larger than usual) gap between the 2nd and 3rd stone coming from "outside". Edit: the walls on the side of the "altar space" aren't correct: edges don't meet the front wall pieces. Edit2: at the foot of the stairs (118,228 and 123, 228) there's no back wall/there's a large gap between lava and floor. Edit3: 148, 233: gap in wall Edit4: 147, 239: overlapping wall pieces: flickering Edit5: 91, 251: gap and misaligned wall pieces, also there: gaps between floor, "moat wall" and wall. Edit6: the "moat" wall ond the floor on the outside side, don't meet all along the "moat". ok, new map: edit7: Nordcarn 129,122: You can't enter the tavern from this side ("You are too far away from the door"), exiting through that door works. Edited March 11, 2010 by Ermabwed Share this post Link to post Share on other sites
Hubi Report post Posted March 11, 2010 Isla Prima - house with the door in position [89,105] can be entered / left from [82,92] - house with the locked door at [81,111] sends avatar to [81,118] when door is clicked. White Stone - in Lakeside Village there are Ninja holes near / under some corners of the houses. e.g. at [627,159] if you walk from [628,159] to [626,159] or at [627,154]; [620,159]; [620,167]; [627,167]. - in the Lakeside Village [600,151] outhouse, if you look at it you get - You are too far away! Get closer! Share this post Link to post Share on other sites
Ermabwed Report post Posted March 11, 2010 (edited) Check VotD at the boat to DP, just north of the gangway: below the planks is a white patch and the water goes under the walk way in a large area. One also sees the gangway going through the walkway planks. Edit: votd: starting at 113,110 at least going north to the bridge: there's a "gap" at the top of the bank edit2: the same is true going south and on the other side of the river at least in the area of 85,101 (the wall opposite to that spot also has a gap to the ground, it seems), just a quick note: there's also a number of errors with the banks. edit3: at 119,17: sharp edged green triangle between rock and sandy ground edit4: "ancient temple, votd": 166, 79: wall does not meet floor, same around 147, 88 and 140, 78 Edited March 11, 2010 by Ermabwed Share this post Link to post Share on other sites
Raz Report post Posted March 11, 2010 100,51 Ruins of Tirnym - door to cellar does not work Share this post Link to post Share on other sites
korrode Report post Posted March 11, 2010 100,51 Ruins of Tirnym - door to cellar does not work You need to test on the test server too Raz It works there Share this post Link to post Share on other sites
BlueButterfly Report post Posted March 11, 2010 Hi, thank you for all work and sorry for my mistakes (i'm spanish). I was in WS 303. 753, i tried click on banner/flag and i couldn't enter in NC. I didn't have message about it. EDIT: Sorry other player say me that it's a error me. She could enter That was me the other player i entered the NC. In other map i noticed another error in the green part near the wall was squared i will post an image later Some players in my guild also told that they couldn't enter the IP boat for the haidir rats quest Share this post Link to post Share on other sites
Canabtzedec Report post Posted March 12, 2010 Mud in the back of the NE 'Ogre' Cave in PV. From a distance, a rectangle in the 'top right' section (under the rocks I guess) displays as blue water. EVTR -front door of tavern does not work. -back door of tavern says 'You are not close enough' right beside it. -Kusamura Jungle flag dosen't work. -Alchemy school door dosen't work. -clicking on the statue beside the alch school says 'you are not close enough' right beside it. -Irsis flag dosen't work. -Willowvine flag dosen't work. -entrance to a cave at 355,155 dosen't work The 'red witch' cave does work. I checked all of 'em on the test server. To Piper, I'm on 28.8 wireless 'dial-up' and I noticed the lag increase too, and yeah there's more CPU use too, but I must say I'm VERY impressed it runs at all on my old crappy computer. The trees alone are worth it, lol. Share this post Link to post Share on other sites
marack Report post Posted March 12, 2010 VOTD Map-odd door VOTD Map-mountain not covering ground opening VOTD Map-floating fruit VOTD Map-floating book VOTD Map-door conflicting with awning supports IP Map-missing barrels Share this post Link to post Share on other sites
marack Report post Posted March 12, 2010 TG Map - water bed TG Map- stone+door TG Map - odd desk and bags on shelf TG Map - missing floor TG Map - misaligned doors TG Map - low ceiling TG Map - exit door to nonwalkable area TG Map - exit door to nonwalkable area 1 Share this post Link to post Share on other sites
marack Report post Posted March 12, 2010 WS Map - missing door WS Map - cant enter magic shop WS Map - cant enter arena TG Map - floating rock TG Map - stone over door MM Map - missing water tile Share this post Link to post Share on other sites