elg3neral Report post Posted July 24, 2009 (edited) 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 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 February 6, 2011 by elg3neral Share this post Link to post Share on other sites
Choris Report post Posted July 24, 2009 (edited) 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 ) 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 July 24, 2009 by Choris Share this post Link to post Share on other sites
ChrisC Report post Posted October 8, 2009 i put the times just as elg3neral said, and i love it... thx a lot Share this post Link to post Share on other sites
Raz Report post Posted October 8, 2009 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. Share this post Link to post Share on other sites
rauch Report post Posted October 8, 2009 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. Share this post Link to post Share on other sites
kulysoft Report post Posted October 8, 2009 And perhaps can be included in the next release ;-) Share this post Link to post Share on other sites
Choris Report post Posted October 8, 2009 (edited) 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 October 8, 2009 by Choris Share this post Link to post Share on other sites
bugabear Report post Posted February 21, 2010 Has anyone ever pursued this? I searched but didn't find anything more current...or are my search skills fail? ~bug Share this post Link to post Share on other sites
korrode Report post Posted December 17, 2010 (edited) 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 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 January 30, 2011 by Korrode Share this post Link to post Share on other sites
Starlite Report post Posted December 29, 2010 Tried the "fix" and still resyncing like crazy, screen goes black when ppl are ranging Share this post Link to post Share on other sites
korrode Report post Posted December 29, 2010 (edited) 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 December 29, 2010 by Korrode Share this post Link to post Share on other sites
forever Report post Posted December 29, 2010 Well the issue is. In normal ranging situation, no resync. but if I start shooting someone while i'm being meleed. Resyncs galore. Share this post Link to post Share on other sites
Starlite Report post Posted December 29, 2010 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 Share this post Link to post Share on other sites
korrode Report post Posted December 29, 2010 Did this happen when Inf was in KF shooting while being melee'd, Star? Share this post Link to post Share on other sites
Starlite Report post Posted December 29, 2010 (edited) 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 December 29, 2010 by Starlite Share this post Link to post Share on other sites
korrode Report post Posted January 3, 2011 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. Share this post Link to post Share on other sites
Gordalf Report post Posted March 5, 2011 (edited) 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 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 March 5, 2011 by Gordalf Share this post Link to post Share on other sites
korrode Report post Posted March 5, 2011 P.S what's a fr00t? hope ya wont call ubuntu l4m3r ofc i will \o/ 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. :> Share this post Link to post Share on other sites
Panatella Report post Posted April 11, 2011 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... Share this post Link to post Share on other sites
Learner Report post Posted April 11, 2011 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! Share this post Link to post Share on other sites
Panatella Report post Posted April 12, 2011 (edited) 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 April 12, 2011 by Panatella Share this post Link to post Share on other sites
korrode Report post Posted April 12, 2011 (edited) 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 April 12, 2011 by Korrode Share this post Link to post Share on other sites
Panatella Report post Posted April 12, 2011 (edited) 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 April 12, 2011 by Panatella Share this post Link to post Share on other sites
korrode Report post Posted April 12, 2011 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. Share this post Link to post Share on other sites
Panatella Report post Posted April 12, 2011 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> Share this post Link to post Share on other sites