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(Everyone!) Have you noticed an unwalkable spot? Post here!

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I'm currently going through and adjusting bad walkable tiles and such on the maps, in preparation for the 1.9.4 client release which we're getting very close to testing. (Actually, the maps and some minor fixes to new eye work are all that's left.)

 

I'm working my way through every map, looking for and fixing such issues, but that's a lot of maps and I can easily overlook something.

 

Don't have a forum account? I'm not in game much atm between working on maps and real life, so prefer you send e-mail over mercator: flamesworld@gmail.com or ask someone else to post here.

 

 

This is what I'm looking for:

 

1) Spots that you should be able to step/walk, but clicking on them does nothing.

2) Walking into trees, rocks, such.

3) Places you get stuck on hitting a tele nexus while harvesting. (Naralik bookseller location is already done.)

4) Floating objects... things like harvestable ores hanging in mid-air where they should be attached to a cave wall.

5) Height Issues - You find yourself *way* too high in a spot, or you find yourself falling into an invisible hole. (IotF area south of the igloos is already done.)

6) Very heavy flickering - This is an issue on most every map, and it would take months to fix them all. For these, please only report areas that are "really nasty" or they're in heavy traffic areas such as storages, near dailies, or on common walk-to-harvs paths. (I won't have time to deal with every tiny flicker in remote places.)

 

Please provide: The map, coordinates on or as close to the issue as possible, and what the problem is.

(i.e. "WS Tirnwood Underground at xxx,xxx there's an unwalkable spot)

 

 

 

 

Fixed for next release:

 

C2

 

- Aeth Aelfan: gloomy cave - 659,603 stuck position

- Aeth Aelfan: You are in Aeth Aelfan, the Elven Homeland [97,154] Can walk deep inside building through the wall

- Aeth Aelfan: You can walk through some of the spikes/palisades at around [84,273] and [68,282]

- Arius - Height issues throughout full path up to gypsum (due to design and heightmap limitations, this will never be perfect, but cleaned up a bit)

- Bethel: You are in Bethel [70,169] You can walk completely inside rock

- Bethel WE tree has a tele to a bad spot

- Bethel trice cave you can stand inside the rock pillar in the middle of the double arch, at Bethel Insides [75,39]

- EVTR - stuck on top of a rock @ 259,331 via teleport nexus

- Glacmor - Waveneck caves narrow passages and possible-get-stuck tiles in multiple locations

- Idaloran - FCW cave - walk into wall @ 70,28

- Imbroglio Islands [147,142] Can walk through the rock

- Irsis [193,142] you can walk through the fence.

- Irsis [51,85] (boat) feet disappear

- Iscalrith [40,39] walkable tile issue

- Iscalrith Dungeon [249,323] walk through snow bank

- Kusa - trice cave - unwalkable tile issues

- Kusa - unreachable harvestables (all possible height tiling adjusting done, by design not everything will necessarily be reachable on this map though more is now than before)

- Kusa/WVF tit cave - harvestable cleanup

- Kusa - Walk around when trying to enter temple

- Melinis - [26,214] walk into arch

- North Redmoon - volcano around 200,100 - some walkable tile issues

- North Redmoon - [260,47] Walk into rock

- Palon Vertas - blacksmith cave walkable tile issues

- Palon Vertas - messy water fountains by Morton

- Palon Vertas - at 350, 154 - near Valerian of daily quest (Xaque); you get stuck on hitting a tele nexus while harvesting.

- Palon Vertas - flowers around 270,24 out of reach

- Palon Vertas - dandelion stuck in tree - 358,162

- Palon Vertas - unwalkable tiles in 360,286 and 304,152 areas

- Palon Vertas - [307,224] Flowers are too far away for harvesting. (Some cleanup done, should be reachable but due to design no guarantees.)

- Palon Vertas - south cave - floating obsidian, coal in wall

- Palon Vertas - insides [383,42]: corridor 'behind' Thom's tavern -- you can walk 1 step through the door

- Sedicolis - Bad tele nexus landing location near sulfur

- Thelinor [337,40] several ugly see-through rocks (exp: 3D models for the rocks weren't designed to be used upside down or sideways, mapmaker made one go sideways and spammed it around... removed all I could find, difficult to see in editor as they can be invisible at certain angles. Replaced where deemed necessary for aesthetics or map function.)

- Willowvine Forest - [253,172] walk through a tree

- Zirakinbar - large unwalkable area at the piers

 

C1

 

- Desert Pines - recheck tent where monsters can get stuck on invasion spawn - 179,107 178,107 177,108

- Isla Prima - rocks @ 93,67 and 54,88

- Isla Prima - Levitation on rocks near Tut NPC

- Morcraven Marsh - All walkability issues and "holes" seem to be due to the server and client elm files not being the same. Will be fixed by default with client update. (Regardless, much work has been done on the walkable tiles on this map)

- Naralik - Spider spawning in house due to conflicting files in the client and server, fixed by default with client update.

- Naralik - Ardur platform gets steps going up to it again (fixed by Ace)

- Nordcarn [170,156] no walkable tiles (wall)

- Ruins of Tirnym - entire map has had a thorough walkable-tile cleanup

- Southern Kilaran: You are in Carmien Manor [145,131] rather ugly mid-air floating rock

- Tahraji - issue near fruit

- Tirnym Past - [101,60] when you click on the door you walk around the house before entering.

- VotD gold cave - blocked-off gold

- VotD gold cave 2 - 313,134 unwalkable - 256,276 walk through rock

- Whitestone - beach unwalkable area between [522,16] and [515,14]

- Whitestone - Lakeside Village [707,118] to [717,118] walk through bushes

- Whitestone [431,753] walk into mountain

- Whitestone - WSC Arena [41,44] can walk into the bench

- Whitestone - You are in White Stone City Sewers [40,281] (not part of sewer, loc info fix)

- Whitestone - room in castle that leads to sewer (with Gwen in it) - running around when clicking on ladder and sewer grate

- Whitestone - 259,686 house could be walked into, wood logs stuck in back wall

 

Other Maps

- Dung Portal Room: Add flags to outhouses to indicate where they go

 

 

To Check:

(Oh my...)

 

 

 

On Hold:

 

Won't/Can't fix:

- Iscalrith - difficult walking on parts of fort wall (would require additional building) - Was told not to change the fort, so no permission to do this

- Palon Vertas - "no water" in fountain @ 300,216 - layout makes it impossible without heavy redesign, no time for heavy redesign

Edited by Burn

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Palon vertas: blacksmith cave You are in a cavern [62,55] can walk almost through narrow passage, but only almost:P

Zirakinbar: You are in Zirakinbar Zirakinbar's harbor [264,94] big unwalkable platform.

Glacmor: You are in Glacmor - Cave [132,288] Another narrow passage cannot walk.

Bethel: You are in Bethel [70,169] You can walk completely inside rock

SKF: You are in Carmien Manor [145,131] rather ugly mid-air floating rock

Aeth Aelfan: You are in Aeth Aelfan, the Elven Homeland [97,154] Can walk deep inside building through the wall

Irinveron: many unwalkable tiles around lake banks, one bigger area on You are in Irinveron [404,401]






 

 

 

btw...how about opposite tiles, those what you can walk through, when you should not able to do so; You are in Irsis [193,142] you can walk through the fence.






Edited by Littlebig

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RbjZQNI.jpg

 

You are in Iscalrith [40,39]

 

None of the tiles leading to either the cave to my left or right are walkable. But if I click on the cave, my char will walk there and enter the cave.

I can't click walk on any of the tiles in front of me or the ones leading to either cave.

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I'll also accept requests like "floating items"... things like a piece of gold ore you see hanging in mid-air, not attached to the cave wall.

 

I'll update the first post with those things that I've dealt with. There's a lot of maps and I'm doing a lot of surveying and tweaking on each as needed so if I haven't done something it doesn't mean I missed it, more likely I just haven't gotten to that map yet.

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Often mapwalking from Portland to Naralik have I found some sort of invisible wall south east of Fort Hallgan.

I leave Portland and make the red mark at the Naralik sign.

If I happen to pass 254,152 to 260,152 do I stop walking even if the mark still are at the Naralik sign.

I can go forward 1 or more steps but only after I passed 253,144 to 260,144 can I make a new mark at the Naralik sign and start walking at it. (I can allways make the mark, but dont walk)

If you dont understand what I mean, contact me.

It has been like this for years.

Edited by Zamirah

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Many of the spots in Iscal Fort Wall are hard to walk on and you often walk opposite way when trying to move which is not good when walls become complicated.

Will send one place by email to Burn.

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IP

You are in Isla Prima [93,67]

stuck in the rock via tele nexus


You are in Isla Prima [54,88]

You are in Isla Prima [54,89]

2 walkable tiles on a rock in the water

probably not a bug, but since it is IP and a new player could get stuck via tele nexus it should be removed



VOTD

Gold Mine

You are in the Mynadar Gold Mines. [70,63]

Another non-bug but inconsistent.

There is a whole area with gold ore and lots of tiles that look like they should be walkable but are not.

I suggest either remove the gold ore there or remove part of the fence and make it walkable


Gold Mine Second level

You are in the Hidden Mines of Mynadar. [313,134]

Should be a walkable tile closer to the gold


You are in the Hidden Mines of Mynadar. [256,276]

You can walk through the block


RoT

all around the lake

there are several places with weird distance to the water

e.g.

You are in the Ruins of Tirnym [111,156] should be able to walk the area between tree/rock and water

You are in the Ruins of Tirnym [100,138] should be able to walk to the log



WS

Lakeside Village [707,118] to [717,118]

can walk through the bushes


Riven Sea beach

unwalkable area between [522,16] and [515,14]



What about ores that are hidden in walls? Can something be done about that?

Hidden as in you have to zoom and pan the camera so you look from behind/inside the wall.

I don't see a point in having these ores/minerals. Can they be removed?

Or at least get rid of the unreachable hidden ones? For example the hydro ore far back in the corner (you probably know which one i mean, don't have the coordinates)

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Mel by West gate. You can hit teleport while harv'ing impatiens (or Chrys??) that are near the gate on the outside and end up on the wall with no way down.

 

KJ trice cave has many many tiles round the edges of the cave and across the bridge that look like they should be walkable but are not

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Thanks all, keep them coming. I'll be occupied working on some other stuff for a couple days but I'll check everything posted here once I get back to it.

Two things I can comment on:

 

1) Zoot - Unlike random "holes" in rocks and trees, walls are valid map spots, so I can't block them from use. Some walls are only accessible by TTR spell by design, and there's nothing I can do about that.

 

I've cleaned up walkable tiles on KJ insides already so should be much better on next release.

 

2) Finja - Why do I get the odd feeling those are things only a pear hunter would think of... oh yeah... ;-)

 

Harvables stuck inside walls is mostly due to the map editor itself which I've noticed lends itself to accidently adding things, or the slightest movement of a rock or something can cause stuff to get buried. Although there's a couple minor locations I think it's intentional... "secret". Not the ones in spots that the same harvable is already accessible, i.e. the hydro you mentioned.

 

I'm aware of the same ones you are, possibly more. I cannot guarantee anything on getting them done though, as that's a humongous task. Each one would have to be done very carefully as it requires moving the rocks or whatever the item is stuck in, moving that item, and replacing everything exactly as it was before. A task that could take forever and as well be incredibly difficult in several spots.

 

I'm doing *some* of them, where it seems simple enough, only in locations where that same harvestable exists in the area. But can't guarantee others.

 

Pear hunting will always have that "unharvestable" chance anyway, and that won't change. It can appear in items that are in no-harv spots (flowers on the opposite side of the house at storage in PV) or are just unreachable (the various quartz on EVTR main)... I can't change anything that'll effect gameplay, and those quartz are intentionally unreachable.

 

So while some will get fixed where I'm able, there'll still be that situation.

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Updated my top post.

 

Some quick comments:

 

Saxum - Isca walls would require some rebuilding... As Isca is a special map due to invances, I'll have to discuss such a change with Ace or radu first.

 

Finja - RoT lake is already done (by Ace)

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Okay, everything reported (except the Isca walls, still need to discuss that with radu/Ace, up to one of them to decide) is checked and dealt with!

 

 

Anyone else got spots to report?

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INSTANCERS: I don't do instances, and unlike every other map, I'm not even looking over those maps as they're "special".

 

So if there's any map issues on an instance map, those definitely need to be reported or they'll be guaranteed to still be there in the next client.

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In Bethal trice cave you can stand inside the rock pillar in the middle of the double arch, at Bethel Insides [75,39]

 

I did wonder about the walls in Mel, but decided to mention it anyway. I used to take a couple of sets of ttr with me when training in Mel incase I got the DCW near there and so could do HHH too.

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Zoot:

- WS beach already reported and in my fixed list

- Bethel trice cave fixed

 

 

Inferno:

- SKF CM black bar walk... Nothing to do. I remember clicking was a bit odd there way way way way back when I trained there. However map-wise every single coordinate location on the bars is mapped for walkability so I can't do anything. A test walking there now showed no problems though.

Edited by Burn

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Okay, all is caught up.

 

I've updated the first post to order the list items based on continent and alphabetized primary map name. That should make it easier to see if something's already been reported/fixed.

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Not got the coords - but iirc Nethel WE tree has a tele to a bad spot

Also in sedic down the bottom right by the sulphur

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Dung portalroom:

I suggest moving the tele-in spot to the tele pad at [609,74]

Currently the dung teleporter takes you to one side of the room.

 

Could you add flags to the outhouses in there?

I get lost every time and I heard others have the same problem.

The Tab map provided by Olivine is nice, but it's so tiny i can barely read the text. Flags like in the normal portal room to indicate where the outhouse leads would really help.

 

Is the problem mentioned in this thread http://www.eternal-lands.com/forum/index.php?showtopic=59211 fixed?

Aeth Aeflan:
PK Area near the bridge
You can walk through some of the spikes/palisades at around [84,273] and [68,282]
Via Angler:
WSC Arena [41,44] can walk into the bench
Edited by Finja

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Could you add flags to the outhouses in there [dung portals room]?

I get lost every time and I heard others have the same problem.

 

I created a notebook entry for the DPR. Each time before I went into an outhouse in the DPR, I put a map marker labeled "A", "B", "C", etc., in front of the outhouse, then when I TPed out, clicked the compass icon and entered the information into the notebook. I haven't mapped out the entire DPR yet, but I know where outhouses I've already used go.

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I created a notebook entry for the DPR. Each time before I went into an outhouse in the DPR, I put a map marker labeled "A", "B", "C", etc., in front of the outhouse, then when I TPed out, clicked the compass icon and entered the information into the notebook. I haven't mapped out the entire DPR yet, but I know where outhouses I've already used go.

 

Yes, thank you. That's a good workaround, as well as mapmarkers. But while Burn is working on maps might as well fix this so we dont need workarounds ;)

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