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Nogrod

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Everything posted by Nogrod

  1. You are in Nordcarn South Cave [59,176] Floating candle. Already reported in another post.
  2. Adding sounds to guildmap help

    I'm happy you got it working. The p9 client code works with both the new (p9) sound pack and the old sound pack (p8 and before). You might have encountered a problem creating a new map sound config entry because prior to the January 2021 fix in the old sound pack, the map IDs were not correct so if you were trying to use the map id for the GWaR map and your sound files were not fixed, that could have conflicted with another map sound entry in mapsfx_c2.xml. I'm not sure if this is what you encountered but I'm putting it here in case anyone else runs into trouble when creating new map sounds.
  3. Adding sounds to guildmap help

    This shows me that you're still using the old sound pack and possibly the old client. I recommend making sure both the client and maps sound pack are the 1.9.5p9 release. I copy and pasted this as-is into mapsfx_c2.xml and I do hear the waves splashing as soon as I enter the map. I also hear the forest sounds in other areas so at least we know that the guid map's sound config is working and the problem must be elsewhere.
  4. New client update available 1.9.5.p9

    I ran the Linux general installer. It worked without a problem. It even has sounds and music installed by default. The new fonts really stand out especially the pre-installed: ubuntu and roboto. I do recommend the monospaced versions for text alignment especially for console messages from bots. Thanks for putting this together bluap.
  5. Traitors Row

    From a roleplay perspective I very much like this. On the other hand, I don't like the idea of memorializing cheaters even if it's in infamy and it does not add anything to deter cheating. The best punishment is to erase any influence cheaters have on game. I'd be ok with a compromise: heads only last a few days before they rot away or the crows eat them. I think we have a server protocol to support this: server 3d objects. We have cal3d object files for individual heads but if we can get *.e3d files for static heads this might work (I might even be able to do this.) The "look at" or "use" functions could give the player's name and offense. We might need Burn to add some of those spikey poles we see in NRM to the VOTD docks to place the heads on.
  6. On Linux it's working for me. I performed the following steps: Backed up ~/.elc Downloaded Linux General Installer from page "New client update available 1.9.5.p8": http://www.eternal-lands.com/forum/index.php?/topic/61374-new-client-update-available-195p8/ Ran installer and installed to a new location -- /home/<user id>/eternal_lands_release so as to not overwrite my normal install. Downloaded and installed updated binary and data files from page "Client changes since 1.9.5p8 - to be kept up to date": http://www.eternal-lands.com/forum/index.php?/topic/61400-client-changes-since-195p8-to-be-kept-up-to-date/ Updated dat_dir in ~/.elc/main/el.ini to new installation location. Ran eternal_lands.sh, I get some warnings from el_config.c in main log but nothing that causes any problems. Went to Options->Server and checked "Use New Format To Save User Files (.json). Got some json_io.cpp errors like others did. Exited and re-launched client. Everything is working ok.
  7. Enriched Essences

    I like this idea and Burn has a good point on the result being an enrichment stone. From a roleplay perspective this could be an alchemy skill that extracts the enriching substance from enriched essences. Maybe it uses alembic as a tool to distill this enriching substance from the EEEs. In the short term a EEE/Enrichment Stone rate of 20 or higher might be ok but in the long run, after stored EEEs get used up, it should be 10 or slightly less based on the following math. The chances to produce an enriched essence per 10 second cooldown using Feasting Potion and with no pause from fails are as follows. 1) EFE: 1:1000 (10:10000. 10 FE per cooldown and 1/10000 chance of EFE per FE based on my experience) 2) EME: 1:1000 (5:5000. 5 ME per cooldown and 1/5000 chance of EME per ME based on my experience) 3) EEE: 1:120 (8.3:1000. 8.3 EE per cooldown and 1/1000 chance of EEE per EE based on my experience) The rate at which EEE can be produced per given time compared to EFE or EME is 1000:120 and this reduces to 8.333 EEE per EFE or EME.
  8. el screen

    the_grud, I know you mentioned that other programs are ok. Can you try with another program that is intesive on 3D graphics, preferably using OpenGL? I've seen similiar looking artifacts when my graphics card was dieing.
  9. EL Network Protocol Documentation

    If it's not a lot of work and brings programming talent to support the game I say sure. I looked to the client source code as the best reference to figure out how things work so having this there seems like a good fit to me.
  10. EL Network Protocol Documentation

    This would have been useful when fixing my bot code but I assumed it was long gone. I guess all I had to do was ask. Thank you bluap. This will definitely help going foward.
  11. I found a servere client sound bug

    You can set time_of_day_flags=0xffff and that sound should play at all times. The following definition is used for day and night in the mapsfx files: day = 0x007e = 0:30 - 3:30 night = 0x0f81 = 3:30 - 0:30 Here's a quick primer on how the flags work: The flags variable contains a 16 bit hexadecimal mask where the lower 12 bits represent the 12 half-hour intervals in a game day. Here is a table that maps each bit to the corresponding game time interval. Bit number: 0015 0014 0013 0012 0011 0010 0009 0008 0007 0006 0005 0004 0003 0002 0001 0000 Start time: 5:30 5:00 4:30 4:00 3:30 3:00 2:30 2:00 1:30 1:00 0:30 0:00 End time: 0:00 5:30 5:00 4:30 4:00 3:30 3:00 2:30 2:00 1:30 1:00 0:30 If you want to define specific times during which to play a sound, it's easier to start in binary, then convert the mask to hexadecimal. For example if I want a sound to play from 2:30-4:00 and then again from 5:00-5:30 I would set the bits to 010011100000. In hexadecimal this is 0x04e0.
  12. Greater feasting potion?

    There are several items that I mix in bulk where feasties are not enough. That said, there are a few options to suppliment the food requirements. Bones and toadstools have been mentioned. If you're unwilling to part with the pp for iedp, rabbit tokens work great for supplimenting toadstools on the very high food items that you're saving for special non-joule days, e.g. recycle day and schools day. Each of these food suppliments have some sort of extra cost associated with them. I can't imagine that the number of Greater Feasting Potions made by chance (even if the chances were relatively high such as on par with EMP and GHP) would be large enough to have any impact on existing food options so I see no harm in introducing this. At the same time, it seems that the only value this potion adds is the novelty value and that brief elation that you get when you mix a rare item.
  13. I absolutely agree with this for a few reasons: It's annoying to mixers who follow the rules. If you're a rule breaker, it's trivial to bypass this. I think anti-macro belongs on the server rather than in some screwy UI feature.
  14. More Mini Bosses!

    I like the idea of more minibosses. I don't like having random low-mid level creatures that mirror. If mirror is part of the package then I say no. I'm not someone who has voiced an opinion on the matter before but I have died from a random Female Gob mirror so I guess you can count me with the unmentioned.
  15. I found a servere client sound bug

    Pull request made. https://github.com/raduprv/Eternal-Lands/pull/111 I don't know how to fix this revi. You can get the updated xml files from github one the pull request merge is made. https://github.com/raduprv/Eternal-Lands/tree/master/dev-data-files/sound-xml
  16. I found a servere client sound bug

    Awesome!!! Now the question is: is this the "correct" fix and how does it get into game distribution?
  17. I found a servere client sound bug

    Hmm, works for me but I'll PM you another link.
  18. I found a servere client sound bug

    Attached here are the fixed files. Overwrite yours and the sounds should work. This was all manually edited so some testing is probably in order. mapsfx_c1.xml mapsfx_c2.xml
  19. I found a servere client sound bug

    I think it's an XML file issue. In sound.c there is a function setup_map_sounds (int map_num) that expects that map_num equals the the id value in the mapsfx xml file. This is not happening because map.c calls setup_map_sounds like this: map.c: setup_map_sounds(get_cur_map(mapname)); The function get_cur_map is provided the filename of the map file and returns an integer with the value of the index of map in the continent_maps array. map.c: int get_cur_map (const char * file_name) { int i; for (i=0; continent_maps[i].name != NULL; i++) { if (strcmp (continent_maps[i].name, file_name) == 0) { return i; } } return -1; } The order of the maps in the continent_maps array is determined by order of the map entry in mapinfo.lst. Therefore to fix this issue, the id of the map in the mapsfx files need to match the positional order of that map in the mapinfo.lst file. I tested this change in both my mapsfx xml files and it works!
  20. I found a servere client sound bug

    The client is finding the ogg files for background sounds. The problem is elsewhere. I don't hear background sounds in DP or VOTD but that's a symptom of the overall issue that background sounds DO play but they don't play in the expected locations according to the locations given in the mapsfx_c[n].xml files. Here the examples I've found so far: In Melinis sewer. Winter Wind plays but that should only be for SRM Mountains, Trassian, Hulda, IOTF, II, Irinveron, Glacmor, Iscalrith. In White Stone at the Isla Prima ship. Here the Wind01 sound is played but I only see Wind01 defined in mapsfx files for North Redmoon mountains. In Tarsengaard Insides. Here Desert01 plays but the only place on C1 that should play that is Tahraji Desert. I also turned on sound debug and when I hear background sounds I get output like this. add_stream: Started stream. Type: Background, Sound: 10, Cookie: 4, Source: 2, F ... Doing stream fade - stream: Background, sound: 10, fade: 1, gain: 0.050000
  21. I found a servere client sound bug

    From what i see, the environment backgroud sounds are played but I think they're played in the wrong places. For example, in Desert Pines I could get no environment background sounds to play. When I go to Melinis sewers, i get enviro-winter01.ogg playing which corresponds to Winter Wind background sound. Looking at mapsfx_c2.xml, Winter Wind is not a sound for the Melinis Caves map but it is for some of the snowy maps.
  22. Expiring bots

    Stub Paid 48B81961PN5883415
  23. At the risk of losing my favorite hidey hole: map2 You are in White Stone - Grahm's Village [104,195] If you sit down, you can completely disappear.
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