caladina
-
Content count
293 -
Joined
-
Last visited
Posts posted by caladina
-
-
Burn,
i'd like to ask you a favour, could you tell be the number of tiles high the rat and snake eye tavern is at the north face Sedicolis [51,43]
from trying to measure horizontal to vertical i'm thinking between 15 and 18 tiles high amusing the vertical tile height is the same as the horizontal tile length.
been a while since i done anything, main delema has been the scale, i want to do it big enough the detail will be fun to do, i've settled on 1cm square per game tile.
the other fun part was making the insides and outside of the taven fit to which i've done that now.
-
no words , very sad
-
Raptors,
these would make use of the cockatrice skin / model to save work in making a new art piece as that seems to be a big thing in the past.
these will be natural yellow monsters like the trice is, they dont ignore anyone, level or perks
they have a high a/d, should be hard to kill for a single player,
they should have speed hax permanent,
Drop? not important from my side, see 'reason for addition'
Placement, somewhere like ROT past, or other non daily map, the number of mobs would be like the density of 6 per size of ROT,
Reason for adding them, these on ROT Past will make for an interesting helper to invasions, being a yellow / natural monster, they will respawn rather than poof like a red top / invasion mob does,
Special ability, this might be the hard part requiring coding that might not exist or be possible?, the ability to know when another mob is in combat with a player, other nearby ones use the known location as a beacon and head to that square, like they do for range attacks.
During an invasion i can see these mobs being a right pita if the power level is set right so that if they mob a player they are something to be fearful of.
-
On 8/7/2023 at 6:05 PM, dopee said:Hey there, i noticed the domain seems to have sold. Is there a way to obtain the current spawn project so i can host it myself? Would be a shame to let it waste
its a shame to see them go for sure, they were a great help early on,
its not too hard to chase the spawns down and pin point them, bit more work involved on the bigger maps with more spawns though -
make day of the brave non removable, it has advantages and disadvantages in game therefore not just a bad day
-
2023 also paid for (24th may 2023)
-
which system are you on Aislinn, havent gotten mine to work, is there something you need to add
mac not available yet? -
I can see the stage and throne working as it is in a high council / general command type of way
if the powers to be used the throne and stage area to address the towns folk for something like council meetings
the stripper poles explain the lighting though lol
and for sure it makes no difference to game play stuff doesn't match up, just a headache if some muppet like me decides to turn it into a real world object,
Burn, is there any part of the el code my side where i could change a line to show grids or tile layers?
long shot i know
-
A quandary, i can make an accurate model of sedi tavern both the inside and outside but they don't match as they are two different maps with two different layouts, outside being a generic rectangle and the insides being an L shaped bigger building.
my plan is to have the top of the building removable to reveal the insides, this could be done as a miss match which would be game accurate but i have the idea of making the outside tavern match up with the insides in layout.
story wise the tavern at one point was extended into the building next to it which fits in with its layout, so that would work, the door can be relocated to match the insides.
oh and as for the scale, just sedi alone would be huge to get enough detail into the buildings and map to make it worth while, and hile sedi is one of the small maps the bigger maps like WS, IDA etc are 4 times as big.
-
would have helped if the insides of the buildings matched the outside shape lol, so weird stuff goin on there
probably the same builders that worked on the tardis! -
as i'm on mac and havent been able to access the map editor
would it be possible for someone who can to overlay the tile grid on the Sedi map so i can more accurately measure the buildings and other object foot prints for location and size
my next project is to build a scale model of the sedi map,
-
yeah, i don;t use speed hax myself but that is a good shout Aslinn
-
with the lags, if i'm moving i just lag for a few seconds if i'm afk or stopped moving i grue and disconnect,
while its mildly annoying few days back when i had three afk for recovering some ap they had all grued and disconnected which now looks like it was that that lead to the el files being corrupted and having to make a new file.
when i was playing this client and on the same comp (macbook 2021) i never had any grue / disconnects
-
Who needs Dragons................
......When you have cats to destroy cardboard castles.
Thomas II, our latest addition, had him few months now, my partner has a new job in a vets and Thomas was a rescue cat that had a broken rear leg, he has now had the rod out of it and is fully healed and a little monster.
-
the other thing i noticed i cant see an el.cfg in the new el thats running ok, i saw it in the old crashed one.
Thank You Ben for fixing the issue,
and thanks for the rest of you too
-
the game starts from the rules page and i can log in my character with the default settings and it doesn't crash, seems to run fine
after it run ok for a while i copied the item list file from the old eternal lands file and that went ok
i wont copy any thing else from the old el file until i hear from you
-
thats not something i understand, its above me
is this something that is wrong with my mac?
its been running fine for a few months and my gf's one is running fine
-
looking at the main log on both identical mac books, mine and my gfs, there is a point in which the main logs differ,
here is the point at which they differ,
the working client on my gf mac:
[07:20:02, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/interface.c:484] Info: Using hardwired continent overview maps: 2
[07:20:02, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/io/elfilewrapper.c:310] Error: Can't load zip file /Users/Loupie/Library/Application Support/Eternal Lands/unofficial_custom_clothes.zip
[07:20:03, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Client_State::Client_State::load(const char *):744 [/Users/Loupie/Library/Application Support/Eternal Lands/main/client_state.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Character_Options::Character_Options::load():587 [/Users/Loupie/Library/Application Support/Eternal Lands/main/character_options_cals_mule.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:30] Error: int JSON_IO_Character_Options::Character_Options::load():591 Failed to open [/Users/Loupie/Library/Application Support/Eternal Lands/main/character_options_cals_mule.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Quickspells::Quickspells::load(const char *, int *, size_t):260 [/Users/Loupie/Library/Application Support/Eternal Lands/main/spells_cals_mule.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Recipes::Recipes::open(const char *):66 [/Users/Loupie/Library/Application Support/Eternal Lands/main/recipes_cals_mule.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Recipes::Recipes::load(recipe_entry *, size_t, recipe_item *):100
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Counters::Counters::load(const char *, const char **, int *, size_t, struct Counter **):347 [/Users/Loupie/Library/Application Support/Eternal Lands/main/counters_cals_mule.json]
[07:20:24, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Channel_Colours::Channel_Colours::load(const char *, channelcolor *, size_t):471 [/Users/Loupie/Library/Application Support/Eternal Lands/main/channel_colors_cals_mule.json]
*******
and the same section from the client on my mac that doesnt work
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/interface.c:484] Info: Using hardwired continent overview maps: 2
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/shader/shader.c:123] Error: Compiling shader './shaders/new_water.vert' failed: ERROR: 0:1: '' : version '150' is not supported
[2023-01-31 07:18:32] Last message repeated 15 times
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/io/elfilewrapper.c:310] Error: Can't load zip file /Users/Loupie/Library/Application Support/Eternal Lands/unofficial_custom_clothes.zip
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:543] Info: Build vertex buffers for 'human female'
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:761] Info: Build vertex buffers for 'human female' done
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:543] Info: Build vertex buffers for 'human male'
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:761] Info: Build vertex buffers for 'human male' done
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:543] Info: Build vertex buffers for 'elf female'
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:761] Info: Build vertex buffers for 'elf female' done
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:543] Info: Build vertex buffers for 'elf male'
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:761] Info: Build vertex buffers for 'elf male' done
[2023-01-31 07:18:32, /Users/dev/Desktop/Eternal-Lands/actor_init.cpp:543] Info: Build vertex buffers for 'dwarf female'
if needed i can copy the entire message from here on on mine and the working one but its long and i don't know if i'm posting anything i shouldnt as its all above my head / knowledge
-
after talking to one of the el members in game
it is apparent the file channel_colors_harlquin_knight.json doesnt exist, wither it should or not i have no idea but on my gf similar mac the files all seem to be similar, neither having the channel_colors_harlquin_knight.json file
on her mac i can open the characters fine -
"contents of the client _state.json file"MW_windows_state last_height 1724 last_width 2304 achievements_window pos_ratio_x 1 pos_ratio_y 1 pos_x 0 pos_y 0 astro_window always_show_details true pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 871 pos_y 319 bags_window cols 5 pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 1015 pos_y 152 rows 10 buddy_window pos_ratio_x 0.9999998211860657 pos_ratio_y 1 pos_x 443 pos_y 260 camera x -45.003108978271484 y 0 z 296.52386474609375 zoom 4 chat_window pos_ratio_x 1.9999996423721313 pos_ratio_y 1.9953703880310059 pos_x 0 pos_y 0 console_window pos_ratio_x 1 pos_ratio_y 1 pos_x 0 pos_y 0 counters_window floating_flags 0 dialogue_window copy_excludes_newlines false copy_excludes_responses false pos_ratio_x 0.9999999403953552 pos_ratio_y 1 pos_x 683 pos_y 32 emotewin_window pos_ratio_x 0.9999998211860657 pos_ratio_y 1 pos_x 24 pos_y 262 help_window pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 195 pos_y 255 selected_tab 2 hud_indicators_window background_on false border_on false disabled_flags 0 pos_x 1874 pos_y 1682 relocated false hud_timer keep_state true info_window pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 762 pos_y 500 selected_tab 0 invent_window allow_equip_swap true auto_get_all true buttons_on_left false disable_text_block false dropall_nofirstrow true dropall_nolastrow true equip_grid_on_left false manual_size true mix_all true mod_click_any_cursor false pos_ratio_x 0.9999999403953552 pos_ratio_y 1 pos_x 455 pos_y 310 small_size false stoall_nofirstrow true stoall_nolastrow true item_lists_window active_list 0 disable_find false on_left true login have_language true rules_accepted true manu_window disable_keypress true pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 1907 pos_y 86 map_window pos_ratio_x 1 pos_ratio_y 1 pos_x 0 pos_y 0 minimap_window open_on_start false pos_ratio_x 0.761904776096344 pos_ratio_y 1 pos_x 2493 pos_y 1201 tiles_distance 88 opts_window pos_ratio_x 2 pos_ratio_y 2 pos_x 359 pos_y 108 overhead view_ether true view_ether_bar false view_health_bar false view_hp true view_names false quantities 0 1 1 10 2 150 3 1000 4 20000 5 50000 selected 0 quest_window hide_completed false list_left_of_entries false no_auto_open false pos_ratio_x 0.7619049549102783 pos_ratio_y 1 pos_x 1383 pos_y 96 quickbar_window draggable true pos_ratio_x 0.761904776096344 pos_ratio_y 1 pos_x 2243 pos_y 128 vertical false quickspells_window movable false pos_ratio_x 0.761904776096344 pos_ratio_y 1 pos_x 2184 pos_y 128 vertical true range_window pos_ratio_x 0.9999998211860657 pos_ratio_y 1 pos_x 667 pos_y 130 spell_window pos_ratio_x 0.761904776096344 pos_ratio_y 1 pos_x -1013 pos_y 740 start_mini false stats_window pos_ratio_x 0.761904776096344 pos_ratio_y 1 pos_x 1061 pos_y 573 selected_tab 3 storage_window auto_select true autoclose true disable_filter false pos_ratio_x 0.9999999403953552 pos_ratio_y 1 pos_x 1391 pos_y 393 sort_categories true sort_items true trade_window pos_ratio_x 0.9999999403953552 pos_ratio_y 1 pos_x 1437 pos_y 578 user_menus_window background_off false border_on true include_datadir true pos_x 100 pos_y 100 standard_window_position 0 title_on true use_small_font false window_used true watched_stats 0 5 1 0 2 0 3 0 4 0 lock_selection false -
Loupie/Library/Application Support/Eternal Lands/main/client_state.json]
[00:43:09, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:30] Error: int JSON_IO_Client_State::Client_State::load(const char *):748 Failed to open [/Users/Loupie/Library/Application Support/Eternal Lands/main/client_state.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Character_Options::Character_Options::load():587 [/Users/Loupie/Library/Application Support/Eternal Lands/main/character_options_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:30] Error: int JSON_IO_Character_Options::Character_Options::load():591 Failed to open [/Users/Loupie/Library/Application Support/Eternal Lands/main/character_options_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Quickspells::Quickspells::load(const char *, int *, size_t):260 [/Users/Loupie/Library/Application Support/Eternal Lands/main/spells_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Recipes::Recipes::open(const char *):66 [/Users/Loupie/Library/Application Support/Eternal Lands/main/recipes_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Recipes::Recipes::load(recipe_entry *, size_t, recipe_item *):100
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Counters::Counters::load(const char *, const char **, int *, size_t, struct Counter **):347 [/Users/Loupie/Library/Application Support/Eternal Lands/main/counters_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:32] Info: int JSON_IO_Channel_Colours::Channel_Colours::load(const char *, channelcolor *, size_t):471 [/Users/Loupie/Library/Application Support/Eternal Lands/main/channel_colors_harlquin_knight.json]
[00:43:15, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:30] Error: int JSON_IO_Channel_Colours::Channel_Colours::load(const char *, channelcolor *, size_t):475 Failed to open [/Users/Loupie/Library/Application Support/Eternal Lands/main/channel_colors_harlquin_knight.json] -
from the application support/eternal lands/log
[00:22:14, /Users/dev/Desktop/Eternal-Lands-1.9.6.0/json_io.cpp:30] Error: int JSON_IO_Channel_Colours::Channel_Colours::load(const char *, channelcolor *, size_t):475 Failed to open [/Users/Loupie/Library/Application Support/Eternal Lands/main/channel_colors_harlquin_knight.json]
-
Bluap, looking at your other reply to the crashing issue you mentioned the client_state.json file, thinking how the characters i can log in for a few moments before they crash out with the layout of the HUB being back to basic and looking at whats in the client_state.json file, it seems the client could be ignoring it as you say,
firstly how do i make that file available for you to see if its what you need here
and secondly you mention if the file is ignored it should run fine but my one still crashes anyway
this from the apple crash report, does it mean anything to any one?
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Codes: 0x0000000000000001, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFYTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [4470] -
When i open the main client, it has the name of my Knight, if i just put in the password the client crashes
If i remove the name and put in one of my other characters the game opens and i can breifly use that char, but none of the game settings are the remembered ones like the number of spell squares or the way i had the names and bars or the camera position
if i walk the character after a short while the window closes
when i do the same for the Knight that the client opens with, ie remove the name then retype it and put the password in it just closes without doing anything elseI tried downloading new launcher but the same thing happens
i tried it with and without rossetta does the same thing ( the new launchers never had rossetta option)?
The Ghost Ship
in Suggestions - General, Misc.
Posted · Report reply
possible new Giws
gwis message: A ghost ship has appeared
A ghost ship either appears at a dock or a current ship is used as the ghost ship, maybe this is now more washed out in colour / translucent like the phantom warriors are.
A player or players enter the ghost ship by clicking on its now pirate flag or other ghost related flag, as its an invasion maybe no change to the original boat is needed, as this would make coding a lot easier and the hunt to find the ghost ship a bit harder, and it will just be one of those things while the ghost ship invasion is on if you don't want to get caught out you don't risk getting on a ship for the short duration
Once you enter the relevant ship you get teleported to a ghost island with ghost mobs on it, this would be what ever makes it easiest for the team (developer ) to code eg maybe regular invasion mobs but ones not already / often used, not sure if just making a mob translucent is an easy process etc
The ghost island could be a current map unused in regular game play or what ever the developer decides in way of isolation
Main point is the entrant system would be run around to try and find the loc of the ship then its up to players to announce or try to kill as many as they can for themselves as is the current status of map giws,
Once the invasion is either over by kill or time the player on the island get teled back to ip or where ever the ghost ship was docked