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RallosZek

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Posts posted by RallosZek


  1. Some additional things:

    • -DNEW_FRUSTUM is pretty much needed to run the game and needs -DBUG_FIX_3D_OBJECTS_MIN_MAX. Symptoms if this isn't compiled: cursor offsets while trying to talk to npc's.
    • # OpenAL and Alut were split in ports
      .if defined(WITH_FREEALUT) || exists(/usr/local/bin/freealut-config)
      LDFLAGS+=`freealut-config --libs`
      .endif
       
    • If you've installed from port, -DAUTO_UPDATE is only useful after chmod -R g+w /usr/local/share/el (or playing as root, but eh.....indeed)
    • -DNEW_TEX is also safe and recommended :P
    • there's some legacy stuff about being able to compile without cal3d, haven't been able to since 1.1.2, so safe to delete that bit.

    Above uses Makefile.bsd, not bsdg, as I have no knowledge of gmake.

     

    Patch on normals.c, if you use the TERRAIN feature:

    Index: normals.c

    ===================================================================

    RCS file: /cvsroot/elc/elc/normals.c,v

    retrieving revision 1.9

    diff -u -r1.9 normals.c

    --- normals.c 19 Oct 2005 22:22:53 -0000 1.9

    +++ normals.c 6 Dec 2006 23:59:28 -0000

    @@ -6,7 +6,10 @@

    */

    #include <stdlib.h>

    #include <string.h>

    +/* BSD malloc is in stdlib.h and now throws a compile error */

    +#ifndef BSD

    #include <malloc.h>

    +#endif

    #include <stdio.h>

    #ifdef MAP_EDITOR2

    #include "../map_editor2/global.h"


  2. On a sidenote: interesting how when an explanation is given as to the purpose of the topic, there is griping and flaming etc, but the moment Entropy posts saying the poster was correct, it stops.

    I'd say an apology is due, but I know it's useless to suggest.

     

    Or maybe re-read the forum pm I sent to MilesP, quoting exactly that FreeBSD entropy is interrupt based.....

     

    Rather then looking for a bias in the numbers generated, I'd look for the relation with the number of interrupts generated. So, `uptime | grep load` and bandwidth relations. Nightly backups and other periodics generating a lot of disk io (man page index, locate.db etc) and high number of online users might be similar things to look for. If you pack this together, you should be able to view the spikes on similar points, when viewed over time (I'd say over a week), whether the spikes are related to 'low' ammount of interrupts (more likely) or high.

     

    This you can't however do, by random posts. Needs logs, since you still can't analyze a bias with biased and low sampled data.

     

    I've browsed a bit through previous threads and seen how some are hijacked or spammed :D, so I can see why you're getting upset. Believe it or not, that wasn't my intention.


  3. Of course it can. Immunity to BroD doesn't mean immunity to it's accuracy and hit abilities, therefore, it is possible to break the cape normally, followed by BroD effect.

     

    It reduces the chance though.

     

    [edit]

    Btw, does this give a local message if they BroD/BoD went off but opponent is immune? Would be nice to see (for laughs and research)

    [/edit]


  4. Indeed. It was easy to see, how ideals get corrupted overtime due to interpretation.

     

    Many questions didn't have an appropreate answer for me, because of the classical conflict between absolute freedom and the consequence of hurting others.

     

    Others that didn't have a good answer were mostly about American Pride, they pretty much assumed the citizenship or were very opposite (like the presidency questions). However, that is how a questionnaire forces the user to choose.


  5. Look i dont know what the problem is, if you harvest some iron or stuff for your guild take it to your storage, when your finished you can take it to your guild storage bot then it dosnt have to move, if another guildies need the iron he goes to the bot not the other way around

     

    Just because you don't see the possibilities of well coordinated group efforts, with multiple people online at the same time, actively playing the game, rather then semi-afk harvesters putting stuff in storage, it doesn't mean that others don't see that.

     

    I've explained several times why this is an option that enhances group efforts, at a small consideration that does not affect the individual player. If that is not a trade off that the game developers are unwilling to take, it's fine by me. Personally I think it's a missed opportunity to enhance group play, but as long as it's clear and there's no ambiguity in the rules, I'll stop pleading a case for it.


  6. Yes, that can happen and threads like this will 'prove' it, because you get the oddballs posting their weirdness, while the majority is silent.

     

    If you're serious about researching this, then add it all up and get input not only of the abnormalities, but also of the normalities.

     

    FYI: 640/641 HE @ alc 79

     

    I got 5 enr stone I might turn into EFE (not sure yet). Score so far is 8/8. If I decide to do that, I'll post results.


  7. Erm......I really don't consider 3/100 a measurable fact.

     

    Wouldn't be the first time that I fail 3 in the first 100 HE only to not fail again till the full 600 a run. And sometimes I make 17/20 WS rings then 20/20 for the next 4 batches.

     

    Maybe add it up in a sheet and view it at 1k quantities. And I know that's not possible with CoLs, but then try something a little lower and without blessing or with craft pot to eliminate the level difference.


  8. There's no muleing advantage to be gained here.

     

    If guild storages are to be stationary, then several people put stuff in their seperate closest storage and then trade with the guild storage afterwards at whatever location it is then.

     

    The advantage gained here, is that the people are not putting it in their seperate storages, but directly into the guild storage, so that they do not have to keep track of it and half-products/ingreds are immediately available to others in a multi stage project (FE's in sedi, steel bars in Zirakgunda as a simple example).

     

    It's not an emu/time advantage, but lightens a bit of the burdon of coordination and administration in already big group efforts. And as Chaoogie said, project success/progress doesn't depend on one (a few) people, where failing connections, rl issues etc can interfere.


  9. To spell it out:

    Project is in Sedicolis, move guild storage char to Shild in PV. What's an oa5 with 9 will and 2 perks gonna mule? Or is bringing the character closer to the project considered such a major advantage?

     

    I agree it is an advantage, but it doesn't affect a solo player at all, since this is only and advantage to a large group effort and as I understand it, the game spirit is focusing more on cooperation.

     

    If it is hard/impossible to enforce, I can understand that.


  10. Guild storages will be considered as bots, even if they are not run by a program. They must be declared and registered on the official list. They will follow all ingame rules AND all bot rules.

     

    Does this include the stationary part, because that kinda defeats the purpose of a guild storage.


  11. For those interested:

    first one as said a cave in Bethel (secret entrance), contained 2 EWE and 2 EME

    second one is in the very north west corner of Arius, 9 books as it was day of the print :)

    third one is the only sunny place on Isle of the Forgotten (secret entrance) and contained full iron plate + BP

     

    Thanks to Ter for starting and all for playing :)

     

    PS: it was fun for me too:

    guysmith: im off to check hell, if i die someone gets my key :)

    guysmith checks out early.


  12. You scored 62% US Philosophy, 3% American Pride, 6% Involvement, and 0% Citizen Status!

     

    No idea where that 3% comes from :) Oh wait, must be the Clinton administration question ;)

    Though many questions had no appropreate answer for me and I had to pick what's closest :P


  13. One point to note, that it is only REcycling when the goods sold follow market value to a certain degree, so will these prizes be adjusted when market calls for it?

     

    Secondly, if there's one lesson to be learned from GIWS is that a low ammount of different items in huge quantities, isn't appealing to all. Personally I don't like running stuff to storage, and the 'materials' used to build this warning system, don't really make sense.

     

    So, rather then bash that, let's build on that notion for the recycling plant. To build a factory, you need (simplistically):

    - a foundation and walls

    - glass/windows

    - machinery

    - a small ammount special material for isolation, complex machinery etc

     

    And for each building stage:

    - medical resources for wounded workes :P

    - wages for workers

     

    Each building stage requires it's own materials, once those materials are met, draia cheers and the next phase is started. I'm not gonna name quantities - that's arbitrary, but this could be an example:

    - gypsum, earth essence and water essence (cement :P) +wood logs for walls

    - quartz, titanium bars and wood logs for windows and contemination shields

    - steel and iron bars, fe and coal + copper (if it's in yet) for machinery

    - wolfram ore and hydro bars for the finishing touch

     

    Wages should be apparent and medical supplies could be BRs :)

     

    You'd still have a huge project, but much less dragging and more of the community can contribute.

     

    [edit][Assasin1 @ 24]: Haha you spelled wounded wrong. =P[/edit]


  14. I have 420emu (and harvesting 64) and I did perform this experiment. In approximately an hour, I mined 2k quartz in Nordcarn, then transferred this from store to harvey in ten short trips. So I made 400 vials per hour. Imagine how many more I could have made if I had even just one person helping me?

     

    That's faster then I figured and is not a problem viewed on it's own. However, for 1k srs, that's 2.5 hours for the vials, 30 mins for the bq, guessing....10mins for the 2k bsf, before you start mixing them.

     

    Also - if this is a potionist's burdon, and they don't mind, then why are vials now trading for 7gc and not 3-3.5gc. People not wanting to potion, but wanting vials to buy the potions are the ones that suddenly get a 3.5gc increase on the price of them plus they need another 3.5gc after usage of the potion.

     

    Like I said earlier, let's wait till the vial oversupply is over and see if indeed there are enough people willing to do harvy runs to compensate 35k vials lost each day, since this is partly a gc issue and partly a supply issue.


  15. Indeed, I'd love to have 50+ recommended potions or alchemy products that aren't based on rares and have decent sellback value, like crafting currently has. That is a nice reward for the previous levels.

     

    Sad to say, crafting is for the most part a profit loss skill. About the best way to make profit in crafting is to harvest all the ingredients for bars and make base rings to sell to other crafters.

     

    I didn't argue profit. I said, decent sell back value. Granted, crafting has a long track of just investing money into unsellable products to npc (polishing gems). But glacmor ring:

    5 en ess @ 7 market = 35

    1 silver ring @ 2 silver bars + 3 fes = 79

    3 rubies @ 3gc market = 9

    2 polished sapphs @ 1 sander + 1 sapphire + 2 WE = 46

    Total: 169, Baseprice at Sellback to npc: 175, market value 250gc+

     

    That is a nice reward for having a skill at 60+.


  16. Yes it is more work. But the rewards are greater. I mean won't it mean more to you to hit a potion level despite the barriers? That you were able to overcome them and STILL level?

     

    To me this sounds like giving someone more work for the same pay. I never felt more rewarded over my paycheck when that happened though.

     

    Because I don't see a lot of pride in sitting down and making leather helms or SRs (neither currently having much challange to make).

    Indeed, I'd love to have 50+ recommended potions or alchemy products that aren't based on rares and have decent sellback value, like crafting currently has. That is a nice reward for the previous levels.

     

    Thank you for toning down the flaming, after seeing my post about it.


  17. Simple math II:

    Harvest flowers, blue quartz. Wine = 2gc. Vial 8gc.

    Total GOLD cost: 10gc (max mind you since there are cheaper methods via wine quest and harvy). Sell for 15-20gc = PROFIT. And everyone is happy.

     

    Sell or try to? I know I'll sell for 12 (5+vial), not sure people that use k's of them a week, will buy at 19(12+vial).

    Either way, after the vial surplus is gone, let's reevaluate, since this isn't about gc or profit, it's about being able to generate the ammount of vials needed and whether people are willing to spend the time to use Harvy for vials.

     

    Flaming and guild attacks retained for lack of constructive critism.


  18. 5 quartz

    1 earth essence

    Experience given: crafting 5

    Recommended level: 0 (no fail)

    Food consumed: 1

     

    Note that this would still drive up the price of a vial, since the base cost of an earth essence is 3.33, but this formula assumes, that vials are returned on potions, except for feasting pots. If this isn't done, I'd propose 1 or 2 quartz + 1 earth essence.

     

    Having vials take 5quartz each but then getting a vial back from virtually most potions wont work...you would still get a drop in vial prices because you get them back from SR's and no1 would even bother to manu them.

     

    For the free crafting exp? sure they would. It's a great way to start crafting and potions at the same time for a new player and for a potionist who just lost 100 vials making a batch of potions, he can opt to get some exp for them or just run the quartz to harvy. Having choices ain't a bad thing.

     

    I think that maybe 3quartz per vial? with an earth essence or 2 is a reasonable request for a vial.

    If quartz was bought it would be 3*2=6+earth ess=8-9gc which is about the same as it is now and if the potioner takes the time to mine the quartz, then its more profit to them.

    But why make profit on a utility like a vial? A potionist shouldn't have to make profit on the packaging or even worry about it - his skill is the contents.

    The problem with the increased vial price is that the end-user of the vial, cannot generate enough money to pay for it AND all his/her other costs, which will effectively put pressure on the *contents* of the vial, not the vial itself. In fact, I will have to calc the new feasting price into the equation, but I'll look into selling srs for 5+vial. I think I won't loose money on it and it still ammounts to 12/13gc per sr, which is decent for their usage.

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