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RallosZek

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Posts posted by RallosZek


  1. Yup it's me again, glad to see the poll is biased.

     

    Where is the "Hell no I paid for the bot, I fully intend to use it to advertise as now on channel 3" option?

    It isn't there, because this poll (as indicated) is for end-user perspective, not bot owner.

     

    It will take a commandment from g0d to get me to move my bots from channel 3, not yet another idea that should be locked as soon as some bright spark comes up with it.

    About your bots: I use agneum from time to time, and when I do, I take her from #ignore, because her advertisements are totally useless to me. They contain no current information whatsoever, just the same old same old set of ads over and over again. Sorry, I can use the space for better things.

     

    So, retry posting as end-user, not bot owner, cause you're off-topic atm.


  2. So you would like to get PMs or (even worse) replying to your querey directly to the channel from 200+ bots? o.O

     

    I do not like this idea.

    This would only happen if all 200+ bots had the item you're looking for. The idea is you will only get responses from bot(s) that are either buying or selling (depending on the command) what you requested.

    There's a few of those items in game (SR/HE I'd say), which is why I'd like a command that can add some restrictions, like minimum quantity and location. However, these are details that can be worked out, when there's an actual go ahead.


  3. Issues:

    - It would be a pain to use for items that are frequently in stock (for inv) or commonly bought (for wanted). After asking once and getting 20 replies from different bots, will people be any happier about the amount of reading?

    This is still less then getting full invs of 20 bots, using different commands, cause some do, some don't support filtering. More importantly, it cuts down on my typing, reading can be controlled with #ignore as it can now.

    Additionally, one could extend on simple commands, by adding a continent and/or map filter to the commands, since location is a prime decision maker for bot purchases.

     

    - Bandwidth. As above, you will get a lot of PMs per single request. If you have a number of items on your shopping list, that drives up the number of PMs a lot more... And unlike the adverts on @@3 where the items are listed, other people present don't get the advantage of knowing what's on offer (unless the bots reply on channel, which means even more bandwidth used)

    As above, it happens more I query several bots full invs multiple times a day AND advertisement on top of that. I think both methods cancel each other out to various degrees, hence you'd only know when doing a week's test period.

     

    - Typos and abbreviations. From watching vakana's logs, I know it's quite common for people not to get the name right, at least at first. "Egratia ring" vs "ring of Egratia", "FEs", "fire essense" (check again, it is wrong, even if it doesn't appear to be at first :) ). Many bots probably won't match any of those 3 non-name queries... Heck, some don't even match on a substring (ie "Irinveron" producing a match) and require the full name. At least, some have in the past (maybe they all do now, I don't know for sure)

    What will happen? Probably a race in name matching. Depending on the approaches taken, this could be disadvantageous to some bots (and the owners probably won't know why).

    What if it's matched incorrectly? ie matching "ME" as magic essence: "No, you stupid bot, I wanted matter essence!".

    This is actually a pro for the channel, rather then a con. Since protocols will be standardized, so will the filtering/matching be, so rather then dealing with 10 different (including non-existent) implementations, customers know/learn what yields what. People yelling at bots, can't be dealt with no matter what grand idea you come up with, so that's entirely besides the point :(


  4. But what will happen if 1000 new players will start playing the game?(i am not talking about multi here)Shall we say to ent plz dont allow more new players to play cause the community spirit will be lost?

    And finally its a common tactic to allow multi in most rpg games. Unless blizzard that allows multi are a bunch of amatuers and we know better than them if multi will benefit a game or not.

     

    I agree fully with agis in this part most games i know allow mulitplay and the economy is not ruined like some of you predict. Some games even have a shared storage between all chars.

    Do you know those games well? Let's sum up some of the differences:

    • An enormous amount of different items
    • No unlimited recourses
    • Class systems, forcing cooperation because of limitations with race/classes
    • Need for different classes to gain exp as one character
    • Pay for play, or one username per set of characters
    • No serious advantage to be made from alts, because uber items require raids, mains provide twinkies for alts, rather then alts provide stuff for mains
    • Non tradeable items, being the better items
    • Stats/abilities increase mostly with items, rather then exp.
    • I'm not even done yet.

    I seriously would advise anyone that has not built multi-disciplined character by themselves to not try to imagine how big the advantage in el is to trade with your own chars.

     

    Secondly, I'd like to see which mods would think there will be less work for them with restricted multiplay, then illegal multiplay. For example, how would you even judge scamming? If I buy something for way too low price, did I scam that person or did the other person play an act to do me a favor, then to turn me in as scammer? That's a bigger mess then clear-cut same ip trading.

     

    Do u play another multi game?Can u tell me your chars and the servers u play to see if u know the game?

    Retired, level 67 druid, Morden Rasp server, 240 or so AA's, Everquest, with alts:

    58 Warrior with 30+AA's, 45 Chanter, and some low levels I got tired of.

     

    Druid wears no non-raid gear anymore, obviously, so no, shared bank had no influence on main's progress at all.

     

    The are many items to cover many needs for different classes,races and alts.

    Exactly, my chanter can't wear leather, my druid can't wear plate, etc etc. Only in noob levels there's some advantages to be made and if you can pay for 3 accounts and run 3 clients then you can level yourself quite far. Some macroing (which is allowed there too) and you can fill a group yourself. However, you won't complete epics that way, or boss raids and thus will always be mediocre. This isn't the case with el, as everyone can wear everything once they got 10 human nexus and that isn't exactly a lot and there are no items you can only get by cooperating with 30+ people and then be lucky on the drops.

     

    Limited recourses?

    There is a cooldown but u dont need unlimited resources. For example u can make a bandage with a piece of linen cloth.

    Not sure how relevant this is. You are not affected by cooldown when harvesting and running stuff to flowershop.

     

    No serious advantages from alts?A hunter with a pet can help my warrior char a lot, or a mage to buff the warrior.Also an alt can help u to level up faster and get the non tradeable items.Or an engineer can help a lot a blacksmith...

    Stats increase with items?You cant wear items if u wont level up u know...u need oa and not nexuses.

    Btw a level 15 player with crapy items can kill a char with a level 23 that has better items .Everything depends from your build...

    And i am not even done yet

    Indeed you aren't, you have a lot to learn still. None of what you say matters, when you get passed the noob levels. To get back to el: a 500 emu char with mid 20 harv can already make >1k hour on slow flowers to shop, having that idling while playing your main is a breeze. So, 15 hours of that and you have 1 hydro bar from npc \o/. See the problem, when that newb char actually levels up more? My guess is you don't, maybe some day :rolleyes:


  5. For example, how would you even judge scamming? If I buy something for way too low price, did I scam that person or did the other person play an act to do me a favor, then to turn me in as scammer? That's a bigger mess then clear-cut same ip trading.

     

    Scamming is not illegal, and what you described to be scamming may be the exact reason why its not against the rules.

     

    Usually "scamming" happens not because the scammers are so smart, but because the "victims" are too dumb. Thats why we broadcast warnings about scamming, but if ppl refuse to read or trust everybody and give their shiny armor to scammers, we really cant help.

     

    But this thread is about multiplaying and not about scamming, so please lets stay on topic :o

     

    There would still be some restrictions, for example scamming. You won't be allowed to trade scammed items.

     

    There's your topic. Right now, bans involving multiplaying is about ignorance and forgiveness, the rules (once understood or even read) are clear. It'll be replaced by he said/she said involving scamming.


  6. But what will happen if 1000 new players will start playing the game?(i am not talking about multi here)Shall we say to ent plz dont allow more new players to play cause the community spirit will be lost?

    And finally its a common tactic to allow multi in most rpg games. Unless blizzard that allows multi are a bunch of amatuers and we know better than them if multi will benefit a game or not.

     

    I agree fully with agis in this part most games i know allow mulitplay and the economy is not ruined like some of you predict. Some games even have a shared storage between all chars.

    Do you know those games well? Let's sum up some of the differences:

    • An enormous amount of different items
    • No unlimited recourses
    • Class systems, forcing cooperation because of limitations with race/classes
    • Need for different classes to gain exp as one character
    • Pay for play, or one username per set of characters
    • No serious advantage to be made from alts, because uber items require raids, mains provide twinkies for alts, rather then alts provide stuff for mains
    • Non tradeable items, being the better items
    • Stats/abilities increase mostly with items, rather then exp.
    • I'm not even done yet.

    I seriously would advise anyone that has not built multi-disciplined character by themselves to not try to imagine how big the advantage in el is to trade with your own chars.

     

    Secondly, I'd like to see which mods would think there will be less work for them with restricted multiplay, then illegal multiplay. For example, how would you even judge scamming? If I buy something for way too low price, did I scam that person or did the other person play an act to do me a favor, then to turn me in as scammer? That's a bigger mess then clear-cut same ip trading.


  7. Stupid question perhaps, but did you #ignore manufacturing ?

     

    Turns out to be not a stupid question:

    [23:20:58] Exp Len before ignore: 151

    [23:20:58] Exp data: 0 => �Manufacturing: Lev 35 Exp 494765, Next Lev: 539507

    Crafting: Lev 62 Exp 4121064, Next Lev: 4319562

    Overall: Lev 125 Exp 151531777, Next Lev: 155458951

     

     

    Case closed, would be nice if people couldn't choose skills as names :/

     

    OK, for what it's worth:

    Exp Len before ignore: 151, channel is local: no (3)
    

    The only conflict with the text coming in is if it's local. All others can be distinguished via text. However, this is sent as CHAT_SERVER, not CHAT_LOCAL, so there's where a fix could work.

     

    side note:

    grep -iE 'manufacturing @ 3.*!!+' ~/.elc/chat_log.txt |wc -l

    15


  8. OK, it's definitely sent to client.

     

    Index: console.c
    ===================================================================
    RCS file: /cvsroot/elc/elc/console.c,v
    retrieving revision 1.108
    diff -u -r1.108 console.c
    --- console.c   5 Jun 2007 21:52:24 -0000	   1.108
    +++ console.c   7 Jun 2007 20:52:19 -0000
    @@ -937,6 +937,17 @@
    	return 0;
    }
    
    +unsigned short trace_exp_cmd = 0;
    +int cmd_exp(void)
    +{
    +	   if(!trace_exp_cmd)
    +			   trace_exp_cmd = 1;
    +	   else
    +			   trace_exp_cmd = 0;
    +
    +	   return 0;
    +}
    +
    void init_commands(const char *filename)
    {
    	FILE *fp = my_fopen(filename, "r");
    @@ -1002,6 +1013,7 @@
    	add_command("current_song", &display_song_name);
    	add_command("find", &history_grep);
    	add_command("save", &save_local_data);
    +	   add_command("exp", &cmd_exp);
    	command_buffer_offset = NULL;
    }
    
    Index: multiplayer.c
    ===================================================================
    RCS file: /cvsroot/elc/elc/multiplayer.c,v
    retrieving revision 1.226
    diff -u -r1.226 multiplayer.c
    --- multiplayer.c	   7 Jun 2007 10:23:26 -0000	   1.226
    +++ multiplayer.c	   7 Jun 2007 20:52:20 -0000
    @@ -409,6 +409,7 @@
    #endif
    //---
    
    +extern unsigned short trace_exp_cmd;
    void process_message_from_server (const Uint8 *in_data, int data_length)
    {
    	Uint8 text_buf[MAX_TCP_BUFFER];
    @@ -436,6 +437,8 @@
    									memcpy(text_buf, &in_data[4], len);
    									text_buf[len] = '\0';
    
    +									   if(trace_exp_cmd)
    +											   log_error("Exp data: %s\n", text_buf);
    									// do filtering and ignoring
    									len= filter_or_ignore_text((char*)text_buf, len, sizeof (text_buf), in_data[3]);
    									if (len > 0)
    

     

    Result in error log:

    [22:50:18] Exp data: �Attack: Lev 87 Exp 23242944, Next Lev: 23444099
    Defense: Lev 91 Exp 28925982, Next Lev: 29592364
    Harvest: Lev 88 Exp 24125317, Next Lev: 25085185
    Alchemy: Lev 97 Exp 37782504, Next Lev: 39656597
    [22:50:18] Exp data: �Magic: Lev 58 Exp 3183491, Next Lev: 3295374
    Potion: Lev 91 Exp 28877006, Next Lev: 29592364
    Summoning: Lev 0 Exp 0, Next Lev: 140
    [22:50:18] Exp data: �Manufacturing: Lev 35 Exp 494765, Next Lev: 539507
    Crafting: Lev 62 Exp 4121064, Next Lev: 4319562
    Overall: Lev 125 Exp 151531777, Next Lev: 155458951
    

    Result in console/chat log:

    [22:50:18] Attack: Lev 87 Exp 23242944, Next Lev: 23444099
    Defense: Lev 91 Exp 28925982, Next Lev: 29592364
    Harvest: Lev 88 Exp 24125317, Next Lev: 25085185
    Alchemy: Lev 97 Exp 37782504, Next Lev: 39656597
    [22:50:18] Magic: Lev 58 Exp 3183491, Next Lev: 3295374
    Potion: Lev 91 Exp 28877006, Next Lev: 29592364
    Summoning: Lev 0 Exp 0, Next Lev: 140
    


  9. There's 2 bugs with current #exp command. The first is minor: it doesn't give the engineering category.

    Pretty sure the "#exp" command is passed straight to the server which replies with the text so there's nothing to be done on the client side.

     

    Yes, it's passed straight on. Is there a separate forum for server bugs?

     

    2nd bug, *can* be client-side, if the message received from server is marked invalid for some reason. Either way, I currently do not know whether the 3rd part is sent from server to client at all or discarded by client once received. I suppose I can add some tracing by adding the command to console.c, setting a 'trace now' variable and then sending the command to server.

     

    Am I correct to assume this received as RAW_TEXT?


  10. Hello,

     

    There's 2 bugs with current #exp command. The first is minor: it doesn't give the engineering category.

     

    The second might be the symptom of a more serious bug. It gets cut off for me, at Summoning. It's been like that for a while, but since no one else I asked had the same thing, I figured it must be me.

     

    However, today I did some test:

    • Ruled out that a skill at level 0, stops the output, by using a char that had crafting 0.
    • Made sure this happened on test-server with cvs of yesterday
    • Then resetted my char on test and it started working correctly.

    My char on main doesn't however. I also noticed, that Summoning is the cut-off for the next three categories, because the chat log pre-cedes them with a timestamp.

    This is the output after reset:

    [18:26:08] Attack: Lev 86 Exp 21293287, Next Lev: 21910373
    Defense: Lev 89 Exp 26178871, Next Lev: 26841147
    Harvest: Lev 86 Exp 21080229, Next Lev: 21910373
    Alchemy: Lev 93 Exp 32543067, Next Lev: 32625581
    [18:26:08] Magic: Lev 57 Exp 3073498, Next Lev: 3079789
    Potion: Lev 86 Exp 20698120, Next Lev: 21910373
    Summoning: Lev 0 Exp 0, Next Lev: 140
    [18:26:08] Manufacturing: Lev 34 Exp 458480, Next Lev: 473252
    Crafting: Lev 58 Exp 3110873, Next Lev: 3295374
    Overall: Lev 23 Exp 69164, Next Lev: 82317
    

     

    And this on main:

    [19:45:44] Attack: Lev 87 Exp 23242944, Next Lev: 23444099
    Defense: Lev 91 Exp 28925982, Next Lev: 29592364
    Harvest: Lev 88 Exp 24125317, Next Lev: 25085185
    Alchemy: Lev 97 Exp 37782504, Next Lev: 39656597
    [19:45:44] Magic: Lev 58 Exp 3183374, Next Lev: 3295374
    Potion: Lev 91 Exp 28836658, Next Lev: 29592364
    Summoning: Lev 0 Exp 0, Next Lev: 140
    

    If I take the last 3 entries from test and fill in the right values, it should read:

    Manufacturing: Lev 35 Exp 494765, Next Lev: 473252
    Crafting: Lev 62 Exp 4121064, Next Lev: 4319562
    Overall: Lev 125 Exp 151502554, Next Lev: 155458951
    

     

    If I need to do some tests/add some trace code, let me know.


  11. Voted No. Might change opinion if antisocial perk was removed. Also see a problem whether "not being able to trade scammed items" will be enforcible.

     

    As for PK/magic/pvp training, defenitely not. A/d is already protected at lower levels, it doesn't need more protection. I'd rather have time devoted to better interfaces for combat/inventory and choices of training (like cockatrice).


  12. Hmm, so basically that the system didn't work outof the box with 1.4.0 was an oversight and because autoupdate and customupdate with it, was disabled during RC, nobody picked up on it.

    During testing this, I also noticed that directories were never created (neither tmp nor custom and directories below), I'll check this some more why this is.

     

    However, it is designed in such a manner that if a group of players does not care about potentially inapropriate clothes, they can use their own servers and do whatever they want.

    Well, currently, it is designed that they have choice of either using their own or the official. If we provide a patch that enables both (official and your own, by using for instance O(fficial): servername and U(noffical): servername), will this be considered or is this not preferable either?

    It will NOT be considered because we do not want it doing things like downloading from multiple official servers or downloading the same filess everytime you login because one or more files is in the official server and someone elses private server.

     

    Yeah, my idea was:

    custom_mirrors.lst:

    O: www.eternal-lands.com

    O: mirror.eternal-lands.com

    U: www.myguild.com

    U: www.allies.com

     

    In Pseudo:

    if(official) {
      use_mirror_selector();
      official_files[numfiles++] = currently_downloaded_file;
    }
    else
    {
      iterate_servers();
      if(!in_array(scheduled_for_download, official_files))
      {
       download(scheduled_for_download);
      }
    }
    

    Which is basically everything we want and everything you don't want worked out. But whatever. It's not a feature that has personal interest, so I won't dwell on it.


  13. Hmm, so basically that the system didn't work outof the box with 1.4.0 was an oversight and because autoupdate and customupdate with it, was disabled during RC, nobody picked up on it.

    During testing this, I also noticed that directories were never created (neither tmp nor custom and directories below), I'll check this some more why this is.

     

    However, it is designed in such a manner that if a group of players does not care about potentially inapropriate clothes, they can use their own servers and do whatever they want.

    Well, currently, it is designed that they have choice of either using their own or the official. If we provide a patch that enables both (official and your own, by using for instance O(fficial): servername and U(noffical): servername), will this be considered or is this not preferable either?


  14. I posted a patch a while back about the custom clothing, and was requested by Learner to communicate them directly to him instead of posting them on berlios (or in the same vein on sites the devs have no write access to), as he and I have been the lead custom clothing programmers, and understand each other's methodology and reasons for checks etc

     

    Sorry, I didn't see a header/readme describing this procedure.

     

    - if(++update_attempt_count < 3){

    + if(++update_attempt_count < 10){ /* No idea what this check is for */

    If you don't understand the reason for something, leaving well enough alone until you either ask what the line is for or think about it and figure it out may be a good thing all round.

    That comment was made by me, in development-stage and didn't delete it.

    But to answer your question: It limits the total ammounts of updates done, following the rationale that all servers are mirrors, and thus only 2 consumers of this functionality will ever pass through there. However, this patch provides the ability to add custom clothing, from different providers, which are assumed not to be mirrors, which is a different rationale. The 10 is currently arbitrary, it should really be 1+(num_update_custom_servers), but we tested with 3 servers so it sufficed.

     

    As for the custom update sites being mirrors of each other, I know of two other ones, and they are in the main mirrors of each other. We may be a little out of sync but I am sure we will get round to resyncing at some point in the near future.

     

    Yes, but the point is: this patch allows people to use their own servers. If however, this is not desirable behavior, then I do not understand why there is no custom_mirrors.lst provided by official el distribution, so that custom clothing actually works outof-the-box. That's why we worked on a patch that allows people to specify the update server, so that guilds/friends can at least see eachother's own clothing.


  15. Just found a new bug, cvs of yesterday, verified on test server with Aislinn.

     

    When you increase the quantity to something larger then 65k, then put 65k of something in the trade window (or more) then decrease the ammount with the 65k, it will instead substract some random number.

     

    Tried it with various ammounts, 65k still works, so it's most likely some integer going outof bounds, only when decreasing the number.


  16. The residents of the city could either be anyone from the guild, or only those members of the guild that contributed money (after the initial down-payment).

     

    The problem I see with this is that the high cost of a city (as listed above, 30M for example) could well be out of the reach of most guilds, so a city may well need multiple guilds to support. This could go 2 ways:

     

    1. The initial guild specifies allied guilds who can also buy land.

     

    2. It makes use of the total-war/ally feature in the game such that only designated guild allies of the initial guild may buy into the city. This way is nice because it puts an existing feature to use in a way that makes logical sense.

     

    Haven't read everything yet, but this was mostly what I had in mind too. You can take the principle for the guild npc, in that there will be an auction time for a designated piece of land, with a minimum value and guilds can compete to contribute untill auction ends. To prevent abuse, bids will be actual payments. If you bid 1M, you pay 1M, if you then have to outbid 1.2M, you pay 200k. At the end of the auction, the rank 20 of the guilds that didn't win, can get his bid (partially?) refunded.

     

    The only bad part I see, is that unguilded people or small guilds will have no place to live, unless you implement rent and all the joys of managing that :)


  17. Well, you'd need to get people together on test at PV storage then, to be able to see if it helps.

    So it's a matter of bad defaults? Cause my card 'supports more then the default requirements'.

     

    And FYI, max eye candy frame rate can't be lowered. It's at it's minimum (20) and particle percentage at 60.


  18. Like so: Highest a/d/p/c player is made 'sheriff' and keeps the peace, highest magic player who does not have godless is priest who keeps quiet relations with other towns, and so on and so forth (note that the high LVL player can give his/her position to whoever they feel will do a better job, and that the NPC will choose them by default because they have: highest level from all citizens and are dwarves.)

     

    Well, I think positions shouldn't be forced by the game, because ultimately, people build cities based on friendships, not on stats and they should be wise enough to choose the right person for the job (and choosing the wrong person is fun as well).


  19. Well, here's the patch, since I like choices. Only works when you change maps, as far as I can tell, cause there's no var change event, nor out of sight/range event that could destroy/deactivate the fountain. Good enough for me though.

     

    Index: elconfig.c
    ===================================================================
    RCS file: /cvsroot/elc/elc/elconfig.c,v
    retrieving revision 1.186
    diff -u -r1.186 elconfig.c
    --- elconfig.c  20 May 2007 21:58:03 -0000	  1.186
    +++ elconfig.c  27 May 2007 12:37:29 -0000
    @@ -1219,6 +1219,7 @@
    	add_var(FLOAT,"max_ec_framerate","ecmaxf",&max_ec_framerate,change_max_ec_framerate,45,"Max eye candy framerate","If your framerate is above this amount, eye candy will use maximum detail.",ECTAB,2.0,FLT_MAX,1.0);
    	add_var(FLOAT,"min_ec_framerate","ecminf",&min_ec_framerate,change_min_ec_framerate,15,"Min eye candy framerate","If your framerate is below this amount, eye candy will use minimum detail.",ECTAB,1.0,FLT_MAX,1.0);
    	add_var(INT,"light_columns_threshold","lct",&light_columns_threshold,change_int,5,"Light columns threshold","If your framerate is below this amount, you will not get columns of light around teleportation effects (useful for slow systems).",ECTAB, 0, INT_MAX);
    +	   add_var(BOOL,"enable fountains", "ecef",&enable_fountains,change_var,1,"Enable fountains","If your system has performance problems around fountains, turn this option off.",ECTAB);
    	add_var(BOOL,"use_fancy_smoke","ufs",&use_fancy_smoke,change_var,0,"Use fancy smoke","If your system has performance problems around chimney smoke, turn this option off.",ECTAB);
    	add_var(INT,"max_idle_cycles_per_second","micps",&max_idle_cycles_per_second,change_int,40,"Max idle cycles per second","The eye candy 'idle' function, which moves particles around, will run no more than this often.  If your CPU is your limiting factor, lowering this can give you a higher framerate.  Raising it gives smoother particle motion (up to the limit of your framerate).",ECTAB, 1, INT_MAX);
     #endif
    Index: eye_candy_wrapper.h
    ===================================================================
    RCS file: /cvsroot/elc/elc/eye_candy_wrapper.h,v
    retrieving revision 1.31
    diff -u -r1.31 eye_candy_wrapper.h
    --- eye_candy_wrapper.h 25 May 2007 15:54:29 -0000	  1.31
    +++ eye_candy_wrapper.h 27 May 2007 12:37:29 -0000
    @@ -54,6 +54,7 @@
    extern int transparency_resolution_fix;
    extern int light_columns_threshold;
    extern int use_fancy_smoke;
    +extern int enable_fountains;
    extern int max_idle_cycles_per_second;
    #endif
    
    Index: eye_candy_wrapper.cpp
    ===================================================================
    RCS file: /cvsroot/elc/elc/eye_candy_wrapper.cpp,v
    retrieving revision 1.62
    diff -u -r1.62 eye_candy_wrapper.cpp
    --- eye_candy_wrapper.cpp	   25 May 2007 15:54:29 -0000	  1.62
    +++ eye_candy_wrapper.cpp	   27 May 2007 12:37:31 -0000
    @@ -26,6 +26,7 @@
      float max_ec_framerate = 37.0;
      int transparency_resolution_fix = 0;
      int light_columns_threshold = 5;
    +  int enable_fountains = 1;
      int use_fancy_smoke = 1;
      int max_idle_cycles_per_second = 40;
    }
    @@ -1047,11 +1048,18 @@
    
    extern "C" ec_reference ec_create_fountain(float x, float y, float z, float base_height, int backlit, float scale, int LOD)
    {
    -  ec_internal_reference* ret = (ec_internal_reference*)ec_create_generic();
    -  ret->position = ec::Vec3(x, z, -y);
    -  ret->effect = new ec::FountainEffect(&eye_candy, &ret->dead, &ret->position, (bool)backlit, base_height, scale, LOD);
    -  eye_candy.push_back_effect(ret->effect);
    -  return (ec_reference)ret;
    +  if(enable_fountains)
    +  {
    +	ec_internal_reference* ret = (ec_internal_reference*)ec_create_generic();
    +	ret->position = ec::Vec3(x, z, -y);
    +	ret->effect = new ec::FountainEffect(&eye_candy, &ret->dead, &ret->position, (bool)backlit, base_height, scale, LOD);
    +	eye_candy.push_back_effect(ret->effect);
    +	return (ec_reference)ret;
    +  }
    +  else
    +  {
    +	return NULL;
    +  }
    }
    
    extern "C" ec_reference ec_create_harvesting_radon_pouch(float x, float y, float z, int LOD)
    


  20. That whole area of pv around the storage and north of the river sends my puter into cpu meltdown at the best of times anyway, has since before eye candy. I can be the only person there and it still sends the puter batty

     

    S.

     

    That's a separate issue, you will notice that at every area with a lot of harvestables packed together. Like the red carpet area in the Aeth Alfan fortress. Just means your computer is too slow. Not sure what you normally have for fps, but you shouldn't experience slowdowns when you cap FPS at 30, except the bridge with the tree and tiger lillies, there it usually drops to 25 for me too, for reasons mentioned above.

     

    What I'm experiencing is fixed when disabling eye candy and I'm 99% sure it's the fountain, but on the off-chance it is lots of spell casting in a crowded area, would be nice to rule that out. Also, the fountain under the waterfall at Aeth Alfan cave makes it very hard to get the right cursor to enter/exit the cave, so that's a second reason for it ;)

     

    [edit]s/engrish/english/[/edit]


  21. How does that work? The fountain doesn't care who's around it.

    No, but there is always a much larger load when there are lots of actors around being drawn. That added to the effect of the fountain could be enough to slow things down noticably, even when both individually aren't an issue.

     

    That and remote heals/heals/restores being cast. Even after the casting stopped, but people kept walking up and down storage, fps stayed at 12. I disabled eyecandy and it took the client a few seconds to catch up again, so people walking up and down would walk in bursts till it settled.


  22. Just something I noticed on main, the fountain behind pv storage is giving me a headache, cause fps drops to 12 or less. I already cap it at 30, which solved most speed problems including the portals room and does not affect the game playability.

     

    However, I cannot reproduce this on test and I think it is because there's no one else there. That's hardly ever the case at pv storage. So as a quick fix, would it be possible to 'enable/disable' fountains under eye candy, cause this is the only spot where it's really noticable, so turning off eye candy would be too much.

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