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marack

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Everything posted by marack

  1. Please consider an AUTOSAVE feature in the ELconfig. This feature would be toggled ON/OFF. When ON a secondary "set autosave interval" (in minutes) can be adjusted to set the time between each game save. Thanks.
  2. Harvest Pickaxe Pointer [SOLVED]

    I haven't had any problems with the 1.4.0 client since the update until i increased my inorganic nexus to 6 and went off my merry way to begin harvesting from the Whitestone Outhouse. To my surprise i could not get the 'harvesting pickaxe' mouse pointer to activate while it was over the Outhouse proper. Tried cycling through the mouse pointers by right clicking but couldnt get the pickaxe icon to showup. I then decided to go to TG Outhouse thinking it might be a MAP related thing however same problem. I then decide to download latest Windows XP driver for my ATI RADEON X800 Series Video Card. Rebooted PC - reloaded game and same behaviour - no harvest pickaxe pointer when mouse is on the outhouse. I searched EL forums for similar problem but to no avail. For my own sanity I tried the game on my laptop and had no problem harvesting from the WS Outhouse. Any ideas?
  3. Harvest Pickaxe Pointer [SOLVED]

    I'll be damned... The outhouse1.e3d item was missing from the harvestable.lst file. I added it to the file and logged into game and sure enough it works now. Thanks much Choris... Thinking about it now I must've archived the older harvestable.lst file along with all my *.txt files in the EL directory prior to installing the new 1.4.0 client. After the install I extracted all my archive files back into the EL directory which would have copied over the new harvestable.lst file. Appreciate the help... Solved...
  4. Harvest Pickaxe Pointer [SOLVED]

    Hi Torg... My current video configuration is: ATI BUG = Off MOUSE BUG = Off I then tried this sequence: Turned ATI BUG = On...then tried to harvest = failed. Turned ATI BUG =Off Turned MOUSE BUG = On..then tried to harvest = failed. Turned ATI BUG = On...then tried to harvest = failed. Below is PC system info requested: Windows XP (Home Ed.) Version 2002 SP-2 Intel Pentium 4 3.2Ghz 1.0 GB of RAM When I log onto the server... [17:16:28] Window size adjusted to 990x720 [17:16:29] GL_ARB_multitexture extension found, using it. [17:16:29] GL_EXT_compiled_vertex_array extension found, using it. [17:16:29] GL_*_point_sprite extension found, using it. [17:16:29] GL_ARB_texture_compression extension found, using it. [17:16:29] GL_EXT_texture_compression_s3tc extension found, using it. [17:16:29] GL_SGIS_generate_mipmap extension found, using it. [17:16:29] GL_ARB_shadow extension found, using it. [17:16:29] GL_ARB_vertex_buffer_object extension found, using it. [17:16:29] GL_EXT_framebuffer_object extension found, using it. [17:16:29] GL_EXT_draw_range_elements extension found, using it. [17:16:29] GL_ARB_fragment_program extension found, NOT using it... [17:16:29] GL_ARB_vertex_program extension found, NOT using it... [17:16:29] GL_ARB_vertex_shader extension found, using it. [17:16:29] GL_ARB_fragment_shader extension found, using it. [17:16:29] Your graphic card supports all features EL will use in the future. When I query #glinfo... [17:31:17] Video card: RADEON X800 Series x86/SSE2 [17:31:17] Vendor ID: ATI Technologies Inc. [17:31:17] OpenGL Version: 2.0.6590 WinXP Release [17:31:17] Supported extensions: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_E
  5. Harvest Pickaxe Pointer [SOLVED]

    I'll try downloading a 'fresher' client and report back. In regards to the questions about whether i'm doing it right...answer is yes...I'm lvl 84 harver so been there. I did state that I had no problem harvesting on my laptop...thats the confusing part. Both PCs are running same client. Thanks guys.... EDIT: Did the client download and installed it in a fresh EL directory - still have the problem
  6. New client using Windows ME [SOLVED]

    Interesting... While in game i switched from video mode 5 to 6, but it wouldnt change. I closed the game and updated the el.ini as above. Started the game - it loaded fine - but would not change video mode to 32bpp. Game is still running fine tho... P.S. DLLs are not reporting errors...
  7. New client using Windows ME [SOLVED]

    Below is an el.ini that seems to work well with an older PC using windows ME OS. Enjoy. Only directives that start with a # are taken in consideration Anything else is treated as a comment For the directives that accept a boolean value (on/off), 0 is off, 1 is on !!!WARNING!!! Make a backup of this file, before messing with it. In case it gets corrupted, the game might not start at all, etc. Login settings: #server_address = game.eternal-lands.com #server_port = 2000 Having a Username and Password defined can be a security problem. Use if you are comfortable in people that can get to you machine knowing this information video modes: 1 = 640x480 16bpp 2 = 640x480 32bpp 3 = 800x600 16bpp 4 = 800x600 32bpp 5 = 1024x768 16bpp 6 = 1024x768 32bpp 7 = 1152x864 16bpp 8 = 1152x864 32bpp 9 = 1280x1024 16bpp 10 = 1280x1024 32bpp full screen can be 0 (windowed) or 1 (full screen) if it is windowed, it will use the desktop BPP #video_mode= 5 #full_screen = 0 The no_adjust_shadows directive, if set on 1, tells the engine not to disable the shadows if the frame rate is too low. #no_adjust_shadows = 0 Do NOT turn on the shadows if you have a low end machine, and/or if you are using a 16BPP mode 16BPP modes, on old video cards (up to GF3) do not support a stencil buffer, so having shadows will make the game unplayable. If this is the case, use 0 instead of 1, in the shadows_on string #shadows_on= 0 If you want to use some better quality shadows, enable the shadow mapping. It will use more ressources than the old shadows, but will look prettier: #use_shadow_mapping= 0 This parameter determines the quality of the shadow maps. You should as minimum set it to 512, and it will look better with 1024, 2048 or 4096, but also consume a lot more graphics memory/ressources. #max_shadow_map_size = 512 The clouds shadows are projected on the ground, and the game looks nicer with them on. There is a small (about 10) speed penality, if you let it on, so you might want to disable them if you have an old video board. #clouds_shadows = 0 The reflections can now be turned off without using poor_man. Set the following to 0 to just disable reflections. #show_reflection= 1 Set this to 0 to disable showing the FPS in the corner #show_fps=1 Setting this to a non-zero value will throttle EL back only when it's grabbing far more CPU time than it really needs to render a scene smoothly. This shouldn't affect slower systems at all, as they need all the CPU time that they can get to render nicely. #limit_fps= 20 If you REALLY have a VERY poor machine, try to set the next variable on 1 You will notice a drastical drop in quality (no reflections, no clouds shadows, and the texture filtering is set to NEAREST), but you might get a performance increase. It is highly discouraged to turn it on, tho. #poor_man = 1 If you have a LOT of memory, you can set use_vertex_array to a number greater then 0 to increase performance. This works well in crowded areas, but can use 130M or more of memory. Not recommended for machines with less then 384M of memory, 512M of memory is suggested for this feature. The higher the number, the faster a system needs to be. If your system lags when lots of player appear, then consider lowering the number. #use_vertex_array = 1 Mipmaps is a texture effect that blurs the texture a bit - it may look smoother and better, or it may look worse depending on your graphics driver settings and the like. It might also improve performance. To enable mipmaps in the client set the following parameter to 1: #use_mipmaps= 0 Some systems will not support the new point based particles in EL. If your client complaints about not having the point based particles extension, set the following to 0: #use_point_particles= 0 If you experience a significant slowdown when particles are nearby, you should consider lowering the percentage of particles that are displayed. You can set the particles percentage between 0 and 100: #particles_percentage= 50 You can increase the mouse sensitivity and cursor changing by adjusting the mouse_limit to lower numbers, but usually the FPS will drop as well! #mouse_limit= 9 The following two directives are for configuring the camera rotation speed, when you press left/right arrows (this is the normal mode), or shift+left/right arrows (fine mode) Increase for a faster camera turning speed, decrease for a smoother animation. #normal_camera_rotation_speed = 35.0 #fine_camera_rotation_speed = 5.5 To prevent your player from moving by accident when you are sitting check sit_lock to 1 and enable it #sit_lock= 1 Set to 0 if you don't want the item window to be opened when dropping things #item_window_on_drop= 1 Set to 1 to see the digital clock #view_digital_clock = 0 Lets you relocate your quickbar by using leftclick+ctrl. leftclick+shift determines whether the quickbar should be horisontal or vertical (default) and leftclick+ctrl+shift resets the quickbar. #relocate_quickbar = 0 Shows your stats in the hud (only works in resolutions > 640x480) #show_stats_in_hud = 1 Shows help text, that tells about the function of a button: #show_help_text = 1 Set the time before the client will go afk automatically (time in minutes). If 0 the client will not go afk automatically and you'll have to set the client AFK yourself. #auto_afk_time= 10 Set the default afk message: #afk_message= "I am afk, leave a message after the beep." Global ignores is a list with people that are well known for being nasty, so we put them into a list (global_ignores.txt). Now, if you want, you can configure the client to load that list on start up, so you will have some sort of additional protection against those nasty people. By default, this feature is turned on #use_global_ignores = 1 Gloabal filters are a list of words that people have found offensive and can be replaced locally. Set the following to 0 if you don't want to use the default word filtering. #use_global_filters = 1 Set the following text to whatever you want filtered words to be replaced by. #text_filter_replace = smeg The following directive allows you to choose wether or not you want that each time when you ignore someone, his/her/it's name to be saved on your local ignores list, so you will permanently ignore that person (unless/until you manually remove the name from the local_ignores.txt file) #save_ignores = 1 Setting the following to 0 will cause only chat and PMs to be logged, and not any messages like "slow down" or "you failed to harvest the [whatever]". If you set it to 2, the server messages will be saved to srv_log.txt. The default is 1 - log to chat_log.txt #log_server = 1 You can adjust the size of the text used for the players name tags on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #name_text_size = 1 Reserved for future usage #name_font = 0 You can adjust the size of the chat text on the screen. A value of 1.0 is the default, and you can make the text bigger or smaller by raising or lowering the values. #chat_text_size = 1 Reserved for future usage #chat_font = 0 The no_sound directive is there if you do not want the engine to use any sound (or music). This is usually useful for when you don't want the EL client to take over your sound card, or if you have sound problems that might crash the client. #no_sound = 0 You can change the music or sound gain (volume) with the following parameters. 0 means muted, 1.0 means full volume: #sound_gain = 0 #music_gain = 0 Here is where you give the path to your favorite browser. Default browser is IE, but you can easely change it. Note that, because of Micro$oft's infinite wisdom, invoking a command is done differently in Win9* and in Windows NT™ ® ©, so you have to manually select how to invoke your browser. Be sure to have only ONE selected browser, otherwise the current browser thingy is likely not to work. For Windows NT/2K/XP #browser = "start iexplore.exe" For Win9* If you don't use quotation marks, the spaces will be stripped. browser = "c:\Program Files\Internet Explorer\iexplore.exe" For Linux: Just put a # before the browser you use, and make sure there there are not two or more browsers selected. That is, deselect the windows browser browser = konqueror browser = opera browser = mozilla browser = netscape Choose your language - all languages available are located in the ./languages/ folder in your eternal lands directory. The languages are however easily extendable and if you wish, you can translate the client into your language by editing the files found in the languages directory. #language = "en" This option is currently only available on linux, and allows you to specify a directory other than the current directory to load data from. For Gentoo users, the ebuild installs in /usr/share/games/eternal-lands. #data_dir = /usr/local/games/el/ #render_fog= 0 #use_vertex_buffers= 1 #click_speed = 300 #compass_north = 1 #caps_filter = 1 #log_chat = 2 #windowed_chat = 1 #write_ini_on_exit = 1 #ati_click_workaround= 0 #use_alpha_border = 1 #use_floating_messages = 1 #local_chat_separate = 1 #personal_chat_separate = 1 #guild_chat_separate = 1 #server_chat_separate = 0 #mod_chat_separate = 1 #highlight_tab_on_nick = 1 #isometric= 1 #perspective= 0.3 #near_plane= 17 #anti_alias = 0 #buddy_log_notice = 1 #gamma= 1.65 #render_skeleton = 0 #render_mesh = 1 #use_frame_buffer= 1 #use_old_clicker = 1 #shadow_map_size= 1 #use_compiled_vertex_array= 1 #autoupdate= 0 #windows_on_top = 1 #no_music = 1 #show_statbars_in_hud = 1 #enable_sound= 0 #enable_music= 0 #afk_local = 0 #follow_cam = 0 #extended_cam = 1 #follow_strength = 0.09 #const_speed = 7 #lin_speed = 3 #quad_speed = 9 #zcull = 50 #tiles = 1 #2D = 1 #obj = 1 #act = 1 #blend = 1 #special_effects= 1 #serverpopup= 1 #customupdate= 1 #use_3d_alpha_blend= 0 #enable_blood= 0 #use_eye_candy= 1 #min_ec_framerate= 15 #max_ec_framerate= 22 #use_lamp_halo= 1 #transparency_resolution_fix= 0 #use_light_columns= 1 #use_fancy_smoke= 0 #light_columns_threshold= 5 #username= "" #password= "" #max_idle_cycles_per_second= 40
  8. New client using Windows ME [SOLVED]

    My wife's PC is running ME too and had the same problems as Bernie... I manged to bring the game up on her machine only after going through el.ini with a fine tooth comb. Pay very close attention to the graphics settings...they are all set pretty high for ME based h/w. Ashiana is all good now
  9. Buyable nexuses

    I think you still miss the point. It is obvious that many players don't want to focus on all the skills, since most like just a few skills. HOWEVER, the idea is that the mechanics of the game should NOT impose a class segregation. And I fail to see how this will not benefit the low level players. Do you think it rains with hydrogenium bars from the sky or something? I could be convinced that this change would work if, when implemented, any nexus earned by a PP would be reset and the player would get their PP back. Then and only then...a nexus would be bought with hydro bars as you propose. I dont buy into the notation that lower level players benefit equally from this propostion as stated just becuz they get to make the bars. Today, hydro bars don't fall from the sky...but they will...they will become readily available and the price will drop...we all know this will happen. Thanks for listening...
  10. Buyable nexuses

    Did you even read his post? I did actually...EL was developed without classes in mind...however, in reality, classes have evolved in the game... i stand by my comments... 1. I replied because you were stating the obivious. Its like me replying to this post by saying it seems like this post is about buying nexuses. 2. Where did that classes comment come from? You were talking about lvls not classes... In regards to items; 1) no comment. 2) Not wanting to restate the obvious - "EL was designed to be a classless game...". I responded to this comment by suggesting that I believe a "class" structure is evolving in the game...independant of its intented design. I make this comment in that this change would benefit high "level" players more than it would lower level players...perpetuating a "class" structure within the game, intended or not. I rest...
  11. Buyable nexuses

    Did you even read his post? I did actually...EL was developed without classes in mind...however, in reality, classes have evolved in the game... i stand by my comments...
  12. Buyable nexuses

    For players with say OA>100 hydro bars come easily...however for the majority of players hydro bars are very expensive and as noted in your post...difficult to acquire. Lower level players will use PPs for nexus/perks rather than waiting to acquire 50 bars, I would think This change seems to benefit only high level players.
  13. Harvesting Beehive

    Its odd... While harvesting beehive in the open green forest...i'm getting clobbered by "Cavarn Walls Collasping" and disturbing "Radon pouches" *i guess in the beehive* resulting in major radiation damage...! Really odd...
  14. I'm running XP on 3.4ghz Intel 4 (w uGuru) PC with 1 gig fast ram... (6 months old). Everything else on my PC runs great...however EL crashes often - whether logging in, in game outside or inside...whe walking, when still... very frustrating... I've download and reloaded three times and still crashes with exact same message... Note that only EL crashes...i don't ever need to reboot the pc... The FPS sometime reaches 1400 FPS. I thought maybe my PC is too fast for EL, i limited FPS to 150 and cut down some of the graphics features to see any improvement.. but have not noticed any reduction or frequency of DEV-C++IDE crashes... When i get the "Developed using DEV-C++ IDE" dialog box it asks if i want to send report to MS...do you need to see this at all...? marack *not happy camper* ;(
  15. Developed using DEV-C++ IDE - Crashes...

    Well, 1) ATI video card (ASUS x800 Series - ATI WDM Rage Theater Video NSP) 2) Using latest drivers. 3) No system not over clocked. 4) Ive turned off music, shadows, FPS rates, no effect...crashes the same way...tried different resolutions as well... A real trend is that 50 % of the time (out of 100 passes) when i autowalk (mode) past Edlera in MM the crash will occcur...as soon as she is in the frame...the crash is behaving rather repeatable...! thanks guys for response - marack
  16. Developed using DEV-C++ IDE - Crashes...

    Finally A trend.... Its not always but 50 % of the time when i walk past Edlera in MM the screen will freeze and i'll get the dreaded "Developed using DEV-C++ IDE" then EL Crashes... *surprised no one has asked me for any for info* - marack
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