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marack

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Posts posted by marack


  1. Ive installed RC 1.7.0 on my Laptop (2nd in siggy). The installed went ok however the client will crash as I move about Nordcarn. I managed to capture a screenie just prior to a "crash" (the MS message dialog box to "Send" or not to "Send" a report).

     

    Error and log files seem ok...

     

     

    rc170nordcarndo4.png

    rc170nordcarndo4.484efa168b.jpg

     

     

    EDIT: It seems i have a problem with displaying flowers in this client. I went into WS Map and saw the same distortion rending all types of flowers. For the hell of it I decided to run my previous Sky Client that had been working very well on this Laptop and Sky seems to have the same problem!

     

    EDIT: Just to be sure Ive updated my driver - OpenGL Version went from Build 7.14.10.4864 to 7.14.10.4926 and I still have the issue with rendering flowers (best i can tell).


  2. I think i missed sky client 4 along the way...

     

    Intsalled and running #5 on my first PC in siggy since I cant run the "extended view" mode on our laptop or poor man PC without major performance issues.

     

    Have been running Sky 3 with Max distances=120, Max reflection=100.

     

    So far no "odd" things noticed with #5 except FPS has dropped about 50% on this PC when viewing distances.


  3. Running this latest client version on all three PCs. No 'bugs' to report so far.

     

    However, like others have reported, we have major FPS performance impacts to our Laptop and poor-man systems. Ive lowered the Max Distance thingy significantly but still have noticeable perfromance loss.

     

    Great views though ^^.


  4. Installed and running this client (from original post in this thread) on the first and third PC in my siggy.

     

    No problems so far...mind you the poor, poor-man is running extended viewing distance at 75 and has an FPS of about 9, lol, but it is running. Probably time to update driver too - I've waited long enough ;P

     

    On the first PC, I'm running the extended view at 150 with no effect on my FPS ^^. Looks really nice, great actually...nice job :)

     

    Will get around to loading it on the Laptop this weekend when i get the chance.


  5. Thanks molime for your response.

     

    I did search forum before reporting this problem but was looking for this particular book. Ive read many other "new" books in the past but never experience this anomaly before.

     

    I tried the #research command as you suggested and it does indeed validate that I am reading the book.

     

    I thank you for your time :)

     

    EDIT (SP)


  6. Maybe we should state the breakage rate/chance in the Pedia for all to see. This would certainly make it clear to the purchaser/wearer the chances, and under what circumstances, a particular item can break.

     

    *If i had a nickel for every damn pickaxe...but that's another story. *

     

    If the breakage rate is wrong, Ent will be the first to know it, for that I'm sure.

     

    EDIT: (SP)


  7. Breakage has a purpose...so does failure rates...Its the economy stupid!!

     

    Once a final product (in this case armour) has been created in the game it has to degrade and/or eventually be removed from the game to create future demands so others can fill.

     

    If a player chooses to fight train with a yeti and risk degrading or breaking his/her armour is a risk assumed. If you dont like the risk dont fight the yeti.

     

    I appreciate the fact that Ent has already been considering this issue but maybe its too late... :medieval:


  8. Each weak, possibly every day, there will be some small contests going on, mainly "find and kill the invaded monsters", but maybe some other things as well.

     

    At the end of the week, you will have a certain number of points, depending on how well you did.

     

    The idea sounds great!! Just a couple of questions tho;

     

    Would the small contests be held every EL day or RL day? I'm thinking about time zones and those who wish to participate.

     

    Would we still have the current "random" special days?

     

    At the end of the week, once the voting has taken place, how do you determine which RL/EL day and time to hold the special "abbreviated" day?


  9. Leveling a fighter pet could be based on the specific animal/monster it attacks and survives. The more it kills rabbits the more experience points it gets for killing rabbits. This may make it complicated; xps for each animal it attacks but would reflect the pet owner's own figthing level.

     

    Similar to RL I suppose and as in RL, the pet would have to rest and need food before it could continue figthing.

     

    Giving the pet things like potions, armour, weapons and such doesnt sound like a pet any more. Pet is what it is...an animal left to its own means.

     

    My 2cents :)

     

    To clarify my point above, I see the Pet's trainer/owner playing a bigger role and providing the direction for the pet's development and training. If the owner wants the pet to be uber rabbit killer - so be it :)


  10. I do like the new #sto command...

     

    I also found the older 1.5.0 #sto command very handy. When the max. items in my sto was limited to 200 it was especially useful to copy/paste the list from my chatlog into a spreadsheet for review.

     

    Maybe a future "#sto_list" command might produce the same list of items but limit the unintentional queries that contributed to bandwidth issues.


  11. As a practice I don't knowingly change anything between RC installs just to ensure continuity from client to client. As you suggested I checked that my "\shaders" folder is intact and it is. I then reviewed my "\main el.ini" file for any vertex parameter and its setting (listed below). I did include my infos and error logs below as well as my game screen initialization text.

     

    The "infos" log looks as I would expect it to be, the initialization screen also seems to want to use vertex however I do notice a "opengl_error" message relating to "vertex" which I havent seen before.

     

    el.ini

    #use_vertex_array = 1
    #use_vertex_buffers= 1
    #use_compiled_vertex_array= 1

     

    infos.log (main)

    Log started at 2008-04-05 09:48:54 localtime (Eastern Daylight Time)
    
    Init extensions.
    GL_MAX_TEXTURE_UNITS_ARB: 8
    GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
    Generating 3D noise: octave 1/4...
    Generating 3D noise: octave 2/4...
    Generating 3D noise: octave 3/4...
    Generating 3D noise: octave 4/4...
    Compressing noise
    Building noise texture
    Done with noise
    Filter lookup texture
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Init extensions done
    Init eyecandy
    Init eyecandy done
    Loading vertex programs
    Max bones per mesh: 71
    Init actor defs
    Init actor defs done
    Init lights
    Init done
    Init done!

     

    error_log.txt

    Log started at 2008-04-05 09:48:54 localtime (Eastern Daylight Time)
    
    [09:48:54] Error: Server profile not found in servers.lst for server: Lands\el.exe". Failover to server: main.
    [09:48:54] Using the server profile: main
    [09:48:56] EXTENDED EXCEPTION(5:opengl_error): Error: vertex program'shaders/anim_shadow.vert' needs too much resources. in load_vertex_program at actor_init.cpp (line 180)
    [09:48:57] Error opening sound configuration file
    [09:49:13] Error: Can't open file "quest.log"
    [09:49:13] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates160/files.lst
    [09:49:13] Downloading http://www.eternal-lands.com/updates160/files.lst from www.eternal-lands.com
    [09:49:13] Finished downloading http://www.eternal-lands.com/updates160/files.lst
    [09:49:14] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates160/files.lst
    [09:49:14] Downloading http://www.eternal-lands.com/updates160/files.lst from www.eternal-lands.com
    [09:49:14] Finished downloading http://www.eternal-lands.com/updates160/files.lst
    [09:49:14] Failed to download (files.lst) 3 times. Giving up.

     

    initialization screen

    Log started at 2008-04-05 09:48:54 localtime (Eastern Daylight Time)
    
    [09:48:54] Window size adjusted to 990x720
    [09:48:54] GL_ARB_multitexture extension found, using it.
    [09:48:54] GL_ARB_texture_env_combine extension found, using it.
    [09:48:54] GL_EXT_compiled_vertex_array extension found, using it.
    [09:48:54] GL_ARB_point_sprite extension found, using it.
    [09:48:54] GL_ARB_texture_compression extension found, using it.
    [09:48:54] GL_EXT_texture_compression_s3tc extension found, using it.
    [09:48:54] GL_SGIS_generate_mipmap extension found, using it.
    [09:48:54] GL_ARB_shadow extension found, using it.
    [09:48:54] GL_ARB_vertex_buffer_object extension found, using it.
    [09:48:54] GL_EXT_framebuffer_object extension found, using it.
    [09:48:54] GL_EXT_draw_range_elements extension found, using it.
    [09:48:54] Couldn't find the GL_ARB_texture_non_power_of_two extension, not using it...
    [09:48:54] GL_ARB_fragment_program extension found, using it.
    [09:48:54] GL_ARB_vertex_program extension found, using it.
    [09:48:54] GL_ARB_fragment_shader extension found, using it.
    [09:48:54] GL_ARB_vertex_shader extension found, using it.
    [09:48:54] GL_ARB_shader_objects extension found, using it.
    [09:48:54] GL_ARB_shading_language_100 extension found, using it.
    [09:48:54] GL_ARB_texture_mirrored_repeat extension found, NOT using it...
    [09:48:54] GL_ARB_texture_rectangle extension found, NOT using it...
    [09:48:54] GL_EXT_fog_coord extension found, NOT using it...
    [09:48:54] GL_ATI_texture_compression_3dc extension found, using it.
    [09:48:54] Couldn't find the GL_EXT_texture_compression_latc extension, not using it...
    [09:48:56] Not using vertex program for actor animation.
    [09:48:57] Error opening sound configuration file
    [09:49:13] Your personal settings and logs will be saved in C:\Documents and Settings\Owner\My Documents/Eternal Lands/main/
    [09:49:13] Connecting to Server...
    [09:49:14] Hi, and welcome to Eternal Lands! If you're new to the game and need help, please read the newbie helper guides on the main website. If you would rather learn by doing, talk to the Tutorial NPC, which is at the start point. In addition to that, you can type #help_me and your question to get a live response if there are helpers online. Click on the screen to continue!


  12. Just an observation...Ever since UVP was first displayed in previous RCs, all three of our PCs UVP was "0".

     

    When I installed el_rc_160_final.exe on all three, my first PC's UVP changed to "1" and the others remained at "0".

     

    After installing the 1.6.0 client from the EL site, the first PC's UVP has reverted back to "0".

     

    Any comments?


  13. Great good job to radu/Ent and team on your 1.6.0 beta release!

     

    IMO I believe this release gave us alot. Great graphics performance improvements, great new effects, many new additions and a major focus on quality as measured by the number of RCs prior to release.

     

    I'm also impressed with, while doing all the above, not ignoring your loyal "Poor Man" fan base. This shows your attention to detail while expanding and pushing the game ever forward.


  14. One minor issue on the first PC in siggy (only);

     

    After typing the "#exit" command, Win displays the "Eternal-Lands Client...(crash)" error dialog box. At this point the EL client is hung until I press the "Don't Send" report button. Once I press the "Don't Send" button, it and the EL client will close. I've tried this several times with the same result.

     

    The following is an error log in which I simply logged in and then type #exit. This seems normal;

     

    [21:18:29] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst
    [21:18:51] Client closed

     

    Everything else is working very well on all three PCs since the final RC had been released.


  15. Ok...I've installed RC1 on the 2nd (Laptop) PC in siggy and it loads fine with no crashes.

     

    EDIT: I will now load onto my Poor Man and report back...

     

    EDIT: Its installed and working fine on the Poor Man PC atm...


  16. I've installed RC1 on the first PC in my siggy atm. The client managed to execute ok...I logged in fine...client then began initializing, 2D, 3D models, etc. and as the game screen was about to open the client crashed. This is the first RC_x that has crashed on this PC. I'll try installing on the other PCs and report back any problems.

     

    Note: My "sound" has been turned off.

    Note: Although I've never had to do it before I changed "#use_new_selection= 0" but experienced same crash.

     

    EDIT: Since RC1 wasn't working for me I went back to RC_11 however it too is now crashing at the same point as RC1 does on this PC. I've been running RC_11 on all three PCs with no issues.

     

    EDIT: I decided to reinstall RC_11 and was able to get back into the game...strange one :devlish:

     

    EDIT: For the heck of it I ran RC1 without installing it over RC_11 (see previous EDIT above)...and RC1 doesn't crash...

     

     

    error_log.txt

    Log started at 2008-03-23 15:30:35 localtime (Eastern Daylight Time)
    
    [15:30:35] Error: Server profile not found in servers.lst for server: Lands\el_rc1.exe". Failover to server: main.
    [15:30:35] Using the server profile: main
    [15:30:38] Error opening sound configuration file
    [15:30:44] Error: Can't open file "quest.log"
    [15:30:44] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates150/files.lst
    [15:30:44] Downloading http://www.eternal-lands.com/updates150/files.lst from www.eternal-lands.com
    [15:30:44] Finished downloading http://www.eternal-lands.com/updates150/files.lst
    [15:30:45] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates/custom_files.lst
    [15:30:45] Downloading http://www.eternal-lands.com/updates/custom_files.lst from www.eternal-lands.com
    [15:30:45] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst
    [15:31:05] Too much commands in the queue for actor 670 (Touareg) => resync!
    [15:31:05] 0th command in the queue: 22
    [15:31:05] 1th command in the queue: 22
    [15:31:05] 2th command in the queue: 21
    [15:31:05] 3th command in the queue: 21
    [15:31:05] 4th command in the queue: 21
    [15:31:05] 5th command in the queue: 22
    [15:31:05] 6th command in the queue: 22
    [15:31:05] 7th command in the queue: 22
    [15:31:05] 8th command in the queue: 22
    [15:31:05] 9th command in the queue: 20
    [15:31:05] 10th command in the queue: 20
    [15:31:05] 11th command in the queue: 20
    [15:31:05] 12th command in the queue: 20
    [15:31:05] 13th command in the queue: 20
    [15:31:05] 14th command in the queue: 20
    [15:31:05] 15th command in the queue: 20
    [15:31:05] 16th command in the queue: 20
    [15:31:05] 17th command in the queue: 20
    [15:31:05] 18th command in the queue: 20
    [15:31:05] 19th command in the queue: 0
    [15:31:05] Unable to add command 20 - 670

     

    infos.log

    Log started at 2008-03-23 15:30:35 localtime (Eastern Daylight Time)
    
    Init extensions.
    GL_MAX_TEXTURE_UNITS_ARB: 8
    GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
    Generating 3D noise: octave 1/4...
    Generating 3D noise: octave 2/4...
    Generating 3D noise: octave 3/4...
    Generating 3D noise: octave 4/4...
    Compressing noise
    Building noise texture
    Done with noise
    Filter lookup texture
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Compiling shader './shaders/reflectiv_water_fs.glsl' successful
    Linking shaders successful:  Link successful. The GLSL fragment shader will run in hardware.
    Init extensions done
    Init eyecandy
    Init eyecandy done
    Loading vertex programs
    Max bones per mesh: 71
    GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 65535
    GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 256
    GL_MAX_PROGRAM_TEMPORARIES_ARB: 65535
    GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 32
    GL_MAX_PROGRAM_PARAMETERS_ARB: 256
    GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 256
    GL_MAX_PROGRAM_ATTRIBS_ARB: 32
    GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16
    GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: 256
    GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: 256
    'shaders/anim.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 158
    'shaders/anim.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 145
    'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5
    'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5
    'shaders/anim.vert' GL_PROGRAM_PARAMETERS_ARB: 252
    'shaders/anim.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 252
    'shaders/anim.vert' GL_PROGRAM_ATTRIBS_ARB: 6
    'shaders/anim.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 6
    'shaders/anim.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_depth.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 27
    'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 27
    'shaders/anim_depth.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
    'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3
    'shaders/anim_depth.vert' GL_PROGRAM_PARAMETERS_ARB: 218
    'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 218
    'shaders/anim_depth.vert' GL_PROGRAM_ATTRIBS_ARB: 4
    'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 4
    'shaders/anim_depth.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_shadow.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 116
    'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 110
    'shaders/anim_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 5
    'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 5
    'shaders/anim_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 256
    'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 244
    'shaders/anim_shadow.vert' GL_PROGRAM_ATTRIBS_ARB: 6
    'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 6
    'shaders/anim_shadow.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_ghost.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 32
    'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 31
    'shaders/anim_ghost.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
    'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3
    'shaders/anim_ghost.vert' GL_PROGRAM_PARAMETERS_ARB: 222
    'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
    'shaders/anim_ghost.vert' GL_PROGRAM_ATTRIBS_ARB: 5
    'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 5
    'shaders/anim_ghost.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 33
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 32
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 3
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 3
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 222
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 222
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_ATTRIBS_ARB: 5
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_ATTRIBS_ARB: 5
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    Loading vertex programs done
    Init actor defs
    Init actor defs done
    Init lights
    Init done
    Init done!


  17. I read Flinto's original post and others in this thread and the more I thought about it the more I liked it. I've gathered some posted ideas that I liked,

    added a few of my own and twists on others for this post in order to keep this idea going :)

    ***********

     

    Firstly, this would be a special day and would have to be really, really nasty...deadly even. ;)

     

    Mother Nature is REALLY pissed off and releases a virus which infects a specifc but "unknown" animal(s)/monster(s) spawn(s), on a specific Map(s) or continent(s). Hey...even Invasion spawns could be infected....ooo that would be nasty.

     

    A Player coming in contact with an infected animal/monster has the chance of becoming infected. Contact can only occur with a mouse click. Maybe the infected spawn produces meaner, crazier, stronger, rabid animal/monsters :o

     

    Viral Protection/Resistance could be determined by;

     

    1) combination of attributes

    2) new protection potion(s)

    3) OA level

    4) random chance

    5) Astrology

    6) cloak protection against infections

    7) player race, etc.

     

    Damage - could be by the amount of damage and items damaged; Material, Ethereal

    and/or Food Points.

     

    Duration - the duration of the infection could be by time, maximum damage points, etc.

     

    Cures - you die, cure potions/spells, end of special day

     

    Benefits to players - more att/def points given for fighting these spawns.

     

     

    Notes:

     

    The above scenerio only effects players who touch an infected animals/monsters. To make this more like a PANDEMIC event other infection spreading scenerios could be considered;

     

    1) from player to player

    2) from player to creature/animal

    3) from harvestable item to player (eg. certain dung and plant locations)

    4) from certain pools of water

     

    Maybe a range of weaker to deadly strains of viruses could be used.

     

    Social behaviour might change. Players would become suspicous of others just sitting there...slowly losing material points...not knowing if they're poisoned or something much...much worse. Such risks a player may have to consider before using mouse pointer...to click or not to click;

     

    "do I want to trade with this person?"

    "do I want to attack this creature/animal/monster?"

    "do I want to PK this person?"

    "do I want to look at this person?"

    "do I want to heal this person?"

     

    Much healing would occur with increased use of health, mana potions, health essances. New cures would be developed. Self healing will assist lvling Magic

    Skill.

     

    Many people would try to find the location of the infected spawn(s) which would in itself would become an event of sorts - similar to an Invasion only not knowing where. Maybe those with higher resistance or would control the spawn and thereby containing spread through out Draia.

     

    Anyway - like to hear more on this topic ^^


  18. My GeForce PC;

     

    error_log.txt

    Log started at 2008-03-05 19:40:22 localtime (Eastern Standard Time)
    
    [19:40:22] Error: Server profile not found in servers.lst for server: Lands\el_pre_rc_10.. Failover to server: main.
    [19:40:22] Using the server profile: main
    [19:40:30] EXTENDED EXCEPTION(5:opengl_error): Error: 'line 190, column 1:  error: too many instructions
    ' in file 'shaders/anim.vert' in load_vertex_program at actor_init.cpp (line 159)
    [19:40:30] Error opening sound configuration file
    [19:41:08] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates150/files.lst
    [19:41:08] Downloading http://www.eternal-lands.com/updates150/files.lst from www.eternal-lands.com
    [19:41:08] Finished downloading http://www.eternal-lands.com/updates150/files.lst
    [19:41:09] * server www.eternal-lands.com filename http://www.eternal-lands.com/updates/custom_files.lst
    [19:41:09] Downloading http://www.eternal-lands.com/updates/custom_files.lst from www.eternal-lands.com
    [19:41:09] Finished downloading http://www.eternal-lands.com/updates/custom_files.lst
    [19:41:31] Unable to add command 22 - 263
    Last message repeated 2 times
    [19:41:31] Unable to add command 23 - 263
    [19:41:31] Unable to add command 22 - 263
    Last message repeated 6 times
    [19:41:31] Unable to add command 23 - 263
    Last message repeated 2 times
    [19:41:31] Unable to add command 22 - 263
    Last message repeated 1 time 
    [19:41:31] Unable to add command 21 - 263
    Last message repeated 3 times
    [19:41:31] Unable to add command 22 - 263
    [19:41:40] Client closed

     

    infos

    Log started at 2008-03-05 19:40:27 localtime (Eastern Standard Time)
    
    Init extensions.
    GL_MAX_TEXTURE_UNITS_ARB: 2
    GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000
    Init extensions done
    Init eyecandy
    Init eyecandy done
    Max bones per mesh: 17
    GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 128
    GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 128
    GL_MAX_PROGRAM_TEMPORARIES_ARB: 12
    GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: 12
    GL_MAX_PROGRAM_PARAMETERS_ARB: 96
    GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: 96
    GL_MAX_PROGRAM_ATTRIBS_ARB: 16
    GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: 16
    GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: 1
    GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: 1
    GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: 96
    GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: 96
    Init actor defs
    Init actor defs done
    Init lights
    Init done
    Init done!

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