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Schmurk

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Everything posted by Schmurk

  1. Vote for EL Linux packages

    The wiki page is a really nice addition and will encourage a lot of people to try EL, moreover if it can be installed easily with packages or a script. Great job!
  2. EL 170 Pre RC

    Ok, I've just checked and in fact the color is changed when you enable reflection which is wrong IMO. For me, the good color is the one you see on the screenshot because it is the color of the original texture. Now, if the color is not good, it is more a map related bug. If you don't have any objection, I'll fix the color change in order it uses the original texture color instead of a blue color.
  3. EL 170 Pre RC

    AFAIK, the color of the water in the C1 portal room always has been like this.
  4. Additions to the actor "object"

    When an actor removes a glowy weapon, it uses the ec_remove_weapon() function that does a loop on all effects. It's also the same thing for missiles so why not doing the same thing again? You can also add an array in each actors but IMO, it will only take more memory for nothing because the performance gain will be negligible compared to the memory that it will take.
  5. Additions to the actor "object"

    I don't know if I've understood well your problem but can't you just travel the list of effects and remove those who are bound to the actor? I guess it is done like that for most of the effects... There are not a lot of effects at the same time and this will be done only when you receive new buffs so it should not take too much time.
  6. EL 170 Pre RC

    Can't agree with that. I get very jerky motions sometimes even with 50+ FPS. Walking around MM causes jerky motion sometimes. No reflections, no Eye Candy visible. The weird thing is that the two people that are reporting this both play on a mac. Are these jerky motions appear at a fix period? Like every seconds or something like that? The fps is computed only every seconds and it is also averaged so it is not very precise. It would be interesting to look at the latency between every frames because the motions are using it. So if at a moment your system is busy and freeze the game for a few milliseconds, some jerky motions can appear. Have you also a way to enable/disable vertical synchronization on your video card? Maybe it can help... Do you have eye candy enabled? If yes, it's due to the fountain in the middle of PV. Florian is making changes in the eye candy code and it'll be better in the next RC.
  7. EL 170 Pre RC

    Just restart your client and you should have the UVP with visible actors.
  8. Small guide to Eye Candy and your framerates

    Just adding that as it's a recent change, it works only with the 1.70 pre RC.
  9. Level dependent summoning

    I think the behaviour should be different for players and for creatures. Players are supposed to be smart enough to know which opponent they should attack. However creatures are controlled by an AI so it makes sense that they decide automatically to attack weaker opponents. But making it random like cycloonx proposed would be also really nice.
  10. Underground

    Hum... it looks like a problem with your maps files. Have you tried to reinstall the game?
  11. Blank screen - GUI still visible

    To all the people for who that happened, were you all using a sky client? If yes, are you using the extended camera and auto zoom options?
  12. I've just fixed a dangerous division in the auto zoom option of the extended camera feature. So if the people who had this bug were using this option, it was maybe due to that...
  13. EL 170 Pre RC

    The black water has already been reported in previous sky clients threads by molime and puntif and maybe some other people. I have strictly no idea why it is doing this but it's like your card has some problems to handle several frame buffers at the same time. So the only fix for now is to disable the shadows or to disable the water shaders (by setting the water quality to 0). BTW, this problem seems to happen only on some ATI cards.
  14. clamp_camera() is testing values but if a value is nan then the result of the tests is totally unpredictable...
  15. I've looked at the camera code and I haven't seen any reason for that bug. When your actor is sent by the server (so when you login, teleport, change map, etc...), the position of the camera is reseted to the position of the char. So if a bug there is, it can't be related to the position of the camera. So maybe it's a problem in the zoom level or something... It would be interesting if someone could provide a bugged el.cfg file in order we can look at the values that are stored in it... Vegar, your fix should work for the moment but as I don't know where those values are saved, I let you do it.
  16. Vote for EL Linux packages

    I didn't vote because I think packages should be available for most of the distros. But at least having debs and rpms like placid said would be great. I'll maybe not used it personally because I compile from CVS of course but it would be something good for all the people who want to try the game fast and who don't have enough knowledge in linux to unpack a zip file and follow some basic instructions (and there are a lot of people like this). With a simple package, they would be able to just download it and install it. Even me, when I want to install a new game I prefer to use apt-get or synaptic or at least having a .deb rather than downloading zip files, follow instructions and such things... Or having a single installation script that contains all the game data could be nice too. Several linux games already use this technique.
  17. Magic Immune

    So they should be disadvantaged for being stronger and for playing more than the others? Skill should play a bigger role than the attributes ... So what you are saying is that in the current combat system, the a/d is more important than the attributes? You can have a big a/d but if don't have the attributes that go with it it's totally useless so why shouldn't it be the same with magic? What would happen if you bind magic power only to the skill and you introduce a magic immunity removal spell? Then everybody would have to train a/d + magic and you'll end up with exactly the same situation as it is now, which means everybody will have the same builds. Attributes are here to allow people to have different builds and to have different play styles. Now if PK is limited to train your a/d, put all pps in p/c and cast magic immunity, then I don't really see where is the fun. Better go play a FPS, you'll save a lot of hours of training...
  18. EL 170 Pre RC

    For people who have problems like this, try to play with the following options in the advanced video tab to see if it changes anything: - compiled vertex array - vertex buffer objects - draw range elements
  19. Magic Immune

    Yes I know that top fighters are already top mages. This is why I think that attributes should play a bigger role than the skill. Do top fighters have 48 in reasoning, vitality and will? Honestly I doubt... So during a PK fight, even if someone has let's say 10 rationality more than his opponent, he will not have 100% chance to break magical protection of his opponent so it's still a big risk to burn mana on that. Now, there are also some armors that give you magical protection, let's give them a use in PK maybe... I've read the other thread and I totally agree with all walt_her said. Actually, offensive magic is totally useless in PK and the restoration spell is a must have for a/d training which is a big problem. If we had better healing potion that allow you to heal for 100+ HP at the same cost of a restoration, then having a magical breach spell won't be really a problem, right? Anyway, to have a better balance and to allow some players to develop mages builds, it would also require some other changes like more spells and different cooldowns on each spells. So there are no easy fixes.
  20. Magic Immune

    What about introducing a "breach spell" to break the magic protection/immunity of your opponent? This spell could require a high magic level (60?), use a lot of mana (maybe like 50+) and also have a chance of success depending on the magic level and attributes. This way, only people who are really focusing on magic would use it because I'm not sure that someone in a PK fight would risk to lose mana on something that would maybe not work.
  21. EL 170 Pre RC

    Do you have the framebuffer enabled in the advanced video options tab? If not, can you enable it? If not, look in the video tab for the water shader quality and put it to 0 if it's not already set to this value. If this fixes your problem, then the bug is known and will be fixed in the next release. In the other case, please post the options you are using and your system specs.
  22. EL 170 Pre RC

    What are your system specs please? @rudigo: disable the moons for the moment.
  23. Magic Immune

    Well the difference between 10 nexus points and more than 100 attributes points is huge! You also need nexus removal stones for attributes points... EDIT: typo
  24. Magic Immune

    I totally agree on this one. Actually, if you look at the close combat system, it's balanced using the a/d of the opponents and some attributes like dexterity, reaction, might and toughness. For ranging, it's the same thing, your change to hit your target is balanced by several attributes. But for magic, AFAIK, your chance to hit your opponent is not balanced by any attributes. I think the best way would be that your chance to bypass the magical protection of your opponent should be balanced by magic, ethereality and rationality. This way, someone who would really become a mage would have to put a lot of pps in reasoning, will and vitality and would have a chance to bypass the protection of strongest fighters. The nexus way could also work but I think that some rich players would be able to put as much pps as they want in the nexus to keep an advantage against their opponent. So the only way to create a real gap would be to make a difference on characters builds, i.e. on attributes.
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