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kjshelly

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Posts posted by kjshelly


  1. I downloaded the new version 0.9.2 and unzipped it. I started the game (I was at Lakeside docks). I walked to the general store and clicked the door to enter. The client program vanished leaving the message "Fatal signal: Segmentation Fault (SDL Parachute Deployed)". I'm running Linux kernel 2.4.20 .

     

    glinfo begins:

    Video Card: Mesa DRI R200 20020827 AGP 1x x86/MMX/SSE NO-TCL

    Vendor: TUngsten Graphics, Inc.

    OpenGL Version: 1.2 Mesa 4.0.4

     

    Re-starting the game put me just inside the door of the shop. No problem exiting the shop. I'll try again soon to see how repeatable it is.


  2. It's a little confusing since in some games, the alchemy skill is the one used to make potions. However since they are separate skills in this game, I was reserving potion skill for any process that produces a potion and alchemy for any other compounding process. It becomes less clear if the alchemy skill is ever split between smelting and essence making.


  3. It has bothered me since I started playing that this game has no mapping skill. (The map that a character builds with this skill would help answer the question "Where has this character not visited?")

     

    I have been thinking how this could be implemented. No matter how it is done, it will require a bit of work on Entropy's part to implement.

     

    (I use the masculine gender here for brevity. Feel free to substitute "she" or "it" wherever "he" appears.)

     

    The first idea I had was:

     

    The character would acquire a Mapping Kit in his inventory. At every location he wanted to map, he would USE the mapping kit. This would add the current location to your map (and assuming it had not yet been visited, increase your MAPPING skill). To review your map (you can only see your map of the current game map), you would VIEW (eyeball icon) the mapping kit in your inventory. The map would appear in its own window centered on the character's current location. It would be possible to MAP caves, etc. as well as above-ground areas, but perhaps not the underworld. The higher the MAPPING skill, the more detail would show on the map. At low levels, it would only indicate "visited here" and "barrier to moving adjacent to a visited here location". At higher levels it would show you something about the type of barrier. Higher still you would see where doors are. Higher still you could see terrain.

     

    This would probably not be acceptable due to the storage and management requirements for this data on the server, even at 1 bit per location per map per character.

     

    The next variation I thought of was to store the maps on the client. This would make a certain type of cheating possible since the user could set bits in his bit maps then view the map. There would also be issues of keeping maps separate between multiple characters on one computer. A disadvantage of keeping the maps on the client is that if you switch clients, you can't see your saved map on the other client.

     

    The third variation I thought of which avoids the cheating issue is to actually store the data (not just the "visited" bits) on the client. This way, the detail stored (probably multiple bytes per map location) would reflect what the character is able to glean with his current mapping skill. The character might want to revisit the location and re-map using a higher level mapping skill to add more detail to the map. This variation would still have the problem with switching clients and would still have to handle the multiple character scenario.

     

    Most other RPGs I have played lately (though this is the first MMORPG I have played since around 1979) have had a mapping skill and I tend to depend on it when searching an area or planning an efficient travel route. In a game like Eternal Lands with its complex terrain I feel blind not knowing if I have been here before. Also, when stuck on a quest in other games, I have the option of mapping besides the option of increasing experience.


  4. A carefully worded announcement could be placed on comp.os.linux.announce. Perhaps something like this:

     

    The massively multiplayer online roleplaying game Eternal Lands is now in Beta at version 0.9.1. There is currently no charge to play this fun client-server game. The client is available for Linux. Hardware accelerated video drivers are required for playability. See http://www.Eternal-lands.com/ for more information.

     

    I first found out about the game from an announcement of Alpha 0.8.5 and was excited by the fact of a Linux client and the $0 cost.


  5. I bet it's the Isla Prima tavern.. Been stuck there myself.

     

    First, if you are not using the accelerated drivers, the doors look funky and it's hard to find a clickable spot (at least it was with my video configuration). When I got my video drivers correctly installed and configured that problem went away for me.

     

    Second, click the pointing finger icon and wave the mouse pointer over the door and see where you get the oval door mouse pointer instead of the walking man mouse pointer. The oval door icon is active in clickable spots. I had good success clicking on the door handles myself. If you aren't viewing the door straight on, try that for more clickable surface area.

     

    Third, try clicking the pointing finger icon and right-clicking the door. I think that is supposed to work. It helps getting through some doors.


  6. I was online recently when Entropy broadcast the suggestion that people do their quests instead of just leveling up. I suspect that many (like me) are stuck so like me they fall back on the option of advancing the character's skills.

     

    I suggest that all the quest-giving NPCs be updated so that they can repeat the initial statement of the quest so a player can go back and see if there is anything useful that they missed. I found the answers supplied to the "what questions do you have for me" options on the bookseller quest unhelpful in completing the quest.

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