frak
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Everything posted by frak
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i want halberds. they should have stats like staffs, just more defense and damage.
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a halberd is a defensive weapon. You can keep sword fighters on distance. And you can defend against mounted knights. @Alsrir yes a halberd is slow, but ur implication is wrong. compared to staff it should have same attack, higher defense and much higher damage. question is, will it look good with the animation for staff weapons?
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importing 3dobjects and the tilemap works correct now. its still a little buggy though. it takes textures for 3dobjects from ./bmp so copy all bmp files from the objects folders there. bmps for tilemap are loaded from ./tiles requirements: Blender 236 python just copy http://www.mhome.de/EL_map_import.py in your blender scripts folder and update the script menus (restart blender?). then its available from the import menu as ELmap importing the 2dobjects is next.
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the importer is hardly working! only 3d objects atm and the rotation is wrong. (as u can see in the screenshot) the elm format stores degrees i guess?!? cause glRotatef takes degrees? blender takes radians or euler rotation. any suggestion? (gotta love math to make games ) about exporting... to be able to export a complete map from blender i have to represent all map data in a blender scene somehow. U would have to be some blender guru to build a scene that a script could export correctly to elm. even importin elm for editing is hard... importing the floor should be no problem. lights should be doable too. but how should i represent the heights in blender? also, blender is not really easy to use compared to mapeditor. i think the mapeditor of el does its job better than blender could.
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then dont post here =P -EF- pawns y00 all!
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i have php and mysql for 3€ / month. So thats no problem. The problem is that most hosters configure timeouts on network connections and script runtimes. So ur php bot could only stay online for 2 to 5 minutes <_<
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encrypt the text and let the server send the key. that will keep the players from reading the stories at least until they found the book or w/e the first time.
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theres no documentation. get the sources from CVS. hint for python: use module struct to build data packets to send to server and extract the data u receive. for testing better use the test server on port 2001.
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tankel shouldnt take money for things he cant repair. the low chance for success is ok i think.
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very nice! try making a waterfall =D (make it walkable or hide cave entry)
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before u can get experience u need to learn some basic theory too. algorithms and datastructures, formal language theory, logic, computation theory, complexity theory. oh well. maybe algorithms and datastructures are enough =D
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if u accelerate a car its velocity increases. got it? =D
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making particles is not as easy as making maps. but still, someone should dig out the documentation for particles and make it a sticky thread somewhere. some is in this thread http://www.eternal-lands.com/forum/index.php?showtopic=7947
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yea. camera code as it is now sux. If u remove the limits and move it down to 0 degrees u will see objects that would be behind the camera on the screen. having world coordinates of the camera and using gluLookat would be fun. i played around with that but it broke the frustum culling. :/ with world coordinates of the camera we could let it collide with objects. would be great for the autocamera.
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better make the NPCs dynamic loadable plugins, so no network stuff is inbetween. or at least use pipes. for scaleabilty u can split the world. IMHO
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"my friend wrote a program and now i can hack your game", how does that help us phuzion? u r teh n00b!
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Wouldnt help :-/ that would just make macro'ing more simple. its a lot easier to program the macro to click once than 10000 times. if u only have to click once, what would u need a macro for then? u said urself u dont know programming. This is the programming forum
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what i wanted to say was, if u start detecting macroers then they will rewrite their macros to look like human players (random stuff). ofcourse such a program cant be calld macro. its a bot.
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that will just increase the number of online players =P (2 char harvesting = double output per hour)
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the server sees only ur commands u send to the server. He cant see if u use a mouse recorder or whatever. If u start searching for patterns in client/server communication to identify macroers, then only those that use mouse recorders can be found. Those who modify the client can use random breaks/timers and automagically react on events like a human player would do too. the game should be changed in a way that makes macroing unecessary. Like for harvesting u send 1 "start harvesting" command. And then ur char harvests until the player or some other event stops the harvesting (like being hungry or another command from the client). And add a max volume that 1 can carry (also to help the economy), so when harvesting e.g. sunflowers ull be full after 100 suns even if u can carry 400 emu.
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theres not enough drain. _ALL_ things should be manuable and breakable. I have like 10 pickaxes in storage. that is inflation =D
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jamesvm could u please make the .zip with subfolders, so if extracted to el folder the files go in the right place.
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hour = minutes / 60; minutes = minutes % 60;
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it includes ../elc/particles.h And it works. I already placed a fire in my copy of IP map
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if there is something like common sense about how to use computers than u lack it.