Jump to content
Eternal Lands Official Forums

fred_penner

Members
  • Content count

    540
  • Joined

  • Last visited

Posts posted by fred_penner


  1. At the moment the mods and admins of EL can pay attention only because there are so few players.

     

    If someone playing Runescape (or any MMORPG) gets cheated or scammed, sure they might complain to the admins and maybe something gets done. But if nothing happens and the victim quits the game, those admins don't really care: there's still 1000s of other players who aren't quitting.

     

    The admins (and oldbies) take this game really personally and when an asshole appears and makes the game un-fun for someone, they take it personally too. It's only because the community is small that they can take things so personally.

     

    Take the "market channel" for example. Mods watch the chatter and warn/mute/boot people for getting off topic. And they're just overseeing maybe 40-50 people, max. Take the game up one order of magnitude and they're watching 400-500 people. Not only does the job of the mod become impossible, the market channel becomes useless - too many messages flying by and you'll never catch the one you want. It's a design that works for a small game, but not for a big one. The game is self-limiting in the number of players it can accomodate at any one time.

     

    This game was built to be small (probably not intentionally) and it wouldn't survive if it got bigger.

     

    Take a look at the storage at VOTD or Grahm's Village. It's always 2-3 players thick around the NPCs. Again, take it up one order of magnitude and it's 20-30 players thick. Not only will most people lag out, you won't get close enough to interact anyhow. And again, the game is self-limiting.

     

    It's things like the above issues that will keep EL small. As the crowds get thicker there'll be more people who walk away and play another game.

     

    Therefore, as long as the admins and mods are continue to be dilligent and screen out the dickheads, the game itself will keep the number of players down. EL will always be a small, tight knit community.


  2. Most of the money will go torwards paying for the prizes and cash prizes.

    Only problem I see is that most of the money will go to prizes. Where's the rest going to go?

     

    ps. I like this idea. Sounds cool. But you should have the questions and announcements happen in a channel so people can listen in any time. Too bad you can't make channel 1,000,000.


  3. Maybe we can put some items in the ini file to get the armour with one command.

    e.g. item1 = helm; item2=steel shield and so.

    if we have enough space in our inventory AND the items are in storage, we could make a #get_my_armour command.

     

    #get_armour command :

    request the items from ini from storage

    wear items (should also be possible from coding)

    I've done something similar for dropping off animal items. Because I grab every bag I see when walking around, I get alot of animal stuff so I use one command to drop it all into storage. It's pretty easy to code something like that.

     

    As for picking stuff up from storage, that might be harder because you'd have to know the weight of each thing you're grabbing and then see if you could hold it. Or just try to pick it up and let the server bitch at you for having no space left.

     

     

    The ID used for deposit & withdraw can change anytime that Ent makes changes to storage. Generally they tend not to change, but never assume they will stay the same. He might add one item in the middle of the list or decide to rearrange them, and all the ID's could get changed at that time.

    If Ent ever did make a large change like that, I hope the purpose will include creating one universal list of item ids that can be used everywhere and won't require the list to ever change again, and isn't doing double duty like image_id.


  4. yea great idea that why make map for stuff anyway cause want to know where stuff is and also make have visit area then would have any that stuff marked

    Are you trying to say something or is this just a collection of random words? I honestly have no idea what you're saying beyond the first 3 words.

     

    My apologies if English is a challenge for you - perhaps you should try to clarify your post.


  5. Each item (at least ones that can be deposited) has its own id for storage. And that one is UNIQUE!

    That's almost correct. There are 2 ids though: one for depositing and one for withdrawing. I think they're nearly the same though, for example the deposit ID for fruit might be 1012 while the withdraw ID is 3012. The first digit might be just a flag to indicate the operation.

     

    If that's true then you could make an array of just the last 3 digits and apply the first digit depending on your operation. That would be nice, and even if it looks like this is the case, I bet there's at least a few exceptions.


  6. How can I let a bot random walk without stopping because of an object ?

    I managed to let a character walk, but not really random and constant, only to one direction or one pair of coordinates.

    I stole some of the pathfinder code from the client and used it for getting my bots to walk long distances. But for short distances (moving randomly) I do this:

     

    direction=rand()%8

     

    Then switch on direction such that

    1 = north

    2 = north east

    3 = east

    4 = south east

    ... etc

     

    Then add 10 to my bot's current x and y, depending on the direction I want to walk them, and just send a MOVE_TO with those coords. If there's something in the way, or the coords are in on a unwalkable tile it just won't move. I run this random walking thing every few seconds, and off they go!

     

    Next is to detect doors and signs and make the bot use them.

     

    Then add on bag detection and start picking up bags.

     

    Have it notice harvestable items and harvest.

     

    Build up from there.


  7. What is a bot and how do I make one?

    A bot is a program that connects to the EL server and operates (usually) automatically. It's like a stripped down version of the client that is specialized for your purposes.

     

    You can make one by (and this is only my recommended course of action):

    1) Get the client source code from the CVS.

    2) Take a look at the source code and learn how to communicate with the server.

    3) Break out your C skills and code yourself a bot.


  8. And before you send item quantities you should parse the exact quantity and divide it into dialog quantities, that is 321 would turn into 250, 50, 20, 1

    Your probably doing that already (or something similar) but you forgot to write it :(

    I usually just deposit the max allowed, which is 20000. That gets everything from my inventory. Usually I'm not interested in depositing just some of the items I have.

     

    However, I use the same code to sell apples to Laura in Portland (unless this is illegal, in which case I'm just speaking hypothetically). Because you can only sell 200 of an item at a time, and I hold more than that, I use the code for this:

     

    loop

    {

    sell 200 apples;

    if( I have no more apples ) break;

    }


  9. Ok, what i need is all items list with their names, storage id's and storage categories (numbers will be ok too). That would be for Adarah.

    Why do you need the storage category ids? And by this I assume you mean the response id you send to the server when you're talking to a storage npc.

     

    You can just send the item's storage ID and the quantity. You don't need to specify the category. That's how I've been doing it and it works fine for deposits and withdrawls (although the item's storage IDs and quantities are different for each action).

     

    I wrote a little function to deposit and withdraw stuff from storage npcs:

     

    void TalkNPC(int NPCID, int ItemID, int QuantityID)

    {

    char str[5];

    str[0]=RESPOND_TO_NPC;

    *((Uint16 *)(str+1))=NPCID;

    *((Uint16 *)(str+3))=ItemID;

    my_tcp_send(my_socket,str,5);

     

    str[0]=RESPOND_TO_NPC;

    *((Uint16 *)(str+1))=NPCID;

    *((Uint16 *)(str+3))=QuantityID;

    my_tcp_send(my_socket,str,5);

     

    }

     

    That might not be exactly correct (I wrote it from memory), but you get the idea.


  10. I actually like the pan..as it gives more of a feeling of teleportation. In fact I think at one point entropy was going to remove it, but we talked about it and decided not to.

    I agree. I like the pan too. It gives you a quick view of parts of the map, and occasionally piques my interest in some area causing me to go exploring.


  11. That's not a bad idea. You could click and bookmark while viewing the map and the game would store the location in an XML file locally. Then each time you view the map, the game checks the XML file and displays any bookmarks for the map. That doesn't sound too difficult to implement.


  12. is my right to play

    What right? Did someone post a bill of EL rights when I wasn't looking? EL is a dictatorship, with Ent at the helm. Really, just shut up for a while.

     

    (ps. Please don't really shut up, I like this back and forth recourse. Especially cause you're a moron.)


  13. And maybe the depth of the water (or distance from shore) starts applying "cold" damage. Just to put some danger into swimming. I'm thinking people might be able to swim to the new continent, but only if they're strong enough.

     

    Or maybe "might" or some skill dictates how long you can be in the water before you start to drown.

     

    And the inventory you're carrying could make a difference too. Some formula involving the weight you're carrying and your "might" skill could dictate how long you can swim for before you start drowning.

     

    There's lots of fun things you could do with swimming. Make it a skill maybe; somehting to practice. Put islands out in the water, maybe with rare resources on them like mercury or enriched essence spawns, etc.

×