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Warlove_Bagpipe

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Everything posted by Warlove_Bagpipe

  1. God Stone Battle

    I wrote it in pseudo code because is easier for me while eventTimer < some time (1-few hours){ while eventTimer < some time (1-few hours) and timer < some time (5-10 minutes) do{ if only players form one guild or one guildless person is inside the Heart { timer reset timer start } if timer is running and not (only players form one guild or one guildless person are inside the Heart){ timer reset timer stop } if(timer is running){ timer advance } eventTimer advance } //good end someone wins done bag spawns on altar } //bad end - none wins done bag spawns on altar(or not spawns - to consider) That is a way I'm thinking about it. I think they will be boring waiting all day for event. I have idea - all players in this map 10 minutes after event is finished (bad or good way) are automaticly teleported to Isla Prima. There should be exit(one way) from this map/hell leading to Isla Prima. Yes it could be like that. Or it could be exit to Isla Prima near altar(to consider) It not cut off guildless people. If you are strong/lucky enough to hold the Heart for some time alone then you will get a stone. As i wrote you can use it yourself but you will not get bonus (this is to consider, maybe you should have bonus) but you can always sell it to some guild and have gc instead.
  2. God Stone Battle

    In my idea the bags spawns and it poofs like other bags (it is already implemented) so: - when no one took it it will be lost like other bags - when there not be many interested players for example only one - he always can took it and it not destroy anything Why not making teams? - Because making teams will lead to require some more coding debug etc.
  3. God Stone Battle

    My proposition is around 200gc because that's makes more players to come and its still money sink. If single player will hold the Heart for required time then bag still spawns (condition require not whole guild but minimum one player to stand in the Heart) and he could took reward but it would be hard for one player because many players would like to posses it. God stone, when used, should give bonus for whole guild (that makes it more powerfully) and it should be useless for guildless players. Of course guildless player can always sell it. This could also lead to black market of God stones. For example strong PK guild could fight for stone only to resell or exchange it. Of course please fell free to modify this idea to make it better .
  4. Archery Contest Tool

    Hi I was searching forums for "archery" and "contest" and could not find similar idea so decided to write about it. My idea is about putting a wooden target for ranged weapon into game. Shooting to this target could not give exp or gives a half (it does not matter for this idea). What is matter is that for every shoot to this target local message text should be displayed. This text should contain value of perturbation (and maybe who shoots - optionally). If I understand good, perturbation is a distance from intended target (low enough values means that you hit and even lower means how perfect was your shot). Displayed messages could be for example something like that (values are for example only): OnyXa misses (perturbation > 0,2 (i don't know how its for real)) OnyXa hitted 3 points (perturbation 0,20 - 0,23) OnyXa hitted 10 points (perturbation 0,05 - 0,01) etc. With such wooden target tool it would be possible to make an archery contests (organized by mods). -- Feedback welcome OnyXa
  5. Buying Book of Potion of Accuracy

    Hi We are looking for Book of Potion of Accuracy in fair price. Our proposition is 15k and could be negotiated. If you have this book please PM OnyXa or Calham in game.
  6. Guild donations

    Thats a work for a bot I think (and coded it into my bot )
  7. EL 1.6 final RC (also zip for Unix data)

    On my laptop rendering still looks like in rc1 http://www.eternal-lands.com/forum/index.p...st&p=429851 (all details in post) except UVP, which changed to 1. I have noticed that turning on some graphics features makes models complete black and turning all off makes model to blink more frequently. I think that some mechanism is too slow to properly render models. Is it a chance to make an option which switch trough new rendering style and old rendering style? On my linux desktop pc glinfo Video card: GeForce 7600 GT/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.2 NVIDIA 169.12 nothing work till I updated to latest drivers(previous EL 1.5 crashes with latest drivers so I have quite old drivers installed) and now it work excellent!. Thanks for good work guys.
  8. RC 1

    Strange rendering, model parts are blinking from black to color(its hard to me to explain) Few screens (click to enlarge): And here is a infos.log: Log started at 2008-03-22 22:59:39 localtime (�rodkowoeuropejski czas stand.) 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: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Compiling shader './shaders/reflectiv_water_fs.glsl' successful: Fragment shader was successfully compiled to run on hardware. Linking shaders successful: Fragment shader(s) linked, no vertex shader(s) defined.d Init extensions done Init eyecandy Init eyecandy done Loading vertex programs Max bones per mesh: 71 GL_MAX_PROGRAM_INSTRUCTIONS_ARB: 320 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 256 GL_MAX_PROGRAM_TEMPORARIES_ARB: 40 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: 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: 512 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: 256 'shaders/anim.vert' GL_PROGRAM_INSTRUCTIONS_ARB: 158 'shaders/anim.vert' GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: 133 'shaders/anim.vert' GL_PROGRAM_TEMPORARIES_ARB: 5 'shaders/anim.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 11 '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: 25 'shaders/anim_depth.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_depth.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4 '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: 100 'shaders/anim_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 5 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 10 'shaders/anim_shadow.vert' GL_PROGRAM_PARAMETERS_ARB: 256 'shaders/anim_shadow.vert' GL_PROGRAM_NATIVE_PARAMETERS_ARB: 256 '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: 25 'shaders/anim_ghost.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_ghost.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4 '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: 26 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_TEMPORARIES_ARB: 3 'shaders/anim_ghost_shadow.vert' GL_PROGRAM_NATIVE_TEMPORARIES_ARB: 4 '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! glinfo Video card: ATI RADEON XPRESS 1100 Vendor ID: ATI Technologies Inc. OpenGL Version: 2.0.6347 Release I'm using video card Rodeon X1100 in my laptop (i know its a crap) and every thing is turned off (poor man and don't adjust shadows on).
  9. Spell charges in items

    Hi I searched forums for "charge", "spell charges" (in titles only) and i found nothing so I've decided to public my idea. Mainly its a idea of having items which are charged with spells. When such item would be used it should be treated same way as player cast a spell with exception of not loosing mana or minimum use of mana points. Power of such spell and chance of failure should be standardized for easily implementation but its also should be discussed. What kind of items should be chargeable its also a open question but my two ideas are : - charged rings Such rings should require crafting skill, a silver/gold ring, ingredients for spell and Potion of spirit restoration for example or other ingredient which balance power of such rings (it should be suitably for every spell). These rings should be stackable. Of course teleport to portal room should not be chargeable. (and maybe other few spells to) - scrolls(or stones) Scrolls idea is similar to rings idea and main difference is that creation of scrolls should use magic skill instead of craft skill. That would make magic exping more fun and interesting. Magic level for create charged items should be twice(or even more) more then required for cast a spell. You wold ask for sure for what we need doubling ways to cast a spell? So it could make a richer economy. Alch'ers makes and essences, crafters makes a chargeable items, mages (or crafters) charge such items and finally lazy warriors use charged items. Such warriors could be more pointed to only fight because they no need (or minimal use of) mana points and they could take more effective spells with one restock (they can take 100 ring/scroll of heal instead of 50 health essence and 10 Potions of spirit restoration for example). Of course it will be more expensive. Market price of charged items to their profits require a good balance but i think that rich lazy players would prefer charged items (maybe its cost more but i care nothing more ) Its a only sketch of idea but I think its worth of open discussion. OnyXa
  10. Spell charges in items

    For easy implement charged items should be stackable and one item have one sell in it. Most advanced mages could make profit form creation of charged items. In my point of view EL isn't a game that your main goal is to kill a monster. Thats why i personally like to do other activities in EL (i think not only me). Thanks, your criticism is constructive .
  11. Spell charges in items

    This could be balanced. Use of charged items could require some magic level for example 1/2 or 1/3 that is required to cast spell in item.
  12. New Spells Idea

    Hi In attributes capping times many player will for sure need ways to rise attributes for some fights. So i think that adding spell rising attributes will be good move. Each of these spells should require an potion that rising one of attribute and some essences. Maximum attribute rising should be a little more the potion i think +5 will be good, of course without any others increases. There could be also "range" versions of this spells (with more ingredients of course). Attribute rising effect and duration of these spells should depend on your magic level and one/few of barley usable cross attributes (to promote this attribute). Pros: + 10 new spells that help exp magic better way + more attribute rising potions usage - more work for potioners + more usage of some essences - more work for mixers + promotion of barley useful attributes + easy to implement (i think) Feedback welcome OnyXa
  13. New Spells Idea

    You've got the spirit
  14. New Spells Idea

    Attribute cap purpose was to make PK more fun. These spells not ruin that. Every one would have still same "cards to play". But there will be more ways to play these cards.
  15. Items Grades Idea

    Hi I just wonder how to make up players with high level skills and i think grades of items is quite interesting idea. Each manufacturable item in EL could be marked one of 5(maybe other amount) of stars. When player makes an item and have enough level of skill he could make item with better grade. For example player with 0~25 alchemy is able to create fire essences with only one star - first grade and player with 25~50 gains a small chance to create fire essences with two stars - second grade and so on. When manufacturable items are required to make new item then grade of newly created item should depends on grade of ingredients. Finally created items like swords, armors, tools etc. should have some modifiers on damage, armor, chance to break, stronger potion effect etc. Pros: + role playing - only the best masters could make an perfect(max grade) items + make economy more interesting + more motivation to get another alch/man/pot skill level + more exciting manufacturing Cons: - hard to implement, require many changes in client and server - hard to find a good way how different grade items same kind should be stackable Its only a sketch of idea so maybe some one solve cons of this idea or extend it to be better. Feedback welcome OnyXa
  16. Items Grades Idea

    Sorry
  17. Simplify of quest system

    Hi I know that quests are not priority in the game but i just have an idea about way in which quest system could develop. So of course i want to share it . Mainly problem of current quest system is relatively low level of writing new quests so quest can be buggy , hard to implement and require some work at server side. Of course it also extremely flexible the way it is now but i just wander if it could be simpler?. So thinking about that makes me sketch quest system in my mind. Considering that there is many quests ready and no time to code it i think that writing quests could be in some players hands. Some players(later called quest writers - QWs) with privileges from ent would have commands on test server. Within these commands QWs could upload quest file to test server, delete such file, start and stop uploaded quest. These could be simple console commands like #upload_quest <file name> etc. and not require lot of work. This way EL will gain bunch of people whom will be interested in writing and debugging quests. Debugged quest could be uploaded to main server for all community. But how quest files could look like? Here is some ideas: - simple format, maybe xml and maybe something more simpler that should be easy to parse - QWs need to have list of NPCs ids list to identify them - and here is example of how such file could look like: <trigger id="1"> <action type="talkto"> <param type="npcid">18</param> </action> </trigger> <action ontrigger="1" type="respond"> <param type="npcid">18</param> <param type="text">Hello stranger</param> </action> and so on... There could be many types of trigger and actions like talking to npcs killing monsters(maybe in precise place) giving items to npcs. If we add some flag to items there could be also triggers and actions to declared quest items like: <!-- definition of quest item --> <questitem id="1" imageid="1"> Magic bread </questitem> <trigger id="1"> <action type="giveitem"> <param type="npcid">18</param> <param type="quetsitemid">1</param> </action> </trigger> <action ontrigger="1" type="respond"> <param type="npcid">18</param> <param type="text">Ou thank you for bread!</param> <fire trigger="6" /> </action> I know that write such system requires many work but when it will be ready QWs will only be writing quests, many quests i think. So please write what you think about that, maybe its worth to do such system instead of developing current one. --- Sorry for bad English OnyXa
  18. Simplify of quest system

    You must miss misunderstood me i was thinking about special quest items(using existing images) for purpose to specific quest and identifying them by ids. Npc could be identify by name(which is unique of course). Buts thats no really matters (thats only implementation details). My idea mainly was: - QWs(trusted players) write scripts - upload them to test server - server could read and execute such quest(thats require to write such system) - after debug quest move to main server If every detail of quest should be well tracked by developers my idea is no good at all. Thanks for feedback and im happy to hear it . Topic should be closed.
  19. Simplify of quest system

    Yes you are right but for now its very barely possible that new quests shows up because high time cost of server developers for implement quests and low priority to do this. My idea was not for make quest system better but it rather was about how to make quests possible in game in quite short time. There is also possible to have two quests system, one as it is now and second one based on my idea so flexibility of first system could remain. My intention was to show my idea to Entropy and server developers and make them to consider is implementing of such system would be good way and make quests possible(having in mind that many quest are ready and waits for implementation).
  20. Simplify of quest system

    - QWs should be trusted like game moderatros now to prevent "quest spam" - checking quest prizes is just a few seconds (just take look at prize tags ant check what is says Please read carefully this thread and you will see that quests require coding at server side and thats why a few programmers are trusted to do this. My idea is about to write/test quest through upload files to test server so its not require so much trust like access to code at server side.
  21. Current CVS errors

    Hi I just sync with cvs and i've noticed that some things are missing. includes that missing in io/map_io.h : #include "../bbox_tree.h" #include "../asc.h" #include "../errors.h" #include "../translate.h" #include "../init.h" #include "../map.h" #include "../tiles.h" #include "../reflection.h" #include "../3d_objects.h" #include "../2d_objects.h" #include "../lights.h" #include "../particles.h" includes that missing in io/elc_io.h #include "../errors.h" File missing (probably whole directory): error: xml/xmlhelper.hpp: No such file or directory
  22. Chanel Filter

    Big part of EL community complain more and more for market channel spam and some of they already stop using it. My idea is to make a mechanism which allow player to filter channel buffer. It could let a player to add/remove filtering words (maybe regexp too) to channel. When you add a word, channel buffer do filtering and shows you only matching lines. For example if you looking for Enriched Fire Essence to buy you should add words "wts,sell,selling,efe,enriched fire esssence" as filter for market channel. Of course wildcards like "*" and "!" could be useful (regexp require some knowledge about it and i think that very few players would be using it). Matching should be done in client side and it should not modify original buffer to leave ability of change filter at any time. I know this feature will be barely useful for other channels then market channel but i think it should be at least considered and discussed. Sorry for bad English.
  23. Animation Blending

    I have some question concern this topic. There is a struct actor_types in actor.h. And it has this entry: //Animation indexes struct cal_anim_group idle_group[16];//16 animation groups int group_count; There is also code in actor_scripts to fill this struct. Its seems to be unused for now because actor definitions don't contain such data at all. So my question is, Is this for future use or some old code to remove?
  24. Animation Blending

    Hi I'm just done a patch for this. Its my first path ever so don't be fierce . The path could be found here. Please try it and give me feedback. I was thinking about emotes as well and my idea is that emotes could be implemented without server changes. My idea is to use ":" command. For example for a "hooray" emote client can send ": \o/" raw text to server (it could be improved by GUI later). So all other player give back "OnyXa \o/" which can be easily captured and converted to animation. Of course this idea has a bad sides and good side:. Bad sides: - we get raw text so we must search for player by name string and parse emote string - its not well designed(rather a nasty workaround ) Good side: + it could be implemented without server changes So please write what you think about it. Ou and sorry if thread about it exists but i couldn't find it.
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