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Warlove_Bagpipe

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Everything posted by Warlove_Bagpipe

  1. Idle Animations

    Finally I have some free time. So I decided to give little update about this patch. Some work in progress is included in this patch. I've decided to use emotes as base for this idle animations because they are well done and are working 'out of box'. With this path all actors do 'random' (pseudo random as nathanstenzel proposed) emote after some 'random' time being idle. What I want to achieve in next step it would be extensions of emote configuration file to add mood id for every emote and mood list. This way it would be possible to very easily and flexible to configure which emotes will be attached to particular mood. Then moods will be 'randomized' between actors and will change after some quite long time 10-20 minutes or so in 'random' way. I hope that maybe in future sending moods ids to/from server will be added. It would work nice especially for NPCs and quest progress. Adding new idle animations would require same work as adding new emote. I don't know exactly how to do it so Roja please contact with someone who coded emotes about this. You could think about possible moods and emotes (or your new idles) attached to moods. Each emote in mood will have 'chance to fire' so You can determine which emote in mood will be used more frequently or less frequently. OK, that's all for now. I will let you know about progress.
  2. Idle Animations

    Animation blending was implemented by me some time ago. So all that need to be done is basically to exchange current idle animation with new one after some random time. I have some concept about new idle animations. I was thinking about introducing something I've called mood. Each mood would have set of idle animations assigned. For example sad mood would have assigned 'turning his head doubtfully', 'cover face with one hand', 'looking into distance' etc. Each player and NPC would have one of moods assigned. I think I would do it in randomly way for start. It would give more authentic behavior for players and prevent skipping from 'happy' mood idle animation to 'sad' mood idle animation and back and forth. It would open interesting possibilities too. For example a player could send his chosen mood into server and it could be sent back(with player struct) to others. Furthermore server could send mood for NPC for example with quest progress. After few hours of searching graphics card driver I still can not lunch El under my Ubuntu. Still no luck with DevCpp setup too. I'm really don't know how to resolve make.exe 255 error. I will keep digging.
  3. Idle Animations

    Unfortunately I have problems with my developing environment setup. I can use Ubuntu because I cant install proper video drivers and lunch EL. On the other side Windows and DevCpp I have version of DevCpp which should work but it doesn't. I'm getting an Error 255 while trying to compile (and compilation process is not even started). My DevCpp version is very old, Much time was passed since I was developing Animation Blending patch. So, Could someone send me link to working DevCpp setup?
  4. Idle Animations

    I think I could give a try. Implementation should be not big deal but I must refresh my memory a little and setup developing environment. I will let You know about progress.
  5. Same combat system

    I was thinking lately of something similar. Adding new combat skills would be quite lot of work so I was thinking about something simple what could be done only by server side and should be relatively easy to implement and also could be extended later (which would require client changes). Summary Basic concept (White Trolls can't jump) 1. Each player has all skill's attached for him like an attribute 2. Each skill has chance to use and this value is 0 at begin with some cap at end 3. Skills are used automatically in fight depends of their chance to use 4. To learn combat skill (increase chance to use) it must be successful used. Chance to increase decreases when chance to use increases Extension 1 (Goblin has backstabed me!) 1. Combat skills are splitted into two groups offensive and defensive group. 2. Offensive combat skills are used automatically in combat by their chance to use 3. Defensive combat skills could be used only as counters for successful offensive combat skill use by your opponent 4. Offensive combat skill could have corresponding defensive skill/skills to be used as described above 5. Each combat skills may have requirements to use it, for example wielding right type of weapon, carrying shield etc. Extension 2 (Tactics!) 1. Player can set their combat attitude by GUI 2. When player set his combat attitude as offensive all skills in offensive group have higher chance to use and all skills in defensive group have lower chance to use 3. When player set his combat attitude as defensive all skills in defensive group have higher chance to use and all skills in offensive group have lower chance to use Comments, detailed information and extensions Basic concept: 1. It would require only to extend player structure by adding some array of bytes (combat skills values) in server. So it should be not a big problem to do this. 2. Of course skills with 0 chance to use could not be used. Learning combat skills can be done in NPC's or Wraith or maybe be even by completing quests. It may cost gold coins or even pick points. After some skill is learned its chance to use value is set for some positive value (3 for example). This could be good money sink, players should be happy to spend gold for something new and usefully. In a first stage players could have one or 2 basic simple combat skills with chance to use level 1. Effective chance to use should not only depends of combat skill chance to use but should depends of attack/defense levels difference of fighting entities. And it should be calculated once per few attacks to not spam combat skills. 3. Automatic use of skill could be implemented only in server in fight handling. It should be quite easy to check if and which combat skill should be used before attack blow. Info about who used and which skill may be initially implemented as text messages and may be replaced by animations some time latter. This approach has another advantage, monsters could have fixed combat skills for example Trolls can have stun with 20 chance to use and parry with 40 chance to use 4. It could be extended by capping skill on different levels for example novice (03-30) advanced (31-60) and expert (61-90). Each cap may require additional teacher (NPC) or gold or complete quest. We have many possibilities in here. Extension 1: It would require to implement an structure of which defense skill is counter to attack skill and should still be relative easy to implement. This approach is mainly prerequisite to extension 2 but it has some others advantages to. With offensive/defensive combat skills its possible to create more diverse monsters (maybe instance bosses, maybe quest monsters). It adds many more fun to P2P combat, making combat more unpredictable. With combat skills requirements its possible to create such skills as Shield Stun (with shield) or Back stab (with dagger) and many many more fun skills. Don't forget that it could be available for monsters too. Extension 2: It would require to change client code. This approach leads to more tactics in fight which could be easily controlled by clicking go to offence state , go to defense state etc. It may be 3 levels (offensive, defensive and normal) or even five levels of combat attitude (berserk, offensive, normal, defensive, blocker). Its also opens possibilities for spells or items which can put players in some combat state and player could not change it for some time or until he remove some item. Why not to introduce Berserk Halberd or spells like Berserk or Fear ? Of course such idea could change combat system in EL which could lead for harder Attack/Defense training. But we can cure it easily by introducing commands as "#combat_skills_on" and "#combat_skills_off" or with extension 2 by GUI. I hope my post will lead to more discussion about combat skill system. As always I'm trying to post ideas which should be relatively easy to implement but still fun for players. If such idea for combat skills will be appreciated by Ent and community then I put more detailed idea (and I hope you, dear reader, too for particular combat skills. -- Regards OnyXa
  6. New players online mirror page

    I think its out of order now.
  7. Hi I have created and managed bot project - jelb. Its working java code and few bots on Eternal Lands use it. It has few interesting features such: micro internal web server, jabber(xmpp) support, trade bot implementation, guard bot (reading el maps) implementation and much more. Code is quite stable and in my opinion quite well designed (in most parts) but it lack of documentation. The project is almost dead because I lost motivation to continue it. I decided to look for someone who would like to manage it. If you are developer please post your "offer" in this topic. In case when it will be more then one "offer" I choose one so please include links to your open source projects (if any) or write few words why you want to over take it. -- Sorry for bad English OnyXa
  8. Manufacturing strike!

    Hi I know that I'm breaking flow of discussion a little bit, but what you think about recipes similar to following: 10 FE + 1 Iron Sword = 3 Iron Bars 10 FE + 1 Iron Greave = 1 Steel Bar etc. What You think? Could it help economy and the situation of manufacturers or not?
  9. Map marks

    Hi I just had an idea how to improve map marks to make them more useable. I wrote a simple patch which makes that yours map marks are displayed in main game window. They are clickable and if you click such name you're going to marked location. This patch is not final version but just presentation of idea. If such functionality will be approved then I start to code proper version of this feature (including new window and game option for this feature). The patch can be found here. I'm waitting for approval or decline . -- Regards OnyXa
  10. Map marks

    OK proper patch is ready and can be downloaded from here. Map mark window is available after pressing CTRL+r. I've added two files mapmarsk.h and mapmarks.c and I wonder that I should move all code handling map marks there?
  11. Bots that expired, or that will expire Sunday

    Hmm I supouse that we have little mistake here. You made Dzik as a bot Sat Jan 24 2009 so he shouldnt be on this list.
  12. Awards system

    It might be fun to give an award to the really unlucky persons, for example, most pickaxes broken. That is hard to cheat, because if you're harvesting stuff which doesnt require a pickaxe, you will never win be the top pickaxe destroyer award. I think that "fluffy" awards could add game some spirit. I think about these rather like title for person not an award actually (so the prize should be minor or none). Like The Piper said it would be nice to visualise such titles in game maybe even under player nick with small font. My ideas such "The Leprechaun", "The Jackass" and The Piper idea "LOTR" and similar ideas could introduce nice role playing/fun into game. For example: "LOTR" prize idea - The one ring after use: - user flee from battle (if user is fighting) - user cast invisibility - inflict mana burn on user - can be used once per EL day - disappears every time next one is given as prize(there could be only one into game!) "The Leprechaun" - story - You collected so many coins left by Leprechauns so as the punishment you has turned into leprechaun (just model change) by Mother Nature. (to next time when prize is given) "The Jackass" - is just funny - You used to many shape shifting ability and becomes donkey (just model change) (to next time when prize is given) Of course storing data for many kinds of player activities could require many more cpu power and place to store data and if so then its not necessary into game. Anyway There could be nice that any award (major or minor) would have a nice (role play) title and be visible near player nick. For example : "The Mortos blade", "The Aluwen shield", "The Knight of The Moon"... etc. . So with the "fluffy" awards we could introduce to game players titled like: "The butter finger", "The shaman", "The Cannibal"... and many more. Minor awards could have grey colour and major could have gold colour or so. Wouldn't it be nice when you could run into titled person? I think it really could add some nice spirit into game. -- Sorry for bad english OnyXa
  13. Awards system

    Few more: The Leprechaun - most gold coins found while harvesting (the prize could be to turn player model into leprechaun model) Jackass award - for person who was longest time turned into a donkey (the prize could be to turn player modle into donkey model but whithout emu increase) The Posh - for person who have most different clothes into storage Secret keeper - person who made most number of hyber bags The Invisible Man - person who was longest time invisible Druid - most quantity of harvested herbs Hawk eye - most exp gained by single shot (should be reseted every month or two weeks) The Canibal - most bones eated The trader - max(gc gained minus gc spend while trading with npcs) The Coward - most time flee from battle
  14. Awards system

    I have rather funny ideas: Butterfingers award - most ingredients lost while mixing div total item mixed Ultimate shaman/tripper - most deaths via poison (by eating toadstools) or most toadstools eaten Sleepy head award - most death while being afk Bee keeper award - most hp lost by being stung by a bee (Honey bee should be as the award )
  15. Bot marketplaces

    I've voted yes. That would make game looks nicer. Nevertheless I think that it would be better to leave a choose for bot owners. Maybe bots placed in special marketplaces should have some little advantages. For example they could talk on local chat (time limit like on trade channel) about what they sells/buys. Local chat is range limited so its shouldn't make big buzz (but I could be wrong). With nice (role play) messages (for example - "Best swords from North lands! - Titanium Long - Dwarven steel, you will not regret this.) this could give nice feeling of marketplace buzz. -- Sorry for bad English OnyXa
  16. I have some problem with searching similar ideas if I missed any then I'm sorry. Idea is simple, each weapon would have different attack speed. It could be done only in server side and should be quite easy to code. To not charm current weapon balance, for existing weapons flowing(or similar) formula could be used: we introducing any (new attack speed) = ? (current attack speed) = 1; (current weapon damage bonus per timespan) = (weapon damage bonus) * (current attack speed) (new weapon damage bonus) = (weapon damage bonus) / (new attack speed) (new weapon damage per timespan) = (new weapon damage bonus) * (new attack speed) This well lead to: (current weapon damage bonus per timespan) = (new weapon damage per timespan) What are advantages of this feature?: more exciting fights visualisation (player with halberd attack, for example, 5 times slower then player with rapier) more freedom to players (one could prefer strong and powerfully weapon and other one fast but week) more chance to balance weapons, and more possibilities to design new weapon possibilities to introduce new exotic weapon (extremely slow but powerfully, for example) possibility to manipulate attack speed in future (by potions, spells, perks, player stats, player current load... etc.) Ou, I forgot about one important thing. Attack and defence exp should be modified by attack speed also to keep the same average attack/defence exp per time span as follows: (new attack exp) = (current attack exp) * (new attack speed) (new defence exp) = (current defence exp) * (opponent new attack speed) -- Sorry for bad English OnyXa
  17. Differ weapon attack frequence

    This is already happend. Every one use the weapon with best damage he can use (when one needs damage ofc). Im sure that there are players who wolud prefer different fight styles thats why i wrote about this idea. This will also brings adventages i wrote earlier. And yes, accuracy modifier works very similiar but when we would have two modifiers both of them could be changed (by spells/potions etc.) separtely which leads to more possibilities. Aislinn please close this topic or move it here if possible. I promise to do more searching next time.
  18. Differ weapon attack frequence

    Then Im sorry (I was searching for words like frequency). Please remove or close this topic. Actualy not if fastest weapon would have current attack speed.
  19. Map marks

    First off all sorry for delayed response but topic tracking not sent me an notification mail (strange?). As I wrote code and design is prototype (and is made temporary) and after eventually approval I try to improve it (thanks Labrat). In my opinion such feature could be useful because it eliminate annoying(for me ) mouse click to show and hide map.
  20. Removing TS effect

    Just a small vote no/yes - because a game is always better when you have more possibilities in it.
  21. Emotions

    Hmm its not such simple as i was thinking. CAL library allows you to mix animations and plays two or more simultaneously. For example there could be emotion moves when character is walking (for example walking and waving hand), and other one when character is sitting and so on. I dont know how Roja is going to work with animation moves (is she prefers to create whole character animation or only part of character(only character hand for example) animation for mix with existing animation). So it must be decided that emotion animation should be separated state or current state addition. In my opinion it would be better to immediately blend emotion animation into next one when next one is sent. It could be more fun for players and allow them to create some "dance" moves . -- Sorry for bad English OnyXa
  22. Emotions

    Hi I was planing to code it as I wrote here but no one send feedback to this proposition so I leave it. Lately I have read here that emotions moves still waits for implementation. After little chat with Shmurk (I was thinking that he takes care about animation development after his ranged weapons implementation) I have much more clarified idea about possible implementation. My idea is not to create new packet kind but rather send emotion move as special local chat message (for example one special byte means that local chat message is emotion move and two next bytes means emotion id). In my opinion server not need to analyse emotion moves messages and it is of course thing to consider (I could miss something ). Yesterday I looked at code and I think that few things "around" implementation of emotion moves should be clarified. In file actors_scripts.c in function move_to_next_frame() idle animation should not be directly set but rather set_on_idle() should be used there. In same file function cal_actor_set_random_idle() should be rewritten and should use cal_actor_set_anim_delay() function form cal.c. Anyway, Trog please fell free to code emotion moves because I used to code in high level languages and coding in c probably took me very long time.
  23. Standardised web address for bots

    If you like you can add flowing too: http://pigi.vdl.pl http://acro.vdl.pl
  24. God Stone Battle

    Hi I was searching forums for Capture the flag etc. and i found few posts but without solid description. I was wondering how to implement something that would lead to big multi player battles and here is my idea. If i missed something like "CTF will never be in game and its sucks" then please delete this topic and take my apologise. I know there could be better, more evolved CTF ideas but, as always, I'm trying to give idea that (in my imagination of server code) should be relatively easy to implement. The Map My idea needs new special map. This should be map separated from others and having other hell (or player respawn point). I think it should be treated as C3. Hell on this map should have storage and be non PKable. Whole map should be PK. There should be few exits from hell leading to different areas of map. In centre of this map there should be many fortifications. Besides of fortifications there should be special area (i will call it the Heart) with altar. Entrance to this map should be in "C3" Hell(or players respawn point). Player could get to this map by buying something like tickets (Yes money sink! ). Every day(or less often) there should be an event. Each day event will concern different God or skill and the cycle should be regular (You always know when each God event is). It should look like that: on special hour (let say 2h of EL day) an event starts for this moment a condition should be checked on server - when players from only one guild are in the Heart for more then 5-10 minutes(to consider) the bag spawns(like mercury bags) on altar and event stops after some time (hour-few hours - to consider) the bag spawns (or not - to consider) on altar and event stops The Bag What could be in the bag to make players fight for it? My idea is stone form God. It should be usable item, different for each god and when used it should give user's guild(Yes whole guild) some (+3-5% to consider) more exp in god discipline (for example Unholas Stone gives +5% more magic exp) for some time (1-7 days to consider). It should also disappear when next event for the same god starts. It could give other type of reward (for example +5 in god discipline). Its important that it should give bonus to whole guild to make it valuable which lead to team working. For example harvesters guild could hire and pay gold to PK guild to posses Mother Nature Stone. Another example - one PK guild will make allay with another PK guild to posses Mortos Stone for one guild and Aluwen Stone to another few days later. It would bring some politics to the game and in my opinion makes it more fun. As you can see there are many things to consider - mainly How it should be balanced to give players fun and not destroy economy?. For my first look it looks like nice(gives players fun) money sink. The Advert New map - some map making team time Few line of code - some Ent time Fun for community - priceless Sorry for bad English and, as always, feedback welcome OnyXa
  25. God Stone Battle

    In my first thought bonus stops after constant time(for example a week) and Stone vanish when event for the same God/skill starts(about 11 days). So stone not lose value till it not vanish. Also you always know when stone vanish because event circle is regular. But it could work some other way of course.
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