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groomsh

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Posts posted by groomsh


  1. I'd love to see the various types of slimes like:

    - gelatinous cube

    - black (and other color) pudding

    - grey (and other color) ooze

     

    These creatures would live in sewers and swamps waiting for victims to come close enough.

    Specials:

    - immune to physical damage (from normal weapons)

    - susceptible to elemental damage (cold/fire)

    - chance to poison victim

    - for puddings: on death split it to two mobs with half HP of the original one

    - for cubes: chance to paralyze victim

     

    Drops:

    - gc and maybe some random item from "commonly used player items"

     

     

    Would be cool to have these randomly spawned on acid rain #day (on selected maps of course) :D

     

    recipe_cube.jpg754%20Black%20Pudding.JPG


  2. The problem is little bit more complicated.

     

    Currently your storage is represented by Item id and it's quantity, so if you withdraw a titanium longsword from storage, it means that the counter for that item is reduced by one.

    This means that to store 10 pieces of same item, you need to store only one number. With unique id's per item, you would need to save the "ancestor or template id" of that item and all changed/added/removed properties ...

    So it would be a major change to switch from unique id per item type to unique id per item piece.


  3. This system is used in games like TES. The only way to get better in a spell is to use it as often as possible. I like this suggestion in general, but it's quite a complex one to implement. The problem in the incorporation of a new system is the transition of the old one. How do you transfer someone with magic 100+ to a new system without either compromising his skill or leave him overpowered...

    Well if this was my decision, i'd simply put all people on same starting point (level 1 in all spells). :)

    Honestly, there is no skill in leveling magic using MD :P


  4. You could even have levels for certain spells. Currently all "fighting" skills have it's own level (attack/defense/ranging) ...

    Same could be done for spells, so the more you use one spell, the more proficient you are casting it.

    This would also remove the OP of harm and other spells... Magic nexus could be used as an amplifier of spell effects (for all spell types) or to lower opponent's magic resistance/immunity (for attack spells).

    I think this implementation could also lead to different "mage builds" (healer/supporter/damage dealer...)

    One could also think about simple spell trees like:

     

    poison (does damage according to your poison spell level) --> (at level X becomes) disease (does damage + lowers random stat, at higher levels could lower more than one stat)

    restoration (restores portion of life) --> miracle (restores all life) --> wondrous healing (restores all life + removes negative effects poison/curse etc) --> gods embrace (restores all life + removes neg. effects + chance to get blessing)

    remote heal (heals some of targets life) --> aid (heals some of targets life + chance to remove negative effects)

     

    And so on .. ;)


  5. Everyone I have talked to claims the drops for the 100-120 instance have changed significantly since the origination of it. Granted, I haven't been doing them long enough to make this claim myself, but I have done about 30-40 of them since and I will make the claim that the "average" drops are not worth it to split amongst 4-5 people.

     

    Even if we don't spend money to reduce waiting time we still end up using an amount of supplies which makes it fortunate for a team of this size to break even. In the case where there are "bad drops", we actually lose money. I do admit if we get supremely lucky and get "good" drops, we can actually pay for our expenses and have extra to split.

    I did not make lot of 100-120 instances (just like 2 or 3) but i think that this is quite an exaggeration.

    Last two times we had quite bad drops (one cocalar dropped only 3666 gc and an orange, the other one ~50kgc and 40 RoPs) ... However both times we had enough gc from drops to cover ALL supplies and we made few gc extra (like 8kgc)...

    Both times we made the instance in 6 people.

    I know that drops are a big motivation to enter instances, but i guess it's not the only one.


  6. Heh just imagine how it would look like in an invasion or invance ... C*R*A*Z*Y :)

    i and many other people are currently already using summoning stones, in both invasions and invances. i dont see how this item would be any different.

     

    Well you wrote

    it would work the same way as a many of the special weapons/armours, but would have a small chance to summon a random creature

    Now, if you go into instances/invances you probably see the orange spam from magic armors/weapons ... do you STILL think it would not be different from using stones ?


  7. If you would get scammed, what you loose, max ii, and everytime i was doing 2man instances w/ him, it was w/o problems, don could scame me for 200? 300k? but didn't, reasons i'am returning him bags and defending him even i know, what is him for person

    Not really, point in this scam was that he said to enter the middle door in BH which is PK and there is a portal leading to TD (i guess you know what that means).


  8. [Thread 0x7fffecbb2700 (LWP 15898) exited]
    
    Program received signal SIGSEGV, Segmentation fault.
    0x000000000073f012 in eternal_lands::RStarTreeNode::calculate_enclosing_bounding_box() ()
    (gdb) bt
    #0  0x000000000073f012 in eternal_lands::RStarTreeNode::calculate_enclosing_bounding_box() ()
    #1  0x000000000071c57b in eternal_lands::RStarTree::condense_tree(std::vector<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::allocator<boost::shared_ptr<eternal_lands::RStarTreeNode> > >&, std::stack<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::deque<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::allocator<boost::shared_ptr<eternal_lands::RStarTreeNode> > > >&, boost::shared_ptr<eternal_lands::RStarTreeNode> const&) ()
    #2  0x000000000071d857 in eternal_lands::RStarTree::remove(boost::shared_ptr<eternal_lands::BoundedObject> const&) ()
    #3  0x00000000006baa7d in eternal_lands::Scene::remove_object(unsigned int) ()
    #4  0x000000000059e244 in remove_bag ()
    #5  0x0000000000566743 in process_message_from_server ()
    #6  0x00000000005ce88c in start_rendering ()
    #7  0x00000000004e27e2 in main ()
    

     

    Your latest update fixed this for me \o/ :)

    Currenlty using

    commit b3dc49c267ecdf4ecfcb4fb79864dd25cc9fa6ad
    Author: Xaphier
    Date:   Wed Dec 14 13:05:17 2011 +0100
    
        * Better framebuffer checking.
    
    


  9. I am compiling on xubuntu 11.10 64bit ..

     

    I have this freetype packages installed:

    $ sudo apt-show-versions libfreetype6
    libfreetype6/oneiric-security uptodate 2.4.4-2ubuntu1.1
    
    $ sudo apt-show-versions libfreetype6-dev
    libfreetype6-dev/oneiric-security uptodate 2.4.4-2ubuntu1.1
    

     

    And this openMP packages:

    (not sure if this one is used tho)

    $ sudo apt-show-versions libgomp1
    libgomp1/oneiric uptodate 4.6.1-9ubuntu3 
    


  10. Hey Xaphier, thx for the update ;)

     

    I noticed few glitches and a crash:

    [Thread 0x7fffecbb2700 (LWP 15898) exited]
    
    Program received signal SIGSEGV, Segmentation fault.
    0x000000000073f012 in eternal_lands::RStarTreeNode::calculate_enclosing_bounding_box() ()
    (gdb) bt
    #0  0x000000000073f012 in eternal_lands::RStarTreeNode::calculate_enclosing_bounding_box() ()
    #1  0x000000000071c57b in eternal_lands::RStarTree::condense_tree(std::vector<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::allocator<boost::shared_ptr<eternal_lands::RStarTreeNode> > >&, std::stack<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::deque<boost::shared_ptr<eternal_lands::RStarTreeNode>, std::allocator<boost::shared_ptr<eternal_lands::RStarTreeNode> > > >&, boost::shared_ptr<eternal_lands::RStarTreeNode> const&) ()
    #2  0x000000000071d857 in eternal_lands::RStarTree::remove(boost::shared_ptr<eternal_lands::BoundedObject> const&) ()
    #3  0x00000000006baa7d in eternal_lands::Scene::remove_object(unsigned int) ()
    #4  0x000000000059e244 in remove_bag ()
    #5  0x0000000000566743 in process_message_from_server ()
    #6  0x00000000005ce88c in start_rendering ()
    #7  0x00000000004e27e2 in main ()
    

     

    1. It looks like something is wrong with zoom level - i am not able to move around by clicking on ground, for example i was standing in EVTR at 290.360 looking south and clicked on tile right before me

    and started walking to position 284,287 ... (mapwalking works without problems).

    2. I am able to zoom inside my char (it looks a bit strange when you see only your cloak and boots :))

    3. Health bar and name over other players/mobs moves around when i walk - this might be caused by point 1.

     

    Using this version:

    ~/Downloads/elcgl2/Eternal-Lands$ git --no-pager log --max-count=1
    commit 3a2b404f37954602750c92ef67455f109bff27a9
    Author: Xaphier
    Date:   Tue Dec 13 19:38:21 2011 +0100
    
        * Particle & eye-candy fix.
    
    


  11. Halil, please answer this simple question:

    What resource was blocked? Silver was still accessible and the exit was open.

    You think they broke the rules, now if we want to move further please answer that question.


  12. I don't agree about abusing the game. If the game mechanisms allow certain builds to take advantage, you hardly can't say they abuse the system. You can say they weren't designed the way they are used, but that's just nonsense. You designed a system which you will never be able to come up with every possible way you can play the game. And it's not because you can't think of certain gameplay styles, they are an abuse when somebody else discovers them.

    Entering an instance with help of enters and training there is clearly abusing the system.


  13. Got another crash (in TD storage, when i tried to switch off the console):

    [New Thread 0x7fffe3fff700 (LWP 30131)]
    terminate called after throwing an instance of 'eternal_lands::OpenGlException'
     what():  std::exception
    
    Program received signal SIGABRT, Aborted.
    0x00007ffff4be63a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    (gdb) bt
    #0  0x00007ffff4be63a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    #1  0x00007ffff4be9b0b in abort () from /lib/x86_64-linux-gnu/libc.so.6
    #2  0x00007ffff528ed7d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #3  0x00007ffff528cf26 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #4  0x00007ffff528cf53 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #5  0x00007ffff528d04e in __cxa_throw () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #6  0x00000000006e57a3 in eternal_lands::HardwareBuffer::HardwareBuffer() ()
    #7  0x0000000000676af4 in ec::ImpactEffect::ImpactEffect(ec::EyeCandy*, bool*, ec::Vec3*, ec::Vec3, ec::ImpactEffect::ImpactType, unsigned short, float) ()
    #8  0x00000000004fe349 in ec_create_impact_blood ()
    #9  0x00000000005b3903 in get_actor_damage ()
    #10 0x000000000056b014 in process_message_from_server ()
    #11 0x00000000005d2dbc in start_rendering ()
    #12 0x00000000004e69d2 in main ()
    

     

    PS: running latest git


  14. I am getting this crash:

    [Thread 0x7fffec582700 (LWP 22128) exited]
    terminate called after throwing an instance of 'eternal_lands::OpenGlException'
     what():  std::exception
    
    Program received signal SIGABRT, Aborted.
    0x00007ffff4be63a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    (gdb) bt
    #0  0x00007ffff4be63a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    #1  0x00007ffff4be9b0b in abort () from /lib/x86_64-linux-gnu/libc.so.6
    #2  0x00007ffff528ed7d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #3  0x00007ffff528cf26 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #4  0x00007ffff528cf53 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #5  0x00007ffff528d04e in __cxa_throw () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #6  0x00000000006e564d in eternal_lands::HardwareBuffer::set_size(eternal_lands::HardwareBufferType, unsigned long, eternal_lands::HardwareBufferUsageType) ()
    #7  0x000000000068fa8b in ec::Effect::build_particle_buffer(unsigned long) ()
    #8  0x0000000000691977 in ec::EyeCandy::idle() ()
    #9  0x0000000000504070 in ec_idle ()
    #10 0x00000000005df990 in display_console_handler ()
    #11 0x0000000000628c98 in draw_window ()
    #12 0x0000000000628f66 in display_windows ()
    #13 0x00000000005a929f in draw_scene ()
    #14 0x00000000005d2d5d in start_rendering ()
    #15 0x00000000004e67f2 in main ()
    

     

    It has something to do with console ... happens randomly when i swotch off console.


  15. Hmm seems to fail compile :/

     

    Scanning dependencies of target el_client
    [ 65%] Building CXX object CMakeFiles/el_client.dir/sendvideoinfo.cpp.o
    [ 65%] Building CXX object CMakeFiles/el_client.dir/eye_candy_wrapper.cpp.o
    [ 65%] Building CXX object CMakeFiles/el_client.dir/user_menus.cpp.o
    [ 65%] Building CXX object CMakeFiles/el_client.dir/quest_log.cpp.o
    [ 66%] Building CXX object CMakeFiles/el_client.dir/achievements.cpp.o
    [ 66%] Building CXX object CMakeFiles/el_client.dir/cal3d_wrapper.cpp.o
    [ 66%] Building CXX object CMakeFiles/el_client.dir/context_menu.cpp.o
    [ 66%] Building CXX object CMakeFiles/el_client.dir/optimizer.cpp.o
    [ 67%] Building CXX object CMakeFiles/el_client.dir/elloggingwrapper.cpp.o
    [ 67%] Building CXX object CMakeFiles/el_client.dir/engine.cpp.o
    In file included from /home/xxx/Downloads/elcgl2/Eternal-Lands/engine/materialdescription.hpp:16:0,
                    from /home/xxx/Downloads/elcgl2/Eternal-Lands/engine.cpp:29:
    /home/xxx/Downloads/elcgl2/Eternal-Lands/engine/shader/shadertextureutil.hpp:15:29: fatal error: prerequisites.hpp: No such file or directory
    compilation terminated.
    make[2]: *** [CMakeFiles/el_client.dir/engine.cpp.o] Error 1
    make[1]: *** [CMakeFiles/el_client.dir/all] Error 2
    make: *** [all] Error 2
    

     

    Any idea ?


  16. I'll take all tools except nails:

     

    Tools:
    168 Leather Gloves          -    35 =  5880
    56 Pickaxe                  -    15 =   840
    431 Needle                  -     3 =  1293
    73 Gemstone hammer & chisel -    20 =  1460
    4 Ring Mold                 -   280 =  1120
    4 Medallion Mold            -   200 =   800
    4 Saw                       -   100 =   400
    20 Hammer                   -    30 =   600
    1 Arrow/bolt head mold      - 27000 = 27000
    83 Mortar & Pestle          -   100 =  8300
    9 Blank paper               -    55 =   495
    35 Gem Sanding Paper        -    10 =   350
    496 Arrow/bolt head         -    30 = 14880
    ------------------------------------------------
    Sum                                   63418 gc -> make it 64kgc
    


  17. Oh and to you people claiming you can't run 2 clients; you can, just make sure the console is always dropped on at least one of them.

    I once ran 2 clients on an older Celeron with 512MB RAM and Intel video and it was fine, stop with the bullshit. If your computer is so shit that you really can only run 1 client and not 2, you've probably got bigger worries in the near future anyway (i.e. upcoming OpenGL2 minimum requirement)...

    It could be also connection problem that is causing the clients to lag... Not everybody has high speed internet connection (i do, so np for me :D)
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