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Malaclypse

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Everything posted by Malaclypse

  1. Compilation Error

    But it's nevertheless strange, your .so files don't have the executable bit set...
  2. I don't understand you here, Platyna? Why are you willing to waste your time? Why don't you just wait a few weeks, until the info is leaking somewhere?
  3. EL Live CD

    I think the live-cd would be a nice goodie, but nothing that needs to be done to get EL working. The biggest problem that I see, is that no cyber cafe will be willing to use those cds, at least not in the country where I life. The cds could contain all kind of viruses, trojans and other malware, can scan the hard-drive and try to get some sensitive data or could be used to start some kind of DoS or other attacks to some machines on the web. I my country, in most cyber cafes, the staff doesn't even have the right to reboot a machine if necessary. If one computer is crashing, they have to call technical personnel to get rid of the problem. If they are going to reboot anyway they take risk to lose their job. Furthermore it's not allowed by guests to use ANY kind of cd. The only way to use a cd, is to by an empty one from the cafe and use it to burn some downloaded stuff on it. The possible security risks, are way too high here, and from those cyber cafes that I know, not one of the owners would take this risk and try out such a live cd. Just to mention this. Cheers Malaclypse
  4. what fantasy/sci-fi character are you? :)

    I am Galadriel, three times with slightly different answers on questions where I was unsure. Strange, Galadriel is the person from lotr world, that I know least
  5. Cheating allowed? Or, no trading from same IP?

    I agree with some other people, who have posted here, in that none of them both options will help against cheating. But I don't have a better solution at this time. Nevertheless, I voted for the second options, even it will affect me much, cause I have two chars, that I am playing and a housemate is playing too with another char.
  6. Interface icon problem

    A tabbed window would help increasing clarity of the interface and reducing clutter imo. It must be implemented however. Currently we have those types of windows: button, label, checkbox, image, progressbar and vertical scrollbar.
  7. Pk books

    Although it sounds logic to add such books, I think they should not get added. People should get some advantage of having payed RL money for their race. AFAIK the only advantage they currently have, is their new looking. This however will go away over time, when people get used to this looking and it no longer is a sensation.
  8. Cal3d, New Character Animation Format

    I assume you need to export all the files again and can not mix files from different exports together. In case you don't already know this, I found this small site about the blender2cal3d exporter. It has a small overview for rules on how to build the models and a list of bugs and unsupported features. http://home.gna.org/oomadness/en/blender2cal3d/index.html
  9. Disengage Rings

    I would leave them like they are now, but would add more rings instead. I therefore choose the 3rd, answer, also it doesn't exactly give my view. I think 2 seconds is too less time actually. You can use a prepared #beam in this time, but it will be a challenge to successfully use a tp ring or go away in that time. I assume, the penalty would be cumulative, but it's much too low, I think. If you, for example, used up 1k dis rings, it gives a penalty of 100k on attack and defense each. Even at level 50, this is one level to the max, at higher levels you will not even notice the 100k. My two cents to this
  10. New items

    Why do you spend hours of game play if the result will nevertheless be useless for ya? Furthermore, if you have other things to get done. Sounds extremely stupid to me I would never use up my time, for trying to make items, I do not need. I see no logic behind this.
  11. distribution of el

    Ok, here's the howto Requirements and setup of the GNU autotools suite I will cover the main supported architectures, that is windows and linux each separately. As I don't have access to a windows machine, some of this is based on reminders I have, how it once was I will update this post as needed. For convenience I will repeat the general requirements here: GNU make GNU autoconf GNU automake gcc cvs Additionally a shell, preferrably a SH-style shell is needed. See below for details. As your individual setup may vary on a large variety, both on linux as well as on windows, I will assume, you have nothing installed, that is, I will start with a end user desktop system without any development tools installed. I am sure, that if you already have parts of it installed (for example you already have a full or partial working development environment) you will figure out the necessary steps from the detailed instructions below. First I will cover setup on linux. *Shall I cover different package formats separately here? I assume that your system uses some sort of package manager, that is capable of handling package requirements itself[1]. Install the following packages in this order: make gcc autoconf automake cvs This should also install perl and m4 on your system, if they're not installed already, as they are required by the autotools. If your package manager also offers the installation of development packages (like for example gcc-devel for some rpm systems) install them as well for any of the above packages (this might not be necessary anywhere, or only for some of the packages, but it doesn't harm to install them all). Most linux distributions come with bash as default shell. This is quite good for our purpose. If you use another shell, for example a c-style shell like csh or tcsh please ensure you have bash (or another sh-style shell) installed too. The configure script we use, is actually a sh shell script. Well this should've been all to setup. Normally no additional configuration is necessary here. Verify a working environment, by issuing the following commands: lancelot@gwenhwyfar elc $ make --version GNU Make 3.80 Copyright (C) 2002 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. lancelot@gwenhwyfar elc $ autoconf --version autoconf (GNU Autoconf) 2.59 Written by David J. MacKenzie and Akim Demaille. Copyright (C) 2003 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. lancelot@gwenhwyfar elc $ automake --version automake (GNU automake) 1.9.4 Written by Tom Tromey <tromey@redhat.com>. Copyright 2004 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. lancelot@gwenhwyfar elc $ gcc --version gcc (GCC) 3.3.5 (Gentoo Linux 3.3.5-r1, ssp-3.3.2-3, pie-8.7.7.1) Copyright © 2003 Free Software Foundation, Inc. Dies ist freie Software; die Kopierbedingungen stehen in den Quellen. Es gibt KEINE Garantie; auch nicht für VERKAUFBARKEIT oder FÜR SPEZIELLE ZWECKE. lancelot@gwenhwyfar elc $ cvs --version Concurrent Versions System (CVS) 1.11.18 (client/server) Copyright (c) 1989-2004 Brian Berliner, david d `zoo' zuhn, Jeff Polk, and other authors CVS may be copied only under the terms of the GNU General Public License, a copy of which can be found with the CVS distribution kit. Specify the --help option for further information about CVS The version numbers are not important at the moment. If you use one of the latest stable releases should work fine. Installation on windows can be done in several ways. There are at least two ways, which should be quite similar. One is using cygwin, the other is using mingw. As I personally have never used mingw, I can not cover it here. If someone else has experience in using it, feel free to add to this. Download the cygwin setup file from http://www.cygwin.com. I'm sorry I can't provide an exact location atm, but the servers seems down. At least I can't reach it atm . After downloading execute the setup. It comes with a wizard like interface. At one page, you can select the packages, that should be installed additionally. This covers a wide range of GNU tools, that provide virtually any GNU software available on unix systems to windows os. Be sure, that you check autoconf, automake, gcc and make. You don't need to check a cvs client (don't even know if one is provided), because in general you will use one the cvs GUI clients for windows. Cygwin itself comes with a bash shell, that is executed whenever you run cygwin. The cygwin installer should cover all requirements automatically, so there should be no need to install any additional packages. After installation succeeds, you should be able to start cygwin. Open it, a shell window will come up, and you are in a bash shell environment. Issue the same sequence of commands as in the description for linux (look at the code section above). Anything should now be setup and work properly. Ok, so far. I hope I didn't forgot too much Please give me feedback. What did I miss, what is unclear or vague? Any questions, comments, flames? [1]If this is not the case, keep in mind that both autoconf and automake require perl and m4 installed on your system.
  12. distribution of el

    I do not fully agree with you here, Entropy. I think cvs should be for any files, that may change much, but where it is necessary to cover several different versions. It is mostly used for source code, but not solely. I would also prefer to move the encyclopedia and language stuff to cvs, because they are directly involved with the development (internationalizing the client for example). I just think it's somehow incosistent to have some of those files within cvs, and the others within the game data. And I didn't say that it should use the latest cvs source code, but instead it should use a version, that is supported at configuration time. That is, it will download the release which has a specified release tag assigned. That's why we need to ensure, files in cvs are properly tagged.
  13. distribution of el

    Ok, so we will use a pre-packaged archive like it is now and simply download this. What about the files, I mentioned? Imho either the actor_defs dir should be moved to the game data archive, or the languages subdirectory of the data should be moved to the source code (including encyclopedia). I prefer the second way, as first they're text files, and I think they belong very close to the client itself. For distribution itself, it won't matter much though. What do you think about this?
  14. distribution of el

    I think the idea with the private cvs server would be quite good. I already thought that something may be the case. We could also use a package of the data, downloadable from some server, but I think, the data needs to be reviewed. For example, the languages subdir now resides within the game data zip file, but the actor_defs directory and xml files, are part of the client source. There is atm some mixing of files, and it should be reviewed to where they belong and moved appropriately. I will provide a howto on requirements and installation of tools later. I know that this can work on windows, if there is either cygwin or mingw installed, but I don't have access to a windows developer machine, and I am not aware of native possibilities for windows.
  15. distribution of el

    I didn't thought on making the directory structure within cvs. This is of course, a nice feature, but I tend to keep away from moving projects within cvs (don't know enough about cvs, if someone else can do this ), that's why I came up with a script gathering all the needed files from the different cvs hosts and setting up the initial build structure. I agree with the src/ subdir. This should contain the directories for the client and for the mapeditor as well. Also other sources will eventually got here, like the elconfig, I mentioned. Then there should be a directory for game data, which will be the root of all data files. The directory structure of those files, will get copied verbatim during the installation.
  16. for a less boring start

    I rather think, giving them the potion reward after they completed the harvesting quest would be better. Then they have a few potions to heal themselves when the fights for the next quest (7 rabbit and 3 beaver furs) becomes too hard. The reward for the fighting quest will stay the same. Giving them a reward after harvesting quest makes imo sense in two points: First, they could get seriously hurt by MN while harvesting and therefore may need some healing, second it will give them a wink to the next quest and that they will likely need them, to be able to succeed in that quest.
  17. for a less boring start

    Nissarin, we are talking of Material Points here, not mana points
  18. for a less boring start

    Hmm, I'm not sure about this. I have currently 30mp and train on gobs. I did this with 25mp too. It's challenging and lot's of fun, because with only one critical hit, I can die (with 25mp that is). So after someone is resetting, this can be abused in some way. After I resetted, I immediately started training with boars and wolves (I had 27/28 a/d then) which gave me lots of xp (a wolf between 600 and 1k). If then I would heal faster... If you fix it on a/d it's also imo not usable, because this way, non-fighters can keep at 3/3 a/d and therefore heal faster all the time, even at oa 100 with, say 120mp or even more. If we stick it to people with <=15mp, like Septike suggested, it would be no real advantage for the game and in-game experience at all, because most, if not all people spend at least two of their first pp's on physic, and therefore having 20mp. So virtually no one would have an advantage from this. I suggest getting the fr perk soon at the beginning. You start having 5pp, spent 3 of them on whatever you like to get to oa level 3/5, then go and pick some flowers until you reach oa 6 and spent the other 3pp on fast regeneration perk. You can get rid of it later, when you know what you want and when you have more experience with the game by resetting, if you wish. I like the idea of changing the amount of furs for the tutorial quest. I also think, that adding a few minor healing potions to the quest can make sense here, additionally to the armor and weapon, or in the earlier subquest, like when finished the harvesting quest.
  19. Axes manufacture combination.

    I support Platynas suggestion to the full extent. I think the first tit axe suggested (i.e. the one with 2 ewe) will be better, as ewe are more rare then efe and therefore will ensure that tit axes are more rare then with the other suggested combination. Additionally what you think about increasing required human nexus for those items as well? I thought something like that: Iron Axe: 5 Steel Axe: 6 Tit Axe: 7
  20. actor_scripts.c

    I applied your patch on latest cvs sources and anything seems to work fine. Compilation goes clean and the client loads and runs without problems as far as I discovered. Played for a few hours now.
  21. Artificer Perk

    I didn't test much before I took the perk. I only did 10k once and got 1 efe out of it. After I got the perk I got down to making 5k packs, and I got 2 efe the first time, now I am on the second 5k pack (have done ~2k) and already got out 4 efe from this. I will continue to remember this, to get a long term picture at some time. I do usually not make them at once. Instead I get 5k of each flower and then make fes as needed, taking care of how many efes I got at the beginning and end of the load. I only made ~3k we so far, and got no ewe. Life essences I do not make at all.
  22. Cal3d, New Character Animation Format

    This might be, the animation files have boneids assigned, but they are not found at runtime, because there's no skeleton having this ids.
  23. Some hints to the devteam

    I learnt C and C++ at about the same timeframe in 92/93, together with modula-2 and scheme, but the latter two were not much used after this. I always was more used to the OO concept, also it was quite hard to get any OO lessons at all, as the hype started only a few years later at the university I was. But CT was only a minor subject of my studies at all, I mostly had to deal with TeX / LaTeX and markup languages like sgml and xml and later on with the languages of computer algebra systems like octave or maple, which are somewhat a mixture of imparative and functional languages mostly. Later then, with a job, I had to use javascript, vbscript, php, mssql (don't know how the dialect is called) and c#. But then my interests switched towards modeling and using the uml language. If I'm in need to code anything, I prefer to use c# with the mono framework where possible, but that's just my personal preference There are quite some other languages where I digged into, but which I have not widely used.
  24. Artificer Perk

    Do they have proofs or do they only argue from a personal view, like it feels or seems as it is worse? I have rate that is better and I'm going to verify this. Your other suggestion sounds interesting, but dropping enhanced rate to 1/4, when it's already too worse for most people? Think this doesn't make much sense. But it would increase enhanced item prices, which were a good thing. @Derin: A speed increase for fe? They are already quite short. Only every 10th or so takes ~0.5sec the rest between goes within a few milliseconds.
  25. Cal3d, New Character Animation Format

    Hmm. Here miniviewer loads them, but after initializing it crashes with a SEGV signal inside Cal3D (CalPhysique::calculateVertices(CalSubmesh*, float*, int) to be exact). As miniviewer loads all files here successfully there is no syntax error with the files and the model is accepted at first. There has much changed, both with blender as well as cal3d within the last few months. Cal3d released 0.10.0 several weeks ago, and blender is at release 2.36. Also the blend2cal3d.py exporter stays now synchronized both with cal3d and blender sources, which was introduced with blender 2.34 or 2.35 and cal3d 0.10.0. Before the two shipped versions of the exporter were different for cal3d and blender. @mikeman: miniviewer accepts both binary and xml format of cal3d here. And you can easily convert them into each other with the cal3d_converter tool, included in the tools/converter subdir of the cvs source. Also you can load both binary and xml files from within cal3d with the Loader utility class.
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