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Fedora

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Posts posted by Fedora


  1. However, I fail to see how this is related to your calc command

     

     

    mmm...i fail to see it too...i followed bluap directions to make the patch file, and it works for me.

     

     

    @usl: nice :w00t: if Entropy accepts the command i'll modify it your way

     

    @florian: uh? i'm a cvs newbie, what do i need to do?


  2. I uploaded a patch that implements a #calc command.

     

    It takes a string of real positive numbers and basic operators +,-,*,/,(,) returning the value of the expression.

    It also accept a "xp[L1,L2]" token that returns the xp needed from lvl L1 to L2.

     

     

    File modified:

    console.c

    make.defaults

    Makefile.osx/win/linux

     

    File added:

    calc.h/calc.c

     

     

     

    Thanks bluap for all the info


  3. mag 40, rat 12

     

    on a summoned fluffy:

    -heal summon 20

    -harm 13

    -remote heal 171

    i tried smite summons by leaving my guild after the evocation of the fluffy. Interestingly it doesnt work (still my summon) but i can attack it (no more a guildie).

     

    on myself:

    -restoration 140

    -remote heal 171


  4. Edit: Another question, if I summon a rabbit and set its behavior, will other creatures I summon later stick to that or do I need to tell them again?

     

    They will stick to defined beahviour (tested in the arena). I dont know if options can be combined but i dont think so.


  5. I'm not in pk server, but i'm a summoner in main. I think that in both servers (with attributes cap and rationality linked restore) summoning should be tweaked. One possible solution is to leave the prices and monsters as now, but alter the summons behaviour. Every minute a check is made on your summons to see if they are willing to obey you. The more charm & summoning lvl you have, the more they obey. The more power the summon has, the less it obeys. When charm check fails, the critter rebels againts the master :)

     

     

    This way only a group of dedicated summoners will be able to use stones efficiently without risking suicide. So in the beginning everyone wont risk to use a stone until they have decent summon/charm, and by the time summoning is leveled enough, good fighters will be around. Maybe this will work better in the main server where there isnt an a/d cap..


  6. I like the magic*1.5+rationality*5 and, if i got it right, this will lead fighters into choosing will more than vitality and mages into preferring reasoning/will.

     

    After the caps will be installed, many high level people will have extra pick points, so this is a very good time to talk about some changes.

     

    As a summoner i would like too see a similar discussion on a Summoner class that can be (since i understand high lvl mages will be usable in combat) a third viable option for pking, maybe based on the vitality cross attribute, now not so useful for mages/fighters/archers...


  7. ehm...i know i programmed it, but i found i bug in paste&copy..."&" characters are not pasted. This happen if you copy from console or from outside the client. No time atm to look at this issue. Anyone else with this bug?

     

     

    Off topic: speaking of no time, i have code for a calculator that would be nice to add to the client, anyone can code an interface for it? (just a textfield and a calc button...or maybe directly from the command line...)


  8. If you ask me what majority should be i would say 50% of the voters +1. But this is not the case. I see a couple of points to analyze:

     

     

    - Polls are proposed in the wrong way: you cant ask us all to vote for or against a change because some will tend to protect their own business (think about the NMT), some will vote without thinking, some will bitch, and only a small minority of experienced players (surely not oa based) will vote for the benefit of the game and the community. If Entropy feels a change is needed, we can only vote on how it is applied (hard cap at 48, soft cap, spells linked to reas...). At least for major changes. And i agree with a team of players Entropy can consult with to come up with ideas and adjustments.

     

    - Experience must be taken into account: old players opinions are more important than the average player ones (and when top #1 players say ok all together, what else is needed?). Also opinions of players knowing what they are talking about by supporting with examples and reasoning (so public discussion before a poll are advised imo). It has been clearly showed in the cap poll that many are not aware that coord is not the only attribute increasing dexterity/reaction, or that tons of emu are not mandatory to achieve something :blush: ...what should be the weight of their vote?

     

    Summing up:

     

    For small changes, a majority of 50%+1 with votation open to all is ok.

     

    For big changes is a three step process:

    - Entropy decides a change is needed,

    - makes a votation with a sort of council (with a higher majority, say 65%)) to decide what options we can choose from

    - and then the options are given us to vote for. And if an error is made, quoting Zamirah, we can always step back.

     

     

    Edit: spell check


  9. This event/proposal have to be thougth again and i won't partecipate in it (or something similiar) for a couple of reasons:

     

    -bj/scamming and the like, it is not breaking the rules so no fault in it. Unhetical playing (in the only sense that it makes the game more difficult) is something i dont do but i feel necessary for a complete gaming experience. There is the outlaws forum to make the bjer/scammer life less easy if you want (with proofs obviously)

     

    - game rules breakers are so many, you need a demonstration? if you find one, just tell to a mod (with proofs again) and it will be punished most likely.

     

    - at furzwei: we are in the same guild, i would like to be aware *before* you post something under LLL name so i can express my opinion on it.

     

     

    Good points of this idea are:

     

    - Enhancing the sense of community

    - maybe it can be proposed as an EL event for RL reasons (something like Second Life events...even if i dont like them, just an idea again)

     

    and finally:

     

    Besides, who cares about the community. I only need you all for gold coins :P

     

    Get them all, then buy everything in game and do a show off around Draia, all alone...that is real fun. Or you can log in test server and be top 1 in all skills...community is what you need to make the game enjoyable, to have someone to beat or to mantain your hard-reached status. Or more simply...friends...if the game were about making gcs by constantly clicking on the mix button, well i would have quit after 5 minutes.


  10. i have a weird bug which is reproducible:

     

    Arius at gypsum mine, when you get the event "falling cavern" (a splashing sea-like sound...uh?) or "radon pouch" the sound starts but continues forever looping. It "follows" me even if i climb down to storage. If i disable sound and reenable it the sound stops. If i do it (disabling/enabling) at the gypsum it starts again looping (and sometimes i get a crash...)

     

    Not tried elsewhere and now running on gdb to found what's wrong...

     

    EDIT:

    the sound played is waves01.ogg, and other players around me cant hear it. Howevere some of them report to have heard it before...


  11. Not sure if this is a map bug or a client bug, however when i walk from TG sto to TG toadstool patch (90,270) i hear footsteps on grass until i hit the stone path. From there on i hear no footsteps. But if i stop the walking and do single steps or short paths (in the range of view) i hear footsteps with no interruption...


  12. The audio bug is in update_sound(). I had a crash after a couple of hours of smooth playing. It is a "Program received signal EXC_BAD_ACCESS, Could not access memory.

    Reason: KERN_PROTECTION_FAILURE at address: 0x00000000"...so it seems a NULL pointer lurks somewhere. Just recompiled with debug support and added printf here and there to find out the guilty pointer :medieval:

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