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Fedora

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Posts posted by Fedora


  1. After another chat with Ent, we came up with a possible redesign of the spell window.

    So I coded a patch to add *some* functionalities.

     

    First of all, all spells and sigils info are in a spells.xml file updatable by the server to add, for example, new spells.

    Each spell is defined in all its relevant attributes (name,desc,id,icon,mana,sigils,reagents,required lvs) and can be assigned to "groups".

    Groups are defined in the xml and are used to draw the interface. One spell can be in more than one group. If a group is bigger than a single row of spells (7 at most), it is broken in two or more rows automatically.

     

    The old sigil window is replaced by a spell window with icons of spells. A click to select, double click to cast.

    Spells without the necessary requirements are grayed-out (well reded-out ;)). Requiremennts are mana, reagents, sigils but also

    levels...*every* level. For instance, it is possible to define a spell that requires Magic n, Summoning m and Alchemy s, just modify the xml and the code does the checks.

     

    The spell window can be "minimized" to save screen space, but with less textual info.

     

    The old sigil window is still accessible (square button under X button) and working. This allows for *secret* spells with undisclosed formulas, checking acquired sigils or for quests (go there and put together sigils x,y and z). Also it can still be used if you don't like the new one B)

     

    Last, spells can be added to the quickbar *without* casting them first. Just right-click on the bottom-left spell icon and it goes to the quickbar.

     

     

    Here are some screenshots.

     

    Spell window

    big1.jpg

    big2.jpg

    big3.jpg

    Spell window with a Test group

    big4.jpg

     

    Mini Spell window

    sml1.jpg

    ehm...mouse pointer is on radiation shield, it's not a bug :D

    sml3.jpg

     

    Mini Spell window with a Test group

    sml4.jpg

     

    And the old Sigil window with a square button to go back to Spells

    sigil.jpg

     

     

     

    Ok, waiting for feedback on this. Ent if you give the ok, I'll upload the patch on berlios and send you the xml.


  2. - the dropdown is showed by clicking on the down arrow and hidden by clicking on the same arrow (drawn reversed)

    What happens if the manu window is at the bottom of the screen, does the drop-down then "drop-up"? I don't mind the manu window being obscured by this new window, but I wouldn't want to be forced to have the manu window at the top of the screen.

     

    Btw, I like this enhancement.

     

    No, it doesn't "drop up" :) but you can still circle through recipes with the mouse wheel if you don't have space for the dropdown. Or, we could make the number of recipe slots configurable so you can set it to less than 10 and use less screen space.


  3. Ok, new patch uploaded for the manu window. When and if approved I'll add the same modifications to the spell patch (lazy :))

     

    Here are some screenshots:

     

    New manu window

    el1.jpg

     

    Some recipes added with and without opaque windows

    el2.jpg

    el3.jpg

     

    Greyed out recipes when ingredients are missing

    el4.jpg

    el5.jpg

     

     

    Some behaviour notes:

    - the dropdown is showed by clicking on the down arrow and hidden by clicking on the same arrow (drawn reversed)

    - the current recipe slot is highlighted in red

    - clicking on the dropdown selects a recipe slot

    - double clicking on it selects a recipe slot and hides the dropdown

    - the "+" button save whatever is showed in the 6 production slots in the current recipe slot

    - help-text and click sounds are working

    - Manu window now supports mouse wheel. Wheel on items moves them up and down. Wheel on the arrow down button scrolls the recipes without showing the dropdown. Wheel on the dropdown circles through. Wheel on the production pipeline moves items if they're present, else it circles through recipes (if by accident you wheel up all the items in a pipeline slot, it gets detected and recipes don't circle).

     

    Some programming notes:

    - the dropdown is implemented as a child window

    - the controls (arrow and "+") are coded manually but would be nicer and cleaner to have them as widgets. However this seems to be impossible, since I can't declare a widget as, for example, a button and then change its drawing function for custom drawing (the WIDGET_INFO structs are const...)

    - a note on opaque windows. I had to code a little hack to set both parent and child window opacity when one of them changes. Indeed CTRL+D sets opaque the topmost window only and so when the dropdown is showed, only the dropdown becomes opaque. The cleanest solution I can think of is adding an OnOpaque window function called everytime opacity changes, but I didn't want to mess with other code apart manufacture.c

    - When an item from inventory is moved from a slot to another, there is a brief time during which the item is removed from inventory and we are waiting for the server to send us again the inventory list. This causes the recipes using that item to grey out briefly if the time is long enough. This issue needs changes in code I'm afraid of :evilgrin:


  4. It's a shame that Entropy is not happy with your patches. From my very limited test, they work nicely and look very neat.

     

    After a chat with Ent, he asked me to improve it a bit and then he'll decide. I'm working on a dropdown menu for recipes instead of simple buttons :). I will post patch and screenshots here as soon as ready.


  5. It would be nice if you guys consult me before making patches like this that can give people unfair advantages :/

     

    Sorry, since it saves the recipes only (you still have to set ingredients or sigils by hand, and they are not linked to any describing text or shortcut key) I thought it wouldn't be harmful. Next time I'll pm you

     

    I thought there already was a user-defined menu of some kind which allowed for more spells to be saved (I saw a pic from a CVS compiled client).

     

    If it is there, it's not so visible :)


  6. I coded a couple of patches for the GUI.

     

    - Manu window with the possibility of saving recipes and recall them later. Here. Users can save up to 10 recipes. Manu window is 12 pixel taller to accomodate a status message, while len_x and buttons are untouched (maybe moved a little to the right, can't remember). Pipeline moved all to the left. Added a small control to switch between recipes and a button (+) to save a recipe without pressing the mix button.

     

    - Spell window with the same modifications. Can save up to 10 sigils combinations. Window is 12 pixel taller and buttons slightly nearer each other to accomodate the recipe handling control. Here

     

    Feel free to modify the GUI, I'm not very good with layouts ;)


  7. Hmm, you are absolutely correct sir. The only thing they would do, is die and drop

    a bag at the mages location.Although a swarm of them attacking an invisible something would

    be a funny sight to see. :P Maybe that would be helpful by itself.

     

    But its use in hunting invis rats could lead to an unexpected side effect.

     

    They don't drop bags, they are hollow on the inside :hehe:

    However I think knowing a mage is there is enough. You can always alert people or quaff a ts pot and go slain the foe the old way.

     

    Hard days ahead for invi rats


  8. Wonderful improvements.

    I'm not for acws with ts, strong enough already. A lesser creature, like wolf or fox (or a summonable leopard? a use for the tons of furs dusting in storages) would be better, would add variety and strategy.

    Heal/Smite power definitely based on summon lvl.


  9. PK central is a very nice addition and I think it could be made even better by announcing all possible pk deaths: melee, magic, ranging, summons and mines.

    On the programming side, I guess shouldn't be hard to determine the killer, since, at least for summoning, the creatures are linked with their master id.

    Not so sure about it regarding mines...or even if it is a good idea to announce who placed the mine...maybe just a "[@PK Central @ 6]: Jezebelle learnt to fly by stepping on a mine" could do :)

     

     

    On a sidenote, I don't know the historical reasons behind the receiving of pk points from melee kills only, but wouldn't be fairer to give them after a death by ranging and death by magic too? I don't dare to suggest pk points for death by summons...ops, just did it. :(


  10. Compiled on Arch Linux 64, had to update Mesa library to 7.4.2 to get it work (glx.h was missing some declarations used in fsaa.cpp).

     

    Works like a charm (200 fps on a GT 9500) with full FSAA and AF at 1600x1200.

    As already noticed LOD is quite "bumpy".


  11. Any storage, at least twice a day:

     

    "Hey Fedora, do you use Gentoo?" (attention deficit person)

    "Why dont you are in LNX guild?" (taxonomic biologist)

    "Debian rocks, all else is for n00bs" (old school pker)

    "Excuse me, can you help me compile my kernel?" (inevitable wandering idiot)

     

    Politely i answer:

    "My dear, I'm named by the Princess who named the Hat who named the Distro. It is not your fault if you have no idea of '800 italian opera or even of recent filmography"

     

    But I guess, I probably chose the worst name for a linux compatible mmorpg...

     

    EDIT:

    oh, and I'm on a Mac...


  12. This is the "official" OS X bugs thread for the 1.8.x client release. Check this post from time to time, there might be updates with bug fixes.

     

    You can download the client from here

     

    Current EL version 1.8.0

    Mac version .1a (10.4+ Universal Binary)

     

    Notes:

    If you are looking for it the el.ini file is found in ~/Library/Application Support/Eternal Lands under the "main" directory currently.

     

    PLEASE, when you post a bug, include the type of Mac you use, the OS version and graphical settings (e.g. water shader quality, reflections, shadows, UVP...). Crash logs can be useful too.

     

    This was primarily built on a PPC IBook on a 10.4 system.

     

    Finally, stay on topic please. This thread is for identifying bugs in the OS X client.


  13. "I, Fedora, att and def in 100-110 range, solemnly swear that I will go in KF for at least 30 minutes of each day I actually log in the game (24h day). If I don't do that, may I and all my alts be banned for at least a month!"

     

    (I'll be back playing in October...damned exams...)


  14. 6. Summoning isn't allowed; anti-lag policy;

     

    Ehm...can we have a limited number of summons, say at most 1 for each team member? Or max 2 for each team? The *hidden* reason for it is that i'm evil and i'd like to have my little red pet with me...but i can come up with a lot of reasonable arguments if you want :P


  15. mmm...weird. ChooseELServer uses Applescript and it's quite experimental so it isnt supposed to work everywhere yet...but the application itself should start. No error reports? no Icons jumping on the dock?

     

    Only thing i can think of is a permission problem. Go under EternalLands.app/Contents/MacOs (Apple+click and "browse package") and check if the EternalLands file in there is executable (Apple+I, should say something like "Unix Executable Document"). If not, set it as executable with the terminal...if you dont know how to do it, send me a forum PM and i will give you detailed instructions.

     

    Can you try the game on a 10.4.x? I compiled for that system...should work with 10.3.x but i'm not sure.


  16. mmm...if you can post the crash log and your system specifications (CPU, OS version, graphic card) it could be useful. However if you can at least start the game, click on the "settings" button at login and disable sound & graphics, expecially the "Use animation program" under video tab. Then exit without logging in (alt+x or apple+q) and restart. This will update the el.ini, hopefully :P


  17. Gratz for the level, but "your record" has no sense:

    - For years, the wolf was the best animal/monster to summon (60 exp each and

    furs shortage cause very few spawns).

    - The first cooldown version stopped the summoners for months.

    - The gypsum in Arius is very easy to work in bag.

    - The summoning is no more a gc loss.

     

    true, but this accomplishment is not retroactive. It has sense for everyone who approached summoning since the introduction of stones and that will work on the skill until they're eventually removed (never, i fear...-_-). I started summoning because it seemed a difficult skill and a very socializing one (all the people you get to know searching for furs, meat and bones).

     

    When i got to stones it sadly became a grinding fest. Lot of money too, must admit (luckily decreased at a certain point). Awesome in the beginning, poorly rewarding after a while. That's why i chose to do it as fast as possible, working on other skills to raise funds. There are still ways to get extremely good xp faster than with stones, with a total loss though. In the end, my initial capital has more than halved, and from lvl 80 i made stones at a loss...speed costs.

     

     

    Ty All!! Now I go exterminating fluffies/feroses/dchims for a while...cant have Reddie make all the dirty job for me :>


  18. I'm so proud to announce my Summoning 100!

     

    Yes, i'm the 3rd one reaching this goal in the story of EL, nothing special anymore. But considering i started playing on 15th July 2007, i can at least claim the title of the faster level (1 year and a bunch of days)*.

     

    Here is the messy screenshot while pwning the red dragon of Selain :D

     

    100.jpg

     

     

    It has been a long way, with something more than 2 millions gypsum and life essences, litres and litres of Srs, generations and generations of tigers, bears, spiders, orcs, exterminated for their precious souls.

     

    All of this wouldnt have been possible without so many friends who helped me (in absolute random order):

     

    My beloved angels! :)\o/ \o/ \o/

    Moebird, LadyBea, Ryala, Vidriel, Elg3neral, S7evin, Artemis, Shultz, Master_Chicken and all my former LLL family :)

    DibClark (that crazy did 1 quarter of the gypsum alone...)

    Lyndy and Ladyblue, my dear dragon slaying ladies (and guinea pigs sometimes :) )

    Vlajba, Kjj, Aitortillas, Stivy

    All my anonymous Harvesters, Alchemists, Potioners and Hunters (I owe you all)

    Zia (how many stones I sold to Portia?!?)

    Raz, for showing the way ahead, and Blodoks for having cleared the trail during so many years :)

    oh yes, and Selain (for that helpful 20% exp and the screenies \o/ \o/)

    ...and everyone else i missed

     

    Now it's time to look to the future again...thank you all!

     

     

     

     

     

    *actually it was faster, i was ready on the 24th but Usl wasnt here to celebrate until today -_-

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