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Fedora

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Posts posted by Fedora


  1. And while i'm at it, here is the updater for the client with new minimap and new weather (i missed it too in the first build :w00t:)

     

    Download: http://www.ilmiomenu.altervista.org/update_el170b.zip

    Unzip it

    Launch update_el application

    Follow instructions (simply select the EL client and click ok)

     

    The updater is *really* experimental, i'm still learning Applescript in my little spare time, but it should work for the time being.

     

    EDIT:

    if the link doesnt work by clicking it (opening the web space provider homepage), copy it in a new browser window url bar


  2. So I hear tell of a wonderful new round minimap, yet mine is still very square. Any idea what's going on there? :)

     

    (and I worked out some things with the camera rotation, thanks!)

     

    I'm working on a little update system for Mac client. With it you will be able to have the latest cvs client (with not yet released features like the rotating minimap) without downloading the whole data everytime or compiling the client. When rotating minimap is finished (and i have some free time :ph34r: ) i will distribute the updater.


  3. All the sky things and new camera stuff seems to work great. Except most of the camera modes are very jumpy, perhaps this is just my computer trying to keep up with the extra graphics, but the camera rotated a lot smoother in the past.

     

    (iMac 2.4GHz Intel Core 2 Duo, OS 10.5.3)

     

     

    I can assure you the new camera is a lot smoother than the previous. However try playing with:

     

    - Camera rotation speed under Controls tab

    - Maximum viewing distance under Adv video tab (the lower you set, the higher the fps but less object seen)

    - Maximum reflecion distance under Adv video tab (the lower you set, the higher the fps but not so good loking reflections)


  4. mmm...now that you point it out...yes, i have solid color water too (and no water shader support). Looking into data seems that tiles/tile0.bmp is the guilty one. In this client it is a 16x16 blueish texture, while in 1.6 is a 256x256 "waved" texture...should ask Roja about this.

     

    EDIT:

    [PM from Roja: hi, yes it was made solid because the clouds from the sky are now reflected in it]

     

    so i guess that without a working water shader we cant have rippled water. I cant look into mac shader due to my hardware, maybe in september if that long awaited iMac comes to me :whistle:


  5. Someone reported to me crashes before the login screen, apparently caused by the loading of animation programs (i.e. a call to load_vertex_programs) with an ATI video card. I cant test animation programs so i cant investigate further. However in such cases, just adding #use_animation_program=0 in el.ini (locate under home/Library/Application Support/Eternal Lands/main) solves the issue. There is a separate el.ini for each server, so if you want to log on test or pk you have to modify the corresponding el.ini

     

    If the crash (or the weird graphics, low fps, no texturing...) is after the login screen you can solve directly by clicking on settings button at login and unchecking the animaton program option (under video tab iirc). Probably you have to log out and log back in for it to work.

     

    Enjoy :icon13:

     

    P.S.

    Play a bit with the sky&cam settings so we can have feedback on the new cameras. Also try alt+f for first person view and alt+g for grab mode. If you lack a third mouse button you can set the second one for camera movement.

     

    Also we have now context menus. Just right click (or apple+click) on windows, hud, console and your character to bring up some options.


  6. This is the "official" OS X bugs thread for the 1.7.x client release. Check this post from time to time, i will update it with bug fixes.

     

    You can get the game here: http://www.ilmiomenu.altervista.org/

    I added a little utility called ChooseELServer to log on different EL servers (main,test,pk) without much hacking. Just launch it, select a server and click Ok. ChooseELServer and EternalLands applications MUST be in the same folder.

     

    Current EL version 1.7.0

    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.

     

    Also, you may experience some map bugs until the main server update. That's normal, dont report it.

     

    This was primarily built on a PPC IBook.

     

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


  7. Ent, what is the aim of those changes? Are you trying to add classes, enhance the magic system, add different pk strategies...?

     

     

    I ask because these solutions (this ad the mega mage perk) seem to be aimed to a major game change through some tweaks here and there. Imo if you want a mage class (and the opposite fighter class) the first thing to do is to change the magic system. Allow only a small set of defensive and healing spells to be castable in melee, add ranged and area-affecting spells, higher cooldown on strong ones, a better interface (maybe a grid of icons for castable spells, not just the 6 quickslots available now) and so on. This way you cant be both a tremendous fighter and a mage, which is one of the main problems. Yes, it is more requesting in terms of programming, but at least it will be a game improvement, not just a fast patch to a flaw in magic.

     

    After those changes a "I r teh specialist" perk like the one of this thread could be a nice strategic addition to temporary gain advantages from your skill of choice (no more than 5 pp imo, in the end it's only a strategic change, you dont get only advantages from the use of stones).


  8. mmm...i understand the difficulties of changing magic skill at this point of game development, but i think the mega-perk solution is a bit raw.

     

    As in all other professions your ability is measured by skill and nexus, so a possible solution is to make spells accessible by the same logic. Leave lower utility spells, restoration and mi nexus free (or just a few pps :) ) while the others and the new ones (strongly hoping for new att and def ranged spells) will require many pps on magic nexus. This allows for some more freedom in character development, rather than a 40pp perk...namely pk mage will go for the omg-itz-armageddon-dayz spell, while the peaceful ones can stop at the heal-all-my-nice-friends-in-range.


  9. I am a firm believer in ID, and I am aware of the scale of the universe.

    But so far, there is no experimental evidence that molecules can combine themselves in ways to create life (except if done by another living cell, or a virus, or some intelligence).

    It takes a LOT of factors to converge in order for life to be created. And then, even if life is created, it takes a lot of luck for that first cell to have time to reproduce before it is destroyed by the free oxygen in the air, or by the UV light, or before it dies of starvation, and so on.

     

    Since you are a scientists, how many atoms must combine to create the most primitive life form capable of reproduction and metabolism?

     

    I have been away from this thread, you know exams...and still a lot to revise. However i'd like to answer to this point.

     

    There is experimental evidence that in a primordial atmosphere made of methane, carbon dioxyde, ammonia and no oxygen (it was a pollution product of blue algae, proved by geological findings), coupled with radiation and electricity you can easily have the basic building blocks of life: lipids, carbohydrates, aminoacids, nitrogen basis.

     

    First, talking about the chance of atoms to mix, is not correct. You have molecules to start with and an enviroment to consider. Still the chances are near the impossible if you want life to be assembled from its components in a single step. It's like saying that falling down a staircase is as probable as falling down each stair-step separately...actually if you fall down the first stair-step, the probability of reaching the bottom of the staircase is alomost 1, because each subsequent probability is strongly increased by the previous event...events arent not indipendent, to say it mathematically.

     

    Second, you dont need a metabolism when the environment around you is so unstable to create the organic matter you need to fuel your reproduction. You dont even need a cell. You simply need a molecule capable of reproducing itself to start. This molecule exists and it is RNA (some particular RNA to be precise) which has the enzymatic activity required to act as an enzyme...not a very efficient one, but still working.

     

    Couple togheter both the above arguments and the chance of life being created shrinks a lot, in the realm of probable at least. Theories about origin of life are (simplifying a bit) trying to find the initial conditions of a chaotic system. It is a difficult task, many problems arise, from the instability of molecules to difficulties in polymerization reactions...still at this stage, more convincing than a divine intervent (imo). Life is chemistry, nothing more than a wonderful use of those laws.

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