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jamesvm

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Posts posted by jamesvm


  1. It's possible but would be a very ugly hack. If the server message instead send an integer back containing the object ID (back with that discussion with objectid/imageid) and a 1 or a 0 if it was succesful or not, then it might actually be worthwhile.

    so are saying right now it give client 1 or 0 back to tell if creation was susscessful or not


  2. hey got idea instead have output

    you susscesful create  1 fire essence

    you susscesful create  1 fire essence

     

    you could have log how many fire ess made in row so tit would be

    you suusscesful create  2 fire essence

    so when click mix again it would just change from 2 to 3

    and failed would writen under it


  3. I implemented the encyclopedia, but I think you are talking about it's contents, aren't you?

    The guys who did the encyclopedia contents (Jinxx and Birkoff) are no longer maintaining it, so there is no one in charge of it now.

    If you improve it in any way (programming or content) just tell us :D

    Yaa work on is there anything think need work first before other stuff work on it (yes mean actually content)

    ps deceid not going try work test map to impoved it cause just too much grahics take up on it


  4. No, and I am very happy it does not.

     

    Last week I made 20.000 health essences.

     

    Imagine the grow of the logfile with 20.000 times "You succesfully created a health essence"

    well i would like it too

    so keep track all failer and susscessfulness


  5. Worked on spreadsheet with all items in that one alow calculated total cost orders and also create way so that calulater rate base emu and level need harvest or make a item . This rate how know if one guild member get more thing valuse then they are contributing to me

    do understant what i saying?


  6. Maybe also add in maybe get use teleport option lifelink only once day so

    or make knew stats call lifefore so that when use teleport it reduce life force significatly.

    1. regen rate if at all would be like 1 lifeforce point day

    2. is no potion or spell that can be use recover lifeforce

    3. that also make so slower regen rate other stat like etheral and material as lifeforce goes down.

    4 Also when make stuff you failed more for lower lifeforce is

    5 that lower lifeforce is less like you are hit your oppent and less damage done to oppent

    6 spells would fail more often maybe take more ethereal points lower life force is

    7. maybe lifelike also make lifeforce regen rate recovery more lifeforce points

    8. maybe create weapons use up lifeforce point too that would cause lots damage oppent

     

    So what do think of my suggest


  7. Actually I think this patch should be added to the official version...

    Look by me post something here lord vermor get patch installed in game :ph34r:

     

    anyone know why 4 error when installed this patch

    compline log is this

    Compiling...

    new_actors.c

    new_actors.c(232) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(232) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(232) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(265) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(265) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(265) : warning C4244: 'function' : conversion from 'double' to 'GLfloat', possible loss of data

    new_actors.c(610) : warning C4244: 'function' : conversion from 'double' to 'float', possible loss of data

    new_actors.c(610) : warning C4244: 'function' : conversion from 'double' to 'float', possible loss of data

    new_actors.c(610) : warning C4244: 'function' : conversion from 'double' to 'float', possible loss of data

    new_actors.c(610) : warning C4244: 'function' : conversion from 'double' to 'float', possible loss of data

    new_actors.c(648) : error C2143: syntax error : missing ';' before 'type'

    new_actors.c(649) : error C2143: syntax error : missing ';' before 'type'

    new_actors.c(650) : error C2065: 'guild_loc' : undeclared identifier

    new_actors.c(651) : error C2065: 'guild_ptr' : undeclared identifiernew_actors.c(651) : warning C4047: '=' : 'int' differs in levels of indirection from 'char *'

    new_actors.c(653) : warning C4047: 'function' : 'const char *' differs in levels of indirection from 'int'

    new_actors.c(656) : warning C4047: 'function' : 'const char *' differs in levels of indirection from 'int'

     

    Build log was saved at "file://c:\James\complie el source code\Copy (2) of elc\Release\BuildLog.htm"

    elc - 4 error(s), 13 warning(s)

     

     

    ---------------------- Done ----------------------

     

        Build: 0 succeeded, 1 failed, 0 skipped

     

    and source code area where error is below here

    }

     

    line 646 my_strncp(actors_list->actor_name,&in_data[28],30);

    line 647      //If this is us, get our guild, make it purple

    line 648        int guild_loc=check_guild(actors_list->actor_name);

    line 649      char * guild_ptr;

    line 650      if(guild_loc != 0) {

    line 651      guild_ptr=&(actors_list->actor_name[guild_loc+1]);line 652        if(actor_id==yourself) {

    line 653      strcpy(my_guild, guild_ptr);

    line 654                  }   

    line 655        //Is this our guild? if so, make it purple   

    line 656                if(!strcmp(my_guild, guild_ptr)) {

    line 657              actors_list->actor_name[guild_loc]=146;//Deep purple

    line 658                }

    line 659            }

    if(caps_filter && my_isupper(actors_list->actor_name, -1)) my_tolower(actors_list->actor_name);

    unlock_actors_lists();  //unlock it

     

    }

    just thought let you know that at least got error when installed in source code and compline under microsoft visual c++ on windows xp

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