Jump to content
Eternal Lands Official Forums

dns_server

Members
  • Content count

    287
  • Joined

  • Last visited

Everything posted by dns_server

  1. Any ideas for new bot functions?

    Jennie is a bot that uses keyword and phrase matching to provide answers, she is written by me and maintained by benfish. If you would like to contribute questions/answers contact one of us.
  2. IMPORTANT! Compatibility hazard, READ!

    So the length of the Enhanced_Actor is exactly the same but you are useing the bits slightly different? For my bot it should not require any changes as i ignore most of the protacol, i do process enhanced actors only to retrieve the actors name and guild tag.
  3. Any ideas for new bot functions?

    If somone is willing to build up the database of knowledge i am willing to write a bot to retrieve the information.
  4. Eternal on psp

    One problem with the psp is it does not allow unsigned executables to be run unless you have "hacked" your psp to allow this. For it to run properly it would need to be signed by sony which would mean a lot of negotiation and legal work to come up with a legal agreement. As the source code is open source, if they did sign an open source executable it would make it easy for people to reverse engeneer sonys primary key used to sign all executables and thair security would be completely broken so i don't think sony would agree to such a thing. If you want it as "homebrew" for pepole who have hacked thair psp's it should be possible, I believe sdl has been ported to the psp (not shure about sdl_net) and i believe openal is supported also so technically it should be possible.
  5. Auction Bot?

    For a bot to use storage it would require special permission to be in range of storage. i'm not shure if adarah has permission to use storage or not, i think bots are restricted to only useing thair limited ammount of slots. It is something that will require a lot of testing before it is implemented. A fiew suggestions: - Users should be required to "register" with the bot, this could be something simple like getting the person to pm "register password". then you have a username/password for the web interface instead of just a random session key. - It may be a good idea for users to be required to have "credits" with the bot before use, so players would be required to trade gold with the bot before they can participate in the auction. the user should be able to put in money at any time but only allowed to take out any money not being used as the top bid. How will you make money off it? (if you are planning to) - The starter the auction pays a standard fee (say 50gc) for any auction. - The starter places a deposit of 10% the initial starting price, if the starting price is not met, you take this fee. - you collect 2-5% off the sucsessful auction. etc.
  6. Pre update test

    the simple way of stoping auto update is moveing (or removeing) the mirrors.lst file found in your el directory
  7. How do you run your bot?

    I run 3 small scripts, the first starts the bot under screen, the second loops while a file exists. if the bot is to restart it creates a temporary file "restartme" if it is to just quit it does not create the file and just ends. The last one just runs the bot program startmeup: screen ./dorun dorun: touch restartme while [ -f restartme ] do rm restartme echo ----------- restarting ------------ ./run done run: java -cp pircbot.jar:mysql.jar:iknow.jar:. bot.deadface6.MyBot This has the advantage that it can be hosted somewhere else and i can ssh to the account and reconnect to the screen session with "screen -x" to monitor it and if everything stops working i can ctrl+c to break the bot.
  8. I would like to try and help and it would be great if it was licenced gpl or better (like bsd) but my programming skill are limited
  9. Missiles

    Personally i would just ignore 3d and process it from a quick check of what is in the tiles in the path. Generally the maps have thair 3d objects spread out and it would be really difficult for the server to use any 3d processing without useing an awful lot of extra processing power. Instead just working with an array of objects (and actors) that might block is far easyer for the server to process. if you really want to you could possibly do some further processing to check to see if there is still a collision for objects not sitting exactly in the center of the tile but it is probly not worth it. Maybe you could have a layer that specifies the likely hood of the arrow passing through the object, so if someone is behind a tree they may have a 20% chance of being hit where if they stand behind a building they cannot be hit (or whatever you decide).
  10. Missiles

    Well you would need to check the tiles in the path of the arrow each tile, instead of painting you call a check method, in this you would check for anything that might block the arrow. The things that i can think of is: 1. 3d objects on the map, but you probly want to allow short objects like bushes and maybe thin trees so you may need to decide what objects the arrow can pass through and what they cannot. i' don't know enough about the map files and how they are stored, would it be hard to create a flag on some tiles to specify if arrows will be blocked by the tile? should this be related to the 3d object and cross referenced with the tile? 2. actors (people and monsters) which are in the path, so you need to check the list of actors. i'm not shure how the server is designed, are actors stored in an array or a list that is processed, ether way you just need to determine if anyone is in the way and could be cought in the crossfire. you will need to decide what happens with these collisions, does the person in the way get the damage? (need to check for pk map and multiplay maps) does the attack not work? (ie an error says someone is in the way), does the arrow fly over the person?, does flying over head matter what size the actor is? (an advantage of gnomes and bunnies?)
  11. Missiles

    It is something reletively easy to copy (google it to find some code), but it is something reletively easy to write. All the modern 2d line drawing uses it so it is easy to find. don't ask me how to write it i failed computer graphics. First you calculate a fiew constants, then there are 8 possible cases (0<45,45<90 etc) and then you just have a for loop that moves ether x+1 or x+1,y+1 for example (second case), the loops differ from for loops with x/y, and incrementing/decrementing in x/y. you would put a check(x,y) to check if there is a map object, a person/monster blocking. You might want to ignore actors these as the arrow might just graze the tile. you might want to do further processing to see how much of the tile it goes over wether it goes straight over or just goes over a small corner. with the way the game is structured it might be best (atleast at first) ignore collisions with most small map objects and only have it have collisions with walls and houses. One thing that you should do is have arrows (or any other ammo like bullets for guns) take up an equip slot to allow for different types of ammo, with different qualities (range, damage, cost) It would make sence to have a quiver (maybe an item required to store arrows or something automatic when you pick an arrow up) atleast as an icon to represent arrows and maybe 3d object on the person? I'll try and work on the code tonight, i have written it in java not c and it has been a while but it should be reletively easy to do but i would recomend you find and copy someone elses code and replace paint with a check tile function.
  12. Missiles

    It should not be too hard to determine the path that the arrow would take, you just need to use a 2d line drawing algorithm like Bresenham's line algorithm (the most efficent 2d algorythem) to process the map. just use the algorithm to check to see if there are any 3d objects (or people) located at that square. so the way that i would do it is have the client and server send out vectors (with starting and ending coords). eg player a wants to attack b: 1) a > sends a attack_Bow (x,y) 2) server checks range etc 3) server walks through the line algorithm to see what tile the collision will ocur on 4) server sends to all actors show_missile (type, x1, y1, x2, y2) for the clients to draw 5) server processes damage etc
  13. Any ideas for new bot functions?

    Fortune is useless but fun, the format of the files are simple, they are just plain text with fortunes seperated by a line containing a single '%', just get the source of the fortune-mod from debian or another linux distro for a good collection. on [guild tag] parses the online list and then processes guild tags to see who is online in that guild, it is something that can get quite complex as you need to store everyones guild tags, this requires that your bot processes EnhancedActors (for name and guild tags) which can get complex and it helps if it sits somewhere resonably high traffic to watch for names. stats/skills [name] parses the stats pages, this can get complex but not as bad as online, it requires quite a bit of processing to get the parameters but it is something usefull
  14. Bots...

    Or you could read the pinned thread: "How do I make a bot?" I am the creator of iknow (and deadface who is a mirror) and the code is in cvs at JELC (Java EL Client) unfortunately it is chat only ( i need to get around to implememting most of the protacol). There is also K_Bot which is a php bot.
  15. Trying to make a Bot

    Ethereal is your friend, start by capturing the stream of you logging with a real client to use as a reference and then work on your bot to ensure the same packets are sent by your bot. if you are converting it to java you don't need the ip address, you can just open up a socket from the hostname, java will find the ip itself. <shamless plug> if you want to do a bot in java (unfortunately no trade yet) use Jelc</shameless plug> or you could use one of the other bot projects from the stickey "How do I make a bot?"
  16. The hydrogenium

    Personally the idea of useing a sword to harvest is straneg but perhaps adding a new item of a stronger specialised pickaxe might be a more role playing way to go. how about something like: Hydrogenium Pickaxe Items needed: 4 iron bars 10 Steel Bars 2 dimonds (maybe polished or unpolished) 8 Fire Essences Items required to have: Hammer Knowledge needed: hydrogenium Pickaxe construction Required Nexuses: Artificial: 4 Recommended Skills: Manufacture: 30 Experience given: Manufacture exp: 140 Food substracted: 15
  17. bot and ip/nat questions (attn: entropy)

    1) you can do what you want on the test server within reson, it is there for testing clients and bots but don't go around purposely trying to find exploits in the server etc. 2) BEFORE you use the bot on the main server it must be tested and aproved for use, you must have the used and aproved, it must have a it's location defined and it needs aproval if it is going to sit on IP. Some features are restricted such as talking on official channels (first 20) too friequently so if it is doing something different it may need aproval. 3) for a trade bot it is $20 for a bot with the stats you level yourself so you decide what atributes it gets (and therfore it's carry capacity). or you can pay $100 for a bot with "blessed" stats such as charn wich has extra Physique and Coordination. If you want a bot that just sits and chats (like my bot iknow) you do not need to pay, just have it aproved. 4) yes, that applies unless you have special permission. 5) as above, yes you need to login in it and get your overall levels up to what you want with the atributes you choose (phys and coord for carry capacity) but do this BEFORE you have it aproved and running. Once it is a bot it cannot level anymore unless explcidly aproved, basically only the ants and aldara (who is allowed to kill off gargs neer storage) are allowed to gain any experience. 6) this is for talking on official channels (first 20) you can talk on guild channels or #gm as much as you want. the reson for the rule is to reduce the ammount of bot spam on official channels so bots can only announce thair goods or advertise thair guild that offen. 7) you can defenately have you and your bot on at the same time as long as it complies with the multiplaying rules. It is not against the rules to have 2 people on the same ip but there are restrictions. GOOD: haveing a paid bot that you put stuff to sell and collect the money. BAD: you use your bot to do something that would be unfair to everyone else such as useing the extra carry capacity to carry things for you. ("muleing") refer to the rules below This is under rule 5, if you want more clarification contact a moderator.
  18. Seeing the conversation in This thread about an irc channel has died down I believe it is time to vote. My bot iknow/deadface will be sitting on the irc channel and in an ingame channel (currently 994) and will have the ability to relay messages from irc to the el channel and back.
  19. Poll: What IRC channel(s) should we use?

    Currently there is a bridge between channel 994 ingame to #el on sorcery.net, the ingame channe and irc channel can be changed easily. Everything said on channel 994 is sent to #el to send a message back to channel 994 just use @message. you need to register your nick with my bot ingame, /deadface register nick you can also use all of deadface's commands by useing 'command ie 'stats dns deadface is my local version of iknow, currently algorn (who hosts iknow) has been haveing network troubles so use deadface.
  20. Poll: What IRC channel(s) should we use?

    well one advantage is that you don't need to be at your computer to be able to communicate with everyone. You can set up a CGI:IRC or use a java applet based client (like the_antiroot). You can (like many members of my guild) have a linux server connected to the internet all the time and use a console irc client like irssi or epic4 running under a screen session so you can ssh to your server and keep connected to irc from anywere that is not blocking ssh. I have also used ssh on devices like a palm, you cannot (yet atleast it is on my todo list) connect to el from your palm. If you are just communicating ingame you are restricted to a reletively fast computer with a resonable graphics card and you are resonably restricted to only be able to do it at home where irc is more portable.
  21. A mIRC Channel

    Well i have rewritten my bot to provide a bridge between an irc channel to an el channel (994). I would prefer it to be hosted on freenode.net as iknow already provides a bridge between #gm and our irc channel. so if possible i would prefer it to be on freenode or an irc server that interconnects with freenode. How about we all put down our suggestions for irc servers and channels and vote for which one is going to be the official one in a fiew days?
  22. How do you run your bot?

    algorn hosts iknow for me, i have ssh access and run the bot under screen. Screen makes manageing the bot easyer, you can disconnect from the session and reconnect it with screen -x. Haveing it running in a sonsole is also good because you can ctrl+c to kill it if everyhing stops working.
  23. A mIRC Channel

    If people are going to use it i can probly set up a bridge between el and an irc channel preferably siting on freenode.net as our guild has an irc channel there and iknow provides a gm <> irc bridge so using #el on freenode. If people are going to use this it should not take too much work for me to setup a channel between a spare channel in el and an irc channel, all messages said in the el channel will be sent to the irc channel and if you want to send a message to el you would put an @ infront. ie: <iknow> [dns@number] this is a message said ingame <dns_server> @send to ingame <iknow> [iknow@numbe] (dns) send to ingame there is also the 'command so you can use iknow's functions like 'stats dns etc You would need to register your irc nick ingame (so people don't pretend to be you) and your ingame name would be converted on the fly wheny you send a message (ie dns_server > dns) This channel may or may not be moderated but if you abuse the bot i will ban you from useing it.
  24. Very long exit

    instant quit on my amd64 computer too
  25. Offline messages available soon

    yeah i should have actually implemented it a bit better but gratz, it is quite a useful feature to have.
×