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About Burn

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  • Birthday 04/18/1970

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  1. I changed the instructions so they should be good for Mac users now, if you tried and had a problem. (If you already installed before this comment on Win/Linux, there's no need to change.)
  2. https://maps.el-db.com/learner.html NOT FOR ANDROID* - This should work for Win, Linux, and Mac clients. (*May work for Android, but I won't personally help support it. See comments below for assist.) Go to the above page, and follow the instructions carefully. The actual statue, with the character, fox, and text below them, was created by Roja. This will not affect your gameplay in any way, it's a decoration change only. No walkable tiles were changed to include this. Adding/Changing 3 files in your client will add the below memorial for Learner to the spider cave on Isla Prima, where he spent most of his time afk and harvesting fruit at the table.
  3. Measuring sedi for a rl model

    No, only the map editor.
  4. Measuring sedi for a rl model

    I KNEW it! Hehe, I did a hacked version of the map editor that would show "deleted-but-not-overwritten" objects when my scripts that parsed elm files located a lot of these objects on some maps. Found what appeared to be stripper poles there, an entire large dining area in the KJ temple that simply didn't exist, other interesting tidbits showing early ideas for areas. Ofc, most deleted stuff gets overwritten so it was limited in what it would show.
  5. Measuring sedi for a rl model

    A good chunk of the insides don't actually match their outsides. On most every map. How bad they are depends on who did the map. Some don't match shapes either... the house that PV storage stands behind being a good example. external: DX XX internal: D XX X With X indicating the shape, and D showing where the door is. If the external matched the internal, the house door would be directly next to the storage npc on its east side. Zirak's castle is frikkin' huge compared to its outsides. Glacmor skill academy's size makes no sense compared to its externals. Trassian's ton of caves and buildings are a whole new level of not-making-sense. DP CC's location/entrances don't make sense. PL's manu school and upper level of titanium cave take up the same space. It's just how things are... no way to fix it either. (The Sedi tavern has some last minute changes to it as well. I found early deleted work of it that included what appeared to be something more akin to stripper poles on the odd stage with the throne. That stage makes no real sense being in a tavern in its current form.)
  6. The "All-Rounder" list has been renamed to "All Skills Total" as that is what it actually is. Better differentiation from JoaT as well. It's the same list, only the name is changed. An explanation of what each list covers is also given above the 4 lists for Combat, Non-Combat, All Skills Total, and JackOfAllTrades.
  7. Fixed... it's a general issue I haven't been able to deal with yet. I don't have access to name changes so unless the new account made with the old name (the "new" Ambrosius) logs on long enough to be recognized as logged on (5 minutes) it won't check stats to update. I have plans for a workaround but it'll take a bit to figure out without overly burdening the web server.
  8. The Top Players page has been updated. * New: "Jack of All Trades" Where the Overall list once was, is now a list called Jack of All Trades (JoAT). This list recognizes those players that take the time to consistently work on their lowest skills. How it works: Your skills get ordered from lowest to highest. Your JoAT level is based on your 6 lowest skills, regardless of which skills those are. Your 6 highest skills are irrelevant. Example (not anyone's actual levels): att: 160 def: 162 mag: 87 har: 102 man: 46* alc: 87 pot: 35* sum: 48 cra: 32* eng: 27* tai: 0* ran: 0* The 6 lowest numbers from the skills (marked with asterisk) are grabbed. 0 0 27 32 35 46 are the 6 lowest skills ordered from lowest to highest. Each number gets multiplied by an undisclosed value. Each of the 6 gets multiplied by undisclosed values. The lowest skill gets multiplied by the highest value, the highest of the six by the lowest value. (0 times anything is 0, so the most important skills in this example, tailor and ranging, are not providing any value.) In this example, getting 1 level in tailoring or ranging can increase the JoAT value by MUCH more than getting 1 level in manufacturing, though leveling any of the 6 lowest will contribute to the value. "What's the difference between Jack of All Trades and All-Rounder?" All-Rounder is based on the total sum of levels in all 12 skills, with no weighting on any skill, so a level in the lowest skill has the same value as a level in the highest. It's technically not a good name for the list since having very high levels in a few skills can nullify not leveling some skills. JoAT focuses solely on the lowest half of your skills, observing only how high your lowest skills are. This better shows someone who really is working on every skill, an actual Jack of All Trades. (The lists have some similarities since there's more than a few long time players who have worked on every skill, but it differentiates even among those, and varies even more as the ranks get lower.) * Change to Overall List With so many players now at the max 179, the Overall top list became pointless. It's been changed to show "The 179ers Club" with all the players who have reached 179. I'll include a top list for those 178 or less shortly, I'm still working on that part. For now only the 179ers are showing.
  9. PEAR HUNTERS - Reminder to let me know any other "hidden in wall" type harvestables other than those listed in the second post above so they can be dealt with in the next client, whenever that is. I've already fixed all the ones listed in the above post for that update.
  10. Updated today... More Clues and How Many Have Entered Them Your member page now has 5 random secret clues instead of 3. As well, a number at the end of each secret indicates how many others have already successfully submitted that secret. REPORT CONTENT ISSUES! If you see incorrect, missing, or whatever content, as a logged in user you can report it using the Content Report button at the bottom of every page. Your report will be listed on your user page to keep track of it. This includes if you're having problems submitting your secret data! Go to the specific map page you're trying to enter the secret in, click the Content Report button, then enter the problem you're having, including the specific coordinates and items you're using. Other minor updates done as well, listed on the front of the site, including being more able to distinguish between complete and incomplete quests on your quest tracker.
  11. The MM Bot Market has become a bit too popular of a location. It had plenty of free space at the start but is now down to just 1 empty stall, the one located on the west end between IWannaRock and Richery. This lack of space cannot be dealt with until a 1.9.7 client is released, and there's no plan for that at this time. WHERE TO PLACE BOTS: Only after the final stall is filled, any further bots should be lined up along the north wall, directly behind the six northern bots. "Burn" is in one of the locations in the image below, behind Windu. Other bot placements would be directly behind HeyU, Graadig, Zebu, Hulk, and takamura, forming an organized line directly against the north wall. This will allow for 6 bots in addition to the 1 filling the final stall. 1.9.7 UPGRADE: The eventual 1.9.7 will see the market get further expanded into the water side, with an additional entrance into the market area to easily access them. A total of 14 more stalls will be added. Bots on the west side (IWannaRock, Tradesman, Richery, the current empty stall) and any ending up outside the wall will then be moved into the new locations. You can see the 1.9.7 version here: https://el-db.com/tempstuff/mm-expanded-bot-market.jpg
  12. Apparently this link was messed up during a server issue for the el-db domain a couple weeks back and wasn't fixed. I've fixed the link so these can be downloaded again. (I plan to just add them to the EL-DB website at a later time.) https://maps.el-db.com/
  13. The story so far, with 191 possible secrets: Most Secrets Entered by one player: 188 Players who have entered 150+ secrets: 6 Players who have entered 100+ secrets: 9 Players who have entered 50+ secrets: 12 And btw, an update today better organizes the NPC list, and gives more details for every NPC. For example... https://el-db.com/Haidir.html
  14. https://www.eternal-lands.com/updates/custom_files.lst The correct URL is the same, but with https instead of http. This is definitely something that would need to be fixed in the client. Unless the website maintainer can set things so secure protocol is unnecessary for the /updates directory, at least until a new client is released. To do it by hand, seems you'd have to create a custom_clothes.zip that contains all the files listed in the custom_files.lst linked above. The files are downloaded like so. Files are listed like this: MD5(custom/guild/1313818956/meshes/cape1_green.dds.xz)= 03f68f49924b1d9b017c16d8ef950c7c Place the text in parentheses after https://www.eternal-lands.com/updates/ like so: https://www.eternal-lands.com/updates/custom/guild/1313818956/meshes/cape1_green.dds.xz The innards of the custom_clothes.zip would have to appear like this: The zip file then gets placed in your personal settings and logs folder... when you first log in to the game you get a line like this: [15:58:46] Your personal settings and logs will be saved in /home/flame/.elc/main/ Remove the /main/ (or other server name), and put the custom_clothes.zip in that location. I may be able to do an automated setup that creates the zip file, and can be downloaded from my website. If nothing else can be determined before a new release happens.
  15. Updating the Invance Map

    Pretty sure that input was the point of putting it on the forum before it's actually done. But if you prefer changes without it, and that's how most map work is done, actually, we can go that way instead. Now, force every single participant to have to be careful clicking creatures so they don't accidentally end up off the map because carrying a single ring for you is hard? You went and made it impossible to listen to you, screaming nobody gets input on a forum thread specifically for input. Your input does need to have a viable reason to change what's listed that is for the good of the many, though. I'm unaware of people having issues carrying 1 emu rings. I am aware of people ending up out of the invance because the invance shouldn't include links to c2 places that aren't part of the invance. One of those things outranks the other when the goal is to ensure people stay in the invance unless it's absolutely necessary to go out. (And again, the map would have been more like this from the start, no discussion, had there been active map editors when invances were created.)