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Burn

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Everything posted by Burn

  1. Defining [use_areas]

    Hehe yeah, fixed a few of those too. The AA boat in Glacmor would sometimes have you walking south into the woods depending on where you were when clicking it. Had a *huge* use_area attached to it that went that far down, now just a square of tiles on the boat itself.
  2. Defining [use_areas]

    As Learner said, for different objects they can overlap. When an object gets used, only the info provided for that specific object is looked at. An object that gets used more than once (for example clicking an item moves you to the other side of it, and vice-versa) should NOT have overlapping areas, as the server will only use one of them. Distance from the object is a server thing, but it does have a "can you reach it?" type check of some sort. As for size of the use_area, a 3-4 tile square directly at the object (i.e. directly in front of a door) is good enough. Smaller if for example a door at the top of a 2-tile-across stairs, with discretion. Even a 2x2 area inside a small building (like PL storage) is fine. I have been using a 2x4 rectangular area in front of doors with no issues (4 covering from one side of the door to another, and 2 paces away). You don't want it to be too large as that leads to people *poofing* from too far away from the object. XX XXO XXO XX X's being the use_area walkable tiles, and O's representing a door that is two tiles wide. For a door, for example: If a player is directly in a use_area for it, they'll automatically go through the door without any pre-movement. If a person is X steps away from the use_area, they'll walk towards the item first, action is taken after they walk onto the use_area space. (X = not quite sure, it's determined by the server.) It's important of course that the use_area covers tiles that are walkable by a player... the area under a door for example, where the player shouldn't be able to step, is of no use in a use_area. Non-walk spots can be in the square area, but walkable tiles must exist and be reachable by the player. If a use_area only covers unwalkable tiles, it won't work even if the player is only one tile away. (I fixed a broken door like this with the last client update, in the secret "color room" in IotF where there's 4 doors on stairs but only 3 worked. The use_area was only marked directly under the door where you couldn't step.)
  3. Handling 1 Sided Objects

    Eh... hmmmm.... ignoring that a moderator is treating a support forum like unoff... Never had to do that in all the map edits I've done, but there is a trick way to do it by temporarily replacing the .e3d file for the one-sided object with one that isn't. (No, there's no way to handle it in the editor directly.) Trick: If you know the name of the object (ex: wall1.e3d)... if not, try adding another of the exact same object, it'll show the name in the bottom details. It's important to do every step, esp. if your setup is the same you're using for the game. (Replace "wall1.e3d" in instructions below to the file name of the object you can't connect to.) 1) Close the editor. 2) Go to /3dobjects/ directory in your installation directory. 3) If it's wall1.e3d for example, rename that file to "GOODwall1.e3d" 4) COPY another file, such as wolframite1.e3d, that you know isn't one-sided. Paste it with the name wall1.e3d. 5) Open your editor, and the map. There should now be (in this example) a piece of wolframite. Delete that and save the map. 6) Close the editor. Delete the wall1.e3d file, and rename the "GOODwall1.e3d" file back to "wall1.e3d" It's a hack, but it's tested and works.
  4. Prepare for long-windedness, hehe. It adds a mistake that shouldn't have been there. If there's another client release, I've already removed it for that release. (Basically put, there was an emerald of the harvestable type buried in the mountain pieces west of the CC entrance there. I had to move a load of mountain pieces to find and delete that, but somehow missed putting that one mountain piece back where it belonged.) Map updates require a client update. Another client update is dependent on the client itself getting enough changes to it to warrant a new release, not just maps. While bluap is still actively making occasional tweaks and minor additions to the client, there's not much that can be done at this point in the way of major changes that radu would deem update-worthy. The client is pretty much as solid as it can get without a complete rebuild for full 3d (which there's been multiple attempts at, all abandoned by the people doing them). So honestly, I wouldn't expect an update for quite a long time. One thing I've discussed with bluap is the possibility to have auto-updates finally put in place that can update maps and possibly images/creatures and so on, so content could continue to be updated and not have to rely on new client releases. Then content changes could be done with any normally-monthly server update. If bluap, radu, and I can determine a best way to do that without causing new issues, regular content changes could be done and not be dependent on unrelated client changes being done. As for content change suggestions above... 1) The Arius bridge thing... I'm not fully understanding, but sounds like a lot of coding on the server end (radu), but the part of "next practical map release" is troublesome, as I just explained about the map updates being tied to client updates. 2) As for maps "changing", I'm not at liberty to give details, but I (with Acelon's approval and/or at his suggestion) have started some major changes on one map, and a massive overhaul of a second that will completely change the way it gets used (or in its current state only used for certain reasons). The latter in particular is to a point where the map will only be barely recognizable compared to its current state, with drastic changes and new insides as well. I think players will find this change quite interesting and even game-changing for some player types. Those two maps alone are a ton of work. A few changes are planned for other maps as well, and as well I've started both a major new cave with a new (albeit limited) use, and what would certainly be the single most-ultimate secret location in the game. ;-) That's just part of what's on my plans list. Acelon had plans for what would mean a few entirely new maps, but as I haven't heard from him in almost 6 months now I don't know if he's actually done any work on that... probably not. I only have a few basic details on what he planned, not enough to build them myself so that's not an option at this time. I have no clue what he intended those maps to be useful for. I also have an idea that would add one small map (including internals for it) but I can't put promises on it, need to discuss it further with Ace and possibly even radu. 3) I seriously doubt* something like MM changing could be approved, especially considering that map in particularly is heavily "hardcoded" so to speak into all the various NPC static texts and as well the possibility of breaking quests is huge. The maps I'm already changing have limited NPC context and quests that I can easily work around without changing either of those things. Some minor adjusting to MM (and WVF, and KJ) are being done to try and reduce some of the lag and possibly upgrade to take into account ranging that none of the maps were originally designed for, but those changes will only be slightly noticeable by players. 4) I do have plans to open a few buildings that currently can't be entered, however that is very low on the to-do list as it won't add much to the game compared to what's already planned. Which ones will depend mostly on factors such as: - Place to AFK? (are there other nearby safe buildings to afk in? I made the hut near the northwest teleport pad in Idaloran enterable with the last update primarily for that reason as there's no other safe spots to afk there.) - Is there room on the internal maps? (Opening the buildings near the C1 ranging arena would be easily doable as there's a lot of free space on its internal map. Portland on the other hand has little space to do that.) - Are there already too many enterable buildings nearby? (Again with Portland as an example, the locked buildings are close enough to unlocked ones that already never get used... these would be the lowest of the low priority.) - And finally, the difficulty in coming up with a unique design for the building. Some kind of "story" for its use. 5) While not mentioned here, I'll say it now because it's an "official decision" stated by Acelon himself... there will be no C3. Ace had a C3 planned from years back, but back then there was a much, much larger player base and as well a team of map developers. With the current player base even the most active maps are not heavily populated, so spreading out the low population even more with what would have been (I believe) 15 new maps isn't palatable for him, radu, or even myself. Esp. since I'd probably have to do most of the work, hehe. Ideas he had for C3 are now a "bucket of ideas" for improving the current two continents. The aforementioned few new maps Ace had plans for were a result of the decision to not make a third continent... expanding the current locales for new content where possible instead. The only way this decision about C3 would change is a sudden drastic increase in active players. (*Disclaimer: Acelon and Roja are the "keepers of the story context" so to speak, so I can't personally make any non-bug changes without their approval. Anything I state as my opinion concerning map changes is not a final decision, only an educated guess based on my work with them in making the last map updates. They are quite strict on ensuring the maps stay within the story context, with good reason.)
  5. New perk ideas

    At 7pp, I definitely can't imagine it. Maybe harv accounts who do nothing but harvest dung all day will use it and find a closer-to-sto place to hang out besides MM, otherwise the very low number of hazardous items and their low usage just don't make it worthwhile.
  6. Eliminate

    It should only be pots that effect might, yes.
  7. Eliminate

    He's referring to a bug where you can't trade while certain pots are in use, despite that they don't affect emu.
  8. Please post any issues noted here. * DP - rock in Evergreen Woods can be walked through (29,318) Fix done, will be fixed on next server update.
  9. Treasure Finder

    Yup. (And some killer exp in school on Nobel day.)
  10. As someone who's regularly dealt with the "player_x found a pear" message, I'd say sure. However, do it like the treasure find message and just "A creature dropped a grape!" or something without the name. That gives the info you're wanting, that one was found. (The flood of PMs that come with such of-late desired drops is annoying. I log out for a while after every find these days, and ignore any messages concerning it if I don't, it can get that bad at times. Grapes would be even worse... not that I've personally found many since I don't actively look for them.) As well, could get confusing in situations like an invasion critter being multied drops one. It's also a rare invdrag drop, should probably make sure those aren't included in messages?
  11. How far up for an object?

    Yeah, I'm only referring to FPS above. As the map itself comes from the client, internet connection has little to nothing to do with it.
  12. How far up for an object?

    Not every issue shows up in the editor, vastly different approach in rendering between it and the client. The best thing to do for experimentation is have an entirely separate setup of the client that is only used on test server. Take a map like Whitestone (or an internal map if the experiment involves an inner map) and edit that file in the experimental client setup. Run it on test and see how it turns out. Trial and error is really the only way to learn it. What causes things to flicker in the client, etc. While 3d items can flicker if placed improperly, 2d items are much, much more prone to it. I'm still cleaning up 2d flickering on many maps and I doubt I'll ever clear it all. That could be one reason 2d items are used solely for decorative purposes as absolutely necessary, and 3d gets preferred. But really it depends on the taste and ability of whoever made the map. A solid 2d-only ground would be incredibly difficult to do without a lot flickering. (Flickering = when you walk past something, it "flashes" competing with another 2d or 3d object to be visible. The road paths right next to the red roses in VotD in the current client do this, for example.) Personally I just default prefer 3d items due to the reduced chances for flickering. As for memory issues in the client, it's not that big a deal these days, we're talking about stuff that was running on 2003 computers. The only real lag issues are (detailed) water, and too many detailed trees/bushes, such as in WVF and KJ. As for object distance... there's no such rules. Generally speaking, test it as stated above in a special test-only client setup. If it can be seen using whatever the default viewing distance is on a new install okay, then it's okay. For height, remember the player has to be able to see and click to move, test that it's not too much in the way when it comes to higher objects.
  13. DOWNLOAD AT: http://burningdownthe.net/el/ With today's server restart, some map issues got fixed. However, two of the fixes will work even better if you update your client as well. HOW-TO: Go to the above link, download all elm.gz files that you see there. Save them in the /maps/ directory of your installation (overwriting the current ones) where you see other elm.gz files. The fixes will technically work without doing this. However, 1- Around that new huge rock in the very west side of the Desert Pines forest, mapwalking can be slightly problematic, as you may just stop walking. 2- In the PV FCW cave, you can now go past that spot that was requiring TTR. However, you'll not be able to directly mapwalk using the tab or minimap from the entrance to the mcw area. And you'll be "in a hole" at the location where you were getting stopped before. 3- map9f (Grubani) is purely cosmetic, and will update to the actual lighting used at night at the arena since a server update changed it. It's much darker than as seen in the map that came with 1.9.4 client. Replacing these two files will fix those things so they won't happen. And yes, these are official fixes.
  14. That's a height issue, can happen anywhere the height changes a lot (NRM rd path for example). Having the camera angle as close to "directly down" as possible helps. But yeah, not something I can do anything about.
  15. If this has become an issue, code-wise it might be simpler* for the server to check what's being worn when a Human removal or Reset is done, and send an error message saying removal of the equipment is required first if it's too high. The reset/removal won't work until the necessary equipped items are unequipped. Thus just preventing wearing anything above allowed at all. *Since there should already be a subroutine in place for gear/Human requirement checking that could be re-used. (This doesn't handle the second-hand axe issue in Bugs forum, but those need a nexus change anyway to go along with the changes to their undamaged counterparts.)
  16. Fixed for next release (whenever that may be): Walk into building - You are in White Stone - You're in White Stone City [148,662] Walk into building - You are in White Stone - You're in White Stone City [148,658] You are in Carmien Manor [157,177] titanium ore in wall (was kind of a "secret", bringing it out now since it's public) You are in Emerald Valley Trade Route - Barrenlands of Sorrow [314,116] - walk into tree You are in Idaloran [62,447] floating - fixed as best as possible, very difficult to get such rocks done well due to limited height options You are in Hulda, Land of the Ice Gale [83,19] - floating over water (also fixed a couple other noted similar spots) My Position: White Stone - Lakeside Village [686,151] - walk into house (also fixed house beside it) You are in White Stone - Orvale Mountains [151,489], [157,479], and [159,493] - floating - fixed as best as possible, difficult height options You are in Aeth Aelfan, the Elven Homeland [113,274] - arrow in midair underground dandelion: You are in Irinveron [492,233] A tiger lily under the ground-You are in Palon Vertas [165,137] (removed it) A plate that is completely hidden behind a wall and doesn't appear to be used for a secret-You are in Thelinor Caves [57,110] My Position: Desert Pines [249,136] - rock floating over sand You are in South Redmoon Island [91,65] - walk into tree You are in South Redmoon Island [54,323] - height too low on rock (best cleanup possible with limited height options, including surrounding area) You are in Thelinor [191,193] and You are in Thelinor [191,194] shouldn't be walkable You are in White Stone [729,602] - walk where shouldn't You are in White Stone - Elavro Mountains [421,684] etc. Okay, that catches things up so I can go back to completely redoing one of the maps... keep 'em coming, will probably a long while before a new release but that just means more time to find bad stuffs. ;-)
  17. Enhance Pheonix

    It does need some help with more GHPs getting in the game. And not being so overly expensive to use. But I honestly believe the primary reason noone wanted to use it is just simply that it's not particularly good at anything. At all. If it had just that "one thing" that makes a player say "Hey, I can definitely use it for doing (this)", just as the mule is good for one thing, hauling shit, it would get at least some usage. And stuff "on paper" doesn't necessarily translate well to actual use. Someone(s) need to actually test any changes to it. I mean, the current stats for phoenix sound good, they just don't work in actual play. (Esp. against anything with critical hits, which is to say most everything of a high level.) If tests wanted on Test server, I'm a level 8 phoenix there.
  18. Enhance Pheonix

    Lvl 12 phoenix here... just like the mule I leveled it "because I can". I eventually found some uses for the mule. The phoenix on the other hand... 1) Glyphs must be makeable Of course almost noone's used it, much less leveled it, there's zero glyphs on market. These are a basic necessity, and honestly at this point it's hit beyond ridiculous that they can't be made just like mule glyphs. 2) Those makeable glyphs should cost about the same as mule glyphs. The phoenix is already expensive as hell to level, and even use. Especially when its purpose is fighting which means eventually dying, creature food dropping, and instant phoenix loss when that happens. (Food is already twice that of a mule, it takes four times as much to fully level as a mule does, and as it's a fighting shift unlike mule more glyphs are needed to use it between actually using glyphs and possibly dropping them on death, something that's not normal for a mule.) 3) What exactly is the purpose of the phoenix? This needs to be figured out. It doesn't have to be good at everything, but it does need one specific thing it's particularly extremely useful at for usage. At the moment it still has nothing due to the lack of gear, lack of magic, lack of experience. Despite the bonuses it gives, it's still worse to use than just using standard gear. The bonuses don't overcome the lack of armor/defense given by armor, the lack of damage given by a weapon, and the lack of material points due to no HOLAM or CoL with only potions to rely on that you can only hope you don't get stuck with a cooldown on. It's sheer suicide to try and attack anything a couple creatures below your char's normal training level. If you can't even attack a creature you currently train on with it, how are you supposed to use this in a situation where you'd get multied like a Bethel invasion, where you'd probably hit 0 health only being hit twice? There's too much relying on randomness as well... random chance of no cooldown, random chance of respawn. This is never a good quality when attempting to fight. Even this simple mixer knows that. ;-) People use the mule because it has a specific thing that makes it useful. The phoenix needs a major tweak that makes it useful for one specific thing as well... a tank? Gives heavy damage (currently doesn't) but with the risk of easily dying, limited only by the chance it'll respawn? Something else? (And a side question... if it respawns, would you lose a brick if you had them on you? That would be a bit too much if it does. And that's too costly to test.) I've got two more levels to go before my phoenix is max levelled. I really hope something's done by then. Abandoning tweaking it based on its current use when glyphs are so costly if available at all, plus the current status where they have nothing they're particularly proficient in is a bad idea. The phoenix is one of the most beautifully done creature graphics in the game, and it's already in place. Let's make it useful.
  19. Despite my silence, I'm still accepting these. Only responding if there's something immediate to respond to, otherwise everything will be checked/fixed before the next release, whenever that may be. Note: If you're using the current "Burned Maps" tab maps, you can just give the map name (ex: "map3_insides", found directly above or below the BurnedMaps logo on each map) rather than try to explain the map you're on, particularly for insides. I'll have to determine that anyway to know which map to fix. Not necessary, just if it makes it easier to report.
  20. Note that while the wiki may well be correct, it was done prior to having access to #ach or even ability to see counts via Redeemer. There is a possibility of incorrect info. (Not saying there is, just the possibility.)
  21. When is #ach updated?

    I know my Luxin count via Redeemer. No, it's not for some old unrelated quest. It counted my acceptance of the first attempt. Seriously, I do know the game a *bit* better than that...
  22. When is #ach updated?

    The counter appears to go up when you first accept the mission. I've accepted Luxin once, out of curiosity, but never actually done that one. Despite that, my counter for it is at 1.
  23. Very easily added option for the web client, though not until it's fully functional and hosted on the server itself. Though with working code and running the proxy on a home server, you could set the proxy up to attach to the pk server. I'd imagine radu's permission would be needed, the current code shouldn't be used on anything but Test. Not that it can do anything yet anyway, heh. Both Grum and I seriously question the use of this web client on a phone/tablet. (Try and picture doing everything you normally do with nothing but a small screen and large fingers, no mouse or keyboard.) Functionality will probably be very limited in comparison to standard computer use.* *(I'd imagine)
  24. Grum fixed the sky issue (grab the updated getsky.php file from git, and decomment the sky.draw(); line in drawscene.js if you did that per my above post).
  25. Without it commented: Followed by a lot of: Leaving nothing but a black box for a canvas. (Using the versions of external javascripts you noted to use in the readme, if that's relevant.) ADD: PHP Fatal error: Cannot use object of type DOMNodeList as array in /srv/www/htdocs/webel/getsky.php on line 26 ^ My server's error log is full of these.
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