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Burn

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Posts posted by Burn


  1. (Mapmaker comments)

     

    - As this would be something only a handful of people would need, it could be done at any time if desired as it wouldn't be part of the client. Those who do invasions would just need the latest elm file, and even then only if they want to go there themselves to watch or whatever.

     

    - Could be tweaked and changed as desired with any server update as to where the spawns drop.

     

    - Easily put together, I could do it once the current map testing is done for the new client.


  2. Bleh, real life had me away from the computer and too busy for a while. Back and wrapping things up...

     

     

     

    Dung Portal Room - I cannot do anything about the size of the map that it's on. Besides requiring a new map (need permission), would require fully rebuilding it. It now has flags on the outhouses indicating the map each goes to, and can also be "eyed" for info that distinguishes one from the other for maps that have multiple landing spots (i.e. 2 in PV, 2 in Zirak, 2 in Melinis...)

     

    You are in Idaloran [595,262] This place would make a very nice pvp arena - Can't do. Believe this was intended to be a safe (excluding Lenny/Invasions) map.

     

    [The marketplace] map4_xxxx: You get stuck while harvesting - not saying which map - I don't have time to play search-for-it games.

     

    You are in North Redmoon - Inside the Volcano [182,99] - The click-from-distance is a camera angle issue that I can't do anything about. I've been through the map and cleaned up walkable tiles throughout it so that may help some, but can't do anything more.

     

     

     

     

    Everything else is done.

     

     

    Time's up. I need to get these into the testing phase and any time I have left will be focused on new locations.


  3. Non-walkable places are avoided where possible. High walls such as castles are exceptions, as well as places intentionally meant for TTR magic use or have ladders or such to access.

     

    While there are some changes on that front done, they're very minor, as in I wouldn't even bother mentioning them on a change list. Most castle walls and such weren't designed to be walked on, and I don't have the time to both get permission to change them and as well rebuild them.

     

     

    This client update list will only include stuff that's in the GIT. No map changes can be made until the official client release so none will be listed here.


  4. As you have probably seen, we're prepping a new client release. With it will come updated maps.

     

    The maps coming with the new client have all been heavily gone through to fix walkability issues. In the majority of cases, this has meant adding walkable tiles, however in others it's meant removing walk tiles, be it because they shouldn't have been walkable in the first place, or slight changes to spots now may have a rock or something on the spot.

     

     

    If you use hyperbags, it's important to keep this in mind. If a tile is no longer accessible when the client is finally updated, and you have a hyperbag on it, that bag is gone forever.

     

    Being the one that did the majority of this type of map work, I can say there's a 99.999999999% chance this won't affect you, as I always aimed towards adding walkable tiles instead of removing them whenever possible.

     

    But no map should be considered safe for this. A ton of work has been done throughout all of the maps, inside and out.

    If you were using a "bugged" location (hidden under a rock or such where a player shouldn't actually be able to walk) you should definitely be concerned, as I've eliminated over 120 such locations, likely all of them.

     

     

    What to do?

    For the time being, you can continue using hyperbags as you have been. This is just an early warning. (It's recommended to go ahead and start clearing out any bags you're not actively using.)

     

    Keep an eye out here, I'll post an update at least a week in advance before the client update*. Once I do, you're highly recommended to clear out any hyperbags you're using. While it's almost certain it won't be a problem, should you have your bag on a no-longer-valid tile you'll likely never see it again (unless radu chooses to offer an option of course).

     

     

    ( *We have no date set for the update, though the time is coming very soon as most everything is ready for testing.)


  5. 6) Very heavy flickering - This is an issue on most every map, and it would take months to fix them all. For these, please only report areas that are "really nasty" or they're in heavy traffic/near dailies. (I won't have time to deal with every tiny flicker in remote places.)

     

     

    I've added this to the first post... Flickering being those little nasties you sometimes see on things like road paths and such when you rotate camera angle.

    There's way too much of it to deal with it everywhere, but I can handle areas it's most noticeable.


  6. I'm very single-map minded when looking at issues, so yeah, forgot those others had them. Likely more of the same issue I've seen throughout the maps, that being different mapmakers doing different things different ways. ;-) Trying to find some sanity in that has not been a simple task.

    But yeah, they show on the outside, and the design seems deliberate. And with IotF being "different", I hesitate to change that. Especially since it's one of Ace's maps, and unlike the other mapmakers, he's still around and can kick my pixelated ass. :-P

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