Jump to content
Eternal Lands Official Forums

Burn

Members
  • Content count

    1182
  • Joined

  • Last visited

Posts posted by Burn


  1. Enough changes to warrant an updated build, so the repository has been refreshed with new builds from the GIT code as of today.

    (OpenSUSE users: If GIT gets updated with a change you're desiring and I haven't rebuilt for it, give me a holler in-game, or post here and I'll do it as quickly as possible. Otherwise I'll only update as it seems warranted.)

     

    * Tue Oct 14 2014 flamesworld@gmail.com
    - Update to current git code. Changes include:
    -- Fixes and adjustments to spell timers
    -- Storage item filters
    -- Fixes to showing of encyclopedia
    -- HUD tab option to always enlarge text (sto, bags, trade windows, quickbar)
    -- "Distance" in Session tab shows number of steps taken
    -- Fix crash when leaving buggy (usually guild) maps
    -- Suppression of "already fighting with someone" single combat messages
    when within 5 seconds of each other so it doesn't spam.
    -- Other various bug fixes and internal tweaks
    - Update to current encyclopedia


  2. The recipe window does record the creature name for a summoning recipe, recorded when one has been successfully "made". I cannot make Wizards hats but if the manufacture message is the same format as others, it should get recorded. Its a bug otherwise.

     

    Hmmm, re: wizard hats, okay could be a possibility that I've only mixed them in the tailoring school (so not actually "made") since I first put the mix in the drop menu.


  3. Just a thought, and may take a bit more coding, but is there any way to do it based on what mix was sent to the server just before the fail message was sent back?

     

    ...Bah, just looked. The drop-down list in the mix window generally shows the mix name when you hover over it, but doesn't seem to do that for things like a rabbit summons (or even newer stuff like White Wizard Hat here, I may have outdated data). Was thinking that might be useful for this scenario, but maybe not.


  4. Or simply someone stumbled over the pear at the very instant the day changed, fraction of a second earlier than you could check. Maybe also considering ping times.

     

     

    *IF* that were true, then there's still a glitch involved in that there was no message indicating someone found it. Nothing relevant is missing from the screenie.

     

    Considering that's much simpler code than actually "hiding" the pear, I'd bet against this being the case.

     

    But only radu can know for sure.

     

    (The bug's reported, my part's done. I don't actually care that one didn't appear in years of hunts, just found it odd and posted because all bugs should be reported.)


  5. http://i.imgur.com/BKmFKW9.png

     

    BKmFKW9.png

     

    There's a glitch in the code somewhere that can cause a pear to not appear on new day.
    It's apparently very rare though, first time seen in years of hunting.

     

    This forced me to do real-life stuff instead of hunt. Ebul! ;-)

     

     

     

    "Today is the 23rd day in the month of Chimar, the year 0039, Age of the Eternals"
    Or today, current game day just started just before this is posted.

     

     

    Edit: Pear was available the next game day, so it's nothing big, just a possible minor glitch.


  6. Zamirah, you didn't quote the final line I wrote after that, about it being "grandfathered".

    What was meant by that was that the free pp's would be for anyone without the perk.

    Those who have the perk already would lose it but keep the pp's, as removing pp's that are likely not available would be troublesome for most players.


    A reset would kill them though regardless, and have to be re-earned through the suggested on-OA basis.


    (For this grandfathering, it would just mean radu would have to keep the info on "who has the perk" in his database, so only those without it would get the bonus PP's on OA. Code-wise, not difficult.)


  7. It is something to complain about when you "purchase" one perk and it's randomly changed months/years later to something else that's unacceptable, that you'd never have taken the perk if you'd known it was going to be that way. And we're not talking about something that's easily removed for anyone who's been around long. If there were going to be a change to it, there's been *years* to think about that, and warn people of it before the rule 5 removal, or even the day it was removed. Waiting 2 months for people to get comfortable with the change, then suddenly screwing over everyone is *not* how you keep players.

    Honestly, it's completely inexcusable to change it to something worse *at this point*, rather than before/at the time of the rule 5 removal.

    The rule 5 removal essentially nullifies the reason the perk existed in the first place. Nullifying the perk that relied on that rule only makes sense, and is essentially the only change that won't result in a serious revolt. And with the current number of players, any amount of revolt is a Very Bad Thing...


  8. Seriously, the idea that anti would get taken in massive numbers if rule 5 was killed has been known for years.

    It's been brought up with every past poll, and there's been several of them.

    It was brought up the same day rule 5 was repealed. Two months later nothing's been changed about it.

     

    Trying to change it now in any further-negative way will do the opposite of the intent of the rule 5 repeal... push people away from the game. If something were to be done, it would have been done by now. And most definitely should not be done so late in the process, after a huge majority have likely taken it who wouldn't have otherwise.

     

    Changing it now would be nothing more than a piss-off fest. That's the last thing EL needs. Suddenly the majority of players are needing to figure out how to get 10 pps back to remove the perk, skyrocketing prices on all attribute removal stones as so many try at once to get rid of the perk... I think the negative-wanters don't quite grasp the harm they're attempting to cause the game.


    The idea to just remove it, as it wasn't better than free pp's even before rule 5 repeal, and make it 10 bonus pp's for everyone (possibly on hitting certain OA levels) is probably the best suggestion given, in the above-linked previous discussion about this (non-)perk. No pissing people off this late in the rule 5 change, and making it pp's available to all in a general "bonus system" manner isn't going to do a drastic effect on game play. Just get rid of the perk.

    *This idea would have to grandfather-claused... those with anti would have to just keep the 10pps regardless of OA and others get pp's directly based on OA. A reset kills these pp's as well and get re-earned as bonuses.


  9. With glacmor rings at ~210gc, and any other c2 ring guaranteed to be 350gc or less (NPC price)...

    1) Rings are cheaper than the 500gc or so per ship trip, by at least 150gc.

    2) Rings can be used regardless of where you are. A ship is limited to one place you have to go to.

    3) Rings can take you to any one of 18 different c2 locations. A ship only takes you to one.

    4) Those with Portal Room access likely know the "secret" place they can go to c2 from c1 with just a portal spell.
    5) Even dung teleporters are as low as 165gc, and 10 of its 15 exits are C2.

     

    You'll need to present the actual "positive aspects" you claim to see, as I don't think many others will see those. If it's more expensive, with such added limitations, it just won't get used.


  10. RPMs have been updated to the current GIT pulled today.

    Enough changes warranted an updated build. Particularly the work bluap and radu have done to show timers on shield/TS/Invisi spells so you know when they'll end. (Please test these and report any issues!)

     

    The timer shows as a blue bar behind the spell icon in the bottom left of your screen. It'll get smaller until time is up.

    * Wed Jun 13 2014 flamesworld@gmail.com
    - Update to current git code. Changes include:
    -- Timers showing on spells to indicate how long before the spell stops.
    -- Mother Nature Takes a Dump added to counters
    -- Auto-Saving no longer occurs during fights to avoid a lag
    -- Pressing ctrl or alt while hovering over item in inv or sto will increase font size of amount number
    -- Heal Allies added to spell list
    -- Many various internal fixes
    - Update to current encyclopedia


  11. Figgered it out ;-)

    KqBnXJb.png


    The below changes will make the box appear as shown in the above image. Fully tested on test server.

    For placement, I set the clear button offset via the left side of manu window, the rest are offset from the right side of the window. Reason: Clear button is the only one with possible variable size as it grabs its text from language files.

    There is the potential issue of "Clear" text being too long in another language, but considering the current button location I don't think so.



    These are all the necessary changes to manufacture.c :

     

     

    line 566 (+ and down arrow location - recipe box controls)

    int wpx=manufacture_menu_x_len-100-25;

     

    line 672 (location of the 6 mix slots)

    draw_production_pipe(manufacture_menu_x_len-100-25-SLOT_SIZE*NUM_MIX_SLOTS,manufacture_menu_y_len-37, -1);

     

    line 913 (recipe controls click handling)

    int wpx=manufacture_menu_x_len-100-25;

     

    line 1021 (click handling on the 6 mix slots)

    pos=get_mouse_pos_in_grid(mx, my, NUM_MIX_SLOTS, 1, manufacture_menu_x_len-100-20-SLOT_SIZE*NUM_MIX_SLOTS, manufacture_menu_y_len-37, SLOT_SIZE, SLOT_SIZE);

     

    line 1182 (recipe control help text)

    int wpx=manufacture_menu_x_len-100-25;

     

    line 1226 (6 mix slots help text)

    pos=get_mouse_pos_in_grid(mx, my, NUM_MIX_SLOTS, 1, manufacture_menu_x_len-100-25-SLOT_SIZE*NUM_MIX_SLOTS, manufacture_menu_y_len-37, SLOT_SIZE, SLOT_SIZE);

     

    line 1264 (Mix One help text)

    show_help(mix_str, manufacture_menu_x_len-100, manufacture_menu_y_len+10);

     

    line 1272 (Mix All help text)

    show_help(mixall_str, manufacture_menu_x_len-50, manufacture_menu_y_len+10);

     

    line 1379 (Mix One button location)

    mixone_button_id=button_add_extended(manufacture_win, mixone_button_id, NULL, manufacture_menu_x_len-100, manufacture_menu_y_len-36, 43, 0, 0, 1.0f, 0.77f, 0.57f, 0.39f, ">");

    line 1384 (Mix All button location)

    mixall_button_id=button_add_extended(manufacture_win, mixall_button_id, NULL, manufacture_menu_x_len-50, manufacture_menu_y_len-36, 43, 0, 0, 1.0f, 0.77f, 0.57f, 0.39f, ">>");

     

    line 1389 (Clear button location)
    clear_button_id=button_add_extended(manufacture_win, clear_button_id, NULL, 2, manufacture_menu_y_len-36, 70, 0, 0, 1.0f, 0.77f, 0.57f, 0.39f, clear_str);

     

    line 1399 (drop-down recipe menu location)

    recipe_win= create_window("w_recipe", manufacture_win, 0, manufacture_menu_x_len-100-25-SLOT_SIZE*NUM_MIX_SLOTS, manufacture_menu_y_len-2, recipe_win_width, num_displayed_recipes*SLOT_SIZE, ELW_TITLE_NONE|ELW_SHOW|ELW_USE_BACKGROUND|ELW_ALPHA_BORDER|ELW_SWITCHABLE_OPAQUE|ELW_USE_BORDER|ELW_RESIZEABLE);


  12. That was actually my first thought, but not being well-versed in anything but Perl coding-wise, I got a little lost and couldn't determine how to move the mix list.

     

    So I got a little limited, and found this to work.

     

    With the thought that, if you're clicking to get the list, you're probably changing your mix anyway so a Clear wouldn't do much harm.


    But I agree, if that's doable it would be preferred. Just couldn't figger it out myself.

×