Jump to content
Eternal Lands Official Forums

Burn

Members
  • Content count

    1244
  • Joined

  • Last visited

Posts posted by Burn


  1. I'm currently going through and adjusting bad walkable tiles and such on the maps, in preparation for the 1.9.4 client release which we're getting very close to testing. (Actually, the maps and some minor fixes to new eye work are all that's left.)

     

    I'm working my way through every map, looking for and fixing such issues, but that's a lot of maps and I can easily overlook something.

     

    Don't have a forum account? I'm not in game much atm between working on maps and real life, so prefer you send e-mail over mercator: flamesworld@gmail.com or ask someone else to post here.

     

     

    This is what I'm looking for:

     

    1) Spots that you should be able to step/walk, but clicking on them does nothing.

    2) Walking into trees, rocks, such.

    3) Places you get stuck on hitting a tele nexus while harvesting. (Naralik bookseller location is already done.)

    4) Floating objects... things like harvestable ores hanging in mid-air where they should be attached to a cave wall.

    5) Height Issues - You find yourself *way* too high in a spot, or you find yourself falling into an invisible hole. (IotF area south of the igloos is already done.)

    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 areas such as storages, near dailies, or on common walk-to-harvs paths. (I won't have time to deal with every tiny flicker in remote places.)

     

    Please provide: The map, coordinates on or as close to the issue as possible, and what the problem is.

    (i.e. "WS Tirnwood Underground at xxx,xxx there's an unwalkable spot)

     

     

     

     

    Fixed for next release:

     

    C2

     

    - Aeth Aelfan: gloomy cave - 659,603 stuck position

    - Aeth Aelfan: You are in Aeth Aelfan, the Elven Homeland [97,154] Can walk deep inside building through the wall

    - Aeth Aelfan: You can walk through some of the spikes/palisades at around [84,273] and [68,282]

    - Arius - Height issues throughout full path up to gypsum (due to design and heightmap limitations, this will never be perfect, but cleaned up a bit)

    - Bethel: You are in Bethel [70,169] You can walk completely inside rock

    - Bethel WE tree has a tele to a bad spot

    - Bethel trice cave you can stand inside the rock pillar in the middle of the double arch, at Bethel Insides [75,39]

    - EVTR - stuck on top of a rock @ 259,331 via teleport nexus

    - Glacmor - Waveneck caves narrow passages and possible-get-stuck tiles in multiple locations

    - Idaloran - FCW cave - walk into wall @ 70,28

    - Imbroglio Islands [147,142] Can walk through the rock

    - Irsis [193,142] you can walk through the fence.

    - Irsis [51,85] (boat) feet disappear

    - Iscalrith [40,39] walkable tile issue

    - Iscalrith Dungeon [249,323] walk through snow bank

    - Kusa - trice cave - unwalkable tile issues

    - Kusa - unreachable harvestables (all possible height tiling adjusting done, by design not everything will necessarily be reachable on this map though more is now than before)

    - Kusa/WVF tit cave - harvestable cleanup

    - Kusa - Walk around when trying to enter temple

    - Melinis - [26,214] walk into arch

    - North Redmoon - volcano around 200,100 - some walkable tile issues

    - North Redmoon - [260,47] Walk into rock

    - Palon Vertas - blacksmith cave walkable tile issues

    - Palon Vertas - messy water fountains by Morton

    - Palon Vertas - at 350, 154 - near Valerian of daily quest (Xaque); you get stuck on hitting a tele nexus while harvesting.

    - Palon Vertas - flowers around 270,24 out of reach

    - Palon Vertas - dandelion stuck in tree - 358,162

    - Palon Vertas - unwalkable tiles in 360,286 and 304,152 areas

    - Palon Vertas - [307,224] Flowers are too far away for harvesting. (Some cleanup done, should be reachable but due to design no guarantees.)

    - Palon Vertas - south cave - floating obsidian, coal in wall

    - Palon Vertas - insides [383,42]: corridor 'behind' Thom's tavern -- you can walk 1 step through the door

    - Sedicolis - Bad tele nexus landing location near sulfur

    - Thelinor [337,40] several ugly see-through rocks (exp: 3D models for the rocks weren't designed to be used upside down or sideways, mapmaker made one go sideways and spammed it around... removed all I could find, difficult to see in editor as they can be invisible at certain angles. Replaced where deemed necessary for aesthetics or map function.)

    - Willowvine Forest - [253,172] walk through a tree

    - Zirakinbar - large unwalkable area at the piers

     

    C1

     

    - Desert Pines - recheck tent where monsters can get stuck on invasion spawn - 179,107 178,107 177,108

    - Isla Prima - rocks @ 93,67 and 54,88

    - Isla Prima - Levitation on rocks near Tut NPC

    - Morcraven Marsh - All walkability issues and "holes" seem to be due to the server and client elm files not being the same. Will be fixed by default with client update. (Regardless, much work has been done on the walkable tiles on this map)

    - Naralik - Spider spawning in house due to conflicting files in the client and server, fixed by default with client update.

    - Naralik - Ardur platform gets steps going up to it again (fixed by Ace)

    - Nordcarn [170,156] no walkable tiles (wall)

    - Ruins of Tirnym - entire map has had a thorough walkable-tile cleanup

    - Southern Kilaran: You are in Carmien Manor [145,131] rather ugly mid-air floating rock

    - Tahraji - issue near fruit

    - Tirnym Past - [101,60] when you click on the door you walk around the house before entering.

    - VotD gold cave - blocked-off gold

    - VotD gold cave 2 - 313,134 unwalkable - 256,276 walk through rock

    - Whitestone - beach unwalkable area between [522,16] and [515,14]

    - Whitestone - Lakeside Village [707,118] to [717,118] walk through bushes

    - Whitestone [431,753] walk into mountain

    - Whitestone - WSC Arena [41,44] can walk into the bench

    - Whitestone - You are in White Stone City Sewers [40,281] (not part of sewer, loc info fix)

    - Whitestone - room in castle that leads to sewer (with Gwen in it) - running around when clicking on ladder and sewer grate

    - Whitestone - 259,686 house could be walked into, wood logs stuck in back wall

     

    Other Maps

    - Dung Portal Room: Add flags to outhouses to indicate where they go

     

     

    To Check:

    (Oh my...)

     

     

     

    On Hold:

     

    Won't/Can't fix:

    - Iscalrith - difficult walking on parts of fort wall (would require additional building) - Was told not to change the fort, so no permission to do this

    - Palon Vertas - "no water" in fountain @ 300,216 - layout makes it impossible without heavy redesign, no time for heavy redesign


  2. I remember the days when these stones would sell on market for 350-400kgc. I picked 1 million as it should be difficult but not the extreme it's going to now. People like mufo probably spent less than half of what it would cost to "build a mufo" today, even at that price.

     

     

    This sounds like a job for Mr. Costel of Port Anitora. :-P


  3. Needed: a player testing this code who has used horses on more than one occasion. You're needed to test a horse on the test server to see how its animations (idle, moving, fighting) compare to what you've seen in play so far as they've been tweaked.

    PM me (on main) if you're doing this but don't have whistles on test and I can provide some (thanks to radu who provided some there for testing this). Message me here I'm not in-game and I'll try to get in.


  4. Emotes tested. Animations in fighting, ranging, running... all look good.

     

    Horses seem okay as well. Only suggestion is: There seems to be two idle states for the horse, one where it's "just breathing" and calm, the other it seems restless. The restless one could use a bit of pausing in it. I can imagine that getting annoying to other players when someone on a horse afk's by storage (happens a lot in votd and Naralik), and seems a little "unreal" with his head constantly moving. (On that one there's a tiny stutter in the animation immediately after its head is turned to its left and starts to go back to its right, possibly end-of-animation-loop thing.)


  5. 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


  6. 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.


  7. 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.


  8. 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.)

×