Sir_Odie
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Everything posted by Sir_Odie
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The new version is not yet committed to CVS.
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Here is a 1.9.0-alpha client for mac: http://www.gm.fh-koeln.de/~linke/EL-Downlo...C-1_9_alpha.zip
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Fixed Implemented Ty for pointing me to that function. To add an additional bar to the hud alt-leftclick (or shift-leftclick) the stat in the stats-table at the right side. To remove an additional bar from the hud alt-leftclick (or shift-leftclick) the stat in the stats-table at the right side or use 'Remove Bar' from the context-menu of the bar you want to remove.
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When there are alot marks on a 2D tab-map they can get hard to read as they can overlap due to the fontsize. I uploaded a patch to berlios which adds an additional option to the font-tab of the options-panel to change the size of the mapmark text. The mark (X) itself gets a bit scaled, too. The patch does not affect the new 3D marks in the game-window or marks on the mini-map.
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The new implementation changes nothing at the 'normal' behaviour: default is 1 stat-bar which is changable with a single click in the stats-table on the right (my first implementation changed that behaviour, which caused some confusion)...
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I uploaded a new version to berlios. Default is 1 stats-bar which can be changed with a left-click as usual. Additional bars can be added with alt-left-click or shift-left-click (i got informed that alt-left-click may make problems under linux so i added both options). Each stats-bar has it's own context-menu with an additional 'Remove Bar' entry.
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Sorry, it's corrected in the new version i'm currently working on.
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I'm working on a version which behaves like the old client if only the left mouse-button is used. Additional stat-bars will be selected by ALT-leftclick in the right stats-panel / stats-window. I also try to implement bkc56's context-menu suggestions...
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bkc56's suggestions sound good. If it's ok that only the FIRST skill is selectable by clicking on the stats at the right or in the stats-window and the others are only accessible through context menus, then I'll rewrite the patch...
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I wrote a patch to implement a Ranging-Lock feature similar to Sit-Lock as suggested here... Index: elconfig.h =================================================================== RCS file: /cvsroot/elc/elc/elconfig.h,v retrieving revision 1.33 diff -u -r1.33 elconfig.h --- elconfig.h 8 May 2009 23:51:54 -0000 1.33 +++ elconfig.h 11 May 2009 21:36:10 -0000 @@ -103,6 +103,8 @@ extern int gx_adjust; extern int gy_adjust; +extern int ranging_lock; + void display_elconfig_win(void); void change_language(const char *new_lang); Index: elconfig.c =================================================================== RCS file: /cvsroot/elc/elc/elconfig.c,v retrieving revision 1.334 diff -u -r1.334 elconfig.c --- elconfig.c 10 May 2009 20:14:49 -0000 1.334 +++ elconfig.c 11 May 2009 21:40:10 -0000 @@ -151,6 +151,7 @@ int you_sit= 0; int sit_lock= 0; +int ranging_lock= 0; int use_keypress_dialogue_boxes = 0, use_full_dialogue_window = 0; int use_alpha_banner = 0; int show_fps= 1; @@ -1668,6 +1669,7 @@ #ifndef MAP_EDITOR2 add_var(OPT_BOOL,"sit_lock","sl",&sit_lock,change_var,0,"Sit Lock","Enable this to prevent your character from moving by accident when you are sitting.",CONTROLS); + add_var(OPT_BOOL,"ranging_lock","rl",&ranging_lock,change_var,0,"Ranging Lock","Enable this to prevent your character from moving by accident when you are using ranging weapons.",CONTROLS); add_var(OPT_BOOL,"item_window_on_drop","itemdrop",&item_window_on_drop,change_var,1,"Item Window On Drop","Toggle whether the item window shows when you drop items",CONTROLS); add_var(OPT_BOOL,"use_floating_messages", "floating", &floatingmessages_enabled, change_var, 1, "Floating Messages", "Toggles the use of floating experience messages and other graphical enhancements", CONTROLS); Index: gamewin.c =================================================================== RCS file: /cvsroot/elc/elc/gamewin.c,v retrieving revision 1.320 diff -u -r1.320 gamewin.c --- gamewin.c 7 May 2009 23:14:41 -0000 1.320 +++ gamewin.c 11 May 2009 22:21:19 -0000 @@ -458,7 +458,7 @@ { elwin_mouse = CURSOR_TRADE; } - else if(alt_on || action_mode==ACTION_ATTACK) + else if(alt_on || action_mode==ACTION_ATTACK || ranging_lock) { elwin_mouse = CURSOR_ATTACK; } @@ -490,7 +490,7 @@ { elwin_mouse = CURSOR_WAND; } - else if(alt_on || action_mode==ACTION_ATTACK || (actor_under_mouse && !actor_under_mouse->dead)) + else if(alt_on || action_mode==ACTION_ATTACK || ranging_lock || (actor_under_mouse && !actor_under_mouse->dead)) { elwin_mouse = CURSOR_ATTACK; } @@ -913,7 +913,7 @@ if ((mx >= window_width-hud_x) || (my >= window_height-hud_y)) return 1; - if (flag_alt && range_weapon_equipped) + if ((flag_alt && range_weapon_equipped) || (ranging_lock && range_weapon_equipped)) return 1; if (you_sit && sit_lock && !flag_ctrl){ LOG_TO_CONSOLE(c_green1, no_walk_with_sitlock);
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You need to DOUBLE-click the button (as noted in the help-text below the window), so you don't reset them with an accidental click.
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A small bugfix for the RangingLock: Index: gamewin.c =================================================================== RCS file: /cvsroot/elc/elc/gamewin.c,v retrieving revision 1.323 diff -u -r1.323 gamewin.c --- gamewin.c 24 Jan 2010 21:03:37 -0000 1.323 +++ gamewin.c 5 Feb 2010 17:26:58 -0000 @@ -462,7 +462,7 @@ { elwin_mouse = CURSOR_TRADE; } - else if(alt_on || action_mode==ACTION_ATTACK || ranging_lock) + else if(alt_on || action_mode==ACTION_ATTACK) { elwin_mouse = CURSOR_ATTACK; } @@ -494,7 +494,7 @@ { elwin_mouse = CURSOR_WAND; } - else if(alt_on || action_mode==ACTION_ATTACK || ranging_lock || (actor_under_mouse && !actor_under_mouse->dead)) + else if(alt_on || action_mode==ACTION_ATTACK || (actor_under_mouse && !actor_under_mouse->dead)) { elwin_mouse = CURSOR_ATTACK; }
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Thanks alot bluap! The yellow cross is perfect and thus the indicator text in the top right is really not needed...
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Not sure if it's a bug or intended but after the last change to 3d_objects.c some trees and bushes look VERY thin:
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I uploaded an alternate version of the ranging lock to Berlios. This one uses an indicator in the top right corner (R-L: 0/1) instead of the status message. This could be a good combination with your highlight-graphic which sounds good for both locks... I didn't really notice the messages as spammy as i get lots of messages (you failed to flee / you're too far away) while training --> they look somewhat 'normal' to me :=))
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I claim at these prices ^^
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10k for hydro bar 56k for steel bars
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For this we would need at least 1 new icon. Some ideas: 1) put a text (e.g. RL: 0/1) in the upper right corner together with the FPS/UVP message 2) add a counter so that the console-message is only printed on every x'th misclick 3) add a timer so that there is only one message per x seconds Of course i'm open for better ideas... :=))
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Force-walk (ctrl+rightclick) works as intended: it OVERRIDES the locks (sit/ranging) but doesn't disable them. For the ranging-lock that means you can walk with ctrl+rightclick while ranging-lock is enabled but after releasing ctrl the lock is still active. You can disable it with alt+r or by unequipping the bow/crossbow. If people think ctrl+rightclick should disable the ranging-lock i can change that of course.... :=)) EDIT: I just tested alt while ranging with the current CVS client under Windows and it worked: i didn't move when i clicked next to the target...
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Post this over in the Current CVS errors thread please. Hi, i found it and it IS a mac-problem: there is a new FEATURE-entry in the make.default file which is needed for the current client and is missing in the mac-projectfile: 'OLD_MISC_OBJ_DIR' Add this to the project and the bags work fine again... :=))
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Hi, there is still a bug in the 'is_buddy' function: it only works for names without guild-tags. This patch should fix it: Index: buddy.c =================================================================== RCS file: /cvsroot/elc/elc/buddy.c,v retrieving revision 1.98 diff -u -r1.98 buddy.c --- buddy.c 23 Sep 2009 18:09:31 -0000 1.98 +++ buddy.c 7 Dec 2009 20:24:50 -0000 @@ -628,14 +628,20 @@ int is_in_buddylist(const char *name) { int i; + char onlyname[32]; if(!name || !*name) { return 0; } while(name[0] != '\0' && is_color ((unsigned char)name[0])){ ++name; } + // strip GuildTag if existing + for(i = 0; name[i]>32; i++){ + onlyname[i] = name[i]; + } + for(i = 0; i < MAX_BUDDY; i++) { - if(buddy_list[i].type < 0xff && strcasecmp(buddy_list[i].name, name) == 0) { + if(buddy_list[i].type < 0xff && strcasecmp(buddy_list[i].name, onlyname) == 0) { return 1; } }
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a 'delete entry' option would be nice
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Piper, how did you test somehing for 3 days that was changed about 8 hours ago?