Cycloonx
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Posts posted by Cycloonx
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Fixed now. I rewrote the code to be a lot simpler. Instead of using a circular buffer, the oldest few lines are now deleted and the remainder moved up the buffer. I set it to delete 100 of the 5000 lines. Potentially more work (each time 100 lines are deleted) but still insignificant compared to everything else.
A circular buffer might be "more complex", but the way you implemented it is rather slow and not recommended at all. Although, I appreciate your work ofcourse
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I don't agree about abusing the game. If the game mechanisms allow certain builds to take advantage, you hardly can't say they abuse the system. You can say they weren't designed the way they are used, but that's just nonsense. You designed a system which you will never be able to come up with every possible way you can play the game. And it's not because you can't think of certain gameplay styles, they are an abuse when somebody else discovers them.
Entering an instance with help of enters and training there is clearly abusing the system.
Well, they weren't created for training. But if the system allows it, why should it be considered abuse?
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I don't agree about abusing the game. If the game mechanisms allow certain builds to take advantage, you hardly can't say they abuse the system. You can say they weren't designed the way they are used, but that's just nonsense. You designed a system which you will never be able to come up with every possible way you can play the game. And it's not because you can't think of certain gameplay styles, they are an abuse when somebody else discovers them.
Although I can see some people consider this unfair, it isn't. Everyone is free to build their character this way. And as THE game designer, you can add some new code to prevent those builds.
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It depends. Lately I haven't had much time on my hands. But currently at work i'm also doing some flex work and we are also looking into molehill (Stage 3D called nowadays). If you can get a bigger team together I might put some effort into it.
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Well, it's been a while but I finally got this guy done
Wow, it looks even better than the artwork. Great job
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Or just something like:
/PlayerName does autocompletion
!PlayerName does no autocompletion
This way there is only 1 new server command needed and players can still use what they like.
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Since it is a gc sink, we should be happy when there are more people using it. So I would also vote for more arenas.
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And another small update: URLs are clickable now.
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I've uploaded a new version which can be installed over the old version.
New functionality: Show creatures and players around you. Known issue: Also shows health of npc's which look odd.
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And neither is the amount of buddies we're limited to. THAT could easily be fixed and have a file in the game directory that lists buddies, so it's not storing on the server. :/
The server still needs to send you updates about who logged in/out, so a local buddy list file would be worthless.
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bug: cannot scroll buddy list if window is too small to show whole list (no scroll bar, mousewheel does nothing).
I couldn't test this because my friends list is too small. But will look into it.
feature request: link opening functionality (same as F2 key in EL client) (would need to be user settable command)
I have already been looking into this. Will come soon.
edit:also, the client doesn't properly respect the mouse-over-focus-but-don't-raise mode i run my window manager in (it always raises when it gets focus), but I doubt this is your issue, more likely an Adobe AIR one.
I'm not sure what you are trying to explain, if you can give me some more details I can look into it. But it might be an adobe air problem which I can't change.
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I've uploaded a new version of the client which adds buddy list support.
I've also changed the app properties, like the name. Windows user can deinstall the old one which was named 'Main'.
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Okay. I figured as much, but I was just wondering. I have not tested chat client yet, but might want to put in a warning about remembering where you were last (ie don't use if you were last in a PK arena).
I will add such a message at the login screen.
If you want to have any other features, please tell me.I think the AFK chatters would like the ability to harvest. The basic case would be to harvest and drop (just for exp).
More advanced would be to harvest, go to storage, store, and return. I would assume if it may support mixing, then that would include dealing with storage. That would leave movement and map changes needed to store harvested stuff.
And a version that would run in a browser would be fantastic as there are several applications for such a thing (not a standalone program). Specifically I could play a sub-set of EL from my ChromeOS laptop (which doesn't support installing programs).
Walking and harvesting requires map information on the client. If I ever add this feature it won't be soon. And atm there is a webclient, but it only works when running from your own computer. That is downloading all the needed files and just run it in your browser. But if the security issues can get resolved there will be a webclient available.
Unknown: #afk
eeeeeeeeeeeeeeeeeeekkkk
functionality same as AFK time set to 0 in normal client would be great.
Will be added soon
Also, if I scroll up through chat history, when a new line is received the console instantly scrolls back to the bottom. Annoying when trying to read missed conversations.This is standard behaviour of the text area component, will look at it and try to come with a solution.
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Do you send an additional server flag to say that it is a chat client and not an in game entity (to avoid someone just standing around)?
No, afaik there is no such flag to send? Your character will always just stand there like all others.
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Hi guys,
I've been busy lately with building a nice little framework which I can use to make a nice chat client for EL. Since this one is made in flex I can also build clients for android, ios and a webclient. Normally it should also run on mac os and unix.
You can get an install file to install on your local computer over here: http://el-chat.embril.net/Client.air
You need to have the adobe air runtime installed, which can be found here: http://get.adobe.com/air/
I've tried to build a web app, but there are some security issues I need to get fixed. Sad enough only radu can help me with this because the socket server actually needs to send some security settings. After he's back from vacation I will pm with him about this.
Current features:
- Login on main server
- Server messages
- #GM and #IG
- local chat
- channel chat
- pm
- the // feature for pm'ing the last person (same as in EL client)
- Buddy list
- people/creatures around you + health + colored guild tag
- clickable URLs in the chat window
The next several days I have plenty of time and following features will be added:
- afk message
- tabbed chat(tab per channel/pm)
- trading
- mixing (which I had allowance for, but I will first check out the details with radu)
If you want to have any other features, please tell me. If you find bugs, also tell me
Also feel free to post your experiences with the chat client.
PS: I had earlier pms with Radu, and he allowed this client already.
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BTW, not sure how c# works, but do you have to allocate sizes for arrays and strings? Because I don't see the whole opening string when connecting to the main server..
For strings no, for arrays yes. But in C# you rarely work with arrays, there are much better containers around.
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There's also an error in the name: writting with double t.
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Lol, I make and decompose a titanium shield until i have a titanium shield of life drain, why not
If you have a good chance loosing ingreds when decomposing you would probably not care to lose ingreds and rather sell the shield to mix a new one with the earned gc.
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Well, maybe it can be limited to low level items only.
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I was thinking of the following:
We should be able to decompose items. Decomposing an item would return all raw materials. It should use the same food as mixing items and give the same exp. This way people could mix and decompose items to gain experience.
Pros:
- Less flooding of items on the market
- If decomposing has a bigger fail rate it could also get money and raw materials out of the economy
- Market prices on items would become more stable
Cons:
- Can't think of any
This new feature wouldn't even require too much programming work server-side.
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If you sell too pricy nobody will care to buy those books since it will be cheaper to mix some stuff.
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why not chopper chainmail or bronze one those where at least more used then the gold ones
A chopper chainmail would look like this? http://t2.gstatic.com/images?q=tbn:ANd9GcSc7E2O8QLhV4Rs5UsD4au2f12Z6l7JNIWx9Siwa6fwM2lEOoHu&t=1
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Seems like many people don't or can't remember the times, where there was no "mix all" option. You think leveling now is slow? Consider mixing 20k FEs with only "mix one" button available
There was a time FE required no food to mix and you could mix them without the need to wait on the "mixing" message. Those were the times. Mixing 20k FEs got slower actually.
Back then you had to click 20k times though to mix them
True, but it was still faster than now. Since this was changed prices of FE got up more and more because people hated to mix them (like me).
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There can be found some info on here:
http://wiki.alexcollins.org/articles/Eternal_Lands_Network_Protocol
Some things are outdated though or very incomplete.
About parsing messages: There are also some color bits and stuff in the message you need to get out.
chat bug in console
in Bug Reports
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Ofcourse, bad written code is a pain.