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asgnny

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Everything posted by asgnny

  1. Selling some serp stones, EFEs, ELEs

    OK, auction is now over. Winning bidders/prices are as follows: Riky: 5 Serp stones: 41k Riky: 5 EFEs: 43k Zamirah: 5 ELEs: 25k Thanks for bidding!
  2. 10k Thread Auction

    22.5k, if not too late.
  3. 10k Thread Auction

    20.5k
  4. Thanks for the fix!
  5. ignore summon messages

    Fair enough. #ignoring the summoner works, though.
  6. ignore summon messages

    Have you tried...oh, I dunno, the #ignore command? Try #ignore (*), since the message you're trying to block is e.g. (*) asgnny summoned a Rat
  7. It's probably worthwhile to see if there is a video driver update available for your video card. If not, check the posting suggestions for the help_me thread (e.g. contents of error_log.txt) and make a post there.
  8. Cant see names

    Try alt-n.
  9. 1.9.0 RC2

    Map "bugs" like these need to be tested on the test server, not main. Those coords are invalid on test.
  10. 1.9.0 RC2

    SRM Insides seems to be flagged as an outdoor map (sky is visible) Hash: 8cc33ba2de22dac8a932d4f101c170c7 ./maps/cont2map16_insides.elm
  11. Version 1.9.0 RC1

    You are in Idaloran [682,553] Map hash: c43a59b5805fb97239d4436851307802 ./maps/cont2map1.elm East side of the (big) rock here is missing.
  12. New screenshots needed

    What's wrong with new players thinking everyone here is named Roja? It'd be like in the movie: Being John Malkovich, only with Rojas
  13. Testing maps for 1.90 update

    Not sure if this is particular to my graphics card and the way it handles shadow mapping, but looking at a big wall (like the south wall in Nordcarn) with sunlight coming in at an angle, edges of the wall objects (e.g. there is one by 80,25) are highlighted along the edge as if there were not another section of wall adjacent to it, blocking the sun from that angle. The end effect is each section of wall gets progressively darker until the highlighted seam with the next wall chunk. The effect is mostly seen on the inside of the wall. A little graphic demonstration to explain: Assumptions: S = sunlight. [wall] = wall segment. Source of light is from the left. Spaces should be ignored (they are just to emphasize the side of the seam which is lit). S[wall] [wall] [wall] (sunlight hitting the wall from the left should only light up the left side (and top) of this wall. What is happening: S[wall] S[wall] S[wall]
  14. Patch for the test client

    I will have to do some more testing later, however I can't seem to use the flags either, with the new data. Nothing in error_log.txt. A diff between the old and new entrable.lst file just yields 146a147 > /house40.e3d I tried putting back the original alpha files, restarting my client, and caves & flags once again worked. Replacing with the patch files again once again resulted in my not being able to enter.
  15. Some new players have technical problems, like not being able to walk, or to interact with objects and NPC's. These can be easily fixed with a couple of clicks on the options menu, but if there are no knowledgeable players around to help out, these players would simply leave. An improved atmosphere for new players would certainly be helpful (rather than a flock of disgruntled players around the campfire, as eluded to by one of the new IP NPC's.) It is critical not to overlook the importance of human interaction, though a tutorial system which would more intuitively answer some newbie FAQ's could be nice as well. I'd imagine some more insightful brainstorming for improvements on this topic can be accomplished by players spending some time on Isla Prima by the Tutorial NPC and beam, just seeing actual new players and the questions they have.
  16. Update 190 preliminary test

    You are in Portland [195,121] Top of the Inner city wall seems to flicker, as if two textures were assigned to the same spot.
  17. Update 190 preliminary test

    Makefile.linux CFLAGS optimizations cause offshore 3d map marker crashes: Tested on the Northern shore of Glacmor, using a client compiled with: _CFLAGS=$(PLATFORM) $(CWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) CFLAGS=$(PLATFORM) -O2 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) (note the underscore before CFLAGS on top, none on the second) causes an instant crash upon coming into view (or enabling 3d map markers while in range). The same crash exists with -O2 or -O1). The following set of options works fine: OPTIONS = -DLINUX -DELC $(foreach FEATURE, $(FEATURES), -D$(FEATURE)) CFLAGS=$(PLATFORM) $(CWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) _CFLAGS=$(PLATFORM) -O2 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) _CXXFLAGS=$(PLATFORM) $(CXXWARN) -O0 -ggdb -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) CXXFLAGS=$(PLATFORM) -O3 -fomit-frame-pointer -ffast-math -pipe $(OPTIONS) $(shell sdl-config --cflags) $(shell xml2-config --cflags) -fno-strict-aliasing $(EXTRA_INCLUDES) I'm not sure what specifically causes the crash, however it can be avoided by leaving the CFLAGS section of the Makefile at its default, or only using CXXFLAGS optimizations.
  18. Update 190 preliminary test

    Two minor things (not as a result of the 1.9 tests, but they still exist): Eyeball cursor on Turquoise just outputs "Turqoise", rather than "You see Turquoise" In Aeth Aelfan, trying to use the flag on the boat to Glacmor from a bit South West of the boat directs my character South East (away from the boat), rather than walking North East (toward the boat). The boat works in the end without any additional clicks - it's just that I wind up taking the boat from 20+ steps away. Note that if I am standing closer to the boat or dock, the flag works normally. You are in Glacmor [189,217] You are in Glacmor [190,216] You are in Glacmor [191,215] You are in Glacmor [192,214] You are in Glacmor [193,213] You are in Glacmor [193,212] You are in Glacmor [193,211] You are in Glacmor [193,210] You are in Glacmor [193,209] You are in Glacmor [193,208] You are in Glacmor [193,207] You are in Glacmor [193,206] You are in Glacmor [193,205] You are in Glacmor [193,204] Welcome to Aeth Aelfan! You are in Aeth Aelfan, the Elven Homeland [350,137]
  19. Unbann me Plz

    Translated/paraphrased a bit: Hello, I would like to know if it is possible to regain access to Eternal lands with this IP (which is currently banned). My character is named Coban, but my brothers would like to play again. we're on vacation. The last time I was banned because I had traded storage from my brother because he was going to stop playing, and I find it a pity (to waste those items). (As punishment,) someone wiped my storage, which made me stop playing. But not long ago, I started to play again, and we'd like to have this IP unblocked, because my brother would like to play again. I'm with my family on holiday and we would like to play again during this time. Thank you for listening.
  20. Update 190 preliminary test

    You are in Isla Prima - The Woods [144,143] (same issue on test server and main) map hash: 2f2911e6b1fe700989efea3db22fbaa3 ./maps/startmap.elm Near 144,143 on Isla Prima: Ground texture covers the plant. Edging could use some smoothing out between the stone and dirt textures, if possible.
  21. Simple suggestion

    Some guild leaders may not want to give lower ranked members such a privilege. There have been many cases where a player will leave his guild to attack an otherwise ally, then return to the original guild for sanctuary. It sounds like you may need more rank 19 guild members or a bot set up to kick/accept, rather than having a potentially harmful command universally added.
  22. Update 190 preliminary test

    You are in Inside a building [29,33] e45a90e9c5c2c443a85a52d14322b3e9 ./maps/cont2map12_insides.elm Notable issues: Fur rug on the floor is cut off on the west side ("down" in this screenshot) Steel two edged sword clips through the bookshelf (top left) Silver ore clips through the bookshelf (top center)
  23. Update 190 preliminary test

    AA Storage, the brown fur/rug is cut off on the west side. Approx location: You are in Inside a building [28,31] map hash: e45a90e9c5c2c443a85a52d14322b3e9 ./maps/cont2map12_insides.elm I can grab a screenie later if desired. I see this issue both on main and test.
  24. #Message from radu: Guys, how about voting for EL on http://www.mpogd.com/ ? It takes only a minute or so, and if half of us vote, we'd be in top 5 today.
  25. Update 190 preliminary test

    I'm using a cvs compile for my 64 bit linux system. When moving (either stepping or rotating in place), stdout (which is spit out in the console window from which EL is started) is spammed with messages like the following (one such message per step or rotation): The above was output from one step: (from) You are in Glacmor - Wave Neck [79,355] (to) You are in Glacmor - Wave Neck [80,354] Similarly, rotating in place in VotD (on the test server, and where I have no map markers) yields the following: I can avoid seeing this by sending ( > ) stdout to /dev/null, however I can feel the stuttering/sluggishness caused by processing whatever it is outputting these messages. Another linux user confirmed the same phenomenon. I'd be happy to move this post to another thread, if more applicable. This may just be the result of extra debugging info in cvs - I'm not quite sure. Edit: Pula's Tavern on Isla Prima (on the test server) Exiting from inside drops out at: You are in Isla Prima [58,124] This is on the side of the tavern, sort of an illogical spot. Location of the door is: You are in Isla Prima [66,134]. I'd think the exit would be closer to here.
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