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Drakos7

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Posts posted by Drakos7


  1. Interesting point ttlanhil. Perhaps something should be added so that the player can tell it is not the current map they are on. A subtle effect like for example making the map grayscale. Someone is bound to post a bug report "I clicked on the map but nothing happened"... :P


  2. Ttlanhil just committed 3 of the patches I made a while ago, so that is some stuff for 1.5.0. I did not submit my quick8 spell bar for you, Entropy, because no one told me there was going to be a code freeze for this past version. The addition of the engineering skill also made it not fit right. I plan on working on that to get it nice and neat, and other HUD/interface ideas that have been in the recesses of my mind. One thought was to populate the video resolution list (or the pixel depth) from a SDL OpenGL call instead of having a fixed list. Nothing too stellar at this point though.


  3. Forum Name/ingame name: Drakos7/Awn

    IDE: KDeveloper

    Compiler: gcc version 4.1.2 (Gentoo)

    Make: GNU Make 3.81

    OS: Gentoo 2006

    Linux awn 2.6.20-suspend2 #2 PREEMPT Sun Mar 25 18:28:21 EDT 2007 x86_64 AMD Turion 64 Mobile Technology MT-40 AuthenticAMD GNU/Linux

     

    Sometimes I compile my patches on windows, but not too often any more. I use the dev-cpp route.


  4. This message is directed toward the server devs. It is great that the extra manu messages have been removed while making some things. To illustrate, hit make all for a pile of HE or LE, then close your manu window and the long spam of "You successfully made..." is gone for some things. It used to scroll off the screen with a ton of created messages. But the screen still spams when making thread. I have not tested other items yet.

     

    Any chance the other items could be cleaned up as well? It should reduce the amount of data sent to the client as well. Perhaps it is just for crafting.


  5. Iscalrith Insides 591x665 (near destina storage) is a map bug. The interesting aspect is that it is big enough for 2 people to have their own private arrow war under the rock. You cannot shoot in/out of the rock, as expected because of the boundary. So the code is probably doing exactly what it should and checks for collisions, which, while you are under here, there are no collisions.

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