Wytter
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Everything posted by Wytter
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Will make a design doc.
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As for levels: Perhaps you'd only be able to identify the potions you've made on a larger potion level... Sure you can mix it, but you don't know if you've succeeded (The potion would be "unknown", and possibly ruined because of the lower level). Identifying the potion could also only be done after reading books on i.e. chemistry. And yes, of course it'd include explosive substances, and possibly poisonous. The poisonous substances could actually be used to poison ranged weapons, but that's for another time and place... Just hope the poisonous substance is not creating a steam that you inhale...
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Well, the more I think of it the more I want to do it - be it for EL or for something else
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Which cal3d version did you build and install?
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Just chill people, things will work out alright in the end. I know you're thinking more delays, but actually we're planning a change of the manu system to have similiar delays as in the old days; this is only a part of our plan for overall improving the game and balancing the different skills. Currently manufacturing, alch, crafting, etc. have a huge disadvantage over fighters since there are extreme delays - this along with addition of many new items etc. will overall create a LOT better and more balanced game.
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Must be the map loading not working properly then.
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We're not going to use guild unique IDs, since their short-names now function as unique IDs...
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It won't work - it's a driver issue. Perhaps it'll be fixed when Mesa 6.4 is merged into xorg...
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Mathematically, no. In reality, perhaps - we just have to assume that we can't otherwise we'd need to change our models, again; which would be a pity since they seem to explain most issues quite well.
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libGL.so.1: cannot open shared object file (AMD64, Ubuntu Linux)
Wytter replied to asgnny's topic in Help Me
Try running it using: linux32 el.x86.linux.bin If that doesn't work, what's the output of: ldd el.x86.linux.bin -
Paradoxes are often used to explain why time travels would not be possible. But scientifically we don't know enough to say either yes or no. Say that the universe on the macroscopic scale works like quantum mechanics on the microscopic scale, and you can have superpositions of time and space. This would lead to an infinite # of parallel universes, and in that situation time-travelling would just mean travelling to a different parallel universe.
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Will be easy to do once the new encyclopedia format is functional...
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lol but doesn't wyt have like 160/160 a/d? Only on that specific testing server where I took those screenshots... http://eternal-lands.solexine.fr/~radu/vie...php?user=Wytter Moonshadow destroyed my fur hat in that fight
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http://wytter.tfm.ro/elc/pics/screenshots/images.html
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Well, yes but I disabled it.
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I would say yes, but have to get a dev to test it. If it is indeed stable, apply it.
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Hey all, Figured it was time to make a new wishlist as the old one was getting quite out-dated. Remember to look at the Comprehensive to-do and not-to-do list in these forums as well...
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Try setting the minimum to -0.0000001 instead.
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I think that firearms in normal homes starts a vicious circle... But getting out of that vicious circle cannot be easily solved, and definately not by just banning firearms. One can just be grateful to live in a country where firearms never were allowed (with exception of hunting and people in the civilian defense force) and where murders are rarely done using firearms. However we have a huge problems with young people carrying knives, and this causes quite a few stabbings to happen in town by people intoxicated by alcohol or drugs.
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belton, nope - the changes were made to support storage trading. Could not be done cleanly otherwise.
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Greetings all, Xaphier and I were brainstorming a bit on what things could be done to optimize the rendering and came up with this list, which I'll add to when more ideas come up: Problems: Bad view/frustum culling Too many state changes Too many blending operations Too many 2D objects Solutions: Improve view/frustum culling (Xaphier is working on AABB-tree) Streamline the engine a bit more, reducing state changes Reduce the # of blending ops, use multitexturing where possible Reduce the # of 2D objects, use multitetxuring where possible Use VBO and Vertex shader for the skeletal animation Use normal mapping to reduce # of triangles: http://developer.nvidia.com/object/melody_home.html
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I think it should be kept the way it is - it's a lot cleaner this way... That interface, although it could be practical for some situations, just looks too complex imho. Better to stick with simplicity.
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Greetings all, Due to rl issues (getting my life back + getting back to the studies after my operations last month), I will not be able to work on EL for the next 7 weeks. I would also appreciate it if you did not contact me with programming issues, I simply have too many things to worry about currently. Instead, you should contact some of the more experienced developers if you are in doubt. Alternatively or if they are in doubt as well, you can post on these programming forums - if 3 or more programmers agree, and noone disagrees, then feel free to commit it. If everything goes to hell, dial wytter@users.berlios.de or send me a PM on the forums - But please only use it in rare cases. If you have any suggestions for users to be added to the berlios CVS, contact Radu. PS: Strings - please post your patches to the questlog in this forum, the other programmers will be able to help you out + give you some tips. PPS: Try CalCore_SetDuration() to reduce the combat lag? Good luck all =) I'd love it if someone would take some time to look at the map_editor2 while I'm gone
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Or perhaps Planck time: 5.3906*10^-44 second ?