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larrystorch

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Everything posted by larrystorch

  1. A few SR's

    Selling 3k spirit restoration potions for 15gc each. Willing to sell them in 1k increments. Forum PM or pm larrystorch in game.
  2. A few SR's

    Sold all 3k. Thanks Thread can be closed
  3. A critic to the today's EL server update

    Hershey Park ? It's been a few years since I've been there, but I'm will to bet Hershey Park will end up costing more than that after tickets, food, games, etc. if you want to do it right. Roadside America would be cheaper. Nice update btw
  4. New Weather

    Had the exact same message outside SRI storage.
  5. New CVS update - New Errors.

    I did back to back compiles with only sound/music being the difference think alut might be the problem, but no such luck. Any pointers as to what compile options to try out/exclude? anti-alias? new_tex? new_weather? I open to try anything out to help.
  6. New CVS update - New Errors.

    Here's another one. I was switching maps: Deactivating effect 0xdefbd38(6037.48 > 700) Deactivating effect 0xdefbda0(4147.21 > 700) Deactivating effect 0xdefbe08(1760.56 > 700) Deactivating effect 0xdefbe70(2152.14 > 700) Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1226414368 (LWP 9696)] draw_3d_objects (object_type=1849) at cache.h:207 207 item_ptr->access_count++; (gdb) backtrace #0 draw_3d_objects (object_type=1849) at cache.h:207 #1 0x0805209e in display_ground_objects () at 3d_objects.c:1139 #2 0x080b5266 in display_3d_reflection () at reflection.c:515 #3 0x08085332 in display_game_handler (win=0x518) at gamewin.c:627 #4 0x0807b0f8 in draw_window (win=0xb3d6c80) at elwindows.c:1059 #5 0x080794ea in display_windows (level=1) at elwindows.c:57 #6 0x08073f46 in draw_scene () at draw_scene.c:98 #7 0x0809c42c in start_rendering () at main.c:123 #8 0x0809c5d2 in main (argc=1304, argv=0xbfff6a94) at main.c:235 (gdb) up #1 0x0805209e in display_ground_objects () at 3d_objects.c:1139 1139 draw_3d_objects(TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT); (gdb) up #2 0x080b5266 in display_3d_reflection () at reflection.c:515 515 display_ground_objects(); (gdb) up #3 0x08085332 in display_game_handler (win=0x518) at gamewin.c:627 627 draw_sun_shadowed_scene (any_reflection); (gdb) up #4 0x0807b0f8 in draw_window (win=0xb3d6c80) at elwindows.c:1059 1059 ret_val=(*win->display_handler)(win); (gdb) up #5 0x080794ea in display_windows (level=1) at elwindows.c:57 57 display_window(i); (gdb) up #6 0x08073f46 in draw_scene () at draw_scene.c:98 98 display_windows (1); (gdb) up #7 0x0809c42c in start_rendering () at main.c:123 123 draw_scene(); (gdb) up #8 0x0809c5d2 in main (argc=1304, argv=0xbfff6a94) at main.c:235 235 start_rendering(); shadow mapping enabled, no sound, anti-alias enabled
  7. Changes in the upcoming EL release

    With some garlic, shallots and a nice red wine they smell delicious
  8. Post your habits.

    Spleenfeeder, what desktop theme are you using?
  9. Post your habits.

    Here's mine and yes, I read forums while at work
  10. CVS Seg Faulting

    I get a similar backtrace every so often and unfortunately updating to the latest nvidia drivers did not solve the problem. My backtrace ends with something happening in 3d_objects.c. Line 380 on one crash and 1715 on another. Edit: this is with shadow mapping off, but shadows on.
  11. Special effects

    If my problems aren't eye candy problems but a differnet problem, please move to another thread so it doesn't get lost. Thanks
  12. Special effects

    And here's another one, but this one doesn't show me where the problem is: ImpactEffect (0xe1987f8) created. ImpactEffect (0xe1987f8) destroyed. *** glibc detected *** free(): invalid pointer: 0x0e407140 *** Program received signal SIGABRT, Aborted. [Switching to Thread -1225558304 (LWP 23056)] 0xb79a1027 in raise () from /lib/tls/libc.so.6 (gdb) backtrace #0 0xb79a1027 in raise () from /lib/tls/libc.so.6 #1 0xb79a2747 in abort () from /lib/tls/libc.so.6 #2 0xb79d45c9 in __libc_message () from /lib/tls/libc.so.6 #3 0xb79dd026 in malloc_printerr () from /lib/tls/libc.so.6 #4 0xb79dbd0d in _int_free () from /lib/tls/libc.so.6 #5 0xb79daa7b in free () from /lib/tls/libc.so.6 #6 0xb7c5391a in _nv000007gl () from /usr/lib/libGL.so.1 #7 0x0e407140 in ?? () #8 0xb732be95 in _nv000093gl () from /usr/lib/libGLcore.so.1 #9 0x0e407140 in ?? () #10 0x00000002 in ?? () #11 0x0e407140 in ?? () #12 0x0b2896b0 in ?? () #13 0x00000001 in ?? () #14 0xb732b5a5 in _nv000093gl () from /usr/lib/libGLcore.so.1 #15 0x00000000 in ?? () #16 0x0b2896b0 in ?? () #17 0x0e407140 in ?? () #18 0x00000001 in ?? () #19 0x0e28f704 in ?? () #20 0x00000004 in ?? () #21 0x00000001 in ?? () #22 0x00000001 in ?? () ---Type <return> to continue, or q <return> to quit--- #23 0x0b289814 in ?? () #24 0x0b2ef85c in ?? () #25 0x00000001 in ?? () #26 0x00000000 in ?? () #27 0x00000000 in ?? () #28 0x00000001 in ?? () #29 0xb72ed0e3 in _nv000311gl () from /usr/lib/libGLcore.so.1 #30 0x0b2f1db0 in ?? () #31 0x0b2896b0 in ?? () #32 0x0e407140 in ?? () #33 0x0e28f6b0 in ?? () #34 0x0000005c in ?? () #35 0xb76cfea0 in ?? () from /usr/lib/libGLcore.so.1 #36 0xb5e70000 in ?? () #37 0x00000001 in ?? () #38 0x00000000 in ?? () #39 0x0e407140 in ?? () #40 0x0b2f1db0 in ?? () #41 0x00000012 in ?? () #42 0xb72ef350 in _nv000116gl () from /usr/lib/libGLcore.so.1 #43 0x00000000 in ?? () #44 0xb706a316 in _nv001254gl () from /usr/lib/libGLcore.so.1 #45 0xb5e70000 in ?? () ---Type <return> to continue, or q <return> to quit--- #46 0x0e28f6b0 in ?? () #47 0xb7068fa0 in _nv001254gl () from /usr/lib/libGLcore.so.1 #48 0xb5e70000 in ?? () #49 0x0e28f6b0 in ?? () #50 0x0dbe3b28 in ?? () #51 0x0000004d in ?? () #52 0x0b470db0 in ?? () #53 0xbfd16028 in ?? () #54 0x0e42575c in ?? () #55 0xb5e89c88 in ?? () #56 0x00000000 in ?? () #57 0x0e425758 in ?? () #58 0x0e425758 in ?? () #59 0x0805234d in clear_clouds_cache () at 3d_objects.c:1715 Previous frame inner to this frame (corrupt stack?) (gdb) up #1 0xb79a2747 in abort () from /lib/tls/libc.so.6 (gdb) up #2 0xb79d45c9 in __libc_message () from /lib/tls/libc.so.6 (gdb) up #3 0xb79dd026 in malloc_printerr () from /lib/tls/libc.so.6 (gdb) up #4 0xb79dbd0d in _int_free () from /lib/tls/libc.so.6 (gdb) up #5 0xb79daa7b in free () from /lib/tls/libc.so.6 (gdb) up #6 0xb7c5391a in _nv000007gl () from /usr/lib/libGL.so.1 (gdb) up #7 0x0e407140 in ?? () (gdb) up #8 0xb732be95 in _nv000093gl () from /usr/lib/libGLcore.so.1 (gdb) up #9 0x0e407140 in ?? ()
  13. Special effects

    Here's a backtrace from just a minute ago while walking in Egratia: ImpactEffect (0xf4104c8) destroyed. ImpactEffect (0xe11b2a8) destroyed. SelfMagicEffect (0xe099d70) created. ImpactEffect (0xf893ed0) destroyed. SelfMagicEffect (0xe099d70) destroyed. ImpactEffect (0xf675098) created. ImpactEffect (0xe1134b0) created. ImpactEffect (0xf675098) destroyed. ImpactEffect (0xe1134b0) destroyed. ImpactEffect (0xe005a00) created. ImpactEffect (0xfa4a1f8) created. ImpactEffect (0xfa4a1f8) destroyed. ImpactEffect (0x102c9760) created. BagEffect (0xddb4168) created. ImpactEffect (0xe005a00) destroyed. ImpactEffect (0x102c9760) destroyed. BagEffect (0xddb4168) destroyed. BagEffect (0xe3ca678) created. BagEffect (0xe3ca678) destroyed. Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1225566496 (LWP 21506)] 0xb79d9ddc in _int_free () from /lib/tls/libc.so.6 (gdb) backtrace #0 0xb79d9ddc in _int_free () from /lib/tls/libc.so.6 #1 0xb79d8a7b in free () from /lib/tls/libc.so.6 #2 0xb794c4a1 in operator delete () from /usr/lib/libstdc++.so.5 #3 0xb7b5aac9 in CalSkeleton::~CalSkeleton () from /usr/local/lib/libcal3d.so.11 #4 0xb7b49164 in CalModel::~CalModel () from /usr/local/lib/libcal3d.so.11 #5 0xb7b11b51 in CalModel_Delete () from /usr/local/lib/libcal3d.so.11 #6 0x08053de9 in destroy_actor (actor_id=235186128) at actor_scripts.c:898 #7 0x080a2965 in process_message_from_server (in_data=0xb1b00b2a "", data_length=3) at multiplayer.c:509 #8 0x0809c2d2 in start_rendering () at main.c:110 #9 0x0809c4d2 in main (argc=235185896, argv=0xbfe57a94) at main.c:235 My make.conf: FEATURES += AFK_FIX # (undocumented) #FEATURES += ALPHA_ACTORS # (undocumented) #FEATURES += ALUT_WAV # (undocumented) FEATURES += ANTI_ALIAS # (undocumented) #FEATURES += ATI_9200_FIX # (undocumented) FEATURES += AUTO_UPDATE # (undocumented) FEATURES += BUG_FIX_3D_OBJECTS_MIN_MAX # (undocumented) FEATURES += COUNTERS # (undocumented) FEATURES += CUSTOM_LOOK # (undocumented) FEATURES += CUSTOM_UPDATE # (undocumented) #FEATURES += DEBUG # (undocumented) #FEATURES += DYNAMIC_ANIMATIONS # (undocumented) #FEATURES += EL_BIG_ENDIAN # (undocumented) #FEATURES += EXTRA_DEBUG # (undocumented) #FEATURES += _EXTRA_SOUND_DEBUG # (undocumented) FEATURES += EYE_CANDY # (undocumented) #FEATURES += FBO # (undocumented) #FEATURES += FILE_TO_BE_REMOVED # mask files that are scheduled for removal FEATURES += FONTS_FIX # (undocumented) #FEATURES += FUZZY_PATHS # (undocumented) #FEATURES += LITTLE_ENDIAN # (undocumented) #FEATURES += MASKING # (undocumented) #FEATURES += MEMORY_DEBUG # (undocumented) #FEATURES += MINIMAP # (undocumented) #FEATURES += MUTEX_DEBUG # (undocumented) FEATURES += NEW_ACTOR_ANIMATION # (undocumented) #FEATURES += NEW_ALPHA # (undocumented) #FEATURES += NEW_E3D_FORMAT # (undocumented) FEATURES += NEW_FRUSTUM # (undocumented) #FEATURES += NEW_MAP_FORMAT # (undocumented) #FEATURES += NEW_SOUND # (undocumented) FEATURES += NEW_TEX # (undocumented) #FEATURES += NEW_WEATHER # (undocumented) #FEATURES += NO_FREE_VA # (undocumented) FEATURES += NO_MUSIC # (undocumented) #FEATURES += NO_PF_MACRO # (undocumented) FEATURES += NOTEPAD # (undocumented) FEATURES += OPTIONS_I18N # (undocumented) #FEATURES += PARANOID_CAMERA # (undocumented) FEATURES += PNG_SCREENSHOT # (undocumented) FEATURES += SFX # (undocumented) FEATURES += SIMPLE_LOD # (undocumented) #FEATURES += TERRAIN # (undocumented) #FEATURES += TIMER_CHECK # (undocumented) #FEATURES += UID # (undocumented) #FEATURES += UNROLL4 # (undocumented) FEATURES += USE_INLINE # (undocumented) #FEATURES += USE_LISPSM # (undocumented) #FEATURES += USE_LOW_MEM # (undocumented) #FEATURES += USE_SHADER # (undocumented) #FEATURES += USE_SSE # (undocumented) #FEATURES += USE_SSE2 # (undocumented) #FEATURES += USE_SSE3 # (undocumented) #FEATURES += USE_TANGENT_AND_EXTRA_UV # (undocumented) FEATURES += USE_VERTEX_ARRAYS # (undocumented) #FEATURES += WRITE_XML # (undocumented) #FEATURES += X86_64 # (undocumented) FEATURES += ZLIB # (undocumented) #FEATURES += ZLIBW # (undocumented) PLATFORM=-march=athlon-xp XDIR=-L/usr/X11R6/lib CWARN=-Wall #-Wdeclaration-after-statement -Wall -Werror CXXWARN=-Wall #-Wall -Werror #EXTRA_INCLUDES=-IC:\\Programme\\Dev-Cpp\\Include #EXTRA_LIBS=-lalut #EXTRA_STATICLIBS=libs/libalut.a CC=gcc CXX=g++ LINK=gcc
  14. Special effects

    Check out CVS tonight and gave it a shot, but this time I can't even get it to compile: g++ -march=i686 -Wall -O0 -ggdb -pipe -DLINUX -DELC -DAFK_FIX -DAUTO_UPDATE -DBUG_FIX_3D_OBJECTS_MIN_MAX -DCOUNTERS -DCUSTOM_LOOK -DCUSTOM_UPDATE -DDEBUG -DEXTRA_DEBUG -D_EXTRA_SOUND_DEBUG -DEYE_CANDY -DFONTS_FIX -DMEMORY_DEBUG -DMUTEX_DEBUG -DNEW_ACTOR_ANIMATION -DNEW_FRUSTUM -DNEW_TEX -DNOTEPAD -DOPTIONS_I18N -DPNG_SCREENSHOT -DSFX -DSIMPLE_LOD -DUSE_INLINE -I/usr/include/SDL -D_REENTRANT -I/usr/include/libxml2 -fno-strict-aliasing -c -o eye_candy_wrapper.o eye_candy_wrapper.cpp In file included from global.h:190, from eye_candy_wrapper.h:17, from eye_candy_wrapper.cpp:3: bbox_tree.h: In function `unsigned int is_blend_3d_object(unsigned int)': bbox_tree.h:394: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:394: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:394: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h: In function `unsigned int is_ground_3d_object(unsigned int)': bbox_tree.h:422: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:422: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:422: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h: In function `unsigned int is_alpha_3d_object(unsigned int)': bbox_tree.h:450: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:450: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:450: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h: In function `unsigned int is_self_lit_3d_object(unsigned int)': bbox_tree.h:478: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:478: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:478: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h: In function `unsigned int get_type_mask_from_type(unsigned int)': bbox_tree.h:536: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:536: error: invalid conversion from `const char*' to `const Uint8*' bbox_tree.h:536: error: invalid conversion from `const char*' to `const Uint8*' make: *** [eye_candy_wrapper.o] Error 1
  15. Special effects

    sigh.......
  16. Special effects

    Here is crash info: With EYE_CANDY: Starting program: /usr/local/games/el/el.x86.linux.bin [Thread debugging using libthread_db enabled] [New Thread -1225079072 (LWP 23769)] [New Thread -1225487440 (LWP 23782)] [New Thread -1280463952 (LWP 23785)] [New Thread -1288852560 (LWP 23786)] [New Thread -1297470544 (LWP 23787)] [Thread -1288852560 (zombie) exited] [New Thread -1305859152 (LWP 23788)] [Thread -1305859152 (zombie) exited] FountainEffect (0xedcef60) created. LampEffect (0xed797e8) created. LampEffect (0xee87310) created. FountainEffect (0xee875f0) created. FountainEffect (0xee87668) created. LampEffect (0xee876e0) created. LampEffect (0xee879c0) created. LampEffect (0xee87ca0) created. LampEffect (0xee87f80) created. LampEffect (0xee88368) created. LampEffect (0xee88648) created. LampEffect (0xee88928) created. LampEffect (0xee88c08) created. WindEffect (0xee89c00) created. WindEffect (0xee89cb8) created. Deactivating effect 0xedcef60(23188.2 > 700) Deactivating effect 0xed797e8(5312.58 > 700) Deactivating effect 0xee87310(5548.3 > 700) Deactivating effect 0xee875f0(16231.8 > 700) Deactivating effect 0xee87668(15210.4 > 700) Deactivating effect 0xee876e0(31022.7 > 700) Deactivating effect 0xee879c0(29920.6 > 700) Deactivating effect 0xee87ca0(29033.5 > 700) Deactivating effect 0xee87f80(30123.4 > 700) Deactivating effect 0xee88368(21393.4 > 700) Deactivating effect 0xee88648(21379.8 > 700) Deactivating effect 0xee88928(20610 > 700) Deactivating effect 0xee88c08(33393 > 700) Deactivating effect 0xee89c00(7849.19 > 700) Deactivating effect 0xee89cb8(8886.96 > 700) Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1225079072 (LWP 23769)] 0xb7f2d090 in ?? () (gdb) backtrace #0 0xb7f2d090 in ?? () #1 0x00000000 in ?? () #2 0xb5ee5000 in ?? () #3 0xb7f2d040 in ?? () #4 0x00000057 in ?? () Previous frame inner to this frame (corrupt stack?) (gdb) up #1 0x00000000 in ?? () (gdb) up #2 0xb5ee5000 in ?? () (gdb) up #3 0xb7f2d040 in ?? () (gdb) up #4 0x00000057 in ?? () (gdb) up Initial frame selected; you cannot go up. Without EYE_CANDY is working good so far Location PV 178,144
  17. Special effects

    When I get home tonight from work, I´ll try to make sometime to login and get some more info for you.
  18. Special effects

    As far as my previous report, I moved my position using the release client and have not been able to reproduce it (Disclaimer: I am NOT a programmer, just a linux user that likes to break things ) I did encounter a new problem though using the cvs. I entered trassian using the teleporter and I immediately dropped to 1 FPS. I killed the client, restarted and the same result, 1 FPS. I started the client in gdb and here is what I have (gdb) run Starting program: /usr/local/games/el/el.x86.linux.bin [Thread debugging using libthread_db enabled] [New Thread -1225206048 (LWP 7234)] [New Thread -1225614416 (LWP 7249)] [New Thread -1372030032 (LWP 7252)] [New Thread -1380418640 (LWP 7253)] [Thread -1380418640 (zombie) exited] [New Thread -1339249744 (LWP 7254)] SmokeEffect (0xdfa6c18) created (<11.7115, 4.2, -92.5066>, 1.1) SmokeEffect (0xdfbf8b0) created (<88.0787, 3.7, -92.879>, 1.1) FountainEffect (0xdfbf920) created. SmokeEffect (0xdfbf998) created (<92.1424, 2.4, -46.8103>, 0.6) SmokeEffect (0xdfbfa08) created (<92.6975, 2.6, -46.1701>, 1.1) SmokeEffect (0xdfbfa78) created (<92.6354, 2.1, -47.2937>, 1.1) SmokeEffect (0xdfbfae8) created (<93.1193, 3, -46.576>, 0.3) WindEffect (0xdfc0260) created. WindEffect (0xdfc0318) created. Deactivating effect 0xdfa6c18(9967.07 > 700) Deactivating effect 0xdfbf8b0(16920.8 > 700) Deactivating effect 0xdfbf920(4665.12 > 700) Deactivating effect 0xdfbf998(10542.6 > 700) Deactivating effect 0xdfbfa08(10574.7 > 700) Deactivating effect 0xdfbfa78(10676.7 > 700) Deactivating effect 0xdfbfae8(10698.1 > 700) Deactivating effect 0xdfc0260(7857.87 > 700) Deactivating effect 0xdfc0318(8841.97 > 700) Activating effect 0xdfbf8b0(545.52 < 700) Activating effect 0xdfc0318(482.87 < 700) quit Program received signal SIGINT, Interrupt. [Switching to Thread -1225206048 (LWP 7234)] 0xb7a70d87 in sched_yield () from /lib/tls/libc.so.6 (gdb) backtrace #0 0xb7a70d87 in sched_yield () from /lib/tls/libc.so.6 #1 0xb7ca9e3d in _nv000007gl () from /usr/lib/libGL.so.1 #2 0xb735a987 in _nv000078gl () from /usr/lib/libGLcore.so.1 #3 0x00000003 in ?? () Previous frame inner to this frame (corrupt stack?) Hopefully this will help out in some way.
  19. Special effects

    Running CVS from march 23rd checkout: Ran this all night without a problem traveling C2, fighting, harvesting. I try to start up the client this morning and I get a segfault. Starting program: /usr/local/games/el/el.x86.linux.bin [Thread debugging using libthread_db enabled] [New Thread -1225124128 (LWP 27400)] [New Thread -1225532496 (LWP 27415)] [New Thread -1376146512 (LWP 27418)] [New Thread -1384535120 (LWP 27419)] [New Thread -1337070672 (LWP 27420)] [Thread -1384535120 (zombie) exited] [New Thread -1345459280 (LWP 27421)] [Thread -1345459280 (zombie) exited] FountainEffect (0xedd3708) created. LampEffect (0xed7df90) created. LampEffect (0xee8ba50) created. FountainEffect (0xee8bd30) created. FountainEffect (0xee8bda8) created. LampEffect (0xee8be20) created. LampEffect (0xee8c100) created. LampEffect (0xee8c3e0) created. LampEffect (0xee8c6c0) created. LampEffect (0xee8caa8) created. LampEffect (0xee8cd88) created. LampEffect (0xee8d068) created. LampEffect (0xee8d348) created. WindEffect (0xedcb910) created. WindEffect (0xee8e7b0) created. Deactivating effect 0xedd3708(23852.7 > 700) Deactivating effect 0xed7df90(5779.45 > 700) Deactivating effect 0xee8ba50(6024.82 > 700) Deactivating effect 0xee8bd30(16892.9 > 700) Deactivating effect 0xee8bda8(15834.6 > 700) Deactivating effect 0xee8be20(31928.8 > 700) Deactivating effect 0xee8c100(30821.4 > 700) Deactivating effect 0xee8c3e0(29911.9 > 700) Deactivating effect 0xee8c6c0(31007.3 > 700) Deactivating effect 0xee8caa8(22258.5 > 700) Deactivating effect 0xee8cd88(22238.7 > 700) Deactivating effect 0xee8d068(21460.6 > 700) Deactivating effect 0xee8d348(34528.1 > 700) Deactivating effect 0xedcb910(8375.03 > 700) Deactivating effect 0xee8e7b0(9424.67 > 700) Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1225124128 (LWP 27400)] 0xb7f22090 in ?? () I start up the current official client and I am in PV 267, 128: camera facing north and it is raining. System info: AMD Athol XP 3000+ Nvidia Geforce 6600 Slackware 10.2 GCC: 3.3.6 NV drivers: 1.0-9631 make.conf: FEATURES=PNG_SCREENSHOT NEW_FRUSTUM BUG_FIX_3D_OBJECTS_MIN_MAX NEW_TEX OPTIONS_I18N ATI_9200_FIX NEW_ACTOR_ANIMATION AUTO_UPDATE COUNTERS FONTS_FIX COMMENT_BUFFER AFK_FIX CUSTOM_LOOK CUSTOM_UPDATE SIMPLE_LOD SFX USE_ACTOR_DEFAULTS NOTEPAD USE_INLINE EYE_CANDY PLATFORM=-march=athlon XDIR=-L/usr/X11R6/lib CWARN=-Wall #-Wdeclaration-after-statement -Wall -Werror CXXWARN=-Wall #-Wall -Werror #EXTRA_LIBS=-lalut #EXTRA_STATICLIBS=libs/libalut.a CC=gcc CXX=g++ LINK=gcc Let me know if you need any more info
  20. One week holiday

    Both of you enjoy your time off. You deserve it
  21. An addition to #sto

    I suggested this awhile ago (can't find the thread) and I remember it requires additional data to be sent by the server as to what item type is it. I think the answer was that there are other things that are higher in the to-do list. My suggestion used a flag to trigger the #sto command to return items by type: #sto -t(ype) books Hopefully this can be added down the road.
  22. chims

    So it sounds like you should NOT pet the chimmies.
  23. Special Days occur too Frequent!

    Here! Here! Go #day!
  24. Ideas for the "charm" attribute replacement

    First choice: Rename the attribute to Arcana. Arcana: This is a measure of how in tune you are with the mystic aether which permeates all living things. The higher your arcana, the better you are at bending the aether to you whim. A starting character with 4 arcana follows the required spell level and mana requirements listed in the encyclopedia. Adding a pp to arcana gives: 1. An incremental reduction in the chance of a spell failing. A pure magic oriented player, with enough pps, could no-fail cast a spell at a lower level than it currently is. 2. An incremental reduction in the mana required to cast a spell. This would be hard to balance, but would encourage players to spend pps in the attribute. Who wouldn't like to use only 20 mana instead of 25 for a restore 3. Increase the effectiveness of level based spells. Harm, Poison, Mana Drain, Life Drain and with projectile based spells maybe down the road, the area/distance of effect. 4. An incremental reduction in the mana required to summon a creature. I would not tie it in with the manufacturing of summoning stones Doing this will make developing your character much harder, but would result in a much more varied population of players. With this, just because someone doesn't have high p/c doesn't mean they couldn't be deadly. Imagine someone in the top 10 magic skill resetting and putting points in arcana and less in p/c. They might not look like they can kill you with a sword, but they can reave your spirit into the underworld. Second choice: what trollson posted. And yes, I've usually have always played a mage character in single player computer rpg's and the good old pencil/graph/dice rpg's like D&D throughout the years.
  25. What motives is this game based upon?

    I did the wine quest, but didn´t catch the B5 ref. It's been a long time since I saw it. Guess I'll have to grab the DVD's
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