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larrystorch

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Posts posted by larrystorch


  1. I can't help but say Korrode is spot on with Newegg.com. I've dealt with them for many years and never have had a problem with them. Fast shipping and excellent return policy, if you need it.

     

    Even if you don't buy from them, I'd still search for the items you are looking to buy and check out the customer reviews for them. They help lot (if you're smart enough to listen to them...stupid phemon motherboard choice...grumble grumble...)


  2. On Scholar's day I mainly focus on my favorite skills if I have ingredients. But then there are those scholar's days where I use it to get a nice boost on my more neglected skills like summoning. So basically, it's whatever I feel like doing at the moment.

     

    Joule day is a totally different story. I mix high food use items like crafting and merc extraction, then potions, then esses. As I run out of harvested materials for each skill, I'll move down the list till I'm mixing fes or wes.


  3. I found turning of fog and restarting the client fixed the flashing sky.

    edit: I had the same problem before I compile in FPV but used shaders.

     

    I tried this quick fix and it only reduced the amount of flashing.

     

    But it compiles \o/ Thanks Fedora :D


  4. Edit: This problem seems to be caused by SKY_FPV_CURSOR being enabled in make.conf. The cvs compiles fine with SKY_FPV_CURSOR disabled.

     

    Damn! And that's been working great for a long time now. I was hoping it would soon be ready for release.


  5. Just did a cvs up and here is the error at the very end when it's trying to creating el.x86.linux.bin:

     

    actor_init.o(.text+0xff0): In function `cal_get_maxz':
    /usr/local/games/elc/actor_init.cpp:591: multiple definition of `cal_get_maxz'
    new_actors.o(.text+0x310):/usr/local/games/elc/new_actors.c:202: first defined here
    /usr/lib/gcc/i486-slackware-linux/3.4.6/../../../../i486-slackware-linux/bin/ld: Warning: size of symbol `cal_get_maxz' changed from 53 in new_actors.o to 69 in actor_init.o
    collect2: ld returned 1 exit status
    make: *** [el.x86.linux.bin] Error 1
    


  6. I was having an gl issue trying to compile CVS. Previous post about my problem is here

    I am running Slackware 11.0, nvidia 100.14.19 drivers, gcc 3.4.6. I thought that the glext.h that came with my distro was at fault, but it looks like the nvidia drivers include their own version of this file that overwrote my system's version of the file. I think if you were to include an EL version of this file and compile using this, you can avoid the problem of non-standard files down the road.

     

    just my $.02


  7. I want to know where those last 3 were hiding. >.<

     

    It was a nice mix of creatures and we had good communication in channel when it came down to clearing out maps one by one. I think that was the most time I'd ever spent in Hulda and Imbroglio in one day :w00t:


  8. 2) Would more people visit C2 if the entrance were more open (rather than being a secret), and maybe the NPC price went up a little to compensate (as a gc sink)? (200gc for non-anti, maybe 400 for antisocial?) This would also promote C2 ring sales from crafters.

     

    Yes, making the route to C2 more visible would definitely get more people over here. I'm not too sure about increasing the travel costs, but it would give crafters more sales of rings as newer players buy them from market or from bots. I idle my time in PV a lot and I sell a couple of C1 rings a few times a week to those that ask in local. I could easily see this happening in C1.


  9. Fresh update of CVS gives me this error:

     

    gcc -march=athlon-xp -Wall -Wdeclaration-after-statement -O3 -g -pipe -DLINUX -DELC  -DAFK_FIX  -DALPHA_ACTORS  -DATI_9200_FIX  -DAUTO_UPDATE  -DCLICKABLE_CONTINENT_MAP  -DCLUSTER_INSIDES  -DCOUNTERS  -DCALCULATOR  -DCUSTOM_LOOK  -DCUSTOM_UPDATE
    -DCXX_MISC  -DEYE_CANDY  -DFONTS_FIX  -DFUZZY_PATHS  -DIDLE_FIX  -DMASKING  -DMINES  -DMINIMAP  -DNEW_ACTOR_ANIMATION  -DNEW_ACTOR_SCALE  -DNEW_FILE_IO  -DNEW_SOUND
    -DNEW_TEX  -DNOTEPAD  -DOGG_VORBIS  -DOPTIONS_I18N  -DPNG_SCREENSHOT  -DPOPUP  -DSFX  -DSIMPLE_LOD  -DSKY_FPV_CURSOR  -DUSE_INLINE  -DUSE_SEND_VIDEO_INFO  -DZLIB -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -I/usr/include/libxml2 -fno-strict-aliasing  -c -o 2d_objects.o 2d_objects.c
    In file included from 2d_objects.c:9:
    load_gl_extensions.h:521: error: syntax error before "ELglProgramEnvParameters4fvEXT"
    load_gl_extensions.h:521: warning: type defaults to `int' in declaration of `ELglProgramEnvParameters4fvEXT'
    load_gl_extensions.h:521: warning: data definition has no type or storage class
    load_gl_extensions.h:522: error: syntax error before "ELglProgramLocalParameters4fvEXT"
    load_gl_extensions.h:522: warning: type defaults to `int' in declaration of `ELglProgramLocalParameters4fvEXT'
    load_gl_extensions.h:522: warning: data definition has no type or storage class
    make: *** [2d_objects.o] Error 1
    


  10. A quick observation: While training fluffs in grunabi, I get the chance to see and kill lots of phantoms as they wander past.

     

    At times it appears that their animation and position is lagging. I can click on one to fight it and pick up it's db dead before it even showed the fight animation.

     

    At other times, I click on one to fight it and nothing happens for a second or two then I get a resync as the phantom reappears at a different spot than it was.


  11. Well now you dont have the cpu error. I was assuming you have a x86-64 cpu like an amd64 or the newer intel chips.

     

    Now it looks like you are missing the alut package because of "error: AL/alut.h: No such file or directory".

     

    Depending on your distro, you might be able to get it from their website. If not, you will need to download, compile and install freealut from here: http://openal.org/downloads.html.

     

    Hopefully this will help you out :)


  12. You are correct. It also lists that same release under their beta drivers, that's where I got confused.

     

    Maybe someone here with a good OGL programming background here can point us to a way to enable debugging in these drivers and we can maybe figure out what's going on here and find a workaround.

     

    http://www.nvidia.com/object/linux_display..._100.14.19.html These are the lastest driver for Nvidia under linux that I have found to work with EL. Good luck :D


  13. Are these the beta drivers? If so, these don't seem to work at all on EL. I tried them and get the same problem. /var/log/Xorg.0.log and /var/log/messages also show no error messages

     

    I am running the most up to date non-beta drivers (NVIDIA-Linux-x86-100.14.19-pkg1.run) and everything is running great.


  14. I had a nice glimpse of how deadly two mages with one fighter can be during yesterday's invasion. After losing a rost too many, I donned my CoM(giving me 246 mana), FR cape and grabbed a bunch of esses and srs and tagged along with MacNathan who was to be my tank and a lower level caster.

     

    The three of us wandered Western Ida looking for the last remaining giants. With Mac tanking, the other Mage remote healing Mac and me Harming(magic level 57), we were able to kill a giant very quickly AND get a very nice db to split between us. :P

     

    Using the above as an example and assuming that magic immunity will no longer be 100% down the road, I can see a team of 2 or 3 fighters and a pair of mages and a good summoner completing owning anything in it's path.

     

    As far as what attribute to use as the key attribute for a mage class, I can see Charm being a good choice. I'm an all arounder and my pp's are mostly geared towards fighting and good exp. (Will 20) which gives me a very low Charm :D But I also think most fighters also are in the same boat as me.

     

    I would like to be a good enough mage AND a decent fighter with this new system, but placing pp's is going to be a challenge, but I think it will be worth it for the game in general. No more pp placements as a given. All the old rules will be gone and it will be good.

     

    Sorry for the Tolstoy, but I'm bored at work :o


  15. My favorite skill is potioning. and then in decending order: a/d, crafting (though expensive), manu and alch.

     

    Harvesting is really just an incidental skill to me as is magic (once I hit level 50) since I harvest all my own ingredients. Whenever I happen to get a level, I get it. I honestly do more harvesting without experience than with. Magic experience is really just a result from killing stuff (or trying to in the case of invasions).

     

    Edit: spelling

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