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Roja

1.4.0 Map Bugs

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I was in CC coal mine (AKA cave2.elm ), and walked into the wall, at 44,27... Also, some of the coal deposits seem to be almost entirely in the cave wall, with only corners sticking out

 

ed: I noticed the .elm didn't seem to have changed since before the update, so I redownloaded; if the file is wrong then someone needs to update the linux install zip

 

ed2: Imbroglio Islands, 340,106, the water doesn't reach all the way to the shore, black area visible. And about 20 tiles south of there, the large snow heap doesn't reflect all the way down to the water

 

ed3: IIRC, last time I went through the portals room for Irilion, all of the platform reflections had gaps (like Sistema's water screenshot above)

 

[FIXED..except for the portals room which looks to be a programming bug or something else.]

Edited by Roja

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Reached the limit of images in one post, had to make a new one ;)

 

 

 

Map: Zirakinbar (cont2map10.elm MapID: 116)

Coords: [306, 323]

Bug: Sea shells floating. Heights should be lowered. Thanks Brain!

Screenshot:

untitleddb2.jpg

 

 

 

Map: Zirakinbar (cont2map10.elm MapID: 116)

Coords: [334, 174]

Bug: Missing sand mound. Thanks Brain!

Screenshot:

untitledcz7.jpg

 

 

 

Map: Zirakinbar (cont2map10.elm MapID: 116)

Coords: [226, 43]

Bug: Blackness can be seen. Mountain should be moved so that it's covered. Thanks Brain!

Screenshot:

untitledwy5.jpg

 

 

 

Map: Zirakinbar (cont2map10.elm MapID: 116)

Coords: [226, 64]

Bug: Blackness can be seen. Mountain should be moved so that it's covered. Thanks Brain!

Screenshot:

untitledfq1.jpg

 

 

 

Map: Zirakinbar (cont2map10.elm MapID: 116)

Coords: [227, 93]

Bug: Mountain is walkable. Heightmap should be fixed.

Screenshot:

untitledkt7.jpg

 

 

 

Map: Irsis Insides (cont2map7_insides.elm MapID: ?)

Coords: [352, 313]

Bug: Bed is walkable. Heightmap should be fixed. Thanks Brain!

Screenshot:

untitledeo9.jpg

 

 

Map: Glacmor Insides (cont2map23_insides.elm MapID: 100)

Coords: [209, 37]

Bug: The exit does not work. Once clicked it takes you deeper into the tunnel and then gives you the "Get closer" message. Thanks Agrilles!

Screenshot:

<not needed>

 

 

- Sistema.

 

[FIXED...except for Glacmor, I dont know where the cave is supposed to lead to be able to fix it.]

Edited by Roja

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Irsis, 257, 342, a very small gap between the ground and the mountains, just rotate your camera.

 

Irsis, 281,331, a big gap between ground and mountains.

 

Piper

 

[FIXED]

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There is a walk-through boulder in white stone - elavro mountains at [457,552].

 

[FIXED]

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[20:21:13] io/map_io.c.load_map:270 - Bad light (number 6) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [289450130210097640681504768.000000 215645259835638173004055183360.000000 0.000000]

[20:21:13] io/map_io.c.load_map:270 - Bad light (number 7) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [71547309178549094580224.000000 4742886487500329025650168954880.000000 215906350033743069948630007808.000000]

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Hi

 

I'm really not sure if this is a bug or a feature, but i think it has changed since the update, so i thought i'd report it to get an oppinion.

 

In Nordcarn south cave, where the rubies are, i remember that the wall was completely covered by the skulls. Now, it seems that the rock has covered most of the skulls and it looks like this:

 

nccaverubies1kg3.jpg

 

nccaverubies2ca9.jpg

 

P.S. I don't have any modified elm files, only the official ones. I'm only using a bmp file that i made with the map editor.

 

[FIXED]

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[20:21:13] io/map_io.c.load_map:270 - Bad light (number 6) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [289450130210097640681504768.000000 215645259835638173004055183360.000000 0.000000]

[20:21:13] io/map_io.c.load_map:270 - Bad light (number 7) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [71547309178549094580224.000000 4742886487500329025650168954880.000000 215906350033743069948630007808.000000]

 

 

Please explain this more. Also those coords #'s don't mean a thing to me, they're not the coords we use to find a place in the map editor.

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[20:21:13] io/map_io.c.load_map:270 - Bad light (number 6) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [289450130210097640681504768.000000 215645259835638173004055183360.000000 0.000000]

[20:21:13] io/map_io.c.load_map:270 - Bad light (number 7) when loading './maps/map5nf.elm'; co-ords [277116301511919403008.000000 4306482138230070181888.000000 274039735486251008.000000] colour [71547309178549094580224.000000 4742886487500329025650168954880.000000 215906350033743069948630007808.000000]

Please explain this more. Also those coords #'s don't mean a thing to me, they're not the coords we use to find a place in the map editor.
Unfortunately, they are. Back when we were going through the Intel darkness bugtesting, I found that some lights were in invalid places or had invalid colour/brightness settings. The above is a sample of the output when the client loads the map files (they're no longer used in the client, and (I think I added the code for this )should be moved to near (0,0) when you open the map file in the map editor (as soon as it uses the new code, anyway).

 

There are actually a lot of lights set in the map files that have corrupted data :D

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Either by editing the bits in the files (heh, no.), an automated tool to strip out any invalid data in the maps (a fair bit of work), or updates to the map editor to put all invalid data where map makers can get at it (or just delete bad entries entirely).

 

I just checked, and I don't think the changes I made will apply to the map editor.

If someone who is familiar with the map editor code wants to look at it, see io/map_io.c:260.

I don't know how different the map loading code in the map editor is, but that's where the client detects bad lights.

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something tells me we removed them once before in the past...but i don't remember how...or who was the programmer who helped with that.

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I remember doing something of the sort a couple of years ago. But I'll be damned if I remember what I did.

 

If the need is really high, I could probably whip up a small script or program to fix it, if someone tells me how to identify a bad object (weird coords only?).

 

EDIT: I *think* I added a few lines to the map editor itself to throw out objects with invalid ID.

Edited by Grum

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Emerald Valley Trade Route - 279,267

Was tele'd into the stairs on the caravan by the outhouse and had to be rescued by molime

 

[FIXED]

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20070621224758pd9.jpg

 

The area in front of the door of azaghal castle in zirakinbar shows you higher then the terrain.

 

[FIXED]

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White Stone City [map2.elm] around [118, 752]

Walk-through house. Also a lamppost and a tree inside the house.

Thanks swagman!

 

[FIXED]

Edited by Roja

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I found a few funny looking things and made a photo gallery of them. Please review. 7 pictures so far. 5 bugs. 2 of them have 2 pictures.

http://nathanstenzel.tripod.com/eternal_lands_snapsh/

 

Picture 1 and 2: triangle shaped hole in wall due to floating rock

WS mountain range between 497,85 and 488,72

Picture 3 and 4: signs of another floating rock a little west of the previous one.

WS mountain range

Picture 5: reflection from water goes under the mountain range. Is the mountain floating or what?

WS Mountain range a little west of 428,110

Picture 6: cave wall suddenly stops and reveals space under it

Port Anitoria cave at 23,39

Picture 7: rocks by shore suddenly stop or are floating

Port Anitoria just outside of storage cave

 

[FIXED]

Edited by Roja

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