evilgeorge Report post Posted June 12, 2007 (edited) --- mistake Edited June 12, 2007 by evilgeorge Share this post Link to post Share on other sites
ttlanhil Report post Posted June 12, 2007 (edited) 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 September 19, 2007 by Roja Share this post Link to post Share on other sites
Kabuya Report post Posted June 14, 2007 Tirnwood Undergrounds at [199,149] Can walk in wall. Thanks, gargoyle, for show me that :-) [FIXED] Share this post Link to post Share on other sites
Sistema Report post Posted June 14, 2007 (edited) 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: Map: Zirakinbar (cont2map10.elm MapID: 116) Coords: [334, 174] Bug: Missing sand mound. Thanks Brain! Screenshot: 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: 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: Map: Zirakinbar (cont2map10.elm MapID: 116) Coords: [227, 93] Bug: Mountain is walkable. Heightmap should be fixed. Screenshot: Map: Irsis Insides (cont2map7_insides.elm MapID: ?) Coords: [352, 313] Bug: Bed is walkable. Heightmap should be fixed. Thanks Brain! Screenshot: 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 September 19, 2007 by Roja Share this post Link to post Share on other sites
The_Piper Report post Posted June 14, 2007 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] Share this post Link to post Share on other sites
extrapolation Report post Posted June 15, 2007 willowvine forest, a walk-through tree at 213,210 [FIXED] Share this post Link to post Share on other sites
Puntif Report post Posted June 16, 2007 There is a walk-through boulder in white stone - elavro mountains at [457,552]. [FIXED] Share this post Link to post Share on other sites
Florian Report post Posted June 16, 2007 [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] Share this post Link to post Share on other sites
extrapolation Report post Posted June 18, 2007 outside in melinis at [29,301] i can see grass between 2 of the steps leading to the shapeshifting temple [FIXED] Share this post Link to post Share on other sites
yellow_man Report post Posted June 18, 2007 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: 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] Share this post Link to post Share on other sites
extrapolation Report post Posted June 18, 2007 "you are in arius - arius mine entrance [168,233]" rocks are covering most of the door into the magic school, it's difficult to click it to go through [FIXED] Share this post Link to post Share on other sites
Roja Report post Posted June 18, 2007 [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. Share this post Link to post Share on other sites
ttlanhil Report post Posted June 18, 2007 [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 Share this post Link to post Share on other sites
Roja Report post Posted June 18, 2007 That's right, I do remember there being bad lights..however I don't know how to fix it. Share this post Link to post Share on other sites
ttlanhil Report post Posted June 18, 2007 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. Share this post Link to post Share on other sites
Roja Report post Posted June 18, 2007 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. Share this post Link to post Share on other sites
Grum Report post Posted June 19, 2007 (edited) 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 June 19, 2007 by Grum Share this post Link to post Share on other sites
Florian Report post Posted June 20, 2007 My CVS Client has -DDEBUG -DOPENGL_TRACE enabled, maybe that's why I get those messages in the log file. Share this post Link to post Share on other sites
SinS Report post Posted June 21, 2007 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] Share this post Link to post Share on other sites
darkguy Report post Posted June 21, 2007 The area in front of the door of azaghal castle in zirakinbar shows you higher then the terrain. [FIXED] Share this post Link to post Share on other sites
Choris Report post Posted June 22, 2007 (edited) White Stone City [map2.elm] around [118, 752] Walk-through house. Also a lamppost and a tree inside the house. Thanks swagman! [FIXED] Edited September 19, 2007 by Roja Share this post Link to post Share on other sites
Stone Report post Posted June 25, 2007 Desert Pines, Cave Passage 44, 27: walk in wall possible [FIXED] Share this post Link to post Share on other sites
nathanstenzel Report post Posted June 26, 2007 (edited) 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 September 19, 2007 by Roja Share this post Link to post Share on other sites
Roja Report post Posted June 26, 2007 Please don't forget about the info needed when you post bugs. Share this post Link to post Share on other sites
nathanstenzel Report post Posted June 26, 2007 The map and location is in the pictures. Share this post Link to post Share on other sites