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Testing maps for 1.90 update

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There are LOTS of maps in the game and we need your help in testing them, to make sure all the doors, entrance, and exits are working. Please test these over on the test server and make sure you downloaded and followed the instructions of the first test release here. and you've downloaded/installed the patch over that. We can't have the update until we fix all the big enter/exit bugs in the maps.

 

 

What you need to test:

-Do all testing on the test server.

-All entrances/exits to and from the map(outsides).

-Enter and exit as many buildings in the map as possible. In the case of maps with tons of buildings you don't have to enter them all, but do at least 5 random ones, and all major buildings(such as storages, or shops). If you can enter them all, that's great! If not, just make mention that you did not enter them all on what map.

-Enter and exit all the caves and submaps.

 

I've split up all the maps into groups so if each person can take 1 group it will be easier and faster(of course you can take more than one group if you want). So if you want to help us please make a post in this thread saying which group you are taking.

 

 

Group 1:

Tarsengaard

Nordcarn

VOTD

 

Group 2:

DP

KF

SKF

Taharji

 

Group3:

Portland

Morcraven

Group4:

Naralik

Grubani

Tirnym

 

Group5:

Idaloran

Bethel

Group6:

Sedicolis

Palon vertas

 

Group7:

Melinis

Thelinor

 

Group8:

NRM

SRM

Hurquin

Group9:

Irsis

Arius

 

Group10:

EVTR

Willowvine

 

Group11:

Kusamura

Zirakinbar

 

Group12:

Aeth aelfan

egratia

 

Group13:

Irinveron

Glacmor

IOTF

 

Group14:

Iscalrith

Imbroglio

Trassian

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I will post this in a little bit of a jumble and update it as I go along. I hope folk don't mind.

 

GROUP 2

 

Desert Pines:

traffic....

DP<-->KF,SKF,PL,TD good

The DP boats are good

DP tavern, [303,307],[321,311],[338,252],[219,341], [290,265], northern portals, south east portals, NW cave entrance, temple, crafting school, coal mine, storage, alchemy school, south west portal good

*DP general store outer door does not work

*DP CC southern entrance does not work. "Go in the cave, then click on the rock above you to go inside"

 

You are in Desert Pines - Corren [291,340], [221,316], [268,302], [287,248], [211,117] door does not work. Not sure if they did before or not.

 

visual....(not tested as well as the traffic portion)

*Aluwen temple portal in the DP entrance does not sparkle.

*Alchemy school inner door is off the hinges.

*Visual flaws on the way from TD to the alchemy school.

*Nasty shore jaggies at Desert Pines [336,147].

 

DP CC:

 

*Rooms inside of DP CC are still listed as being in Grubani Peninsula.

 

[51,75], [64,56], [123,43], [145,49], [141,76], [101,77], [65,70], [80,101] and both exits are good

*As already noted, you can't return on the east side. That entrance is broken.

 

Kilarin Field:

KF<-->SKF,DP,VotD good

the tower with npc is good

 

South Kilarin Field:

SKF manor front door and insides (in north east) are good both ways.

SKF<-->DP,KF,NC good

[162,49], [166,42], [147,25] good

SKF-->WS good

I did not check the summoning arena

*one of the houses in the south east corner (I forget which one) has a stone block placed where the painted glass window goes over the door. It has both, so you can sometimes see the painted glass window, but usually not.

 

Taharji Desert

TD<-->PL,DP via sign posts are good

The summoning arena entrance and exit seems to work. Not sure if it leaves at the same place as before.

The dragon cave exit in PL is definitely different. This may be intentional. An exit is an exit though. It works even if it does not look right. Someone should look at the door.

 

GROUP 1:

 

Valley of the Dwarves: (Just passed through)

VotD<-->WS,NC good

 

Nordcarn:

NC->WS good

NC<-->VotD,SKF good

Pretty sure I checked all of the doors both way.

You can go out of tavern's back door, but you can't go in it. Clicking on the wall on the back side of the tavern will get you walking towards the front. Clicking the door will give an error message. I believe it said it was too far away.

 

GROUP 3:

 

Portland:

 

PL<-->MM,DP,TD good

PL->WS is good, but can't return from WS

You are in Portland [193,93], [179,107], [199,106], [130,94], [214,52], [275,90], [280,110], [258,103], [257,102], [52,191], [95,56] good.

boats, tavern, general store, library, storage in the city are good.

saphire cave, potion school, magic shop, flower shop, north general store, manu school is good

The titanium mine is good except that the double ladders in the lower portion of the titanium mine only partially work

*"Go to the doorstep and then click on the door to get inside" in Portland [135,252]

 

You are in Portland [278,117], [265,125] does not work (maybe never did, but you get a door icon)

*The lighthouse in PL is now on a block of map that is floating out in the sea.

 

NOT LISTED

IP doors and flags are good.

IP <-->WS good

From something Radu told me, it sounds like the WS map is probably not done yet, so the failed harvest attempts and failed map changes is no surprise.

*WS->PL failed

*WS->SKF failed

*WS->NC failed

*Aluwen temple exit in WS is a ways to the side of the entrance.

 

Edit: Added a note about a visual issue to SKF that I forgot to post then.

Just to make sure, I did a diff between my 2dobjects, maps, 3dobjects, etc and the RAR files. Everything seems to be in order.

Did a test of NC and posted it in a separate post and above.

Edited by nathanstenzel

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I'll take Group 9!

 

I might be able to do other groups this weekend if there are any left-overs :D

 

I have had no problems with any C1 flags using the new patch. No crashes either :)

 

 

EDIT: (SP)

Edited by marack

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I'll take Group 9!

 

I might be able to do other groups this weekend if there are any left-overs :D

 

I have had no problems with any C1 flags using the new patch. No crashes either :)

 

 

EDIT: (SP)

Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me.

If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it.

Edited by nathanstenzel

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GROUP 10

 

EVTR

 

- Tavern door can't be used (cellar door too) (the cursor is changing)

- Exit banners to all the connected maps don't work (the cursor is changing)

- Blacksmith door doesn't work (the cursor is changing)

- PK cave entrance doesn't work (the cursor is changing)

- Wilowvine forest banner to EVTR is working

- Irsis banner to EVTR is working

- Idaloran banner to EVTR is working

 

 

- http://img188.imageshack.us/img188/8048/elscreen001.png

- http://img202.imageshack.us/img202/7237/elscreen002.png

- http://img169.imageshack.us/img169/1126/elscreen003.png

- http://img48.imageshack.us/img48/8815/elscreen004.png (tavern cellar door)

- http://img113.imageshack.us/img113/4184/elscreen005.png

- http://img113.imageshack.us/img113/6882/elscreen006.png

- http://img367.imageshack.us/img367/5040/elscreen007.png

- http://img79.imageshack.us/img79/1922/elscreen008.png

- http://img79.imageshack.us/img79/9674/elscreen009y.png

- http://img42.imageshack.us/img42/5447/elscreen011n.png

- http://img372.imageshack.us/img372/2358/elscreen013.png

- http://img106.imageshack.us/img106/341/elscreen015.png

 

 

GROUP 9

- the small tunnel to gypsum mine have a floating wall:

http://img651.imageshack.us/img651/1904/elscreen017.png

- the grass tiles in Irsis don't look well:

http://img31.imageshack.us/img31/8376/elscreen016.png

- the ground-water edges in Irsis docks are not seamless:

http://img15.imageshack.us/img15/1660/elscreen018.png

- Irsis floating mountain wall:

http://img385.imageshack.us/img385/797/elscreen020.png

 

GROUP 6

 

- overlapping table tiles in Palon Vertas cafeteria in the magic school looks strange:

http://img63.imageshack.us/img63/8916/elscreen021.png

- overlapping table tiles in Palon Vertas kitchen in the magic school looks strange and they flicker when the view is tilted:

http://img130.imageshack.us/img130/8355/elscreen022.png

Edited by tropatropa

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Thanks so much for helping out guys!!

 

If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it.

 

Yes WS is bugged, you're correct about that.

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Hey, Roja, if I update my cvs copy and have it replace the files, it won't hinder the progress, will it?

I checked and all of the files in those rar packages you and Radu posted for the test must have come from cvs. I diffed this morning and found no real differences else than new emotes were added since the patch.

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The only thing you should trust 100% from the cvs is the client .exe, I do not take or upload art files to the cvs, so whatever's in there may be outdated and old. Use what we provide in these packs only.

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Group1

Tarsengaard [194,213] if i leave the house i stuck in the door

Tarsengaard [143,231] if i pass the house i go through the walls sometimes

Edited by Cordor

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I went through group 4. Naralik and Grubani seemed fine to me. I couldn't get though the WS sign to Tirnym so I teleported in. I checked Tirnym and the interior (it used to be called Tirnym past didn't it?) and found no problems except I couldn't remember how to get out of Tirnym past so I didn't check the sign from Tirnym to WS.

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Roja, would you prefer that we forum pm you the odd stuff for secret locations? I figure that would be best for keeping it secret.

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I'll take Group 9!

 

I might be able to do other groups this weekend if there are any left-overs :confused:

 

I have had no problems with any C1 flags using the new patch. No crashes either :pickaxe:

 

 

EDIT: (SP)

Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me.

If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it.

 

 

Yes, I'm using the latest patch and testing on the test server exclusively. The flags which I've been using are on the ships. So I just confirmed your findings now that the land flags from WS to NC, TG, PL, SKF, MM and Tirnym do NOT work as you described.

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ARIUS Map - Part 1

 

ARIUS-ground tile missing

th_ARIUS-groundtilemissing.jpg

 

ARIUS - missing watertile in cave

th_ARIUS-missingwatertileincave.jpg

 

ARIUS - mountain out of alignment with door

th_ARIUS-mountainoutofalignmentwithdoo.jpg

 

ARIUS - mountain out of alignment with floor

th_ARIUS-mountainoutofalignmentwithflo.jpg

 

ARIUS - door covering window

th_ARIUS-doorcoveringwindow.jpg

 

ARIUS - door covering window 2

th_ARIUS-doorcoveringwindow2.jpg

 

ARIUS - door covering window 3

th_ARIUS-doorcoveringwindow3.jpg

 

ARIUS - door covering window 4

th_ARIUS-doorcoveringwindow4.jpg

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Not sure if this is particular to my graphics card and the way it handles shadow mapping, but looking at a big wall (like the south wall in Nordcarn) with sunlight coming in at an angle, edges of the wall objects (e.g. there is one by 80,25) are highlighted along the edge as if there were not another section of wall adjacent to it, blocking the sun from that angle. The end effect is each section of wall gets progressively darker until the highlighted seam with the next wall chunk. The effect is mostly seen on the inside of the wall.

 

A little graphic demonstration to explain:

Assumptions: S = sunlight. [wall] = wall segment. Source of light is from the left. Spaces should be ignored (they are just to emphasize the side of the seam which is lit).

 

S[wall] [wall] [wall] (sunlight hitting the wall from the left should only light up the left side (and top) of this wall.

What is happening:

S[wall] S[wall] S[wall]

Edited by asgnny

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ARIUS MAP Part 2

 

All doors work on this map to the best of my knowledge. I'm done with ARIUS!

 

ARIUS - door missing

th_ARIUS-doormissing.jpg

 

ARIUS - rock missing section in the crane thingy

 

th_ARIUS-rockmissingsectionintheshipsr.jpg

 

ARIUS - door needs to be brought in front of wall tile

 

th_ARIUS-doorneedstobebroughtinfrontof.jpg

 

ARIUS - door partially covered by wall tile

 

th_ARIUS-doorpartiallycoverbywalltile.jpg

 

ARIUS - door partially covered by wall tile 2

 

th_ARIUS-doorpartiallycoverbywalltile2.jpg

 

EDIT: link

Edited by marack

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I'll take Group 9!

 

I might be able to do other groups this weekend if there are any left-overs :evilgrin:

 

I have had no problems with any C1 flags using the new patch. No crashes either :)

 

 

EDIT: (SP)

Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me.

If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it.

 

 

Yes, I'm using the latest patch and testing on the test server exclusively. The flags which I've been using are on the ships. So I just confirmed your findings now that the land flags from WS to NC, TG, PL, SKF, MM and Tirnym do NOT work as you described.

 

 

Regarding WS Map: I can't enter the house @ 532, 54 either.

 

 

IRSIS Map Part 1

 

IRSIS - floating tree and green mounds

th_IRSIS-floatingtreeandgreenmounds.jpg

 

IRSIS - floating stair supports

th_IRSIS-floatingstairsupports.jpg

 

IRSIS - floating green mounds

th_IRSIS-floatinggreenmounds.jpg

 

IRSIS - cant exit from this side of door

th_IRSIS-cantexitfromthissideofdoor.jpg

 

IRSIS - walkway supports not working

th_IRSIS-walkwaysupportsnotworking.jpg

 

IRSIS - missing rock section

th_IRSIS-missingrocksection.jpg

 

IRSIS - small garg floating

th_IRSIS-smallgargfloating.jpg

 

IRSIS - missing stone roadside

th_IRSIS-missingstoneroadside.jpg

 

IRSIS - missing stone fence (not roadside) EDIT

th_IRSIS-missingstonefences.jpg

Edited by marack

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Worked on Irinveron (part of group 13)

Irinveron

All entries/exits/secrets appeared to be functioning properly...including a couple not so known locations.

 

Bottle is too tall

http://img697.imageshack.us/img697/8969/el...31308380219.jpg

 

Half a rock

http://img716.imageshack.us/img716/779/el2...31311400027.jpg

 

Half rocks

http://img251.imageshack.us/img251/6406/el...31311312831.jpg

 

Half rocks

http://img709.imageshack.us/img709/6658/el...31311312542.jpg

 

Floating icicle

http://img133.imageshack.us/img133/998/el2...31311302119.jpg

 

Half rocks

http://img682.imageshack.us/img682/9435/el...31311292461.jpg

 

Canoe hit an iceberg?

http://img704.imageshack.us/img704/9804/el...31311195957.jpg

 

Feet in gangplank

http://img29.imageshack.us/img29/1662/el2010031311130800.jpg

 

Flickering furs on floor, under bed AND by door (can't see them normally you have to find just the right spot)

http://img651.imageshack.us/img651/5323/el...31311111625.jpg

 

Items are displaced

http://img3.imageshack.us/img3/5959/el2010031311100959.jpg

 

Headache

http://img714.imageshack.us/img714/2291/el...31311035945.jpg

 

More headache

http://img534.imageshack.us/img534/138/el2...31310530229.jpg

 

Even more headache

http://img171.imageshack.us/img171/2976/el...31310453725.jpg

 

Floating sapphires

http://img42.imageshack.us/img42/6725/el2010031310402363.jpg

 

Floating cinnabar

http://img687.imageshack.us/img687/8311/el...31310395812.jpg

 

Look Ma, no Bug

http://img202.imageshack.us/img202/6784/el...31310083413.jpg

 

Floating icicle

http://img715.imageshack.us/img715/2507/el...31310014548.jpg

 

Bug in a rock

http://img191.imageshack.us/img191/214/el2...31309505956.jpg

 

Hole in ground

http://img171.imageshack.us/img171/3117/el...31309462404.jpg

 

Arrows/Quiver are inside wall

http://img534.imageshack.us/img534/1802/el...31309272741.jpg

 

Hole along wall

http://img294.imageshack.us/img294/6240/el...31309255476.jpg

 

[202,360] Fur and Oriental rug do not show and flicker if you hit the right spot

http://img695.imageshack.us/img695/7749/el...19166820236.jpg

 

Snow at door and Fur under bed Flicker/do not always appear

http://img710.imageshack.us/img710/1180/el...31309143076.jpg

 

Items are displaced

http://img202.imageshack.us/img202/8039/el...31309130728.jpg

 

Fur rug is not visible except from certain angle/flickers

http://img684.imageshack.us/img684/7813/el...31309093109.jpg

 

Books, items displaced

http://img709.imageshack.us/img709/6163/el...31309061109.jpg

 

Mantle items displaced, white bolt

http://img169.imageshack.us/img169/103/el2...31309051625.jpg

 

Doormat does not appear/flickers

http://img163.imageshack.us/img163/9273/el...31309003221.jpg

 

Fishing nets/Doormat disappear/flicker

http://img3.imageshack.us/img3/9951/el2010031308431631.jpg

 

Flames seem much higher than candle(saw other instances not documented)

http://img9.imageshack.us/img9/9245/el2010031308395764.jpg

 

Mantle item displaced and apparently I lost an arm :evilgrin:

http://img22.imageshack.us/img22/2584/el2010031308350807.jpg

 

Red rug does not appear always/flickers into view

http://img715.imageshack.us/img715/9262/el...31220504724.jpg

 

Should be everything, contact me if any questions :~)

Edited by bugabear

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IRSIS - Part 2

 

I'm finished with IRSIS...everything else seems to work to the best of my knowledge :evilgrin:

 

 

IRSIS - missing bricks

th_IRSIS-missingbricks.jpg

 

IRSIS - lock misplaced

th_IRSIS-lockmisplaced.jpg

 

IRSIS - gaps in stone fence

th_IRSIS-gapsinstonefence.jpg

 

IRSIS - fence through building

th_IRSIS-fencethroughbuilding.jpg

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KUSA Map

 

Everything seems to work to the best of my knowledge :evilgrin: Kusa map completed!!

 

Minor items below:

 

KUSA - too many breads

th_KUSA-toomanybreads.jpg

 

KUSA - pk arena: rocks placed too high around it

th_KUSA-pkarenamanyrocksplacedtoohigh.jpg

 

KUSA - floating moss over vines

th_KUSA-floatingmossovervines.jpg

 

KUSA - floating bushes or missing mountain

th_KUSA-floatingbushesormissingmountai.jpg

 

KUSA - floating bush

th_KUSA-floatingbush.jpg

 

Entered WV cave from Kusa;

 

WVCave - missing rock at top of staircase

th_WVCave-missingrockattopofstaircase.jpg

 

WVCave - missing rock

th_WVCave-Cavemissingrock.jpg

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