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Everything posted by Wulfmaer

  1. Sadly the deed for this maze dropped over a year ago. While the hedge part of the maze is still there, though the local birch forest is slowly reclaiming the grass tiles, all the objects that made up the puzzle have long since decayed From what I can remember, the puzzle aspect used a number of clues scattered through the maze (the clues being written on paper and placed in large chests), the answer to each clue being an object placed in the maze that had a letter for a name. The letters built up a riddle which when solved led to a location in the maze which the prize (or a paper certificate) was hidden.
  2. I don't remember seeing anything about talking to the forgetter if you leave one part of the maze and re-enter using a different entry. If that really is the problem, and I suspect it is, using the sign to get back to the central area should also either advise you to talk to the forgetter, or clear down progress.
  3. Certainly torture! Think I lost my sense of humour in one of those mazes... Got my mask, but still seem to have Xan_MS_03 at 22% - might be related with the statues sending me round in circles in the house. Anyway, thanks Retro, and all those that helped put the event together. Glad Midsommar to one and all.
  4. Over the last a while this tunnel has been created (see history below). Current Status: passable by boat (rowboats, sailboats and knarr). Depth will be increased to allow all boats once the ore veins have been mined out. Cart access is available at points b, c, and d on the map - point a provides access to an underground harbour, and there is currently no western cart entrance (there was once access via the caves on the Winter's Night deed, but that has collapsed and left for anybody that re-deeds that spot). The bridge inside the cave at the western end is bugged (it has been named to warn people) so do not use it to cross to the footpath. There are lots of ore veins that still need to be mined out, so there will some weaving to do until these are removed. For those interested in helping mine out the ore there is a map available, see https://docs.google.com/spreadsheets/d/12g02zThs1KFxJc7PhMRqtH3o2qhPnlUY9V41WrVy4Y4/edit?usp=sharing Some History Those with a long memory might remember this video from the Factional Fight brothers. Hopefully McGarnicle will stop by and flesh out the early history. When I spoke to him about this project he mentioned that somebody had spent everyday for over a month with an alt army working on the tunnel. What with burn out, and people relocating deeds in the year since the video, with only part of the tunnel with support beams, it was slowly decaying (not helped by a little bug that saw many tunnels have problems). Having used this tunnel a number of times, a couple of months ago while using it as a short cut to a rift, the tunnel was blocked in a couple of places due to recent rockfalls. With the help of Gatling and Merina the rockfalls have been removed, together with a few of the ore veins, and the cave walls supported. I have also put some lighting in, to help dispel the Grue and light the way around the ore veins. Some pictures of the tunnel, taken on a journey west to east.
  5. Canal, knarr only between http://wurmonlinemaps.com/Maps/Xanadu?x=2152&y=-1934&z=6 and http://wurmonlinemaps.com/Maps/Xanadu?x=2646&y=-1928&z=6 For full details see (there is some cart access at a few points, but best not to complicate the map) Van Diemen's Cove has disbanded.
  6. Good to see that the troll relocation program is still running
  7. There are pictures in the wiki, see https://wurmpedia.com/index.php/Shoulder_pad
  8. The last time last seen my sanity and sense of humour were both lost in the clouds of mountain top maze. Who knows I might run into them this weekend
  9. bridge bug

    I have this problem with an off-deed sandstone arched bridge in a tunnel on Xanadu west from vrock lake. This is with an arched standstone bridge connecting one site of the canal to the other.
  10. That is certainly not normal. There should be a `console.character-name.log` file in the `/Users/username/wurm/` directory. If there is there is should be something there to help identify what is happening. If the above log file does not exist, you can get Java to open a console window which will display the log. To do this you go to the Java Control Panel, it's one of the items in 'System Preferences' - it will open in a separate window. In the 'Advanced' tab if you select 'Java Console' - show console and then OK. If you then try running Wurm again you should get a Java Console window. In either case, if you copy the contents of that log file to the forums somebody here should be able to help resolve your problem with getting Wurm to run.
  11. Those plateaus in the graph is just an indication that no data was collected during those periods, it is just the way that graph tool works.
  12. 50c
  13. Didn't see Kegan's post, until now. Also raised in the client bug
  14. Looks as if the reinforced cave walls have the surface bumps of the un-reinforced wall. Looks very wrong... Both the stable and unstable client have this problem.
  15. 50c
  16. If this ever comes back we also need to have mobs also colliding with trees. I can remember struggling to weave through a Chestnut forest when we still had this, while for the pack of trolls chasing it was as if the trees did not exist.
  17. Could make it so that some items can only be planted/secured on floor tiles - so they become unplanted when the floor tile decays.
  18. With the new cave tile borders there is not a corner border on the side of the tile that is against a wall. It would be very nice to the able to plant hanging lamp, and torches, against reinforced cave walls (plant left, right or centre - like trellis against walls). If this also resulted in the lamp giving the appearance of being mounting on the wall, so much the better, but this as this would mean a difference in how the brass/iron/imperial lamps are placed it might not be possible. Or on a different tack, now we have bless lamps, why not some similar and add blessed support beams which when used to reinforce a mine wall include a lamp that provides the same light as a lamp of the same quality of as the support beam - or have variants of support beam that include lamps (which can be blessed to stay lit off deed).
  19. I wonder, would it be possible to use a player tendency to kill them to modify herbivores running away, and aggressive attacking. So, a player's threat level to an animal type to modify the behaviour of other animals of that type. Say you go out and kill a whole load of spiders in future encounters a spider is more likely to be wary of you (stand their ground, or run away, rather than attacking) - something that would decay over time. With herbivores it might be that if you haven't killed any for awhile that they are more likely to ignore you.
  20. Back down to the south east again, to P20 this time. Wolfey got there before me...
  21. One of the champion rift jackals has outlived the rift. Here it can be seen by the buildings of Highland Farm - to the east of where the rift was... and a little later as some locals try to drag it way...
  22. That would very good - just as long as we don't get vast areas of packed tiles as they move about.
  23. Yes, I meant the south east.
  24. This is still an issue, with latest unstable client at least. As above, this is with the ground (first) floor of a structure...
  25. As the title sayes, text on signs is not visible when using the Mac client. I notice in an old post that this feature needs openGL version 3.0 or better, I assume that is still the case. In the console, I see "OpenGL version: 2.1 NVIDIA-10.17.5 355.10.05.45f01", full console log in spoiler (this is using the Apple Graphics Driver) Using the NVidia driver makes little difference "OpenGL version: 2.1 NVIDIA-10.18.5 378.05.05.15f01" - and latter this year is likely, with the release of Metal2, no longer be an option in any case). From an Apple support page about openGL support, https://support.apple.com/en-gb/HT202823 I see that my Mac (late 2013 27" iMac) supports openGL 4.1 I notice there is a possibly relevant, somewhat old, stackoverflow question that may relate, https://stackoverflow.com/questions/20264814/glsl-version-130-on-mac-os-x-causes-error, also see https://stackoverflow.com/questions/19865463/opengl-4-1-under-mavericks/19868861#19868861 which has some notes on how to get anything better than openGL 2.1