Search the Community

Showing results for tags 'deed'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Found 468 results

  1. Updated: 11 February 2017 Interactive Map - (recommended) exodus.nesgamepro.com Map Image File /map.jpg Map Dump Image File /mapdump.jpg Globe Just for fun Help Page How To Contribute Please submit all deeds you find that aren't on the map and any deeds you find disbanded in this post. Recently disbanded deeds don't need to be submitted as there is now a system in place to alert me to it. The deed will be removed in the next map update. If you own a deed that was added but you don't want it on there PM me and I will remove the name but for the sake of accuracy leave the deed marker. Be exact as possible using the X/Y coordinates (not in game coordinates) or preferably the map pointer link from the interactive map. For new roads or canals an image with an example will be most helpful. Also include if you would like a mailbox, merchant or public trader icon by your deed name. Unlike mailboxes etc. which are just placed by the deed name, guard towers will be placed where they actually are on the map. When I 'like' your submission post it means I've updated the master file and it will appear in the next map update. Deeds needing to be checked if they still exist: Thanks to everyone who has contributed to this map over the years, it would not be possible without the support of the community.
  2. House and deed planner for Wurm Online and Wurm Unlimited DeedPlanner (previously known as HouseCalc) is very customizable, 3d deed/house planner for Wurm which allows you to plan and see your dream house/village before creating it in game. Development is still active and program is open sourced, so reported bugs will be fixed, new features can (and in most cases will) be added on demand. Everyone with Java/OpenGL experience who want to help and add their own contribution to the biggest Wurm map planner can join the project. Download DeedPlanner 2.8.1 download Compatible systems: Windows, Linux Tested on: Windows 7, Ubuntu 16.04 LTS, Ubuntu 17.04 Latest release: 22.04.2017 If you like this program, please donate! DeedPlanner 1.7p (deprecated final 1.x version) Trello page Facebook page New Github repository Old Github repository Program features plan your own house/deed and see it in 3d, just like in game! ability to edit ground tiles, floors, walls, roofs, objects, bridges and heightmap undo/redo feature mark your villages with text labels cave view, together with cave dwellings calculation of materials needed to build anything on the map or carpentry and materials required to build single building fully configurable FPP and 2d view camera in-game perspective simulation mode load and save maps with copy-paste, files or pastebin.com possibility to import old DP and WAK maps large database with most of the Wurm objects and textures added Problems, errors, bugs If program don't even start, please make sure that you have the lastest Java (JRE 8) and program is unzipped. Java 8 is included with Wurm Unlimited installation and is required to run Wurm Online as well. In case of any problems please post error log (in main program directory) and describe the problem. I am trying to fix all bugs as soon as possible. In case of maps loading bugs, please attach save pastebin. In case of program loading bugs, please post both error and info logs (if not empty). Error and info logs are overwritten each time you run program, so please copy logs just after bug is spotted. Translation If you want to see DeedPlanner interface in your language, please send me private message - I will send you all informations needed to achieve this task. Translation is very easy and shouldn't take more than 15 minutes. Currently supported languages: English, German, Polish, Czech Screenshots Credits Warlander - program code, database maintenance, Polish translation Keenan - program code (symmetry feature) Aldur - for ideas, Exodus "tour" to find the most complex roofs Capi - German translation Hipshot - sky texture Yaga - German translation Aum - art (program logo) Malena - art (farm textures) Yldrania - art (program icons) All users - feedback and donations Changelog DeedPlanner 2.8.x - not released yet Added "Import heights from game" height edition mode DeedPlanner 2.8.1 - 22.04.2017 Added new stone fences Enabled placement of multiple roofs on the same tile Fixed wrong ID's of some new wall types, causing them to be saved as different wall types Fixed bug not allowing you to place walls/floors in caves if terrain on surface is not level Corrected wide staircases materials counts DeedPlanner 2.8.0 - 14.04.2017 Added "Animals" tab Added new program icons (big thanks to Yldrania! ) Added possibility to exclusively import a single mesh from a model Added new wall and fence types Added new pavement types Added reinforced cave floor tiles Added sandstone veins Added yule goats, reindeers and valentine potteries Added orange trees Added trellises Improved functionality of height previewer to also work for tile centers Few graphics improvements (improved distant textures rendering - might have slight performance impact) Moved all wall types into their corresponding categories Changed contrast of cave floor and cave wall tiles Fixed inconsistent naming of some pavement types DeedPlanner 2.7.2 - 14.03.2017 Added possibility to toggle bridges rendering in 2d view Added over 50 new objects Added new categories for some of the new objects, moved some of the existing objects to better fitting categories Renamed "Fountains" objects category to "Water Sources" DeedPlanner 2.7.1 - 22.02.2017 Added workaround for saving to Pastebin if option to open web browser directly is unsupported Added bee hives and stills Slightly changed GUI text of bridge removal option, for clarification DeedPlanner 2.7.0 - 10.02.2017 Added farm planning feature (big thanks to Malena! ) Added support for different ground textures in 2d and 3d view Added support for .dds texture format Added search feature to the objects tab Added all street lamps: copper hanging, brass, brass hanging, bronze hanging, gold hanging, silver hanging, iron, iron torch, iron imperial Added all candelabras: copper, gold, silver, iron, seryll Improved behavior of loading window text boxes Cave tab replaces ground tab now (and vice versa) while switching between surface and cave view DeedPlanner 2.6.7 - 25.11.2016 Added possibility to customize left and right-click ground types you want to place: simply use the proper mouse button to select ground type for that button! Added pillars and obelisks. DeedPlanner 2.6.6 - 06.10.2016 Fixed objects sinking into the floor Fixed missing campfire texture DeedPlanner 2.6.5 - 24.09.2016 Added woven fences Fixed marble bridges weird texture bug Fixed external map loading issue DeedPlanner 2.6.4 - 30.07.2016 Added new objects: beds, fireplace, bookcases, coffers, armor stands, wardrobe DeedPlanner 2.6.3 - 08.07.2016 Added deed import info dialog Tip of a day on startup is no longer on as default setting Fixed bridges deleting on map resize DeedPlanner 2.6.2 - 29.06.2016 Fixed critical bug causing walls on different layers (cave and surface) not being rendered if placed on the same tile DeedPlanner 2.6.1 - 29.06.2016 Added code changes mentioned in previous update Removed possibility to place roofs underground DeedPlanner 2.6.0 - 28.06.2016 Cave dwellings added! Added most PMK tall banners, banners and flags Added new "Kingdoms" category to objects tree Added new warning window appearing if you are trying to launch program from inside the .zip file or outside of unzipped folder DeedPlanner 2.5.7 - 05.06.2016 Added possibility to toggle trees (always visible/visible in 3d view/never visible) Fixed bridge duplicating bug DeedPlanner 2.5.6 - 03.05.2016 Fixed dragon HOTA and JK tall banners Fixed diagonal roads bug Disabled face culling until source of issues with models will be found DeedPlanner 2.5.5 - 25.04.2016 Added tall banners, kingdom guard towers and oleanders Fixed few GUI resizing issues Fixed corrupted textures using non-existent texture index instead of unbinding Fixed flags and banners DeedPlanner 2.5.4 - 01.04.2016 Made DeedPlanner configuration directory hidden on Linux by default (existing configs shouldn't be affected, but you can manually make file hidden to apply this change) Fixed hedges bugs. DeedPlanner 2.5.3 - 18.02.2016 Fixed most (all?) missing textures. DeedPlanner 2.5.2 - 08.02.2016 Added PayPal donation button to main program screen Improved few interface elements a bit (especially the ones in "Labels and Materials" tab) Improved error handing of textures (no error spamming, program uses blank texture instead of faulty one) Fixed staircases missing texture DeedPlanner 2.5.1 - 07.02.2016 Added new program logo Fixed mailboxes bugs DeedPlanner 2.5.0 - 07.02.2016 Replaced old Collada model loader with new WOM model loader - loading of all models is much faster now Replaced all Collada models with WOM models Improved models debugging Added BSB and FSB models DeedPlanner 2.4.4 - 24.01.2016 Added all new staircase types DeedPlanner 2.4.3 - 15.01.2016 Added "Tip of the day" window Added more diagonal road types (all cobblestone types and slabs available now) Fixed flat wooden bridges bugs Fixed skybox texture bug existing on some GPU's DeedPlanner 2.4.2 - 02.01.2016 Added possibility to delete bridges in different way Fixed bridges entering another state of existence and resurrecting after deletion Fixed weird looking bridge segments DeedPlanner 2.4.1 - 01.11.2015 Added selected tile highlight in bridges mode Fixed rendering of bridges (bridges will always have max brightness now) Fixed some broken bridges Fixed bug related to bridges at higher levels not being rendered correctly (should work with 2.4.0 saves) Fixed few stability related bugs DeedPlanner 2.4.0 - 25.10.2015 Added bridges Added symmetry editing mode Added file > quit Added a lot of new models, including forges, ovens and market stalls Improved model loader which is capable to load a lot of new objects now Fixed maps smaller than 50X50 Fixed rendering at heights above 2333 Fixed some roofs not being rendered correctly Fixed resizing bug related to cave labels DeedPlanner 2.3.5 - 07.09.2015 Fixed windows and portcullis bug DeedPlanner 2.3.4 - 07.09.2015 Fixed arched walls bug DeedPlanner 2.3.3 - 07.09.2015 Improved deleting objects (should be much easier now) Improved objects placement (old placement mode can be activated via shift key) Bottom floor of houses is using proper walls models now Added Czech translation Improved currently existing translations Doubled scale of all trees DeedPlanner 2.3.2 - 18.08.2015 Added standalone staircase Updated staircases model Fixed rare mouse bug causing the program to sometimes crash on Windows DeedPlanner 2.3.1 - 22.05.2015 Fixed another old DP maps loading bug Fixed cave labels loading/saving DeedPlanner 2.3.0 - 22.05.2015 Added cave layer Added cave labels Added possibility to delete selected structure Added colorblind mode Added all cave wall types to the database Fixed automatic walls reversion overriding classical walls reversion feature Fixed old DP maps loading bug DeedPlanner 2.2.1 - 16.05.2015 Added possibility to rotate floors Added intelligent walls rotation near edge of floor Added small interface changes Added all stairs Added magic chest Made labels-related memory leak less significant DeedPlanner 2.2.0 - 07.05.2015 Added possibility to display preview icons in walls tab Added icons for all wall types Changed the ground rendering in order to get rid of rendering artifacts DeedPlanner 2.1.5 - 28.04.2015 Added lawn Added banners Added flags Partially fixed label memory leak (last fix for now) DeedPlanner 2.1.4 - 27.04.2015 Slightly optimized rendering of labels Fixed memory leak related to labels DeedPlanner 2.1.3 - 22.04.2015 Improved program memory management, amount of RAM allocated every second is multiple times smaller now (about 30 mb vs 4 mb on the same map) Improved loading of models Fixed memory leak related to loading of models DeedPlanner 2.1.2 - 12.04.2015 Fixed walls deleting bug Fixed bug occurring when trying to place wall without selecting any DeedPlanner 2.1.1 - 12.04.2015 Added tapestries Added language switch DeedPlanner 2.1.0 - 28.03.2015 Added possibility to rotate walls Added colored tile borders Added internationalization Added German and Polish translation Added donate button in map saving window Fixed walls deleting bug Fixed village token model bug Removed embedded tools (not needed anymore as improved versions of these tools have web version) DeedPlanner 2.0.3 - 19.03.2015 Added save/load directory memorizing Added flowerbeds Added possibility to place fountains at any position Fixed normal and crude wooden fence gates DeedPlanner 2.0.2 - 13.03.2015 Added hedges Added new wall types Added possibility to calculate materials of area (click and hold) Changed height edition a little Fixed semi-transparent objects rendering Fixed hedges and trees rendering Fixed map resizing/height bug Fixed memory leak Removed bumpmapped terrain DeedPlanner 2.0.1 - 08.12.2014 added some new objects, including archery tower and stone wall portcullis fixed roofs calculations bug fixed invalid models bugs DeedPlanner 2.0.0 - 27.11.2014 added materials and carpentry calculations for maps and buildings added some GUI animations added entities type show on mouse over added settlement token improved fill algorithm for ground tiles DeedPlanner 2 BETA 1b - 02.11.2014 slightly changed portcullis model fixed invalid mesh bug DeedPlanner 2 BETA 1a - 02.11.2014 added some objects, including freedom guard tower, loom, small and large anvil fixed bushes size fixed portcullis bug DeedPlanner 2 BETA 1 - 31.10.2014 added objects added labels added fences in arch walls added program logo (very simple at the moment - just to make program more visible in taskbar) added more debugging options, including graphics performance counter (out stream and info log) small changes in program rendering engine - slightly better performance and few new possibilities very large database changes - added many objects and new wall types, over 200 new entities fixed smooth height tool small fixes to undo/redo feature DeedPlanner 2 ALPHA 6c - 02.10.2014 fixed roofs bug DeedPlanner 2 ALPHA 6b - 30.09.2014 fixed ground deleting bug DeedPlanner 2 ALPHA 6a - 30.09.2014 fixed map saving critical bug DeedPlanner 2 ALPHA 6 - 29.09.2014 added possibility to import old DP maps added possibility to import WAK maps new entity storage system - big maps should take much less RAM, system is more flexible than previous and will allow to add some new features easily HoTS got some hate few database fixes DeedPlanner 2 ALPHA 5 - 22.07.2014 added "Select height" edition mode added height preview widget added chain link fences fixed few memory leaks fixed some possible NullPointerExceptions DeedPlanner 2 ALPHA 4 - 27.06.2014 added build restrictions added old height edition models added program exit confirmation dialog added program version info (in program window title) fixed wrong height on mouse hover values in 2d view fixed undo/redo bugs related to floors, walls and roofs DeedPlanner 2 ALPHA 3 - 20.06.2014 added new cobblestone ground types added fall ground textures added possibility to disable terrain noise removed second loading bar fixed data loss after resizing fixed height after map load bug DeedPlanner 2 ALPHA 2 - 19.06.2014 fixed map loading/saving/resizing bugs fixed season change crash bug few fixes in Objects.xml file - visible fence gates, change of few winter textures info changed program folder name from "DeedPlanner" to "DeedPlanner 2" DeedPlanner 2 ALPHA 1 - 18.06.2014 first DP2 unstable release DeedPlanner 1.7p - 29.01.2014 better error handling (named threads, better exception checking) roof updater bug fixed map loading should be more stable now DeedPlanner 1.7o - 14.11.2013 added stone fence DeedPlanner 1.7n - 12.11.2013 added pillars fixed heightmap editing bug DeedPlanner 1.7m - 01.11.2013 second fix to program loading bug DeedPlanner 1.7l - 01.11.2013 fixed program loading bug better error logging DeedPlanner 1.7k - 01.11.2013 changed palisade texture and model fixed clay tiles bug (this do not affect saves before this version) DeedPlanner 1.7j - 29.10.2013 fixed skybox texture dynamic models loading - program startup is even faster now DeedPlanner 1.7i - 28.10.2013 all tree types now have three variants: small, normal and big dynamic resource loading - program startup should now is many times faster than before program startup crashes should be fixed new config file format DeedPlanner 1.7h - 22.09.2013 fixed keybindings bug DeedPlanner 1.7g - 21.09.2013 performance optimalizations (about 300-400% - now the program is very "light" even on huge maps) added keybindings (in program settings directory) added map autosave added trees: willow, pine, oak, maple, cedar, birch, walnut, linden, fir, chestnut fixed transparent objects rendering DeedPlanner 1.7f - 05.09.2013 added water tile to cave view view range in 3d mode is now much bigger fixed "edit slope" elevation edit mode bugs fixed carpentry calculations bug DeedPlanner 1.7e - 05.09.2013 added new elevation editing mode: "edit slope" for fast filling borders with slopes data from game added two new ground types: marble slab and slate slab, renamed slab to stone slab added outdates saves notify printed to error log if you are trying to load outdated saves performance optimalization - GPU usage on some machines should be smaller now program will change antialiasing value in settings if you cannot start program with selected/predefined setting improved preloader (look at the info log, it also should be faster and more reliable) fixed objects visibility in 2d mode fixed carpentry calculations DeedPlanner 1.7d - 02.09.2013 added changes mentioned in 1.7c update DeedPlanner 1.7c - 02.09.2013 fixed "fixed camera" mode fixed map navigation bugs added small changes to minimalize amount of program crashes while loading map (most visible in case of huge maps) DeedPlanner 1.7b - 02.09.2013 fixed bugs at zoom out bigger than map size fixed wrong ground layer rendering in FPP view fixed cave editing DeedPlanner 1.7a - 01.09.2013 slightly improved performance of roof calculations algorithms fixed all coordinate system related bugs fixed roofs rotation bug DeedPlanner 1.7 - 01.09.2013 coordinate system changed from xzy to xyz (invisible, but very big change) big performance optimalizations (up to about 2000% on bigger maps) added new window - "Help" donate button added to exit window changed default antialiasing from 16 to 4 samples max 2d map scale changed from 20 to 40 new keyboard shortcuts new savefile version (older saves are compatible) fixed few Objects.txt issues fixed material calculations bug DeedPlanner 1.6g - 03.06.2013 fixed loading of old saves DeedPlanner 1.6f - 01.06.2013 fixed objects loading bug (no rotation) fixed map loading crash DeedPlanner 1.6e - 01.06.2013 fixed writs walls movement bug fixed writs objects movement bug added camera rotation keys in 3d view: QE and TG new updater version: PayPal donate button deleted and moved into this thread (under download section) DeedPlanner 1.6d - 31.05.2013 added separate labels for surface and cave layer - minor change in save format, all old labels will be recognized as surface labels (if you want to have cave labels instead of surface labels, open converted save in text editor and replace all "false" to "true") when you open label window, label text will be selected by default changed default label color minor interface fixes mine doors added to database DeedPlanner 1.6c - 31.05.2013 added option to rename writ small interface changes new elevation editing mode DeedPlanner 1.6b - 30.05.2013 fixed strange ground tiles rendering fixed writs saving and loading (1.6a and 1.6 saves with writs will doesn't work) fixed light intensity fixed light position fixed ground tiles fading DeedPlanner 1.6a - 29.05.2013 lighting added - code by Aldur overall graphics performance improved - idea by Aldur fixed loading bug DeedPlanner 1.6 - 29.05.2013 completely new, lightweight save/load format added possibility to change pastebin save expiration time added objects rotation added labels new height changing mode: level area between two points small interface changes loading alghoritm fixes few database changes (changed scale of hedges) DeedPlanner 1.5f - 27.05.2013 few new models and textures added (bushes) small interface changes added possibility to change height level of writs DeedPlanner 1.5e - 26.05.2013 bugfixing DeedPlanner 1.5c - 25.05.2013 another NullPointerException fixed DeedPlanner 1.5b - 25.05.2013 added few more models added exit confirmation window DeedPlanner 1.5 - 24.05.2013 added many new fences and objects (more than 20) - some of fences don't have material count as it is currently unknown small changes to few models in the database (modified type colors) fixed objects placement bug data loading times should be faster and more reliable small changes to the writs rendering DeedPlanner 1.5 beta - 24.05.2013 palisades FINALLY added - say thanks to Wox Wurmian view added - change view height using shift/control + mouse wheel - shift is changing view height by one roof, control by 1/10 roof height vertical movement added (r and f keys) objects added, currently with two example models cave view added very big database update - all cave textures and some objects textures are added DeedPlanner 1.4e - 20.05.2013 new updater version (please download update from site) added option to change height globally added option to move writs InfoLog is reporting more things now fixed materials count needed to build high stone wall DeedPlanner 1.4d - 19.05.2013 added possibility to make screenshots (F11) added FAQ file added possibility to change terrain height with drag and hold added possibility to smooth terrain height DeedPlanner 1.4c - 18.05.2013 minor bugfixes in roofs editing code DeedPlanner 1.4b - 17.05.2013 added quick save/load fixed all previously reported bugs DeedPlanner 1.4a - 17.05.2013 fixed loading and resizing critical bugs DeedPlanner 1.4 - 16.05.2013 added heightmap editing options added water level new save format - old saves should be fully compatible with new format fixed multiplied carpentry in calculations bug fixed highest floor bug fixed gravel bug removed all movement restrictions DeedPlanner 1.3h - 11.05.2013 new updater version - old one will still work, but I recommend downloading current version from browser as autoupdater cannot update itself (added autorun of DeedPlanner after update is done) 2d and 3d view camera resets after map loading fixed "moving" writs bugs, old saves are NOT affected fixed bugs related to resizing (including all mentioned ArrayOutOfBounds exceptions in this thread) DeedPlanner 1.3g - 10.05.2013 added option to lock axis for walls new interface bar added tip of the day added error notify added display of current x, y, writ and selected object name DeedPlanner 1.3f - 07.05.2013 fixed writs critical bugs DeedPlanner 1.3e - 07.05.2013 Updater unzip bug fixed clear project bug fixed floors fill option bug fixed update checker in program improved (should make program start faster and run correctly without internet connection) new calculation mode (for writs and whole deed): calculate all objects on map and materials for each object type new calculation mode (only for whole deed): calculate all materials for each floor DeedPlanner 1.3d - 05.05.2013 autoupdater added third carpentry calculations fix DeedPlanner 1.3c - 05.05.2013 fixed bugs related to carpentry calculations added small feature for external developers: this is possible to run program with command line argument directing to .MAP file for instant map load on program boot (let it be a hint for you on what is coming from another developer ) DeedPlanner 1.3b - 04.05.2013 second carpentry calculations fix DeedPlanner 1.3a - 04.05.2013 added possibility to place walls outside writs fixed carpentry calculations bug DeedPlanner 1.3 - 04.05.2013 program renamed from HouseCalc to DeedPlanner completely new, writ-based building system - writ is required to build anything, but using writ system I can add much more deeds-focused features than before added option to calculate materials and carpentry for single buildings (by clicking "Calculate" button while writ is selected) carpentry calculations for the whole deed are removed added tooltips new save format fixed some bugs related to save/load system floor opening added few interface changes HouseCalc 1.2h - 28.04.2013 faster maps loading HouseCalc 1.2g - 28.04.2013 fixed materials calculator bug HouseCalc 1.2f - 27.04.2013 some new grounds, floors and walls added possibility to change RGB values of walls, in 0 to 1 scale (currently for everything in "walls" tab) big changes in program rendering core (invisible for most users) small changes in interface HouseCalc 1.2e - 25.04.2013 fixed right-click roofs deleting HouseCalc 1.2d - 24.04.2013 big optimalization - now 1000X1000 map should run almost as fast as 100X100 map new main window interface added brush size, pencil, fill and select options for grounds and floors (walls and roofs are not affected) HouseCalc 1.2c - 23.04.2013 switched from LWJGL 2.8.5 to 2.9.0 big optimalization changes - maps up to 1000X1000 allowed (but maps bigger than 500X500 may cause FPS drops) added possibility to change default antialiasing and disable mipmaps. HouseCalc 1.2b - 21.04.2013 map saving is about 10000 (!!!) times faster than before and shouldn't take more than few fractions of a second for 100X100 map (previously - more than 40 seconds). larger maps are allowed now, up to 250X250. small interface changes HTML in "Objects.txt" names is now enabled HouseCalc 1.2a - 20.04.2013 added possibility to use right click in ground placement mode to place default ground type HouseCalc 1.2 - 20.04.2013 new save format - older saves should be compatible with new format. fixed map loading bugs fixed mouse wheel bug faster map loading alghorithm mapper area is now resizable (size from 25 to 100 allowed, resizing is possible in every direction independently) now you can place ground tiles. First loaded ground tile is program default ground tile. HouseCalc 1.1b - 17.04.2013 added tall stone walls to the database you can use "q" and "e" to change roofs you can use mouse wheel to change currently selected floor/wall/roof HouseCalc 1.1a - 17.04.2013 fixed mipmaps bug HouseCalc 1.1 - 16.04.2013 two new windows: settings and update notifier added version checking few interface changes and fixes added option to disable grid changing map scale is now possible (in settings and via scroll wheel when it is enabled) added option to force Java to compile program added two speed modifier keys: shift and control (speed factor can be modified in settings) most speed options are configurable now double doors default RGB values changed fixed double walls placement bug HouseCalc 1.0c - 14.04.2013 second try to fix antialiasing bug (successful) HouseCalc 1.0b - 14.04.2013 fixed ARB pixel format bug (it was caused by antialiasing which is not supported on some computers - now if the program will detect that antialiasing is not supported it will disable it). fixed walls placement - it should be better now. HouseCalc 1.0a - 14.04.2013 added version info in lower left corner added info and error logs to the main directory - program err and out streams are saved there. If you encounter any problem, you should be able to see error in error log. HouseCalc 1.0 - 14.04.2013 initial release Please give feedback - your opinion is very important for the development of the program.
  3. Deed owners to decide if ghost templars or vanilla guards. + Deed guards with bows? + Better pathing so they don't run around or through fences? Anything like it would mean alot. Thanks! Kind regards Nirnan
  4. Dagon Fel is looking for a few good players. 4/15/17 - Still looking for a few good villagers ! We have all basic amenities, can make starter sets for tools, You can even climb in Rank with us. ________________________________________________________________________________________________________________ Water Food Shelter Beds Horses Caves for mining Mountains Loads of wildlife ! Very close to water and close to the open ocean Unexplored lands (sp00ky) Grass (the kind you can't smoke) (or at least, you wouldn't want to) We have it ! ________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________ You can even make many friends ! ________________________________________________________________________________________________________________ Ever wanted a Harvest Moon type experience ? ________________________________________________________________________________________________________________ Even the Gods make stars align for us ! ________________________________________________________________________________________________________________ This picture may be dated compared to what we have on deed, but we still have plenty of room for you with us. ________________________________________________________________________________________________________________ Pet wild horses ! (*Not all horses may actually be wild. **Your experience may vary.) ________________________________________________________________________________________________________________ Experience the views ! ________________________________________________________________________________________________________________ Current projects ! Infrastructure (making it easier to travel by land) Surface Mining (not a priority and most is done) Improvements ________________________________________________________________________________________________________________ ***If you answered YES to ANY of the above, Inquire within ! We may be able to help you find that experience which you seek.*** We only ask that you be Mature, Respectful, have a mind to learn the game you are playing, and realize that Real Life comes first. We are mostly active but not all the time. ________________________________________________________________________________________________________________ Thank you for your time, and apply within !
  5. This is a rare chance to own a private island. Looking to sell my island deed "The Isle Labyrinth". Currently I am one of two deeds left on the island and the other deed owner has not logged on for over 200 days. You can easily deed (or just build) on the remaining locations on the island and invite your friends. The deed is located at I-11 Xanadu. I will attempt to list the perks. - Main house, 2 buildings and a shed - 18 Horse corrals and one small 11 tile side field with enchanted grass - tunnel to top of mountain with Path of Power tile - deep waterfront with storage buildings - 2 mines with all veins except slate - Vynora colossus - the labyrinth consisting of 10-7 story buildings and many bridges connecting them - mine maze with puzzles - 4 fields, 210 tile,to hold horses or to farm - guard tower - a hidden grove - currently the deed 21x27 The monthly cost is 1 silver, 13 copper and 40 iron. View From Top of Mountain Horse Corrals with Enchanted Grass Courtyard Front Entrance Mine Entrance The Hidden Grove (off deed) View from Waterfront/ Vyn Colossus View of Waterfront and part of the Labyrinth (off deed) Please post any questions or PM me in game 35s
  6. I have a deed on Celebration. I found a nice spot near a friend's place and decided to deed. It had some nice ramps and an area where I could put a vault, and it was next to a very nice mine. After some time here, I have decided to expand my deed. However, there are two structures preventing me from doing so. To the north there is a bridge which was created into a building that would serve as a support. Besides being a pretty ugly bridge, it is unusable, since the plataform where the "support" is has decayed, making the bridge impassable. This is a very important bridge in the area that connects the west section and villages with the road to Summerholt. Since the bridge is down, locals are forced to use a very terrible dirt path next to the mountain that is a nightmare to take, where wagons and carts and even horses get stuck constantly. The building holding the bridge is 66ql and has taken about 9 damage in all the time since its creation. I came across this bridge months ago. To the south I have what seems at some time have been a horse stable, which has decayed to about 50dmg in at least 6 months. The prior owner of the deed told me that stable was there and he had it on perimeter for several months until he gave up and disbanded his deed. It has an average of 50ql. I have been told my only recourse is to disband my deed and move elsewhere. I don't really want to move, given I have a pretty damn good mine with all kinds of ores all labeled and set up (Thanks Wargasm!) and a perfect setup where I want. Is there anything that can be done about this? These buildings are uninhabited, and they were never meant to be housing anyways.
  7. If a building is on deed and for some reason the player who owned the building stops playing, the mayor should have the option of claiming ownership of this building. There is no reason for the mayor not to have this ability, they already have the ability to demolish the building, and or allow other village members the same option. So in essence there is no security issues with the player who was permitted to put up the building up on the deed in the first place. There are many reasons for a mayor to always try and obtain the ownership of on deed buildings, but quite often this is not done as to allow the village member of a deed some responsibility and freedom in doing there own building while living in that village. Often deeds transfer hands several times and a few buildings sit there with no active ownership. I myself in the past with friends joining wurm and playing for a short time then leaving again, along with there building writs. Asking for them to hand over the writ to there first building they put up was not something I ever thought to ask them. Recently I bought a deed and the owner did not have all the writs, I spent a lot of time with catapults and mauls tearing down buildings when I decided to resize the deed, a very time consuming task and such a waste for a nice building as well. What reason is there to force the mayor and members of a village to destroy a building simply because the owner is no longer playing. Quit often the building may be very large, or perhaps so nice you would not want to destroy it in the first place, or maybe a bridge is connected to it or just a good functional building. Unowned buildings in a village leads to huge problems if the village needs to be resized or even maintained, as the mayor will not have ownership of all the buildings. Also just think of the poor folks who for whatever reason let there deed upkeep lapse, they come back to a village they will not be able to re-deed over if there is a unowned building smack in the middle of it. I have seen this happen several times over the years, with people replanting there deed the same day or even a few days after it has disbanded. I have seen a re-deed village with the token very far off to the side of its original location due to unowned buildings on the opposite side where the buildings they wanted to keep along with the one causing the problems all taking perimeter decay. What I propose is a simple solution to this problem, allow a mayor to walk up to a building that is on there deed, right click it and transfer the building to there ownership. Once done the permissions can be set for the person who originally owned the building or the mayor could just destroy it or even assign it to a new villager or just do whatever they want with it, it is there deed after all. I hear lots of talk about making wurm more enjoyable for the playerbase, well un-owned buildings in your village is anything but enjoyable when the time comes to dealing with them.
  8. Deed disbanded due to lack of interest. Please PM offers. The deed will be emptied for the most part by the time I leave but some items will stay. There are no mines that I opened up but there is a small mountain next to the deed. About 50 tiles away from water. Located in T15 Xanadu, pretty remote. Among others you get a wagon, large cart, over 500 pottery planters in racks and plenty of cooking ingredients! 28.03.2017 - 7p.m. CET -The settlement has 4 silver, 46 copper and 13 iron in its coffers. The monthly cost is 1 silver, 9 copper and 20 iron. The tile per creature ratio of this deed is 26.0. Optimal is 15.0 or more.This is a good figure. The size of Pizza Emporium is 26 by 21. PM or /tell Erevorn in-game in case of questions. Pictures:
  9. Due to no interest auction is cancelled.
  10. Due to low interest I split up the auctions: Deed + belongings here; Toon + knarr here.
  11. Hello! I want to sell my private island on Release named Panacea. The size of Panacea is 22 by 28. The perimeter is 5 and it has 0 guards hired. The settlement has 2 silver, 37 copper and 72 iron in its coffers. The monthly cost is 1 silver, 23 copper and 20 iron. The upkeep will last approximately 54 days and 39 minutes more. The deed covers the entire island. It is located at y39 x28/29 on the cummunity map. Panacea contains: 1 7x4 tiles building/castle, almost finished 1 smaller building Boatcave with 3 iron veins of acceptable, normal and good ql A few forges in the cave Alot of enchated grass Animalpens Guard tower The decorations in the pictures do not come with the deed like the hota-statue. If you want to know more, please pm me! I hope someone is intrested in this beautiful place with an awesome 360 view and is willing to make an offer on it
  12. Hello Wurmians, new and old! Rather than let it crash, I would like to sell my VERY well equipped deed on Release, Crazy Eights. If you are looking for a prime location, look no further. If you are into breeding, you just might want to pick this up. All breeding stock are purebred 5-speeds. No non-speed traits. This is perfect for someone with Animal Husbandry of 50-59. Horses are all of the new colors. All the mares are bred, so the new owner can expect many new 5-speed foals. Of course the house is stocked with plenty of resources. The mine has silver, lead, iron, and tons of marble. Mine Map available with purchase. Tar Nearby Clay available North, up the coast. 97 Courier on Mailbox PRIME hunting just to the East Plenty of on and off-deed farming space Undeeded Dock area, or with the fall of neighboring deed, you can expand to the coast. (I know the mayor) Seeking 30s or best offer. Thanks for looking! - Malokai
  13. Hello fellow wurmians, i am the co-owner of Sovngarde, a new deed south-east of Blossom. The second owner (Matzelo) and me decided to form a Harbour, to make travels and trades simple. So we found Port Sovngarde to reserve the place, but because we 're bussy with building up our main deed Sovngarde we decided to give someone else the chance to live on a deed and build it up/help us building it up. So here we go. If you re interested, check the following list of requirments and information. REQUIRMENTS: - you dont need any skills - you need to be active & friendly - you dont need premium, but you cant really play wurm without - you need to be able to speak english (or german) - you 'll need to pay for the upkeep: pay 50% of the monthly upkeep (currently 1.04s = 52c per month) in cash OR with bulk goods OR pay with work OR pay with trader discount (in case you are generally selling bulk goods as a trader) OR a combination (we can discuss everything via pm) feel free to pm me with other offers - you ll need to pass us your houses or let us plan your houses you are free to build whatever and get full rights for your houses, its just in case you become inactive we 'd be able to use the deed INFORMATION: You 'll get nearly all rights You 're allowed to do everything which is not against the wurm rules and what we did not defined here or later via pm/chat As mentioned, we need to be owner of the buildings We founded the deed as a harbour, therefor you 're not allowed to terraform the jetty we need a small storage and a small shipyard, if you dont build one, we need some space to build it on our own 5. We are part of the Academy Alliance, if you break any rules of it, you 'll be kicked without a warning 6. the deed/Job is not limited to a time. If you fit the requriments you can stay as long as you want! INFORMATION ABOUT THE DEED: the monthly upkeep is about 1s 5c there is a mine with about 1 iron vein and several zinc veins deed is at X15/Y32, North-west of blossom, facing north-sea nearby forest kinda flat area close to blossom and blossom market, including spirit templars and a 3min mailbox ondeed guardtower (use "help" or "guards!") Any questions can be asked here or discussed via PM. Save travels and happy wurming Ps.: in case a non pristiner newb reads this, i have a ship, so pickup from other servers can be arranged!
  14. I had a Troll Spawn inside my house while I was building the roof. The doors were locked (have been for days) and the house is on deed. First and second floor have already been completed, just missing the top roof. There is a mountain next to the house but there is a tile of space between the mountain and the house, so it isn't possible for the troll to fall from the mountain in. Here is the screenshots: Screenshots show that I was on the second floor when attacked and the house had locks on it. Locks are set for villagers so I assume thats why the guards could come in. I can confirm the house is on deed, and that I had no mobs already inside my shop (I didn't have a dominated pet troll, if that is even a thing.) I was lucky I was actually at the keyboard and not afk or else I would had died. Let me know if anything else is needed!
  15. Hi all, I was swapping kingdoms on a pvp server from freedom to JK and I found out that you have to drop your deed before you can swap. No big deal, just drop the tower, drop my deed, waited for timer. And poof my deed and the tower was gone, well done me. The problem came when I got converted and wanted to redeed the same area. The perimeter of my deed refused to swap out of being controlled by freedom isles. With no towers around and no freedom guards left alive I couldn't understand why it was telling me another kingdom was too close, and it was because the game didn't remove the freedom isles focus zone in the perimeter of my deed. Please post here if you have any further questions relating to this problem.
  16. Will consider anything, paying with silver.
  17. Hello everybody, I want to sell my deed on the server Celebration. It is north of the market of TDM. It's a nice small deed with citywalls that are connected by bridges. With this system you almost can walk around on the walls except where the workshop is. It has more than 290days upkeep and upkeepcosts are very low. The deed is included with all materials and stuff that is stored there. All kinds of lumps from ql1 to ql90+. Also under the deed is a mine with some veins. Also an enchanted horse area with horses (with all kinds of traits) + horsegear. Workshop has storage too from dirt to logs and tools to work with. Only the 3 rare forges were sold. Here are some pictures to get an impression. ] Always feel free to walk and look on deed, the gates are open. Give me an offer and we can negotiate about. Any questions can be asked in pm of this forum. Kind regards, tc
  18. Due to RL getting in the way I am taking an extended break from Wurm. I've decided to try selling my deed this time with a starting price of what is in the coffers. The deed is a complete island that I have tried to keep as natural looking as possible so very little terraforming. It comes with: 1 wagon 4 large carts 2 sailboats and a rowboat. a workshop, storehouse and stables. 4 70QL forges and 2 70QL ovens Kiln There doesn't appear to be much ore under ther island, have only found a couple of iron veins so far. A temporary bridge to the mainland, I built it off a building so I could easily remove it once I had the masonry skill to build a stone arched bridge. Various animals, some bison, horses, sheep, cows, bulls etc.. Starting bid 70s No Sniper Protection
  19. Hello wurmians, I am looking for a small deed for a friend and myself. The deed must have - an area to use for farming (a few flat tiles) - one or more houses - a small workshop (does not have to be "equipped", just seperate building) - a small mine (with iron in it) - a nearby forest (d prefer one inside a forest) Some extras which d be nice: - harbour or coast line - walls - guard tower - some useful goods - a ship - horses - carts - nearby clay tiles - and so on Feel free to post or pm your deed with all information, and also server and location plus the price you are asking. Would love a deed on pristine, but if its a nice one i d accept release or east coast of xanadu too. Greetings Simju
  20. "The Sand Castle" If your looking for a awesome looking but inexpensive deed your in the right place. This Castle can be seen from the water when entering the fogshore canal and is most impressive. This is not the place for you if you plan to grow crops and raise animals but is perfect for an artisan. If your goal is low overhead while grinding your priest, armorsmith, or weaponsmith take a look. The Sand Castle is on Xanadu, located on the line between J-12 & J-13 - This deed is 12x41 and the monthly cost is 1 silver. - Rare spirit castle with C86 - all the sand you could ever need - utmost and very good iron vein's - utmost silver vein - Lots of good local infrastructure and an active area Overview Gatehouse Main Keep Main Gate Enchanted Grass Areas (4 - 2 tile locations) 4 Corner Towers Throne Room Royal Bedroom Roof Bridge to Mine I am looking to get 30s for this deed. please post or pm me in game for more info
  21. When creating or expanding a deed there are a number of things that won't allow you to do so, such as aggressive animals, other buildings, other deed perimeters, etc. I have large deed that I've recently expanded, and both in creating and expanding it was a nightmare, because the first problem that always comes up is aggressive animals. So I'll spend ages hunting down all the aggressive animals in the area and removing them. Only after that do I get a message saying my deed overlaps with someone else's perimeter, or there's a one square building somewhere that I don't have permissions to. Then I have to redo the parameters to get around the obstacles, and spend even more time getting rid of aggressive in the new area. Please could we have things like buildings and other deeds display first when you survey an area for your own deed? Then we'll know right away if we can deed the area we want and won't waste time clearing space unnecessarily.
  22. Hello! I am moving from my home and would like to sell if possible. The deed's name is Twilight's embrace. There is a large, furnished house on deed. A mine located just under the house. Room for deed expansion. A small orchard, farm next to the house. An area for animals. The deed comes with an invitation to the Aged Fat Alliance which has many active and friendly members as well as public mines (you can find pretty much anything you want in a ten minute cart ride) and docs that access the ocean. Easy access to the Linton highway. Deed is located in the J11 area of Xanadu. I would like about 10s for the home, but I am willing to haggle if you can't afford that. (There is way more that 10s worth of items being left on the deed but I'm not bothering to include that in the price.) The deed itself in minimal and upkeep is paid up for about 2 more months. It's only a few copper since it's a minimal deed. The land that you would have claim over is outside of the deed though. It's all fenced and the fences are in good repair. There is a functional supreme mailbox just outside the front gate. There are lots of neighbors close by, but not so close that you can't expand the deed even more if you wanted to. There are a couple guard towers near by. Easy access to tar, clay, sand, and anything else you might want. I am happy to answer any more questions you might have. I'm moving to a different location not too far away so I'll be in the area to show you around too if you would like. Pics http://imgur.com/a/12Zgf
  23. Need to get rid of this deed that used to belong to a friend of mine, got no use for it lately... Only asking 20s The size of Fisherman's Wharf is 71 by 44. The monthly cost is 6 silver, 24 copper and 80 iron. (Can be reduced to a 4s upkeep) Only 1 month upkeep left in coffers. Comes with 2 freedom wagons, houses are full stocked with furniture. No mayor. Got a main house, a shop, a shipyard, a guest house, a church and several other buildings including a oval stable. Located just south of Greymead on the lake shore of J 18 in Xanadu, beautiful place to live on if u dont like to travel. Pm me for more info, pics on the link below http://imgur.com/a/bGAE4
  24. This is a rare chance to own a private island. Looking to sell my island deed "The Isle Labyrinth". Currently I am one of two deeds left on the island and the other deed owner has not logged on for over 200 days. You can easily deed (or just build) on the remaining locations on the island and invite your friends. The deed is located at I-11 Xanadu. I will attempt to list the perks. - Main house, 2 buildings and a shed - 18 Horse corrals and one small 11 tile side field with enchanted grass - tunnel to top of mountain with Path of Power tile - deep waterfront with storage buildings - 2 mines with all veins except slate - Vynora colossus - the labyrinth consisting of 10-7 story buildings and many bridges connecting them - mine maze with puzzles - 4 fields, 210 tile,to hold horses or to farm - guard tower - a hidden grove - currently the deed 21x27 The monthly cost is 1 silver, 13 copper and 40 iron. entrance side gate courtyard breeding pens hidden grove Path of Power tile at mountain top view of deed from mountain top Please post any questions and PM me in game with offers, Thank You Due to the number of pm's I am starting an auction Starting price is 40s with 1s increment bids 30minute sniping protection
  25. I had a fog spider on my deed, inside my farm, an enclosed outside area. There was one of the same name (Aged) that had set off the alarm of the neighboring village maybe 5-10 minutes before I saw it in my farm, so it could have teleported in rather than spawn there, though from a fair distance away (I didn't know that distance was possible). When I saw it in my farm it was full life. When I mentioned it in Freedom chat, someone said they had a fog spider teleport inside their house. Rumor says it might be intentional that they are able to spawn inside deeds/houses, but I don't believe it. Given the previous gameplay experience that Rolf has been happy with (to my knowledge), I highly doubt it was intentional that these things suddenly start spawning inside peoples deeds/houses. Rolf is a good guy, he wouldn't let these spiders terrorize our deeds intentionally. Starting a new deed is nerve wracking until you get those walls up, which is why people buy the deed and then work so hard to get it done asap. Only once the walls are up can we relax and enjoy the scenery. You pay the money and plant a deed for a safe zone. A little respite from the aggressive creatures to ensure you don't lose the skills you have gained for that day in an unnecessary death. You spend days to weeks building walls to make it safe from wandering aggressives, so that you can AFK safely when RL calls. It's a perfect balance, to allow for the unpredictability that is real life, and to allow people to choose their gameplay experience. If these aggressive fog spiders can spawn inside deeded areas and even inside houses (or even teleport there), then why bother with building anything? Can you imagine a world with no safe zone? How is that playable? If I had to log out to afk and then log back in again, and be on the edge of my seat every moment I am in the game -- it would be an entirely different experience, and not one I'd have stuck with for more than 11 years. I have faith, it will be fixed eventually.