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Showing content with the highest reputation on 16/03/19 in all areas

  1. 25 points
    In this week's patch notes there was a small line that a lot of people would have glossed over, that being “Fixed a number of movement issues.” There’s a long story behind this one, with a few weeks total of working on it and something completely insane that I had to fix, so I wanted to write a bit about it - if you’ll forgive my rambling. Note: Before we start this I should point out that in the context of this post, "desync" is referring to a creature or player appearing at one location from your view, but from their view they're in a different spot. This isn't related to the "Your position on the server is not updated." message that you can sometimes get when the server itself is lagging. Hopefully by now some people have noticed a bit smoother movement in general (ignoring today's horses being a bit jittery on bridges), and a lot less (ideally none) movement desync that the game has had troubles with for a long time. These desync issues were magnified with the Fishing update and became a lot more apparent over the last few months. You might have encountered this on your boat by disembarking after a long trip and being a tile or two away from where you thought you were, or by leading a creature a long distance and it slowly getting farther and farther away from you. The cause of the desync becoming more apparent was a change I did months ago for fish. Each fish in the game is technically a creature the same as any other and the server controls it as such. When you cast your line it decides when your fish will spawn, then tells it to move towards your line where it stops for a bit. Early on we ran into issues where the fish wouldn’t always stop right on your line, but sometimes off to one side or the other. To get into the reason for this issue and how I fixed it we have to dive a bit into how the movement updates in Wurm work. Movement is calculated on the client based on your input which then sends your new position to the server. Server then checks that data against what you’re allowed and expected to actually do with that movement then if everything is okay it saves that as your new position and updates everything that needs to know where you are. This includes any other players that can see you, all the creatures within range of you, anything you’re riding or dragging or leading and a few other things. When doing these updates they’ve historically been done using position differences. The difference is passed along and calculations are done based on that instead of the exact new position. This is where the problem starts. For reasons of keeping data packets to all clients as low as possible, all movement difference values got packaged into byte values (which is a quarter of the data that sending the full position value would be), meaning a number in the range of -127 to +127. This means that when you’re moving from [1587.33, 903.19] to [1587.39, 903.81] the X and Y differences have to be converted into that -127 to 127 range, whole numbers only. To accomplish this the differences were multiplied by 10, which had the downside of ignoring any movement difference below 10cm (0.1) since that would get rounded down to 0cm when converted into a whole number byte. Here’s where we get back to the fish problem. Because the final movement of the fish to get to the hook was sometimes less than 10cm the update packet sent to the client was rounded down to 0cm and ignored. After some testing to figure out the actual movement values being sent to the client was never getting beyond the -7 to +7 range, I changed that x10 multiplier into a x100 multiplier. This gave us an extra degree of precision in movement, while keeping the movement difference values inside that -127 to +127 range. Although this fixed the fishy issue that we were having at the time, it brought to light some new desync issues and made some existing ones worse. At that time the biggest issue was stamina drain problems because of this change - I had thought it was because I missed some x10 -> x100 change at some point, but after going through the related stamina drain code it didn’t make sense. I gave up some point after and tweaked the draining code to be as close to live as it was before the change and chalked it up to something weird that I might find later on. The last few weeks was that ‘later on’ where I found out that my initial thought of “this doesn’t make sense” was correct. You may have noticed that I glossed over what happened in the old code when those difference values were rounded down to 0cm if they didn’t hit that 10cm (or 1cm after the x100 change) threshold. This is the source of the desync that the game has had in varying degrees since day one. When these values were rounded down to 0cm (or remainders from a whole number were rounded down), the movement would still be applied but the “update everything else” code would see it as no movement and not run. This means there could be some movement ticks where nothing was sent to players that were in range, or stamina would not drain at all if it was a player’s movement. But then how has everything still mostly worked all of this time if these movement differences weren’t updating properly? Now we get to the meat of the issue. The code that transformed the new position values into a difference value was prone to a rounding error that every now and then would cause a movement difference that is usually under 1cm to get rounded up to 10cm and trigger the chain of updates to everything and stamina drain. When the difference code was working on 10cm intervals, the rounding error just happened to occur about as often as the “lost movement” from rounding down would have added up to 10cm, so it kind of balanced itself out. Changing it to 1cm intervals meant less data was lost to rounding down, but also meant when the rounding-up error did occur it was only triggering enough movement for 1cm, meaning it lost the ‘happy accident of balance’ that it previously had which lead to desync problems being slightly more pronounced over the last couple of months. During my trek over the last few weeks into figuring out the desync issues Samool and I came across that piece code and recognised that it could cause some precision errors, so I changed it to something that wouldn’t. This lead me to a couple days of pulling my hair out over stamina no longer draining as expected before realising the rounding error was the reason it ever worked properly in the first place, and that the code down the chain relied on it to work 99% of the time for smaller movements. Without having this rounding error, slow movement will very rarely be above that 1cm threshold, meaning none of the drain code or update code was ever called, since the movement was rounded down to 0. Fixing this new issue involved changing the entire chain of code to not use the byte value differences, and instead use the actual position data and calculating exact difference values when needed, eliminating any need for rounding down (or random errors causing rounding up). This also lead to a couple days of rebalancing stamina drain from movement to be as close to live as possible considering the old system relied on a random rounding error to work at all. I’m truly surprised that it worked as well as it did being based on an error for smaller movements like that. The upside of all of this is that movement updates sent to players now use the exact position instead of difference values, meaning desync should be a thing of the past. The place that you see other creatures and players is the exact same position that the server sees that creature of player - and stamina draining should be a lot more precise for smaller movements instead of relying on a rounding error. I hope I never have to touch movement code again.
  2. 20 points
    After having been on Xanadu since october 30th, 2017 we finally managed to locate it: The Venerable, starving Red Dragon Hatchling. It will drop Red drake hide pieces and red drake blood (Weapon smithing potions) for everyone in local. The public slaying will take place on Sunday, march 17, 2019 at 10pm UTC+1 (22:00 Amsterdam time) Details: The slaying will take place Inside a mountain, as the drake was found smack down in the middle of it. Alts may therefore have to be standing inside the tunnel to be eligible for drops. It is in the mountain between Jellyfish Outpost and Windfall Peninsula. If you want to come by Land, both deeds are on the highway system so you can find them using the "find route" option at a waystone If you want to come by sea, the location is G8 on xanadu, you can park your boats either at the northside at Jellyfish Outpost, or NW of Windfall Peninsula, There are signs up leading you to the slaysite from both Parking spots. The event will be in a live stream on Twitch:
  3. 5 points
    Looks great I LOVE the tall banner in #1 these designs looks much better than the original (no offense to whoever did the original one) Thanks for allowing everyone to vote on this, job well done!!!
  4. 4 points
    When a deed decays, the buildings and walls dissappear, but the terrain, the terrain remembers. After a server has been out for a while, after villages have come and gone, the dirt walls, pits and plateaus stay. One of the reasons I love new servers is being able to explore new, fresh land. Being able to find untouched land to build my new house. My suggestion; Any tile that has been raised above the height of when the map was originally created, should decay it's excess height over a long period of time This would remove dirtwalls This would not remove mountains unless they were player created Deeded areas should not decay Decay should not occur arround structures Walls/fences are structures Paths are structures Areas around water should have increased decay Water is erosive Land bridges - Reminder: Would still need to be undeeded AND not paths/fences to decay Raised dirt in the water would decay and allow ships to pass again Dirt tiles should have increased decay Stone tiles should have reduced decay Areas around "Should not decay" areas have a less likely chance of decaying governed by a function of distance Prevents jarring edges at the border of "Should not decay" areas The excess dirt should erode to a new location to fill pits
  5. 3 points
    I hope one day we can have carts and wagons that follow the terrain back as well...so perhaps you may have to touch movement code again... Also, horses never unhitching in building walls and corners, and perhaps having a shorter rope so we can lead and breed horses into one tile areas. Thanks for the hard work Wurm is a great game and despite relying on multiple errors to work most of the time, it is all part of the charm.
  6. 3 points
    It's bad because it eliminates the explorative element of observing your character fail when coming closer to the soft cap. Are your tools sufficient? Is this beyond your skill? The game won't hold your hands at it, and it being enough of a button clicking simulator as it is, reasoning this change with "I can do something with my alt in the meantime" is a step in the wrong direction. And you can already do some hardcore multitasking, especially with higher mind logic. "All those fails" the game is giving you are a pretty strong signal that you should reconsider your current endeavour. Unless you're enough of a masochist to grit through the odds. Either way, sounds like a change in your strategy is due, not in a fundamental aspect of a game that those grizzly old veterans have come to like.
  7. 2 points
  8. 2 points
    do you know how many times doc has crashed and you all kill him lol, can I have my items back for crashes its a big list
  9. 2 points
    tldr: We want to do this, needs some rendering tech improvements first to not have every deed look like it's on the sun. There was some work done in that direction with this recent update (the reason why it was so troublesome, a ton of back-end changes). Won't be in very soon, but it's coming.
  10. 2 points
    Congratz on the find and the share. Though just a hatchling, being alive this long..that skin bound to be tougher than a overcooked pork chop for someone with no teeth or knife. I'll be bringing and extra sharpened imped up blade for this one.
  11. 2 points
  12. 2 points
    Lol the recent obsession with prefacing all suggestions with "I know the veterans will shoot me down" as if it's something people do by force of habit rather than because the suggestions is bad. -1 (because I actually think the suggestions is bad) Edit: I won't spam up the thread with pointless nonsense, but posting "-1 with no actual reason given" isn't an obsession: It's a valid way of responding to a suggestion where there isn't much to say that hasn't already been said. Tpikol had already summarized why it is a bad idea, and not every suggestion needs to be debunked in detail since the intended audience will understand the reasoning without further explanation.
  13. 2 points
    its a fun thing they put in that you can use that may or may not be used ha ha fun game its a game lighten up
  14. 2 points
    Obliv just got smexier, she's elevating to a rubenesque minx. good community share, count me in. a gobo pow wow for the feathered crown. bringing muh set of throwing axes.
  15. 2 points
    My cat told me it is my own fault she sleeps on the table since I left a blanket there. All blankets on earth belong to her.
  16. 1 point
    See we can do a lot with transmutation liquid, but but not marsh tiles? How about adding in marsh recipe under transmutation liquid.
  17. 1 point
    In this devblog, Budda delves into the world of movement code and the various desync issues that have cropped up over time. Check it out here: https://forum.wurmonline.com/index.php?/topic/169100-devblog-movement-desync/ The post Devblog: Movement and Desync appeared first on Wurm Online.
  18. 1 point
    When we sacrifice rares, we get full food/water. This mechanic was around since before the time CCFP. But when the gods are pleased with our offerings, do they not wish to nourish their followers, body and soul? I humbly request that sacrificing rare items now fulfill nutrition and CCFP fully as well. Please make it work as the gods intended.
  19. 1 point
    Going to be killing a goblin leader this weekend, all are welcome to come and get bloods/fight. Makes mining potions. F19-20 Ingame
  20. 1 point
    Derailing. Pristines Guard towers miss the maintenance ?
  21. 1 point
    Marsh is my sad and undervalued biome in Wurm. We really need a way to create it, it does not spread at al on its own. At least not a single time on my test area for many months.
  22. 1 point
  23. 1 point
  24. 1 point
    Reasons isn't for sale, do you want to buy a charge?
  25. 1 point
    Only in Wurm Unlimited, that's why Retrograde said "your server".
  26. 1 point
    Ah ha! I logged an alt a few days ago that I had left on Pristine to see what was going on and noticed Bloomtown since some years ago I had also squeezed a deed in there of about the same size. I also named it Bloom(something or the other, forget now) since it seemed to fit nicely with Blossom next to it. So you have inherited all my terraforming work there. The rest of it could stand a bit more development though. Anyway, nice to see the place is in good hands for the future. =Ayes=
  27. 1 point
    Call it "Focused Growth". Same 40 faith as Wild Growth. 20 second timer. Grows a single plant three stages. (Or 2-4 stages depending on cast power to not deny devs their RNG sadism fix). Great for evening out groves, handling oaks, that kinda stuff eh. Edit: I made it intentionally inefficient compared to regular wild growth which does 9 cumulative plant growth stages per cast minimum as you'd be "paying for accuracy". If you're trying to get that grove corner from mature to very old (which the surrounding trees may be at that point), you recover that inefficiency's time from all the pruning you don't have to do to avoid shriveling half your grove.
  28. 1 point
    -1 And no, GM's should not be janitors.
  29. 1 point
  30. 1 point
    Client update with a possible fix for this just went out - please post again if you crash. Yes, the crash was an issue only on the modern renderer.
  31. 1 point
  32. 1 point
    Wait a minute, I thought making video game engines was easy? I like this dev blog.
  33. 1 point
    now we need this fixed While mouselooking, you get randomly turned around. Therefore, you get disoriented
  34. 1 point
  35. 1 point
    Vale is part of the Eden community on the southern side of Newspring island on Xanadu, at T8/9. We welcome all who want to join us! Vale is next to the villages of Eden and Dune, and you can choose to build a house in any of the three deeds. Vale is nestled in a lush valley walled on two sides by mountains, just north of Fir Market and on the highway system. Idyllic wooded Eden, snuggled between the mountains and the ocean, has beautiful sea views and a castle. The port village of Dune, perfect for seafarers and shipbuilders, features our seaside village pub the Royal Oak. The island of Newspring has an active alliance and there is always someone around to talk to. We have lots to offer: 5x6 tile plots in any of the three villages. A shared commons with materials for all to use. If you would rather live in a 'condo', we have those too, fully furnished. If deed ownership is your interest, our extensive highway system means you can live close enough to be part of the community while having your own private space. We provide free, high CCFP meals in our HOTAs. There are plenty of areas for farming, pens for animals and an extensive mine system. A variety of different priests for all your casting needs, and the lovely Newspring Cathedral for preaching parties. Some images of our lovely villages:
  36. 1 point
    It took me something like 2 hours to get the "Large fish" requirement for the Journal, and I only caught 2 fishes during that time and I went through multiple floats and lines because everything kept breaking constantly due to my appalling fishing skill. Would've taken me even longer if I hadn't known someone with all the equipment needed and several different rods for me to try out until one worked in the spot we were at. The priests in our village don't provide us with fish anymore now that the new system is in place, because it takes too long to gather up all the materials (many of which won't fit in a bulk bin) and they really just wanted something useful to do while waiting on favor. Maybe fishing wasn't an "intricate" feature, but it was relaxing for the people who liked it and you always ended up with fish to cook with (which you don't always do now, and you might have to grab a ship as opposed to standing on a pier or at the shore). One of the people in the village has 99 fishing but can't actually catch fish anymore because she doesn't have time to run around looking for all the parts needed for the rod to work, nor does she have the skill needed to create the various rod kinds and everything needed for them. Could she do other things in the game? Sure she can, it's just a shame that one of her regular activities is no longer available to her because it's too time-consuming and intricate to the point where it becomes a chore. But I guess we're not allowed to criticize the system as a whole, and have it taken seriously, because of the tragedy that struck the team. All critique (constructive or otherwise) seems to be taken as a slight to Tich's memory, even though it's just aimed at the fishing itself. The new fishing system is absolute garbage, and it'll become one of those niche activities that we'll eventually be forced to interact more with in the future just to make it seem like a valid addition to the game.
  37. 1 point
    I was trying to turn off the ambient fire noise from a fireplace and after unchecking every single box. I found that the ambient fire noise is linked to player emote noises. no fire noises fire noises Shouldn't it be under Ambient Sounds? EDIT: There are also ambient noises linked to PM Alerts. With everything except PM Alerts turned off, you still get weather noises, eating noises, birds chirping, and owls hooting.
  38. 1 point
    As many have said, this isn't intended to be a game changing mechanic. It stems from a discussion about those doing hardcore challenges needing to keep steel and flint. It's nothing more, you aren't expected to use it.
  39. 1 point
    [14:44:39] You explain how Libila is in the waning crescent and needs you to do a lot more for her so that she may manifest her powers. We don't have the option to cast it upon right-click>spells. I'm sorry but it looks like this event will be postponed for a while. I apologize for getting anyone's hopes up!
  40. 1 point
    Now this is what i like to read. I shall be there.
  41. 1 point
    i understand what its supposed to do, thats why it makes no sense. there is already a system in place for emergencies. the only case where this helps anyone is for vanity "challenges" where people decide to abandon their gear and see if they figure out how to build everything again, AND they don't want to use campfires. unless my memory fails me and you need to light campfire after you just made them, then it makes sense.
  42. 1 point
    Thanks Oblivionnreaver for making this public like a baws !!! ??
  43. 1 point
  44. 1 point
    I am a big fan of 4. Thanks to all those who contributed
  45. 1 point
    I like the tall banner in the first set the most. I appreciate the simplicity and can actually see using it on my deed. The others look busy. I wish you could take the cross off the face of the rose and make it the background with the rose as an overlay. 3 and 4 are interesting, but a bit busy imho.
  46. 1 point
    I finally made a boy gold buckskin! Ladjolly, from Alaqua (appaloosa) and Huntingcloud (also appaloosa). He'll be a clean 5 speed when he's had a couple of genesis casts. ^-^
  47. 1 point
    I can't like the photo twice so will just post it again. Wow so pretty!
  48. 1 point
    I agree that shadowed areas during the day could use some lighting, but sunlight is generally so bright that in a lot of cases, the lamps would mean you'll have a blinding-white area there, if that place just happens to not be in a shadow that moment - and most places aren't in the shadow the whole day. We'll be allowing permanently turned on lamps with the introduction of HDR rendering (soon), which will allow us to have a lot of light sources overlapping without the nuclear meltdown effect.
  49. 1 point
    Make sure it is Java 8 and not Java 9/10 as those don't work with wurm. This one should be good. ( Version 8 Update 191 Release date October 16, 2018) You want the THIRD option titled WINDOWS OFFLINE 64-bit Maybe also reboot the computer after installing and verify there is no 32-bit. I wonder if another program is trying to associate JLNP files? Or somehow the file association got orphaned? Not sure but this might be a way to verify: right-click on the saved .jnlp file and choose Open With Make sure there is a check-mark in the box that says Always use this app to open .jnlp files, then click More apps Scroll down to the bottom and select Look for another app on this PC Select the Java folder, (If you do not see Java, go back up one level to the c:/ drive and select Program Files then select the Java folder. If you do not have a Java folder here, you will want to go to www.java.com and download the latest version before continuing with these steps.) Double click the latest jre folder (example: jre7, jre1.8_191, etc) Double click the bin folder Double click the javaws application Click the Close button JNLP files will now open, by default, with Java Web Start I suppose it is also possible (?) the path got associated with an older or different java version path?
  50. 1 point
    I feel like I need to threaten you with legal action for the way you're abusing the English language.
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