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Showing content with the highest reputation on 18/03/19 in Posts

  1. 8 points
    Hello all Since Tich's passing and some of my best times in Wurm were with my friend Yuri making massive bridges on release(great times) i decided a fitting tribute to Tich who i hear had a major part in bringing bridges live to wurm, was to build a 48 tile long X160 high decorated bridge dedicated to her. I started the week she passed and have been busy in RL but it's finally finished i think:P (Thanks to Savronne who come along with me to build bridge) Everything on the bridge was made by me and coloured by me,i named the bridge "Dedicated to Tich 2018" i named the brazer "eternal flame" and plan to maintain all items as long as i continue to play wurm online.
  2. 7 points
    Maybe actually report the issues if you want to see them fixed? Last update was not a single texture change, it was a ton of back-end changes to allow for exactly the kind of stuff Niki mentions here. We definitely want some of those smaller graphical features in, but right now the focus is on the bigger improvements - first off tree rendering improvements (for some of that more-distant tree goodness).
  3. 4 points
    Congratulations to MacOofer for hosting and Bipolarbear for finding it and to all who helped. Went very smoothly. Also gz to all the loot roll winners. I really did not need to have anything, but it was nice to get a roll for a change.
  4. 3 points
    The week before last, I spent an hour or two each evening riding around Xanadu. During that week, I saw less than 5 other players. Most of the deeds I passed, I couldn't tell if they were active or not, and the world felt pretty empty and abandoned. Odds are, judging from premium player accounts, I just logged in during times when no-one else was on. From what I hear, this is not an unusual situation, and it's not a nice one. So, below, are a couple of ideas for everyone to help make the world feel a little more active, even if they are not around! (going to start work on these tomorrow evening for my home!) Leave a brightly dyed sign near your home with the days/times you are usually online (great for your imping business!) Leave a construction marker in your perimeter with "online recently" labelled on it, to let folks know that your deed is still active Leave cheap paper, cheap pens, and cheap ink in a cedar chest in your perimeter with your character name on it so visitors who pass by can easily leave a message either by post or in the chest. Working on a project out in the wild? Why not drop a sign with the last active time you logged in for that project. (Also helps folks avoid undoing your hard work by thinking it is a ruin!) Passing by a new build? Leave a small chest with a note of welcome by it. (because why not?) These are just a couple of ideas we can all try and do to make the game world feel a little less empty, and they really just boil down to leaving a passive footprint that other players can easily see as activity. The devs are putting a lot of work into making wurm a better game, maybe we can help too by making it a slightly better place. If anyone else has suggestions, I'd love to hear em!
  5. 3 points
    Sunrise over Niflheimr (which is heavily in WIP).
  6. 3 points
    That one is fixed in the preview client already.
  7. 2 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.
  8. 2 points
    I think someone did that once but it was in a chest and there were so many coins that when the containers decayed it needed GM intervention because looking at them was instant crash
  9. 2 points
    *goes to post... reads Roccandil's post... Runs away in a fit of ptsd...*
  10. 2 points
    Great work, @Toecutterand an awesome tribute to Tich. It surely would deserve a place in @Retrograde's news some day
  11. 2 points
  12. 2 points
    dont let them ideas or will put an "aim" game to the altar...
  13. 1 point
    Hello everyone, as many of you know, The Crusaders have had to replace their artwork due to a copyright claim, as explained in the PSA below posted a little over a week ago: https://forum.wurmonline.com/index.php?/topic/168873-wsa-crusader-kingdom-graphics/ In light of this, The Crusaders have decided to host a public community-wide poll on our PMK artwork. Since a large amount of the Wurm player-base has purchased and/or acquired our kingdom merchandise, we thought it was only fair that everyone would have a say in what direction our artwork will head. Below are four different options that, after meticulous designing and revisioning, The Crusaders have decided to post up for public vote. Each design was placed into Wurm Unlimited in an attempt to give a fair representation of what the final outcome would be in-game. The Military Tent and Tabard has yet to be designed, but one will be created in similar style to the winning Kingdom Set. I hope you all are just as excited to vote on the artwork as we are! One of each Kingdom Item will be given out to a voter at random, so be sure to vote in the poll above! Below are the choices: Kingdom Set #1 Kingdom Set #2 Kingdom Set #3 Kingdom Set #4 We are also giving the chance to vote on a mix. If you would like to see various portions of these PMK items, please vote for I Would Like A Mix, and mention which below! The Winning Design(s) will be selected to be added, but slight changes may be necessary to ensure proper aesthetics in-game. Again, thank you all for your patience and support while we go through this PMK re-skinning, and we hope you enjoy having your opinions heard! Polls close in roughly a week from this post, about 6PM Central US on 03/20/2019. - Xallo / The Crusaders
  14. 1 point
    I already had 50 on Aly just from playing a priest before the journal came out, without ever sitting down and thinking "let's grind praying skill" It's something that comes when you play as a main priest for a long time and do priesty things, of course, if you sermon your way from 30 to 100 faith you'll be missing out on a lot of that skill
  15. 1 point
    cod to Pyro pls
  16. 1 point
  17. 1 point
    Hello all ! ive currently just come back to playing wurm and I want a fresh start from nothing, im wanting to sell up my deed with everything inside. As most people who know me know .. That IM a person that likes things done and I like to stock pile a lot of items and resources ( horder ) IM not looking to sell up and quit the game IM wanting to sell up and give myself a reason to play again other than grinding skills. Ive found out over the past god knows how many years its the building up of a deed and everything that comes with building that I like about the game, I found that recently before I stopped playing I was grinding skills and that burnt my flame out and I quit for a long time, after constantly thinking about the game And how I could play it and enjoy it again it was simple. I need to sell up shop and do that I love to do and build a new deed on a new place, as much as I love this deed And how much money and effort ive put into it and made it perfect in my eyes I need to move on to enjoy this game again. Please take your time to look through the pictures ive taken of my land and consider how much work and how much stuff is on the deed. This is a fully loaded Fully ( Pimped ) deed, has everything and more anyone could wish for. I only ask for people not to make silly offers only people who are legit and are willing to be respectful to this post I will make a deal with I look forward to seeing how this post goes any questions please feel free to Pm me I will respond as soon as I get time to do so ! Please find attached 60 pictures on the deed and all the items thats on the deed too, there is much more and you will need to come for yourself to fully get the feeling. The deed is located H/I 22 on the North east side of Exo and is perfect for jumping servers if your a traveller ! please feel free to come by at any time for a look around
  18. 1 point
    Some nice ideas there Etherdrifter and I agree with the concept of leaving marks of recent activity. One can also pick flowers and drop a few around the deed where others pass through. I did this with some roses a few weeks back and they are still there, so seem to last quite a while before decaying away. Could also label these with some message too. =Ayes=
  19. 1 point
    Here we go down that road again...
  20. 1 point
    Haha one step forward and two steps back: - Give priests the opportunity to be more involved in gameplay so that it's not hell on Earth for people who are priests as main - Create a Journal entry with great benefits that will only benefit priests that pay premium to pray all day long
  21. 1 point
  22. 1 point
    M8 , they're unable to change simple textures without ruining the experience for everyone. Look at how unstable the FPS is right now. Your ideas, if they were a thing, i suppose you'd need the NASA space shuttle computer to run the game
  23. 1 point
    Yeah I didn't know about this. Had some people in game just tell me Thanks Snoo!
  24. 1 point
    done with account purchases for some time. I got so many now... ?
  25. 1 point
    Oh god. Next thing we know, Code Club AB will simply disable PMK graphic submissions. Lets not poke the bear guys.
  26. 1 point
    Please do this "right" and not "fast".
  27. 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.
  28. 1 point
  29. 1 point
    Nice jobs guys and gals. Cheers to Macoofer & Co for opening this up for about a bazillion people.
  30. 1 point
    Thanks again for making it public and sharing it with all of us ?
  31. 1 point
    This thing has more evolutions than an Eevee.
  32. 1 point
    amazing sermon group, graduated 2 100 faith priests and 2 almost there. Aroma has really put on a very well organized polished sermon setup and amenities. Big Bonus: Hurry and join now while you can still poke sticks at pingpong!!
  33. 1 point
    The new system is overcomplicated, even comparing to the real world one. Not a clue why it followed that way, in the game, where wogic is seen on a daily basis. I'am also planning to do the journal goal and never touching it again, couse it's just a waste of time.
  34. 1 point
    Awesome additions to the list. Thank you for the great textures!
  35. 1 point
    I looked up some of the images used on the artwork. I would be very careful with what you wish for as the licensure on these images is not in your favor. If you were to look up the usage terms of said images you'd realise that you have no claim over these images to begin with, and actually violated THEIR terms of use.
  36. 1 point
    That shouldn't be possible anymore. Can you post a bug report in the server bugs section with some more info if you come across it again? Screenshots from both perspectives, what you were doing, where you were doing it etc. The only thing I can think of is some mismatching range bug where you were just on the edge of local range of your alt where he wasn't removed from your local, but you also weren't receiving movement updates due to being out of local, then you came back in range and he didn't move at all after that. Currently if there is some weird edge case like this, then any sort of slight movement from the alt (including moving the camera view at all) would force its proper position to be sent to anyone in range, moving him back to where he actually is for anyone in range and ending any possible desync.
  37. 1 point
    Upon submission of artwork you fully transfer rights over to us. It is not authorising us to use them. If you wish to have your old kingdom graphics on your client, your easiest course of action is simply replacing the files within your graphics packs. However, if you wish for those graphics to be available to all who play your server, then I can speak with a server admin who I know has those enabled and find out more information from him.
  38. 1 point
    great job on the pen! thank you for the public event
  39. 1 point
    now we need this fixed While mouselooking, you get randomly turned around. Therefore, you get disoriented
  40. 1 point
    Thank you for the detailed info! Desync issue was an awful thing we lived together with it is huge news to say goodbye to it. It is much more common than anyone would expect that complex systems work BECAUSE of multiple errors in the code which end up in an expected behaviour. So how about jumping next? : P
  41. 1 point
  42. 1 point
    a large cart will not fit inside a non-runed wagon, its the wagon getting 5% bigger that allows it, if you put 5% size on the cart aswell it won't fit anymore as both are being increased by the same amount.
  43. 1 point
    getting some crashes with this mod on v1.9.0.0 With it on, it crashes to desktop. Off and It works fine. Log in Spoiler Log:
  44. 1 point
  45. 1 point
    This suggestion just allows for a faster looting of the buildings contents so I am not really for it. I have at times waited many months for buildings to decay completely to expand deeds. In another instance a large unused deed completely covered all of the clay deposit around it. I had to wait 10-12 months for that one to go down. Then I quickly placed a deed with perimeter over the clay and built it in such a way that everyone would always have access to dig it. Patience always wins out in the end. =Ayes=
  46. 1 point
    make it so you have to plug in a microphone and read scripture for praying/sermoning anyone that fails a pop quiz after does not count as a listener
  47. 1 point
    working together for one sole person to reap the rewards until the next one a couple months later sounds great
  48. 1 point
    Given it ups the possible enchant power to 109 it's a pretty powerful result from doing this. This is why it's hard, getting a priest specific skill to 70.\ The rite one has some points, so we'll see if anything needs to be adjusted, I haven't seen any issues yet with people ninja stealing them so maybe people will learn to work together!
  49. 1 point
    I decided to resign from the Wurm Online development team. This was not due to any specific event, but instead a much longer sequence of events and general disagreement with deep-rooted policies in place for the Wurm Online team. I joined the team to make progressive changes for the game, and fix long standing issues with existing systems. The priest rework was a major accomplishment in that regard, overhauling a major system of the game into a much healthier state. However, I truly feel that the most significant issues with the game cannot be fixed through code. The common theme between everything that caused my resignation can be traced to one aspect: Communication. The first part would be development communication to the players. Certain features and development goals are kept secret with poor reason. Major changes can be implemented with players reading about them during the patch notes while the server is down. Without going into detail, Tower Chaining was one such feature that was nearly mishandled in this regard. This type of secrecy in the development leads to anxiety for players. What is the future fate of Epic? Should players continue playing there? If they place a new deed on Elevation, is there a possibility of the map being reset shortly after? How much heads up will be given? All these questions stem from the fact that there is no official statement for plans on the future of Epic. Everything is being done behind closed doors and leads the community to speculate. The players don’t know if there’s a plan for Epic at all. Making sure that content is complete before announcing it is one thing. Leaving the community in a state of anxiety without giving them something to look forward to is a whole different beast. There doesn’t need to be a set date, there doesn’t need to be a specific timeline. If something gets delayed, there was a reason. State the reason and trust the community to support it. Everyone in this community just wants the game to get better, but get kept at arm’s length due to fear of having them bark up a storm when something doesn’t get done. If you communicate clearly, and speak to your players like you’re having a conversation with a human instead of calming an angry consumer, you’ll see a much better response. The second part is an extension of the first, which is constraints imposed on staff when it comes to communicating with players. It was very recent that I received a discord PM regarding someone wondering who they should contact in order to report someone. I asked in the general staff channel if there was anyone around who could help this player. It got resolved, but not without it being made clear that type of communication to players is frowned upon. The expectation, being a developer and not someone who handles moderation, was to not respond to the inquiry at all. This is just a recent example, but this dates all the way back to when I first started. My communications with players seemed to have gone under incredible scrutiny. I remember instances where I was urged not to join specific chat channels or discord servers. I remember getting an absolutely insane amount of flak for appearing on stream without proper notification ahead of time. I remember reporting an issue and being told I shouldn’t even be bringing it up because it’s not part of being a developer. I remember having an exploit reported directly to me, bringing it up in the development chat, and then being chastised for having handled the bug report directly instead of redirecting them to the forums. These events all added up seemed to have painted me as hostile in the team. Like I was somehow breaking the natural order of things or overruling someone else’s duty. If someone comes to me with an issue, I shouldn’t have to judge whether I should attempt to resolve it or not. I shouldn’t be expected to ignore the message entirely and give the player no direction. Players have no interest in jumping through hoops to get something done “correctly” - it should just get done. These artificial restrictions, whatever purpose they serve, do nothing but harm the players in the long run and make players reporting issues excessively difficult. The final part is communication about GM actions to the general public, and even the players who are subject to the actions. This has nothing to do with GM rulings themselves. Instead, my primary point of complaint here is the communication to the players and general public when rulings are made. The lack of communication allows the players on the other end of the ruling to spin the narrative to paint corruption and bias into the decisions, even if they are not present. This dates all the way back to when Propheteer was banned and there was only the single statement made about it. From the GM team, there was no general statement as to why one of the most prominent players in the game was banned. Instead, it was handled behind closed doors and Propheteer was able to release his own statements to the player base, spinning the narrative to suit his perspective. If a clear, informative statement was made saying “Propheteer has been banned for this reason and this is the evidence we have against him” the whole situation would have gone much smoother. This translates to all decisions. When a PvP ban or raid ban is announced, it’s just announced then lifted some time later. Updates on the progress and expected timeframe would help settle the minds of players. Updates similar to “The bug has been found and fixed, and will be patched in the next update. When the update is live, we will ensure the bug has been fixed and lift the ban.” You can even provide non-committal ballparks for when that is. “We expect the update to go live later this week.” If it doesn’t happen, again, like stated before: You have a reason, just state your reason and trust the community to back it. Finally, this should extend to investigation process. Both sides should be heard during a dispute. Too many times have I heard of a player being punished without anyone listening to their perspective of events. Truth can’t be known until both sides are heard, and you can figure out the actual events that happened. For some reason, the players being accused are considered hostile and are never contacted to hear their side of events. GM’s should serve as mediators between players, not executioners of justice for those who do something suspicious. With all of that said, these aren’t the only reasons. Certain events that I’m not at liberty to discuss were also part of my decision. I truly respect the current development team and feel they have the best interests of the game in mind. However, improving the communication and winning your community back to supporting your efforts should be of paramount importance. I wish the best of luck to the future of the game, and hope players enjoy the content I’ve worked on. It’s been a great experience and it pains me to leave, but I feel that the work I do was being consistently tainted by policies and decisions outside my control.
  50. 1 point
    Made an order for a wagon a few hours ago and had it only a few hours later when it was convenient for me. Super good service, thank you again
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