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Showing most liked content since 05/23/12 in Posts

  1. 383 likes
    Hey all, I was going to make this a blog post but then I thought that might be a bit over the top so I will just add it as an addition to the next proper blog post. Basically as of right now our facebook group has 389 'likes' which is cool but it means that only 388 of you (besides myself) have a regular feed of the stuff I put up on there, and on Twitter 738. This is not enough! I'd love to blog everything on the dev blog (as that goes to the forum, twitter, facebook and the launcher) however that would get a bit spammy. What we do instead is we start discussions, ask little questions, put up teasers and some other cool stuff on twitter and facebook. It's a great way for you to be able to engage with us, ask us questions, and see some of what we are up to. Many of the individual team members are on Twitter too and they would love to hear from you! What I would love to see is more players following us on Twitter and Facebook! So, as a special reward... I will see to it that once we hit 1,000 facebook likes, a random player who has liked this forum post will recieve a mega-rare set of tools (in-game of course) made from silver. These are not craft-able by players, although they act just like normal tools. NOTE: The old competition was one of our facebook followers but it was pointed out that we can not do this, so instead the winner will be selected from someone who has liked this forum post, once we hit 1,000 facebook 'likes'. Remember: You will only win if the Facebook page is liked or our twitter account followed, so no sneaky business!
  2. 195 likes
    Hello Holiday Wurmians! We have enjoyed a lot of changes to Wurm Online from the development team in the last year, and while the holidays are usually a time for festive activities, we have also had to endure some antics on behalf of a few specific individuals who have been very very naughty. We enjoy a great latitude of freedom in the abilities and creativity that can be achieved in the world of Wurm Online, but with that freedom, sometimes comes unintended results and situations where such an open system gets used against itself. This is not a failure of the system, but a choice made by individuals who actively work towards the harm of the game and its members. This is where the Game Masters come into action. We not only mediate the rules and apply them to all situations evenly in order to help with minor in-game issues that sometimes arise, we handle and judge the situations where the rules and even the game mechanics are used in a negative manner against our members. It is a fact of life that in any social environment there will be complications and mischievous behavior, however, sometimes someone comes along and crosses the line from bad social behavior to game breaking behavior. Recently, there have been a few individuals who have been abusing the mechanics of Wurm Online in ways that are clearly not intended on PVE servers. I am referring to the blatant stealing and theft of deeds and items from the resident citizens of the deeds. The mechanics that made this possible have very important functions in the lives of the citizens of those deeds, yet a few people have decided to use those same mechanics as a means of conducting PVP style raids on PVE servers and steal deeds and or items they should not have. This is covered by the rules. Cheating Definition: * Obvious abuse of any exploit, bug or other method of gaining skill/items that is not as intended. (macros are covered by the rule above) These situations clearly fall under this rule. We have reviewed a lot of information concerning these recent matters and have established a pattern of repeated abuses perpetrated by these individuals. After some consultation between the GM team and Code Club AB we have decided to remove these offenders from Wurm Online. Happy Holidays, Wurm Online Team
  3. 126 likes
    Since we now have aquatic creatures that solely eat fish, not being able to store fish long term at all is dumb. Let us put fish in a FSB. That's all. Thanks.
  4. 121 likes
    Suggestion to add a larger version forge that takes 3 or 4 times the materials of a forge to make. It should also be graphically much larger than a forge to give forges a use in decorating homes. Make it medium->hard to start to build (30-40 skill?). Allow it to smelt 50 to 100 ore at the same time. Preferably more than less. (this is the BIG point in this). Please. -------- UPDATE: To outline what I've gotten out of the suggested improvements stated in this thread, - The smelter takes 30 to 40 skill to start and continue. - Serious amount of materials to build, up to 5 or 10 times the regular forge just to not make them mass produced. - 100 ores fit in it. - One per tile. - Graphically large. - Burns a lot of wood quickly. Some suggest up to a full 100 kg tree to fuel it completely. - Smelting time quality dependent, just as forges. Faster the higher the quality is.
  5. 112 likes
    Hello everyone. Unfortunately, a smooth launch was too much to ask for. As you all probably know by now, we were hit with a DDoS attack some hours after the launch of Update 1.2. As annoying as this may be, we are taking steps to turn this to everyones advantage. I announced earlier that we were already looking at migrating the hosting of Wurm. When the attack forced us offline, we went straight ahead and pushed for this to happen as soon as possible. And as we were already close to finishing the tests and deal, we are confident that Wurm shall be running on the new servers within a day. The upside of this is that the new servers would mean better overall performance, capacity and stability for Wurm. We will also be getting better downtime response. No premium time will be lost and the game whilst down is frozen in time so your deeds are safe. Though still unclear regarding status of a rollback, we have backups on the data from just after the attack and from earlier in the day. So a rollback, if any, should not present anything but a minor change in progression. **Updated Information 20:00 CET February 19th** As for knowing more around 20:00 CET as previously mentioned. We can only say that everything is progressing as well as can be expected. If anyone saw servers seemingly online it is only for a controlled shut down of the old ones. Going online with the new servers will take some more time. As we where just pulled, not shut down, the servers were going over night. When we now started to do a controlled shut down, some players got twitter messages concerning deeds and titles. But it is now frozen and no further time will be added. **Updated Information 23:20 CET February 19th** I can now confirm the servers will not be online until earliest some time tomorrow. It is in the hands of the new Host now. ************************************************************* **Updated Information 10:35 CET February 20th** Server devs are currently configuring the new servers. Things are looking good, but we do not have a new ETA at this time. ***************************************************************Updated Information 18:20 CET February 20th***************************************************************On a more personal note, I would like to thank our great community for showing your support! Makes us gladly go that extra mile to get things up and running even better then before. Wurm shall rise again!
  6. 108 likes
    We constantly gather information about client hacks and since the last update we have gone through our logs and found the following to have used them: Masaykh Sayuri Theoddsock Einwurmian Kaahn Foxdrop Lordneon Marley Farseer Darkneon Rookeh Jellyman Richuk Oddsock Kurosaru Clonie Fatemonger Meanzie Jonneh Skaven Bluemoonrising Mephistopheles Throud Shikohadou Fabern Susie Eggbaconandspam Davieg Soloriding Jakebullard Stoman Sayuri Randomhavocz There is no doubt these accounts have used modified clients to connect to Wurm and they are subsequently permanently banned. We will never stop improving our detection techniques and using any sort of hacks is a great risk you take. We constantly gather data which sometimes takes time to look through. In case you do use hacks of any sort that we detect you may be banned at any time afterwards even if you just try it once. This means you think you're safe then one day your account is worthless and all your effort is void which may be the case in some of these cases.
  7. 90 likes
    Hello everyone, Since the original poster of this problem asked for his post to be closed, I repost here. What happened? Simply, Bashur got something none of us ever got before - a name change. Initially I was somehow on Bashur's side... the guy just wanted to return to game after his IP (not character) ban was lifted and a lot of people acted like kiddies who didn't wanted their toys shared with a new guy. Yet, my ideas are totally changed now. This really looks like a bribe towards the developers. And once a favor was made, there can't be any trust that more and bigger favors won't be done again in the future. Only two days ago, Rolf himself, said here that: What happened in these two days that made Rolf clearly change a rule that is clearly stated on official pages: Now please allow me to quote from another official post of Oracle, from the GMs Hall: How could we trust that such favors or even bigger ones won't be given again in the future once you break out trust in the first place? I would really love to see an official position about this. Later edit: Rolf answered this. My last thoughts (after finishing selling my account - a decision I took as result of this incident): I'm sure that for most of us the problem with this decision was not the action itself or its direct consequences; after all everyone knows that IanRose is now named Bashur and he is no PVP star even so. But the problem is the dangerous precedent it created. Far now, we are all equals in front of rules. Rich or poor, famous or anonymous, seasoned veteran or first day player - we were all treated exactly the same. Or as Rolf said "we don't handle those judgement differently based on fame or money, for which we are proud". And we were proud of him for acting like this. And although many times we may not have agreed with the rules, we always did respected them, because we knew that they are the same rules for everyone. Then rules started to be bending for Bashur - we know for sure about the name change, but there are rumors about more than this (like a fast conversion MR - JK - MR so he can take some items out of the bank, direct access line to Rolf / GMs, not having to wait like all of us in line for a few hours so his support tickets are handled, etc). And that was not nice. And the name change, it may not sound like a big deal, but it is something that anyone involved in a character trade probably carved for all these years. We all have our favorite names, which maybe we carry from one game to another, and which represent us. Far now we had only two options - buy a high skilled character and live with its name which would not represent us, or pick a name we like, and work out a$s to raise her skills. All of us except Bashur. To be honest that's even worse than allowing him to "buy his skills in a PTW shop"; at least in those case his 700 euros (or whatever he paid for) would have went to CodeClub and towards development, not in another player's pockets. Now, do we want name changes for everyone? Hello no! Do we want his name reversed to IanRose? Yeah, that would be nice, but not really care about it either. What do we want then? Simple... we want Rolf to admit that he made a mistake (he already did), to apologize for it (he didn't, but hey, we all know that you guys are so full of ego that it's hard for you to say the words ), but most of all we want him to promise that he will stop doing these things - rules bending, silent changes / nerfs, and at least discuss them with the community first. The final decision is still his, but we want to at least be involved in the decision making process and help by stating our points of view. If this would have happened in this case, the mistake (which he admitted) could have easily be avoided. And now some final words for some of Rolf's defenders: To those that say it was not a mistake: It was. Even Rolf admitted.it was a mistake. So stop denying something he admitted himself. To those that say it's not a big deal, that only a few people complained, that the 54 likes these post got are an insignificant amount, and that the game will benefit more from the influx of new players coming from Bashur's videos: 54 likes may not sound a lot in terms of Facebook, but on our community they made it the most popular post ever (and no, I hold no merit for writing it, just happened to be me and not someone else) which says something about how many people were bothered by this. And, finally, a question: We saw a lot of pissed off people, we saw a few people quitting, we even saw staff members resigning (at least one). Was it worth? Can someone please tell me how many new premium accounts resulted from the red carpet and the favors handed to Bashur? More important, could someone please tell us two months from now on how many of those players renewed their premium membership? Cheers, Alexandra
  8. 79 likes
    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 downloads page Compatible systems: Windows, Linux, Mac OS (not officially supported) Tested on: Windows 7, Ubuntu 16.04 LTS, Mac OS Sierra Latest release: 01.03.2019 If you like this program, please consider a donation! 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 Controls Keyboard-based controls can be changed by accessing "user directory/.DeedPlanner/Properties/Keybinds.prop" file and editing it with notepad. FPP View: Left click - drag view WASD - move around R - move up vertically F - move down vertically IJKL - move camera using keyboard Shift - move faster Control - move slower Edit view (mapper window must be in focus which you can ensure by clicking on it - it will go out of focus when you input any values in GUI, for example height editing GUI): Middle click (usually mouse wheel) - drag around Left click - editing button Right click - alternate editing button WASD - move around R - zoom in F - zoom out Shift - move faster Control - move slower Problems, errors, bugs If program don't even start, please make sure the program is unzipped. Exe file bundled inside program installation should run even without Java installed on your desktop. 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. 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 Donations If you made a donation and would like to see yourself listened here (by default only "donations per year" gets updated), please send me a private message. Donations per year (since March 2015): 2019 - 0€ 2018 - 305€ 2017 - 71€ 2016 - 30€ 2015 - 25€ Donations per player: Ehizellbob - 25€ Steveleeb - 11€ Changelog DeedPlanner unscheduled features Added custom bridge tilings Added "Import heights from game" height edition mode Added cave walls designations (clear/do not touch) Added cave walls status (quality and amount remaining labels/icons) DeedPlanner 2.9.9 - 01.03.2019 Added new hedge types Added large epic portal Fixed material count for bee hives Fixed material count for spiral staircases DeedPlanner 2.9.8 - 28.11.2018 Changed way in which .exe file is generated in order to avoid false positives of few AV programs DeedPlanner 2.9.7 - 27.11.2018 Dynamic line drawing extended to user-made borders Changed limit of cave size from 30 to 0, allowing to create mine entrances Added mine entrances Updated mine entrance textures DeedPlanner 2.9.6 - 13.10.2018 Confirming new values in height editor (with "tab" or "enter") returns focus to map panel Made label editor buttons always clickable (especially the map materials button) Made "show grid" toggleable from View menu instead of Settings window Made floor orientation label significantly more clear and visible Made materials window wrap words Fixed current selection displaying for simple height edition modes DeedPlanner 2.9.5 - 20.09.2018 Fixed non-editable text fields in object search field and label editor Fixed colored labels failing to reset their color to default value after drawing Fixed invalid OpenGL call in label rendering DeedPlanner 2.9.4 - 15.09.2018 Made most UI elements non-focusable to force focus in planner screen Fixed missing cave floors DeedPlanner 2.9.3 - 15.09.2018 Added dynamic line drawing: as camera gets zoomed out more, displayed lines between tiles are getting more transparent. This makes lines very clearly visible at low zoom levels while making the whole map easier to see at high zoom levels. Raised maximum allowed zoom level from 100 to 200 vertical tiles displayed at once Improved appearance of caves to make editing them more intuitive Fixed wrong stone bridge variations textures and one model Fixed undo not undo'ing the terrain height visually Fixed materials calculation not working for underground buildings Fixed errors when placing horses on map DeedPlanner 2.9.2 - 17.05.2018 Fixed missing possibility to change cave size after GUI changes Fixed crash when trying to remove objects on map without adding any objects first DeedPlanner 2.9.1 - 12.05.2018 Updated Google Analytics agreement text (info about possibility to remove your data from system and that data is used for informative purposes only) Fixed null pointer when deleting object with mouse near tile corner Fixed missing arch materials for wooden and stone walls DeedPlanner 2.9.0 - 30.04.2018 Added isometric camera (view only) Added possibility to create level-wide labels instead of just layer-wide Added warning about launching program outside of its own directory Added zooming in to mouse cursor Complete revamp of camera system Interface overhaul: Interface is on right side of the screen by default now, this can be changed in settings New floor selection mechanism New tab selection mechanism Added lmb and rmb selected ground texture icons Added dynamic editing of labels Made symmetry editor center itself Made right-click ground type default to dirt Made 2d camera center the view if the whole map fits inside the window without scrolling Using translations is no longer on by default Fixed water not displaying in 2d cave view Fixed ignoring of update checking option Fixed label editor not resizing correctly Fixed a bug with uncloseable window if error happens during loading Fixed swapped models of sword and axe displays Fixed high iron fences and gates not being allowed in arches DeedPlanner 2.8.10 - 03.12.2017 Added Google Analytics to monitor the program usage and potential problems Added update notifier and auto-updater Added few quality of life minor features to bridge creation GUI and improved its layout Added flat and uneven tiles highlighting in height edition mode Added carrot and reed fields (big thanks to Malena! ) Added archaeology statues Made HOTA statues subcategory of statues to reduce visual clutter Fixed "select height" height mode and made it work for flat tiles Fixed arched bridges arching slope not being updated bug DeedPlanner 2.8.9 - 18.08.2017 Added possibility to place objects in tile corner Added highways Added new fence and parapet types added in 17 August 2017 Wurm Online update Added large storage unit Fixed hell horse missing texture bug Fixed few incorrect categories mappings DeedPlanner 2.8.8 - 18.07.2017 Added async texture loading Maps sent to Pastebin are now compressed before being sent - this enables use of Pastebin for much larger maps than before (GZIP compression with output converted to Base64) Slightly optimized mesh rendering by removing unnecessary OpenGL calls Fixed two incorrect bridge model mappings Fixed bug making models scaling work incorrectly for models with multiple meshes Fixed sandstone fences using wrong materials to build Fixed mappings for amphora and planter racks DeedPlanner 2.8.7 - 12.07.2017 Added wooden portcullis Ground renderer optimizations (ground rendering is roughly twice as fast now) Fixed 2d renderer frustum culling (4 to 10 times faster 2d rendering in most situations) Fixed 2d renderer bounds (no more black space or unaccessible tiles on the right map edge depending on aspect ratio) DeedPlanner 2.8.6 - 03.07.2017 Added possibility to remove all objects, trees, bushes, walls and fences, borders from the whole map Added missing or changed floor types DeedPlanner 2.8.5 - 24.06.2017 Added Pastebin error messages (usually appearing in case of large maps or blocked IP addresses) Added meditation rugs, animal rugs and carpets Added alchemy cupboards Added missing rack types Added tents Added press Added bucket Added war machines Added magic turrets Added unfinished palisade gate Added deed, perimeter and construction markers Added sword and axe displays Added dioptra and range pole Added dragon skull Added larder Changed Pastebin protocol from HTTP to HTTPS Fixed tapestry textures DeedPlanner 2.8.4 - 16.06.2017 Added new bridge types Added possibility to build bridges in caves Added salt veins Added snow lanterns Bridge materials calculations are more accurate now (included different costs for narrow/side/center parts of the bridge) Corrected materials costs on bridge parts Fixed Wurmian view in caves DeedPlanner 2.8.3 - 12.06.2017 Added support for custom database files Added new bush types Added both garden gnome types Added birdcages Added small and large carts Added ship transporter Fixed bug making it impossible to delete floors/roofs on uneven terrain DeedPlanner 2.8.2 - 29.05.2017 Added support for floating objects Added more debugging options Added extra error message for: program permissions issues, corrupted downloads, incorrect database file modifications Added ships Added new cave floors and walls Added shrines and spirit gates Fixed all duplicate ID's Fixed Fo and Libila colossus being invisible Corrected pylons and obelisks categories 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.
  9. 70 likes
    A new hatchet model for all your woodcutting needs! Also my first post, Hello!
  10. 68 likes
    If the devs treat the game like it's in Beta the critics will as well.
  11. 67 likes
    While the servers are down, have something to look at at least!
  12. 65 likes
    Hello fellow Wurmians! Welcome to that part of the week when we do indeed try our darndest to become a more transparent company. This week we have a mix where I would like to first talk a bit about what we are doing about player interactions. Later I will also have the pleasure of announcing some new things which I think many of you will enjoy. But first, let me just follow up on something from last week! The Crafting Interface Last week I asked for your feedback concerning further changes to the interface. I brought this to my fellow devs and to begin with, they are going to work one of these suggestions into the interface. Kegan "If we could drag tools from our toolbelt onto the crafting window that would be helpful too." Thank you Kegan for this suggestion. It is being worked on right now and will be in one of our updates soon. And thanks to all other Wurmians who left their feedback. There where many great ideas which we will keep in mind though some of them would have been a bit to time consuming for the dev team right now. Player interactions This is an area we have been falling a bit short on and I know that many of you have opinions on how this should be done. But let me just start of by saying that processing the amount of information that thousands of voices create is no easy task, especially when it comes to long debates around topics. For that matter, grading the sense of urgency different topics have from your perspective. And we want to be has fair as possible and give everyone equal attention and chance of being heard. So in the interest of this, we are enlisting help to process the suggestions thread. And yes, a group has already gathered for this though it is still in the process of formally starting. This will help us to get more summarized suggestions with pros and cons from a player perspective, cross kingdoms and pvp, pve standpoint. Those enlisted will only help propagate suggestions from the forum and will not make new suggestions themselves in the group. As suggestions will be summarized with points from everyones perspective any bias will find its balance from other parties. The next step in this is also that we are now working on the ingame voting system, which will help us quickly get your feedback on straightforward questions and changes. We do not have and estimated time of arrival right now. The goal is combining these two initiatives. We will get presented with your suggestions and can make a fair and quick judgment from the extra information on the complexity, benefit and time the suggestion would take to implement. After reviewing a few we will know which are doable within our current time frame and we then use the ingame voting system to let you decide which among them you deem most important. We will then keep this going and as soon as we have time to do another one we will poll you again for your next priority. This process will of course be refined as we get into it and it will all be adapted in the interest of making your involvement as big as possible. We will not force it on anyone though. We will no longer be taking any suggestions through IRC. Everything will need to go through the proper channels. Together we can do what we all have as a common wish, and that is to make Wurm better! Tutorial zone and new assets As you all probably know by now, we are working on a new tutorial area. This is not something that will only benefit the new players. I have been hinting and showing some new assets already which has been created during the process. These will all be available for you to create in the game with the launch of the new zone. So let us look into what Wox and Saroman has been up to! Click the image for a larger version. So in this image alone there are several new assets. You will of course first notice the new wall type which goes under the name Timber Frame. To the left you will also see the new mixed grass pile, which I think explains itself. Lastly, in the middle, there is the vine growing on a stand against the wall which some of you might remember. Yes, it will also be craftable and most likely implemented as a movable item you can place as you wish. The new chain link fence, when you want the view but feel the need for that robust secure separator from a drop off only iron can provide. Two new types of cobble stone for more variation in the palette of road, deed and village architects alike! So with that I would like to thank you for your time and let you Keep on Wurming!
  13. 63 likes
    Hello Fellow Wurmians! The Baron is back! As many of you know, I have been on parental leave for some time now. I can proudly announce that in true Wurm style I have been grinding my skills. So diaper changing and pampering is up to 70 by now. I am thankful for being able to have the time to spend with my family this first crucial and magical time of a new life. But it is great to be back at the office and there is certainly an atmosphere of enthusiasm amongst the team for this season of Wurm development. I have only been back this past week and already there is so much going on and ideas circulating. Also, looking back at what has been going on since I left I can honestly tell you I will not be able to fit it all in one news post! I do not know if you have heard this before but the Wurm dev team usually kicks of a season by going to Germany and attending the Game Developer Convention and Gamescom. This always gets us extremely motivated and full of new inspiration for this crazy game we all love. So next week we will be doing our best combining business and pleasure! But onto the news, I have selected some highlights and surprises for this week. Those of you waiting on updates about some previous topics can expect them a bit later on. As you can already see I am ranting on as always but seriously, it is time once more to Share some News! New player animations in development. These new animations are mostly focused on giving more visual cues on what you and others are doing. To name some examples pushing and pulling objects, hammering and general crafting actions. This is important to increase the immersion but also to make interactions with the world more interesting. Fences in arched walls Click Image for a larger version. You should soon be able to build fences within arched walls! They should work on all levels of a building but only on the outside wall on the ground floor. This will result in much more building combinations and variety for your creativity. All fences will be available for this except the tallest ones that are not suitable aesthetically. Before going live though, Tich who is the one developing this feature has requested some further feedback and testing. So if you feel up for testing this new feature just follow this link where you will find more information and can leave feedback. Just follow this Link Keybindings Interface This is something that has been requested time and again. So our developers took you up on it and finally we are close to this going live! It is already performing well on the test server where this screenshot was taken. There is as always still things on the wish list concerning further functionality, but I think we can all agree that it is a great addition! What is Tortoise Crafting? Remember this guy? Why not turn him into something useful! By butchering this creature you have the chance of finding a tortoise shell. Combine it with some leather straps and small nails, voila! You have yourself a fancy: Tortoise Shield! It will use the same skill as a small wooden shield and will be available to craft as soon as we start spawning the Tortoises. Whales Click Image for a larger version. We are continuing our sea theme to populate the vast waters of Wurm. This time we are going big with the Blue Whale which will also have an effect for the characteristic action of blowing water. Given what the devs are doing with the revolutionary turtle crafting, what do you think we can expect from Whale crafting? More Medieval Interior! Bookshelves Highchairs We have been working for some time now on building a new arsenal for the medieval interior decorators out there and these are the latest additions. As you might know there are already several assets which are now only awaiting the code to make them craftable. What this means is basically setting up how much of and which crafting ingredients are needed. That is also the stage where we decide upon their description, usability, durability and difficulty to craft. Alright Wurmians, it is a bit of a special feeling to be here again, hovering my mouse pointer over the Post New Topic button. Once more thinking about how you will react and how much more there always is to share about the development and story of this game. I can not help but think that this season is going to be a great one and I can hardly wait to start telling you why. So I hope I will manage to get you at least half as excited as I am. But I think you are, because obviously you Keep on Wurming!
  14. 61 likes
    Hello Fellow Wurmians! This week I will simply list the full set of currently confirmed features so you know exactly what to look and plan for with the coming Update on 18th of February. I have taken some time to clarify some of the updates for your convenience. Wagons Ship Carrier Crafting Interface Crates Great for bulk transportation. Drag and Drop Functionality to drag items straight from piles to cart, cart to piles or pile to pile without the need for it going to inventory first. Amount moved per action is in relation to how much you are already carrying vs maximum carrying capacity. Load Function The ability to load many items previously unmovable(as in picked up) onto carts through a simple command. Reinforced Cave Floors For those instances when rock floors just does not feel secure enough. Notifications Help System Tutorial and help messages that are triggered by certain situations and conditions. The information will also be available on demand from a library called "Book of Wisdom". Village Recruitment Board Joining or inviting fellow players through a map interface accessible from a recruitment board model which can be crafted or accessed from the starter deeds. After joining a settlement you will be able to teleport to that deed at once but one time only. Invite Command You will be able to directly invite a player to your village by using /vinvite command specified with player name. It will work no matter where on the server the player is. The player will receive a message and can teleport at once to the village. This will work one time only per village and can not be used if you have teleported to the same village through the Village Recruitment Board. The same limitation is true for the Recruitment Board. World and Island Maps with notations The annotations work like this: You have some for personal use, some are shared and available for people of the same village. Also, some are shared over the entire alliance. Placing them is as easy as clicking your map, but you have a set amount and restrictions to who can place them on village and alliance level. Status effect bar Shows you the current active buffs and debuffs affecting your character, complete with a set of new icons. New Emotes Follow, lead, goodbye, this way, not that way. Avatar of Libila Kyklops Rugs Braziers So which update are you the most exited about? And with that I can only suggest that you start planning and Keep on Wurming!
  15. 60 likes
    Allright it's been a couple of pretty stressful days setting things up especially in the end with things failing for unknown reasons. Eventually things came together though and it just clicked:) From my team members I've heard lots about you people staying positive and supporting the game which has helped a lot, and I'm very thankful for that. It's a big vacation week here in Sweden and I hope to be able to spend most of the rest of it with my family so I'm crossing my fingers:) Enjoy Wurm, guys and gals!
  16. 59 likes
    We have been actively discussing this issue overnight as there are several conflicts that we s a team must address. I feel this is not in the spirit of Freedom Isles and is griefing. As Wurm Online is a sandbox game, we want to be very careful about developing our rules as we prefer not to interfere with the open capabilities in the game world. This is not the last word on this issue. We are still reviewing certain aspects of this.
  17. 58 likes
    Hey guys, it was suggested by a community member that I start my own thread for this little news series I started for the blacklighters on Epic, so you can see the kind of silly PvP antics we're up to over there. I'll update this original post with new episodes, so check back frequently, and make sure you subscribe to my youtube channel! Broken jaw and very hard episode to narrate: >http://youtu.be/fDW3L9tPkcM Dev Week 36 >http://youtu.be/S191VhEfcyM Zerus Falls to the Horde >http://youtu.be/jSt5To8E8dM >http://youtu.be/5aODdxNvuYk Dev Week 40 & Stormray's Return >http://youtu.be/qhGkL3N4uP8 The New Affliction >http://youtu.be/MYQ8nZ74W2U
  18. 58 likes
    Hey guys. Been working on trailer in my spare time ever since Wurm 1.0 was released back in December. I finally managed to finish it and want to share it with the Wurm Community. Hope you guys enjoy. Watch The Unofficial Wurm Online Trailer
  19. 56 likes
    Hello fellow Wurmians! Haha I do not even think I will bother with writing much here. If you are not already scrolling past this to get to, yes.. Bridges! But that is not all, lots of juicy news for one and all so lets Share some News! Bridges! Click image for larger version! Indeed! I have been holding out on you Wurmians I know, sorry about that. I have been hearing the weekly echoes and moans about bridges all this time but now finally, lets start talking about them again. After all that earlier hype, we hit some real complex barriers which took allot of development time to overcome. And before we brought it up again, we wanted to feel confident the project was proven to work within reasonable parameters and getting close to finished. And yes, we are now confident that bridges will be done and ready for implementation soon. So as you can see from the picture, you are now able to travel over the bridges which from a development standpoint is huge. It is very complex to say the least to get correct collisions to be generated along with player creations in a persistent sandbox environment. Hence why so few if any have done it before. Can you think of a game that has this functionality? I really can not recall a single game where you can do this. I think almost all of the coders on Wurm crew has been involved in this project to some extent. We are currently nailing down the final limitations and functionality of the bridges. So we are not going to much into details and answers before that. But as an example we are exploring the possibility of having them connected directly to buildings and to a different level of a building. A very interesting prospect but something that of course poses unique challenges on its own. The plan is to get them in with a bigger update. What will be in this update you say? Well, that is still on the down low but rest assured I will be letting you in on it as soon as possible. But it is seriously looking to become a neat package! Is christmas is coming early this year Wurmians? Digging for treasure! Digging now holds a chance to reward you with Rare Bones & Emeralds. You will only have the chance of finding anything if you are really digging so no: Digging - dropping - digging - dropping... No sir that will not do! Anybody, even non premium accounts have the chance of finding Emeralds. Only premium accounts however have the chance of finding Rare Bones. For those who do not know: Emeralds are used for storing favor for future “magic†usage. It also catches a fair price on the market. Rare Bones are used in crafting to increase the rarity of items. Wool Hats Click image for larger version! Aah so comfy and warm. And don't you just look striking when wearing it? The wool hats, a first look at this craftable item which will of course be related to the commodity wool obtained from sheep. Armor level will be the same as cloth. Sheep Cage! The only safe and cool way to keep your best sheep. Judging by the size of a sheep, this cage and its mount will be about the height of a 4 story house! What better way could there be to show of the pride of your herd? Did I get you there? I am only trolling you dear Wurmians. Bird Cage So this is more feasible you think? Yeah probably. This is a new decorative item and the bird inside will be animated. Currently we have a hen populating it but I think it looks good. Keep in mind this is work in progress. Check it out! Click image for larger version! Black Sheep And talking about sheep, here you have our black sheep in all its glory. Soon in a herd near you! Lounge Chaise You must reach a high level of fabulous and fine carpentry before even attempting to craft this. Let alone pulling of one of these on your deed. So as you are probably guessing, keeping this and the cage in mind. There are more interior items being worked on as we speak! So yet another weekly update draws to an end. Do you realize I have been keeping these going for about a year now? And it feels like the pace has only been increasing with Wurm development. I am certain we are going to get tons of bridge questions again so remember what I said. We really can not get into too much detail about its final implementation. But it is so exciting! Finally! Bridges! Keep on Wurming!
  20. 55 likes
    A slime imping chainmail in a gloomy smith house.. wonder who is this slime.. oh wait, isn't there the one so called 'master of chains' whom is known as BLOB? Met Blob.. the slime chainsmith. And here is video timelapse \o/ [media]http://youtu.be/eQYOq1KALO8 A part of the process where not recorded as I wander and fiddle around of how I want this looks like. At first I sketch a blob with many hands holding all the smith improving toolkitâ„¢ but I'm not so satisfied with it so I made three thumbnails and let people vote which is the best. There also a part that I colored this in detailed black and white and realize it took so slow and not even looks good so I remove that and decide to just go with color... Also check out Blob's smithing store! As he is awesome! http://forum.wurmonline.com/index.php?/topic/83475-blobs-smithing-store-im-back-chain-armourshields-and-pendulums/
  21. 55 likes
    They will be craftable from furs and pelts.
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  23. 54 likes
    Hello Fellow Wurmians! This week there are some really cool things I have the pleasure of revealing to you all, so I am super excited to Share some News! We also have a major Poll at the end of the post this week where you can take part in making a major decision for the game. It will be time limited, so make sure to tell your friends not to miss it. There is no need for any further ado, so let us go right into this! Bridges! One of the most requested and anticipated features in Wurm is being worked on and tested. And as I have been holding back on this one for a while, it has come quite far from a technical perspective already. It is being tested with placeholder graphics only at the moment, but our creative art director Saroman is working on getting it looking really good. You can thank Tich for the coding and time going into this and the progression so far is nothing short of impressive. As this is only a sneaky reveal you can expect updates on the bridges functionality, look and variations as we progress! Crafting Interface We are finally at the stage where we can show you the Work in Progress of the Crafting Window. I will thereby let it speak for itself, so enjoy! The Crafting Interface will be hierarchically, alphabetically structured by release. Further, the old way of crafting will still be available just as it is. Drag and Drop functionality is being updated. You will soon be able to move stacks of items straight from piles to target containers. For example a pile of logs onto a cart, without having to move them to inventory first. Amount moved per action is in relation to how much you are already carrying vs maximum carrying capacity. There is also a big Graphical Engine Update coming soon, which will be the trigger for a major server update. This will make allot of the other updates available along with it, as they are dependent on new functionality and an updated server version. To keep it short, the engine is going to be able to handle a whole new level of lighting, both direct (casts shadows, directional) and ambient(general, non directional). To be precise it is now set to handle 6 light sources affecting the environment and objects at the same time. But like in nature, light affects how we perceive many things, so for example fog, shadows and water with reflections will also be updated. Art Adding Rugs. Just click the image for a larger version. You can read more and discuss in THIS THREAD Also being updated is the Raft and Unfinished Raft models. Poll! Is it time to connect Pristine and Release to the Freedom Cluster? This will be time limited so tell your friends to get involved. Click this text to go to the thread. Vote and Voice your Opinion now! With these major updates in mind, you are hopefully still looking forward to Keep on Wurming!
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    Portcullis WIP. Front: Back: (Still missing the ropes and some wood details.)
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    Here are some WIP previews on some of the Animals we have in the pipeline. Croc (*texture in mouth have been corrected since this screen was taken ) Pig Hyena (not so rabid yet ) Rat Foal And I'm working on Copper, Bronze, Silver, Gold metal for the chain mail, I'll hope can add Bronze and Gold tomorrow to the graphics pack.