yarnevk

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Everything posted by yarnevk

  1. What defines 'Big' steppe, I was wanting to mix up drylands (steppe/sand) and wetlands (moss/grass/marsh) since crossing a server to find bison team like on WO (only to find someone lives there and owns them all) should not be required in WU, are you saying they will not spawn unless the steppe is 'Big'? I never even saw a bison on Indy despite many trips cross server to the steppe, finally saw them on Release back when it was new.
  2. No they specifically stated it is an issue with map generators not seeding flowers - they are adding random seeding hopefully for no flower maps only so that generators can still control the seeding. Many players want to make unique biomes and not have everything randomly everywhere.
  3. WurmWorldGenerator

    Are you using OpenCL or CUDA? If using custom shaders I would expect it to be buggy across different platforms. Planet Explorers had a lot of problems on mac and PC laptops until they started using a version that used any availlable GPU or CPU, and they also was doing calculations on GPU.
  4. Can you detail the bug fix, if I work hard on a map generator that seeds different flowers in different areas for the game to spread and give each area a different look that I am after, I would be upset if it started randomly seeding flowers. It should detect that there are no flowers on the map at all before randomly seeding them. If a map generator was buggy don't employ a fix that ruins maps for generators that was not buggy. If I have a grass field with no flowers I would expect it not to go to seed.
  5. http://forum.wurmonline.com/index.php?/topic/132377-wgenerator-wurm-unlimited-map-generator/?p=1367927
  6. So is this just a texture mod? Does the woodtype affect the boat like it used to and like it does for other things?
  7. Also scale if you stretched your map to max height it may have exaggerated details.
  8. If you want it WO style then just don't do it, since WU has the ore and resource generators (no need to pay for someone to do those steps for you), others have left out those maps just did a heightmap and it generated the rest. If you instead do biomes yourself it needs to be complete with all resources, it will not do partial generations, it only triggers on missing maps. Until someone crawls thru those codes hard to say what distributions it uses.
  9. Harvest helper

    I used to use a Windows Taskbar mod for Wurm Online that was graphical, worked great for windows mod as it was designed to look like it was in the game. Sadly do not remember what it was, be nice if all those WO modders ported their calculators to WU. A more ambitious immersion mod would be one that changes the texture packs to show fruit so you could see that things are in season. That should be feasible since tree texture packs are already swappable for seasons, just need to find the code that does that and add additional checks for the fruiting days, then handpaint some fruit on the leaves textures. Pretty much the same thing as farming textures.
  10. It is there in Wurm Unlimited, but just an over the shoulder avatar debug view....devs used to make sure animations looked good I guess. There is no camera adjustment unless someone figures out a mod.
  11. Even as single player I would prefer 2k over 1k to give more room to have a proper map with coasts leading to foothills leading to tall mountains on a couple islands, rather than a perlined map where every island looks identical to the other island. If I start other alts their goal could be to spawn elsewhere and try to find the other alts places. Certainly do need to take player population into account. Indeed if it is 67sqkm then if there is 67 players that is 1sqkm each. 10sqkm if handful of friends, which is what the majority of servers are and is a huge amount of space for having isolated deeds. Increasing travel speeds just makes the world inbetween towns seem smaller, might as well keep original speeds and stay smaller and get over the penile envy. I used to make maximum 100km in Unity and would up the speed to 300kph to explore them, and they seemed small because it only took 20m to cross the map, until I started walking them at 3kph and they became absolutely huge taking 33hrs to cross. If you go to fast you just as well implement fast travel teleports and have a town simulator with nothing in between so you do not actually have an open world because you would blur past whatever is there. You quickly realize that distance is not measured in meters, it is measured in time.
  12. I am getting flowers on the creative map, took weeks of play though since I offline the server. Are you on a custom map, was it seeded with flowers?
  13. If you just want temp hitches without a mod, the tents serves that purpose....its probably why that mod even works. Of course it does not look like a hitching post like the mod. http://www.wurmpedia.com/index.php/Category:Tents
  14. Of course the map has a height limit. But horses? Indy is full of very high mountains that people live on. Warlander has said not to go near the theoretical limit of 2^15 because there are issues if that is what you are talking about, but that is a case of a bad map that should be rescaled to +/-30000 heights, that is 3km mountains and oceans. The annoying thing about riding is the slope limit, and the tendency for Rolf maps to be full of fjords down to waters edge, such that a horse cannot traverse the slopes. Be more reasonable to slow horses down than have them stupidly stop in a panic.
  15. You mean slope limit? Many have lived on mountain plateaus just fine, not aware of any height limit?
  16. You can already do everything but your inventory see the skill dump import/export threads. Of course server GMs need to have the authority to allow it on a case by case, you should not be able to import OP characters to any server you want at your whim. Since it will require GM support they could also spawn in what you had in inventory
  17. For those looking for a more familiar paint package, dev GIMP2.9 has it as well.
  18. Then play on a server that has higher skill gain multiplier and faster timers- for these are not client configs they are server configs so that everyone on the server plays by the same rules. The server configs includes both action time scalar as well as skilling scalars. I had mine set so that it only takes three prospects to gain a skill point. The two configs stack on each other, faster timers means more skill gains to multiply. If the server wants player economies, they are likely not to increase skill gains that much because when everyone has mastered making everything quickly, then there is no player economy. So go find a server that promotes creative play rather than player economy.
  19. Did you try this video tutorial? >https://www.youtube.com/watch?v=geMDsMxfuIU
  20. There is no basis for complaint in WU don't use it on your server or don't play on a server that has it if you hate it. Or do and discover it can very easily be balanced to not destroy hardwork that is still ongoing. If accelerated day cycles are implemented it would be easy to setup a test erosion server then fly around looking for coding problems, just like you could do a creature migration or flora propagation server test. Servers have limited space so if you are not playing the game then you give up your claim on that space, that principle already exists in Wurm with decay and reforestation so the idea is just extending that to the terrain so that the decay looks more natural and less artificial . Even roads eventually decay if never used. Don't see the deed blocking as a problem, the pile would just slide along the edges of the deed somewhat unnaturally (easily explained away as the spirit guard shoveling it along the fence). The entire point of erosion algorithms is that eventually everything becomes smooth and the piles go away. Pretty much same as water flow algorithms just in very slow motion.
  21. I had a dirt dropping algorithm done in Unity that I have not applied to my WU map generator. Reason is it is a very time consuming algorithm it made a lot more sense to model reality and distribute it over time, so every frame I would pick a slope and cut/drop a dirt. 60fps is 60 dirts, there are 4194304 nodes on a 2k map and a day has 5184000 frames in it, so within a day you would at least visit every node and move a dirt if it needed it. After a year your 365 dirt cliff would be eroded, but maybe you want to account for time scale and accomplish that in 1.5 months by doing 8 nodes a frame if the game can handle that rate without lag. run the existing dirt flow on dirt drop algorithm already in the game on one of those slopes every tick. Slow enough that you could dig out a home plot with little chance of collapse, but over time the decayed deed would slowly collapse back to natural state. Do roads and paved slopes decay the pavers before dirt dropping or does triggered dirt drops also kill the pavers to realistically model the damage that mudslides can do? Deeds would give you some protection just like they keep your fences repaired and lights on. Looks very weird to see flat forested land wogic result- so it was long enough to grow a forest but not long enough to collapse the steep slopes? Not much of a problem if for every resource node that gets covered another one gets uncovered. Makes the game more dynamic. It also makes even more sense to move the mod to Wurm Online at some point, less need for a new map if the existing maps would do a better job of natural recovery that accounts for the very high attrition rate. Many people want virgin forest to start with without having to terraform something back to forest, so instead they just go play something else when they see deed ruins.
  22. The percent chance is one over the value, so 1/20th = 5% is WO. Depends on if you have a dedicated server, do trees catchup on offline servers or do they only grow if online? Maybe you want the value to be 1 if you only play an hour a day then offline the server?
  23. I think the origin of the map is NW because tile origin is NW corner? So does that mean South is ascending tile count? Wanted to makes sure I make dirt and rock layers on cliff rock tiles have all four corners exposed, but realized I do not know if the south corner is +/-1?
  24. Rock distant texture pattern shows up because the texture is high contrast, so bland textures are necessary until LOD textures are supported.