yarnevk

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Everything posted by yarnevk

  1. Sure if you define yourself as community, rather than the devs and GMs and CAs and youtubers who have all contributed to tutorial information on setting up single player. Not going to bother linking it, because it is now clear that you bought the game for the sole purpose of trolling it. The only controversy over single player is some people thought offline play meant no steam login rather then the intended meaning of the word to be offline LAN servers.
  2. If you are basing hardcore play on reality, at least attempt to get your reality right or admit you are just doing it to make the game harder https://en.wikipedia.org/wiki/La_Brea_Tar_Pits
  3. They have made the statement that modding the player authentication is forbidden, is that not a statement that it is the DRM? If they did not care if you bought the game legit or not, they could have already allowed any player to connect, local or online because that authentication is a choice the devs made. Just because you are playing local does not mean you have a legit steam game purchase. Yes there are many steam games that work fine offline because the devs have chosen not to enforce steam DRM, this is not one of them. Combine that with their distributor is a a steam key promotor it should be obvious to you why that DRM exists.
  4. 1. is already possible as that it just conventional dithering of color boundaries algorithms that are known science. I already do this in my own code. You could probably use any paint processing tool, as color dithering for limited palettes dates back to the days of limited CGA/VGA graphics formats. The problem is some people prefer not to have sand in their grass and grass in their sand because Wurm has always had the cleaner biome lines. I personally prefer the more organic boundaries that are more realistic. 2. requires new terrain types, graphically it is just as easy as shading the rock and dirt just like the ores are tinted. But this not not something a map maker could do, since they only define where exposed rock and dirt is. Instead the game engine would have to search the ore map and tint player exposed rock and dirt with the ore shades. No need to be a fancy geologist, it is a video game so just use the same tints already on the ores. The information already needed to do this is already there with the prospect mapping. 3. There already is a snow tile that could be used for elevations, but seasons are global in Wurm because it is a texture pack change so the trees would be out of sync. Not a problem if the snow line is above the tree line. You cannot have spring trees combined with snowy trees without a major engine change to how seasons are done as a simple texture swap. It would require the ability to load more textures than it does now. 4. I already am doing wet/dry biomes in my code. There is a problem doing conventional biome mapping though as that depends temp maps as well. Wurm has it's own idea of what that temp map is, so anything you do will disagree with what the game thinks the temp is. Does not stop anyone from from putting in arctic circles and tropics latitudes if it does not bother you that the game thinks it snows in the desert. My generator is currently for my personal entertainment, so I guess your plea is to all the budda Wgenerator variants which is using RNG biomes. They are just doing that to mimic what Wurm does. Use a third party terrain generator and many of them will do more intelligent biome selections - for example World Painter from Minecraft now has a Wurm converter.
  5. OP is irrelevant to WU play. Probably as simple as upping the rare gem while mining chances, just let the rock rot if you have no use for it. Or you could consider a whack the mole mini game that while mining rock it sparkles where a gem is on the screen, mimicking all those social cellphone wack the mole games.
  6. Again you ignore that port forwarding is only needed to host an online server, for a local server it is not needed at all.
  7. GIMP 2.9 in the dev branch is what you need. 2.8.6 is not the latest GIMP If you want to paint terrain check out WorldPainter for MineCraft, it now converts to Wurm, see the thread in this forum.
  8. Given the feedback was given at the time in WO that the solution was a sound slider so those who took offense at barnyards could not have to listen to them, are you under some disillusion that Rolf will now listen to the silent majority that wanted them left in rather than the vocal minority that always tells him what to do? Lip syncing sounds to the existing vocal animations designed with the prior sounds is the hard part, which is why I am hoping somebody has them. Presumably they fixed the noise by deleting the files and the playback code associating animal sounds is still there.
  9. I am hoping for a WU mod, maybe from someone with an old WO install to rip the old files and it will just work?
  10. For further perspective that is unplayable minecraft that has steep 25.6x taller blocks. Certainly an algorithm could exist to add dither noise and slopes, but it is not a straightforward import.
  11. Isn't the goal not to be like ESO where everyone can grind out everything by themselves within a month of being on the server then leaves out of boredom? If you want a proper MMO economy then long timers are a necessary evil. Personally to satisfy my Elder Scrolls itch I am going to port the map from my Morrowind game CD. But I can get my enjoyment of building all the castles and towns on the island myself in singleplayer with the timers as fast as possible in single player. Entirely different thing, but that is the point of WU.
  12. You fail to understand what it is for, it is so that you an use any terrain editor that writes 16b grayscale because they already understand 8b is insufficient resolution. 8b means you can only have +/-128 dirt high worlds (barely 3 tiles high) or you suffer 256 dirt high blocky contour cliffs everywhere. Photoshop and the latest GIMP and several other free paint programs support reading/writing 16b grayscale if you prefer to use paint brushes to draw a heightmap, that is not 1% of the paint program market so no need for hyperbole here as that has nothing to do with Oracle Java at all. But if someone did want to use Oracle Java there is ImageJ which is an image editor/processor written in it that supports all the formats. If using Java offends you then do not waste your time with Wurm, as it and many of it's support tools are using Java. Someone certainly could add 8b import, but they will need to have processing dedicated to adding details that remove the 256 dirt high cliffs. Since those details are more than 10x taller than your avatar, you might not like the result. Reading the format is easy with an graphics API, and likely transparent to the reader that the file is 8b or 16b, the fact that it is not supported is because the dev left it out because the results are bad.
  13. As long as it is optional on server start - sometimes I do want the harvest week to go by, other times I want time to be frozen. Better to do that catchup at start rather than shutdown since I am not sure when I will play again at shutdown. It is more about easier to use that you are adjusting wurm/earth time than having to adjust all the other timers. Just make those other timers dependent on the wurm/earth time so that there is one server start control.
  14. The problem with the specific timers is that it is hard to manage and is not actually simpler. Suppose you play 1hr a day on weekdays, and 8hrs a day on weekends. That means you get one harvest during the week, but three harvests on the weekend (if you remember to do them rather than thinking you have a week to next harvest). And it is easy to forget to turn off your server because the client logout does not do it for you nor does it popup the server logout screen to remind you. Already lost my crops because it got left on overnite. Tying the server up/downtime to real time clock is the right way to manage it so that all of the timers goes away and things are just a multiple of the real time. When the server is down you optionally catch up time on boot, to enable vacation days off mode for when you don't want to catchup. That way if you want to every few hour harvests or every week it is consistent regardless of your server uptime. Also solves the lack of seasons and darkness I discussed in my other thread. The complexity of doing it right in a mod is why I think it is really a client/server issue CC needs to fix, it is a major omission to not account for offline server experiences.
  15. My point is that networking and DRM are one and the same in this case, they are using the networking to validate the steam ID of the player owns the game, not just that the player has a valid steam ID - and that was an intentional choice with business reasons behind it. Only the alternate server is DRM free, but it still checks that players are legit WU players. They could just as well have put the DRM on the server and made players DRM free to play like WO. DRM is why they prohibit modding to bypass that player authentication about who can login to your server. Of course it is possible to use networking without DRM beyond that needed to make sure downloads are paid for, the devs/distributor have chosen not to.
  16. Offline Steam means you do not need to connect to steam, that steam is only a download service. If you have to connect to steam to start the game, then that means steam is working as a DRM service. Regardless of that being done with their DRM API or networking API or whatever, if you have to connect to Steam to play the game it functions as a DRM service.
  17. see my mod request here http://forum.wurmonline.com/index.php?/topic/133193-day-cycle/ It does not impact farming because that already has a harvest interval in server config. Set it to 24 if using a dedicated server, set it to 1 if you play an hour a day and farming schedule will be the same as WO. Just remember to offline your server when set to 1 or you will lose your crops! I thought there was a server config for husbandry as well? But you have posted more issues that has me thinking this is more of a server issue than a mod request since the game is basically broken for offline serving. Tilting the day cycle is more of a complex mod, ideally would further vary the ratio with seasons.
  18. I am well aware of this the keybind UI already has SHIFT modifiers so no need to fear spelling errs. It also lists NUMPAD 1 and 1 as seperate keys. I only called it ! to clarify I was not talking about the numpad, but the UI does not work using the shifted key character, it works by using the SHIFT modifier, This is not a console typing user error, these are keycodes already in the UI. Please comment on this thread if you have added the SHIFT modifier to the number keys for the toolbelt slot in WU and can or not verify this bug report. As I said SHIFT modifier works for other things, for example Shift-tab backs up your chat tab selector.
  19. Except that it does use steam DRM, it is not a DRM free game, and that is why it does not belong in the mod requests section, because that is the one modding effort they have already said is off limits, and why the game is unlike other Steam games that are no DRM and do work offline. Since their distributor is a steam discount key promoter, I think the odds are very low of them making a no DRM version that could be pushed to sites such as GOG.com, although that sites patch management is worse than steam and not worth putting up with for weekly updates.
  20. But then you only use world painter for heightmaps? Thought the purpose was for its better biome selections.
  21. This was the numbers row not the keypad (meaning '!' for SHIFT-1 not 'END') Shift numbers did work for keybinds other than the toolbelt, this bug is specifically with using them for the toolbelt slot.
  22. sea level waterways. any river erosion code will be dry.
  23. The SHIFT key modifier cannot be used in keybinds for the toolbelt slot activation, although ALT modifier worked. i think it is because SHIFT is hardcoded to shrink the function bar menu.
  24. Resource tiles like tar, clay are very important. Need to be 2x2 at least as edge will dig dirt rather than resource. Best use a color picker in a paint program to hilite the distribution on existing map dumps. http://dumpmaps.wurmonline.info/
  25. Coins for playtime

    The game tracks your total action timer time you can view it in your own stats. So surely must be some way to track how much it goes up and give coin for that.