Mthec

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Everything posted by Mthec

  1. [FINAL] Upkeep Costs

    Update New options - Into Upkeep and Name Change Cost Download Don't worry about it, all the extra information was helpful in tracking down the cause. So thank you. Think I've sorted it all now. I tried to take the clever route and although I learnt some new things it didn't pan out, so I went with the simpler option I probably should have started with. I've added a new option for how much goes into upkeep, and I also found another value to play with on the way, the deed renaming fee. Fingers crossed it should all work fine, either add the new options to the file, or delete the old files and they'll be recreated. If I've got it worked out properly then if you don't add the values it will just use the defaults. The fun never ends!
  2. [FINAL] Upkeep Costs

    Thank you for the positive feedback. I'm having trouble reproducing this. Firstly my values came out differently, which shows something is up, this is what I got with the default settings, an 11x11 deed, no perimeter and 3 non-epic guards: The values total up properly One possible explanation is that you were trying some values out with the ui version, and then changed to a different server expecting it to discard those values. If so, then the problem I noticed while looking into this may be to blame, and the update below should fix it. Just delete any properties files in the server directories. The only other thing I can guess at the moment is that you were looking at the top value, and missed the total with the guard costs included? That still wouldn't account for the different values at the top though. If neither of those apply, then if you could post back with a similar image or simply type the different values, and also check if the properties file for the server matches the values found here then I'll investigate further. Sorry for any bother. Update Fixed any changed values being used instead of global values on new file creation in ui version. No changes to non-ui version. Download
  3. [FINAL] Upkeep Costs

    Update Per server settings now work with non-UI version. Download When I was getting ready to post this thread I could not think of a way to do it, then it just popped into my head.
  4. [FINAL] Upkeep Costs

    You'll want the one without the UI, but yes, I don't see any reason why it wouldn't work if other mods do. At the moment the per server settings won't work, but I think I've just thought of a solution to that. I'll look into it. All any modder can hope to achieve? Thanks for the feedback.
  5. [FINAL] Upkeep Costs

    What does it do? Allows you to change the costs associated with a deed. You can change: Tile initial cost and upkeep Perimeter initial cost and upkeep Guard initial cost and upkeep (Epic/Challenge servers use separate values) Minimum upkeep How much extra money is added to the founding cost that is then added to upkeep Name change cost Requirements ago's Mod Launcher Instructions Download one of the zip files Copy contents of zip into your Wurm Server directory: Steam/steamapps/common/Wurm Unlimited/WurmServerLauncher or Steam/steamapps/common/Wurm Unlimited Dedicated Server Settings To change the settings you can either use the Server Launcher with the UI version, or edit some files. Global: <Your Wurm Server Directory>/mods/upkeepcosts/upkeepcosts.properties Along with two extra lines for ago's Mod Launcher, this file contains the global values that will be used to create any new files. Changes here will not be applied to any server that already has it's own settings file. Per Server: <Your Wurm Server Directory>/<ServerName>/mods/upkeepcosts/upkeepcosts.properties e.g: WurmServerLauncher/Adventure/mods/upkeepcosts/upkeepcosts.properties This file contains settings that will only be loaded for the server whose folder it is in. You can delete this file and it will be regenerated using the settings from the global file. If you encounter any problems, let me know and I'll try to help.
  6. This mod I've whipped together seems to work. Upkeep Costs Mod The other deed costings were in the same location so I added them too. Standard practice, needs ago's Mod Launcher, copy contents of the zip into the appropriate Wurm server directory. Values can be found in upkeepcosts.properties in the mods directory, and are in irons. Haven't tested it very thoroughly, planning seems to work okay, so if you run into any issues just let me know and I'll see what I can do. Was going to add the appropriate entries to my server launcher so you could set it without needing to look in the .properties file, but ran out of time. Will see what I can do tomorrow.
  7. Update Spell changes are now saved to a database. Some of the deity settings can be adjusted when the server is running. I've finally gotten back to this to update it to use ago's ModLoader structure and my server launcher, and add the above features. I've also cleaned things up a bit. See the top post for new instructions.
  8. Oh, sorry about that, I didn't think I had to add those values to the default translation files. I have now added them and it should work fine. You can download the new version here. Also, I have completed some basic instructions for users, modders and translators, forgot to update the post though.
  9. I can't help with regards to the server problems, but those warnings are nothing to worry about. They are to do with the launcher window not finding some layout settings, happens to me too, nothing that would affect the stability of the server.
  10. Hmm, I get that but I thought it might just be a problem with my configuration since that's the way it is with ago's mod launcher. Just edit the .bat to take out the "runtime/bin/" bit so you're just left with java. Or here for easy copy-paste. if exist logging.properties set LOGGING=-Djava.util.logging.config.file=logging.properties java "-Dworkdir=%CD%" "-Djava.library.path=%CD%/nativelibs" %LOGGING% -Xmn256M -Xms512m -Xmx2048m -XX:+OptimizeStringConcat -XX:+AggressiveOpts -jar serverlauncher.jar %*
  11. Update v0.2 Updated to v0.8.3 of ago's ModLauncher. Included all the extra command-line options the last official update added. Forgot that Wurm updated before the first release. Added WurmLoadDumpMod to create a communal server_settings.properties file per database. Added loadsettings and dumpsettings options to the arguments. Internationalised the Launcher. Moved "Gameplay Tweaks" to Server Settings tab. Added "Online Players" mod. Added .bat changes. Since most other people seem to be using GitHub I've moved to it as well. You can download the latest version here. Sorry about the late reply, for some reason I thought it would be a good idea to do all the updates at once.
  12. That certainly sounds possible, and follows along with the general thoughts I've been having about where to go next. At the moment this launcher uses the same server control classes that the official launcher does (Servers, ServerEntry, ServerLauncher, etc.), and I think that in order to make multiple local servers work I may have to tweak or completely replace these classes. So far I haven't dug too deep into them, I'm hopeful there is some wiggle room to do what you say, but some features might require significant changes to the whole Wurm code and may be beyond this project. Maybe other people who have been looking at the code have seen something different to me, there is a lot to look at. At the very least, as I get to more time to look at them I will try and do as I've done so far and keep the code that makes the changes separate so that even if I can't make the changes myself, it could be expanded to use configuration file at some point. An expansion of ServerConsoleController would certainly help with linux based management, but I don't have enough knowledge about console based menus (not that that has stopped me with the other things I've been doing...) to do much work on it. Another option would be to create these configuration files and rather than using menus just have a load command that takes the files and sets everything as needed. Wouldn't give quite the same flexibility when managing a server, but would help limit the downtime. Thank you.
  13. I have created a new version of the instructions for users, modders and translators, which can be found here. They should hopefully get you started. Please feel free to ask any questions and I shall try and answer them.
  14. Introduction: When I started looking into modding I realised, as others have, that any changes or additions made to the Wurm Unlimited code could cause conflicts, especially so with the launcher, as that would be a common point of entry. So I decided to have a go at creating a replacement server launcher, based around the official launcher, which would allow the community to work on improving it without getting in each others way, and also to make it easy for modders to add extras options to the launcher without having to overwrite any files. It's a little rough around the edges still, but I thought now would be a good point to get it out and get some feedback on it and find out whether it could be of use to the community. I think I have all the features of the official launcher included, plus a few extra features such as message broadcasting as you can see in the screenshot below. It also incorporates ago's mod and server hook system, so I'd like to say thank you to ago for his work on his ModLoader, and thank you for letting me include it. If other mod files are already in a mods directory with an accompanying mod.properties file they should just work. If people are interested I could upload it to GitHub or similar and then the community could contribute additions or fixes. However I don't want people to think I'm trying to push this onto the community, I just thought it might be a good base to build on or place holder until something better comes along. Wurm Server Launcher - Mod Edition Screenshot: Description: This is a proposed community version of the Official Wurm Server Launcher, which doesn't overwrite any files in the official code and allows modders to add their own settings pages (and possibly more) to the launcher. There has also been a slight re-design of the layout, and a few more options have been added. In working on this launcher I've split out most, if not all, of the server controlling "logic" into a base class. What makes this worth mentioning is that now there is a ServerConsoleController class, currently just using the code the official launcher uses for non-GUI launching, but it might provide a nice base for anyone interesting in working on a console based menu system. I've moved the database copying into it's own tab, and also added a basic new database section. It takes the current database's map, and possibly some other features, removes the servers and adds a single new one. If you look at the screenshot above you can see the broadcasting controls at work. Alert creates the orange text, normal the white, and safe the green. Incidentally, when I spotted this in the server code I thought it could make for a very interesting story based system. If anyone has any suggestions or comments, please feel free to post below. Install instructions: Note: I've renamed this version of the .bat file so you can try this launcher out and switch back to using ago's mod launcher without having to make any changes. You can either replace the javassist.jar or not, since it's the same. Download the serverlauncher.zip from the releases page. Copy the contents into the appropriate Wurm Unlimited server folder: Steam/steamapps/common/Wurm Unlimited/WurmServerLauncher or Steam/steamapps/common/Wurm Unlimited Dedicated Server Run the serverlauncher.bat for Windows or the serverlauncher.sh for Linux. You can run the launcher from it's icon, but it's better to run it from the command-line so that any errors are not lost on exit. Source code Known issues: The window layout is odd when first started, I haven't gotten to the root of the cause yet, but just click once or resize the window and it will sort itself out. For Modders: More detailed instructions can be found here, but below is should serve as a quick reference. TODO list:
  15. Should probably have tested that before posting, sorry. But have done so now and yes it does. Needs putting in the dedicated server "server.jar", obviously, but so long as you normally get the Wurm server GUI it should work fine.
  16. What does is do? Allows you to change some of the settings of the Deities on a Wurm server (name, gender, etc.). It also allows you to change which spells can be cast by followers of a particular god, which are then saved in a new database file (wurmspells.db) in the same place as the other server databases (<servername>/sqlite). Be sure to make proper back-ups, and if anything does happen just post here and I will try to help. Instructions Download serverlauncher.zip (if you don't have Wurm Unlimited Server Launcher already) Download deitymanager.zip Copy the contents into the appropriate Wurm Unlimited server folder: Steam/steamapps/common/Wurm Unlimited/WurmServerLauncher or Steam/steamapps/common/Wurm Unlimited Dedicated Server Run Wurm Unlimited Server Launcher using serverlauncher.bat for Windows or servelauncher.sh for Linux. Click on the Server Settings tab and then Deity Manager to start making changes. Source Link Old version Here is the old version for anybody that still wants it.
  17. Thanks to all who were there, and especially to Schiann for hosting. Wolverton had a good time.
  18. Real life permitting, Wolverton (Priest of Vynora, or rather will be by then) will hopefully be able to attend. Usually on around 3-11pm GMT, but may be able to leave him on a little longer if that's how the times work.
  19. One small issue, if your browser window isn't wide enough the main text and navigation bar go off the left edge of the screen and cannot be reached with the scrollbar. I can widen my browser window to see what's there (I just happen to prefer not using the whole screen most of the time), but there may be some people out there who can't do that (I'm mainly thinking mobile viewers). Overall though it's nice to see a fresh new design, the background image is beautiful. Hope fully one day, when we quantum computers are the norm, Wurm will still be around and looking like that.
  20. Not sure if this the best place for it, but I suppose it is technically a server bug. On Valrei, Margranon still has a Power Harp from the last scenario round. This may not be a bug, it may just be something we don't know about how the game board works, but given none of the other gods retained objects from the previous rounds I'm assuming it is. The was a Power Harp on Magranon's home tile at the end of the last scenario, it disappeared at the end and Magranon didn't have it on him then, however as soon as he made his first move in the current scenario it was added to his collectibles list.
  21. Collating typos

    When you examine a meal, the 'a' is not capitalised. [17:48:33] a meal made from cooked meat and potato.
  22. Sorry, what I meant was, is there anything special we need to do when there is a scenario reset (special message/score counter). Or in my case was it simply because the images broke?
  23. What does a scenario reset actually entail? Are there special events we need to accommodate? How can we (our maps) tell when a scenario has ended, or is it something we'll have to transition manually? EDIT: On a possibly related note I've just noticed the item fallback image got lost at some point on my map. Will get it uploaded as soon as, updated the zip in the mean time.
  24. Map of Valrei Token artwork, and kindly hosted, by Jekev. Tested in latest versions of Firefox and Chrome, and also with IE9 (and IE7/8 through it's developer tools) and IE6 (with a fix). You can download everything in a zip file here, for those who wish to use it or just look at my poor code. There are two versions of the php, one is for servers that allow cron/other download scheduling and one that gets the updates itself. The xmls must be named with a php supported date/time format for the first version. The second version will miss an update if nobody visits the page in that time. Was a fun project at least.
  25. I haven't seen a proper list myself. In case it helps, this is a list I put together, most of the names I got from the first map, and the more difficult ones have been confirmed by watching the xml. The only one I am not certain of is "The Mowpits" (and I cannot rule out other mistakes). Faltersteps Shaded Depths of Uttacha The Drown Nogump the Dirty Altar of Contemplation Brokeneyes Firejaw The Shift Valrei's Worried Brow Plains of Hidden Thoughts Windswept Heights Scary Old Trees Really Bad Lands Beastwatch Range The Nobody Who's There Forest Diamond Mines Jeopardy Hunt Dying Plateau Skyrisen Brittle Rocks Loft Despair The Dark Songs Forest Jackal's Sanctuary Castle Glittercrown Spiritgathers Weirdpeaks Fall Spring Valleys Eaglespirit Glacier Wintertree Hills Bloodsucker Marsh Den of the Deathcrawler Saltwalk Mount Creation Golden Jungle Mount Assami Humid Hills Deadends Foulwater Ices Rusty Daggers Broken Fingernails Flamestrike Desert Western Spurs Drakespirit Gardens Jagged Rise The Myriad Forest of the Dreadwalkers Misthollow Flats Home of the Treekeeper The Fence Bleak Plains Deforestation The Mawpits Stomping-Grounds Glowing Shrubs Stargazers' Hollows Withering Marble