Mthec

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Everything posted by Mthec

  1. Sorry, I didn't get around to changing the title. No, I haven't worked on this for quite some time. I just tried giving it a quick run and it seems broken on more recent versions of modloader. The interest just never seemed there and I was ready to move on.
  2. [FINAL] Upkeep Costs

    Sorry all, I thought I had finally sorted the forums email notifications. I have been out of the world of modding for a while now, and have not visited the forums in just as long, so sorry for the late response. That is strange, I didn't need a second copy when testing earlier and the per server upkeepcosts.properties file should be create automatically. Oh well, glad you got it sorted anyway. Whoops, that's rather a big oversight. Very sorry. New version should fix that problem. @Darkness1990 Update Exploit fix, plus some odds and ends from Wurm Unlimited updates. Download
  3. [FINAL] Upkeep Costs

    Sorry everyone. It has been a while since I was modding. However I have taken a look and think I have updated it to work with the latest version. Just let me know if you have any problems. Update Download
  4. [FINAL] Upkeep Costs

    Sorry it has been a while, but I've been busy. In the end I didn't really find anything else that seemed to be working incorrectly, but feel free to prove me wrong. I did find an edge case where the Kings Shop (something related to trader funds I think) wasn't being updated. Since it only happened on a 0 upkeep interval it probably had no effect, but I fixed it just in case. I've also added an extra message, following Eject's suggestion a while ago, to the low upkeep warnings regarding free tiles and perimeter. It will only show up if you have those options set to something other than 0. Update Download
  5. I did intend to look further into the deity system, but got distracted by other projects. Unfortunately it's not as simple as you would hope, the code for a deity is quite spread out. Some of it is in deities, some of it is in spells, some of it is in epic\Valrei and that's just what I've found so far. It should definitely be possible, after all Wurm Online has extra deities, but I'm afraid it's a bit beyond my current knowledge. Even if I did copy everything, there's probably some other code I've missed that might cause things to behave strangely in-game. Sorry I can't be more help.
  6. [FINAL] Upkeep Costs

    Confession time... When I added the free_tiles and free_perimeter options I messed up the upkeep calculation, as a result deeds have effectively been operating as if upkeep was 1i per tile. I found it while looking over the code just after the last update, and it was one of those things where I have no idea how I made the mistake. I'm very sorry if this has caused anyone any issues, knowingly or unknowingly. I have created what I hope is a fixed version. I have also finally gotten around to working on some proper tests. It's still early days, which is why I'm not 100% certain the mod is error free, but I have verified that the problem I found has been fixed and I will continue to work on more tests. The initial tile costs during founding won't have been affected. Update Download
  7. [FINAL] Upkeep Costs

    Many thanks for the feedback. The problem was partly to do with the limited testing I'd done, and partly to do with me not fully understanding the draining mechanics. Doesn't help that the server I was testing with didn't have PvP turned on so I didn't see the extra part of the message in your screenshot on my end. Sorry about that. Should all be working now. The bolded message is triggered when the money left in upkeep falls below 3s, since I couldn't work out why it was set at that value I changed the message to "soon" and it now triggers when the the upkeep falls below 5 times the current drain value. I could probably change it to take more values into account, but it could get complicated with the changeable values and ongoing upkeep, etc. If anyone has a better suggestion let me know. Update min_drain option wasn't being used properly. Download
  8. [FINAL] Upkeep Costs

    Apologies for not being around lately. Sorry you've been having difficulties, I've given it a quick test and don't seem to have any problems on my end. I set min_drain to 2500 (25c) and drained a deed and got 35c something. Can I just verify, you've changed the min_drain in Wurm Folder/Adventure/mods/upkeepcosts/upkeepcosts.properties and in Wurm Folder/mods/upkeep.properties and when you launch the server you should get a line in the console that says something like: INFO: Upkeep costs are as follows: Tile 1 copper, 20 iron, 10 free tiles - Perimeter 50 iron, 5 iron, 100 free tiles - Guards 10 iron, 10 iron - Minimum 0 irons - Into Upkeep 0 irons - Name change 5 silver Draining values are as follows: Minimum drain 25c, Maximum drain modifier 5.0, Drain modifier increment 0.5 And all the values have changed correctly, except "Minimum drain"? No "WARNING"s show in the console?
  9. [FINAL] Upkeep Costs

    Sorry about that. I changed the location of the translation files before making these changes, and didn't test them on the non-ui version. Should all work fine now. Download It will act the same as if you had no free tiles, and start the disband process. The King wants his coin. Was there another way you like it to behave?
  10. [FINAL] Upkeep Costs

    Update Draining options added. min_drain - The minimum amount taken on a successful drain. max_drain_modifier - The drain modifier increases the amount gained on a successful drain. This value sets its maximum. drain_modifier_increment - The amount the drain modifier increases on a successful drain. Was easier than I expected. Although I haven't done extensive testing on it due to drain timers. Should probably get to creating a test server environment specifically deal with these changes. Download Thanks for the suggestion.
  11. [FINAL] Upkeep Costs

    Sorry for the late response, I missed it until last Tuesday when reading the forums, then since I've been a little engrossed in another game. Update Added two new options, free_tiles and free_perimeter. The number of tiles specified will be removed from the cost and upkeep calculations. Download I've given it a little test run and it seems to work fine, just let me know if anything comes up. Haven't started on this one yet, but will work on it next. With a quick look it seems like getting that to work will also allow other values related to draining to be changed.
  12. Update Nothing major, just updating in-line with the 2016-03-01 official update. Added offline server button. Download
  13. Update New server console commands. A new console menu will appear after using "start=<server-name>", allowing you to do some of the things you can with the launcher window. Which will hopefully be useful for those who can't/don't want to use the gui version. Type: serverlauncher.bat console from the command line to start this new menu system before a server is started. The story so far Sorry for the wait from the last update, what with the holidays, real life stuff and working on two sets of changes at the same time, things have taken long that I'd hoped. The two main things I've been working on, are 1) this new menu system and 2) separating the gui from the server controller even further, hopefully paving the way for things like multiple servers. Now I feel (hope) the new console menu system is ready to start gathering feedback. Some things are still a little awkward, some are missing (e.g. creating new servers) and until the other part I've been working on is done some of the features won't be as full as they should be (e.g. changing settings on a different server to the one that is running), but it seems to work fairly well. So before I got much further I thought it would be a good idea to, you know, see what people actually want in a console system. How to use It should be fairly self-explanatory, just type a listed option and press enter. A few extra commands that work everywhere (except in questions): "help" will explain what things do, the list of options is printed at every level but typing "list" will bring it up again, "up" will take you back up a menu level and "menu" will get you back to the main menu. I've created a page on the github wiki explaining a little more about how things work. One little quirk I haven't thought of a better way around is setting a value to blank, so for the moment just type set after the option (e.g. motd set). If anyone has any suggestions on the matter, please let me know. Feedback on how things are, changes you think would be good, and any extras would be very welcome.
  14. If you are using the modded server launcher then you need to start it with serverlauncher.bat. If you don't want to use the launcher and want to just use ago's modloader on it's own then you need to remove the "mods" the server launcher adds (serversettings, players, playercount and gameplaytweaks), or for a less permanent solution, rename the .properties files for those mods to something else (ago uses .disabled). I've just given it a test myself and it seems to work with the latest version. However it has been a while since I last released an update, so there maybe some part of my configuration I've update and forgotten to release. Just let me know if you still have problems. Sorry for the confusion. I didn't know a solution that didn't involve adding an extra option to the .properties files, so it uses extra interfaces that won't be there if the modloader.jar is the one that's executed.
  15. Currently, it doesn't. Because of the number of spells and the combinations of them with the number of deities a properties file would be huge. However, I am working on a console add-on for my server launcher. It's not ready yet, but when it's done it should be possible to make the changes through a command-line. In the mean time, the deity details are fairly easy to find in the server database (wurmdeities.db, DEITY table), and for the spells you could make the changes locally then copy wurmspells.db to the server, and so long as the mod is running on that server it should make the appropriate changes.
  16. Not that I've got any real experience on the subject, but something similar to this seemed to work for me when I needed to replace a whole class: import org.gotti.wurmunlimited.modloader.classhooks.HookManager; import org.gotti.wurmunlimited.modloader.interfaces.WurmMod; import java.io.IOException; public class WebInterfaceMod implements WurmMod { @Override public void preInit () { try { HookManager.getInstance().getClassPool().makeClass(WebInterfaceMod.class.getResourceAsStream("WebInterface.class")); HookManager.getInstance().getClassPool().makeClass(WebInterfaceMod.class.getResourceAsStream("WebInterfaceImpl.class")); } catch (IOException ex) { ex.printStackTrace(); System.exit(-1); } } } I think I had to detach the old class first as I was replacing, but a quick glance at your code suggests you just need to add the one interface and class? Anyway, stick that in the normal mod layout using ago's instructions, and so long as you point it to the right files javassist should load the class like it would with the official classes.
  17. Sorry about that, haven't used .bat files much and I missed some ", the problem arises when there are spaces in the path to the Wurm folder. Which mine doesn't have so I missed it. I've made the changes and will add it to the next release, but for now you can just copy and paste the contents from these links into serverlauncher.bat and serverlauncherpatcher.bat (if you need it). This I'm not certain on. Maybe the fixed .bat files will help, but I wouldn't imagine so. Would you mind opening a command prompt to your Wurm folder, and starting the server launcher from there. >serverlauncher.bat start=Creative Any server you want really. Then copy and paste the output here. This will bypass the gui which will hopefully eliminate some possibilities. Thanks.
  18. They are both certainly on my to-do list, however it will be quite a big job so I haven't gotten around to it yet, sorry.
  19. Just given it a quick test and all seems to be working fine for me. What problem are you having?
  20. Thank you for the notice razoreqx, I wasn't paying attention to the Steam feed. It's a nice change by the Wurm team, giving us some breathing space for handling new updates. Thank you ago, for updating your modloader so quickly.
  21. [FINAL] Upkeep Costs

    Update Changes now tested. Fixed edge case where changing upkeep cost could have caused the wrong amount to be charged. Output of charges now available with ui version. (upkeep_output=true) Verified working with next Wurm Unlimited release (2015-12-21 beta release). Download The fixes worked for the most part, there was just an edge case where if you were charging less than 1i upkeep per poll (~8 mins) and then changed the values or changed the deed size/guard amount to go over that 1i, you could end up with free upkeep. The output was just something I added to aid testing. It's alive! Ahem, I mean it's done. Thank you for the feedback, and sorry it took so long.
  22. Sorry for the slow reply. I have made a little tool for editing the deity settings, it can be found here. You do need my server launcher as well, since there are a few too many settings to be stored in a properties file. It's a work in progress at the moment, but seems to do the job. As well as the basic deity settings, you can also change which spells are available to which deities. However, as Jukken says, quite a bit of the code related to deities is written in the code, and so can be more difficult to find and change. If there are any specific things you'd like, that it currently doesn't manage, I'll see what I can do.
  23. Update Updated in-line with Wurm Unlimited update - 2015/12/03. (New End Game Items option.) Updated to latest version of ago's ModLoader. Including Patching. (use serverlauncherpatcher.bat or serverlauncherpatcher.sh instead) Removed duplication of ModLoader files. Now uses modlauncher.jar (still provided). Fixed Players mod null pointer error. .bat and .sh files should now work with both local and dedicated server versions without editing. Mod panels should resize better now. Added missing Admin Password option. Download Been busy with other things, so nothing major today. Hopefully the .bat and .sh update will solve all the problems people have been experiencing (and hopefully not cause more).
  24. EDIT: See new update below to hopefully fix this issue. These are options set by the Wurm devs, I don't know much about them but what I've worked out is that with the latest version of Java OptimizeStringConcat no longer works and the other one would stop it from working if you are running the 32bit version of Java rather than 64bit. Looking into this I've also worked out why Overlord and I were having problems a few posts up. Wurm Unlimited comes with a version of Java bundled, it's in a folder called runtime. The Dedicated server has it in the top level folder, which is what the settings I used from ago's mod launcher work with, whereas the local version of the server has it one level up (so the client can access it as well I guess). So if you just want to use the version that is bundled with Java and it presumably is best for compatibility, and you are using the local server this should work: if exist logging.properties set LOGGING=-Djava.util.logging.config.file=logging.properties "../runtime/bin/java" "-Dworkdir=%CD%" "-Djava.library.path=%CD%/nativelibs" %LOGGING% -Xmn256M -Xms512m -Xmx2048m -XX:+OptimizeStringConcat -XX:+AggressiveOpts -jar serverlauncher.jar %* Or feel free to delete OptimizeStringConcat, I don't think it would break anything. The information I got on the memory issue I read about from the wurm devs here. Hope it helps.
  25. [FINAL] Upkeep Costs

    Sorry, I was just blaming myself. I didn't think you meant anything bad by it, I've just been a little self-critical lately. Thank you for the feedback.