bdew

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bdew last won the day on September 21 2016

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  1. Sounds like you downloaded the source code to the mod, not the compiled version.
  2. > No Such File Exception: mods\movemod Check that you have everything unpacked to the right place... in mods folder there should be movemod.properties and movemod subfolder, which should contain movemod.jar
  3. Are you sure? AFAIK it's once per character period.
  4. Probably more info about fishing that anyone really wants to know Posted in another thread but i'll copy it here for posterity. The code is kinda hard to follow so take the following with a grain of salt. It counts the number of tiles lower than 3 dirt under water within 10 tiles from you in all cardinal directions (not square!, it's like a + 21 tiles in in height, and 21 across), and it also checks the maximum depth within those tiles. If you are fishing in a cave you always get group 1. If there are less than 9 tiles underwater you get group 1, if there are 9 or more but less than 20, or if the maximum depth is above 250 you get group 2 else you get group 3. So for best results have 10+ tiles of underwater in at least 2 directions from you and at least 250 dirt deep. group 1 - roach and perch or chance of carp group 2 - roach, perch, trout, pike, catfish or chance of carp group 3 - roach, herring, trout, pike, catfish, carp, bass or chance of special fish Special fish - octopus, marlin, shark (blue/white), sailfish, dorado, tuna Your skill level and rod rarity affect the chance to get special fish (or carp for group 1/2) Out of every 100x100 tiles there will be a 10x10 area for every special fish type (possibly overlapping) and those will change with season and server but should otherwise be static and repeating (so if you catch an octopus here, you should be able to go 100 tiles north and catch octopus again, assuming it's still in the middle of water). Note that even if you are in a special fish spot you are still rolling against the other fish in group 3, so you won't ALWAYS get the special fish. Higher skill and rod rarity helps.
  5. First of all there is no such thing as "ocean" tiles. All underwater tiles are normal tiles (like dirt, sand, etc.) they just are lower than sea level. Regarding fish... the code is kinda hard to follow so take the following with a grain of salt. It counts the number of tiles lower than 3 dirt under water within 10 tiles from you in all cardinal directions (not square!, it's like a + 21 tiles in in height, and 21 across), and it also checks the maximum depth within those tiles. If you are fishing in a cave you always get group 1. If there are less than 9 tiles underwater you get group 1, if there are 9 or more but less than 20, or if the maximum depth is above 250 you get group 2 else you get group 3. So for best results have 10+ tiles of underwater in at least 2 directions from you and at least 250 dirt deep. group 1 - roach and perch or chance of carp group 2 - roach, perch, trout, pike, catfish or chance of carp group 3 - roach, herring, trout, pike, catfish, carp, bass or chance of special fish Special fish - octopus, marlin, shark (blue/white), sailfish, dorado, tuna Your skill level and rod rarity affect the chance to get special fish (or carp for group 1/2) Out of every 100x100 tiles there will be a 10x10 area for every special fish type (possibly overlapping) and those will change with season and server but should otherwise be static and repeating (so if you catch an octopus here, you should be able to go 100 tiles north and catch octopus again, assuming it's still in the middle of water). Note that even if you are in a special fish spot you are still rolling against the other fish in group 3, so you won't ALWAYS get the special fish. Higher skill and rod rarity helps.
  6. It doesn't delete creator tags AFAIK. What it does is, for players that haven't logged for 84 days and played less than 1 day total, it will remove the player from villages (and disband if he was the mayor, deletes all the items in their inventory, removes them from mission tracking stuff, deletes their skills, wounds, friend and ignore lists, titles, ip history and probably something else that i've missed Also for players that haven't logged for 15 days it will move their inventory content from normal items table into frozenitems table. It will process one player every 3 seconds, so it should have been done in about 2 hours for you (but it might take longer if the server is lagging). Also honestly, i really don't know why would you do it, the impact on the DB and load is minuscule and it's a great way to piss off returning players that might come back after a few months break to discover that not only their deed and all their stuff is gone, but so is their character.
  7. Small suggestion - have some preset location in the jar for a .config file. When loading a mod, if there's no matching config file in the mods folder, copy it from the jar to the mods folder. That way default config files can be packaged into the jar and users can easily edit them in the mods folder.
  8. Server Update - 27/10/2017 Updated to WU 1.5.2.1 (compatible with all 1.5.x.x clients) Updated server modloader (fixing issue with some actions) Added Woman vs Snake statue to HotA Voucher
  9. This has been reported about 200 times now. JPWM_OffspringNames is causing that class to be frozen by loading it too early. It needs to be fixed on their side.
  10. Right now i'm running 3x 2048-sized servers with 36k creatures each + 1x 1024 sized server with no creatures (login server) All of them run on a single linux box with an i7 990x CPU (6 cores, 12 threads, 3.46 GHz), 32GB noname DDR3 1066 RAM (~7GB utilized by WU servers) and 120GB OCZ VERTEX3 SSD dedicated to WU data. There's also plenty of other stuff running on the same box and the CPU is more idle than not, so i could throw in a few more WU servers on it easily. In general, from my experience: Forget about 8k or 16k maps if you want a lag free game. Even CC can't manage that (see: Xanadu). In general you are better off running multiple smaller maps as a cluster than one huge map. RAM - You need less than 1 GB for a 1024 map, ~2GB for a 2048 map, ~5GB for a 4096. That's only for the server process, not including the OS and other stuff. CPU - Get the best single core performance you can, server is mostly single threaded SSD - Must have for a 4096 map with reasonable creature counts. Nice to have for 2048 maps. read/write throughput mostly does nothing, latency is the main problem (so you are better off with a cheapo SSD than a very expensive "enterprise" magnetic drive). If you can afford to get a good, low latency, hardware RAID card - go for it, but those are usually not cheap. Otherwise don't bother with RAID and figure out how to do automated online backups every few hours
  11. IMO the best solution would be to start a new epic cluster (with the new rules), and leave the current epic running on some old dusty VM for the dozen or so players that still play there and are so attached to their stuff they prefer to play on a dead cluster.
  12. The effect is triggering the trigger that triggered it (now try saying that 5 times quickly) recursively, causing a stack overflow. Are you by chance teleporting the player to the same tile? Or teleporting him to another tile that has a different trigger that teleports him back to where he started? or something silly like that?
  13. It's currently on the back burner due to severe lack of time.
  14. Pretty much all WU servers have free premium, that's the default and i'm not aware of any servers that actually charge for it.