bdew

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Everything posted by bdew

  1. Obviously not because they are still developing WO and that update will happen one day... maybe. Unlike WU that they officially stated will no longer receive any updates.
  2. It was stated by rolf that WO and WU will be developed in parallel, so unless you want to claim WO is finished then neither is WU. That's aside for countless bugs that have been reported and not fixed over the years (invisible spirits and bl/wl anyone?), features that were promised and then retracted, and so on.
  3. Any company selling an unfinished product with no intents of working on it any longer are scammers in my book. It's a sad state of affairs if that seems surprising. It is not and the marketing material posted by the company and it's then-owner when it came out says otherwise.
  4. The game has been officially abandoned by the company, charging anything for it at this point is just a scam.
  5. server mod tools indeed does not have a property file (it's loaded on demand) The date you wrote is right i think, you can check if the property file has a line that says depend.requires=bdew_server_mod_tools if it's missing it can cause that error. As i said in the post you quoted... if it still doesn't work post full logs.
  6. WO Steam Discussion

    I am not harassing anyone. Unless you considering voicing my opinion in a public forum as "harassment".
  7. WO Steam Discussion

    I never said that. It would be extremely silly of me to say so considering all my mods are open source with a very permissive license. This is a lie. There are other examples of my work that benefitted WO in the very post you edited. My narative is not and never was "my ideas were stolen", my narative is "we as a community did everything to help CodeClub and got screwed over in response". EDIT: And i'm sure you know that, that's why you had to delete half my post to allow you to put a strawman narrative in my mouth.
  8. WO Steam Discussion

    Thanks retro for editing my post to completely remove the point i was trying to make. The truth hurts doesn't it?
  9. WO Steam Discussion

    Rolf very clearly stated in his WU FAQ that the game will be developed in parallel with WO and all features and code will be shared between them. Those statements were why we bought the game in the first place. Stop trying to spin it. Moreover, the WU community and modders contributed countless hours to making WO a better game. About half the updates WO got over the last few years started as WU mods, stuff like placing things on tables was said to be completely impossible by the devs for years before WU until i figured out how to do it and released it as a WU mod. Stuff like archeology journal, creature cages, colored creatures, priest rework, etc... all started as WU mods or were heavily inspired by them. Critical bugs in WO were fixed because some WU modder sat and did codeclub's job for them. Stuff like rubberbanding on cave bridges that plagued WO for weeks was fixed the next day after that code was added to WU because i spent an evening debugging movement code then chasing WO devs on IRC to tell them how to fix it.
  10. WO Steam Discussion

    Yes yes, WU wasn't something they could even consider "stopping support" for. Until they did. They were the same codebase that would be developed together, or so we were told. If you prefer to close your eyes and ignore how badly this company treats their community, simply because you were on the "right" side when they chose which half to screw over - it's your choice.
  11. WO Steam Discussion

    It's a separate scenario but the outcome will be the same. A company that screwed over a bunch of their customers once will just as happily do it again if they see a profit to be made from it.
  12. WO Steam Discussion

    Again it is what you are saying now, can you honestly with 100% certainty tell us that position won't be reversed in the future? Because i'm pretty sure rolf believed what he was saying about WU when that came out, and yet here we are...
  13. WO Steam Discussion

    It's what they are saying now, but i wouldn't put my money on it a year or two down the line when one side or another starts making less money for them. Statements made X years ago aren't promises as we heard....
  14. Personally i'm pretty much done with wurm. I can't work on mods anymore, just thinking about wurm and codeclub and their betrayal makes me angry and takes all the fun out of it. Yet another game killed by corporate greed and mismanagement, RIP.
  15. There is no "normal" keybind for any modded actions. You can keybind with my actions mod but the number will change depending on what mods you have and their load order. Creatures stay in the database, they are just hidden from the world. The token just contains the id of the creature and when you exchange it back it makes the creature reappear at your location.
  16. That's a novel concept around here lol
  17. They might have learned to spell in the decade that passed since 🤔
  18. Assuming you are doing it by editing the DB... Note that when moving items (including tokens) you need to update their ZONEID to reflect the new position, otherwise weird bugs will happen You can calculate it like that - Y/64 + (X/64 * (SIZE/64)) - where X, Y are position SIZE is the size of your map (in tiles) and all divisions you drop the fractional part For underground items you need to add (SIZE/64)^2 to the result
  19. Wurm tries to set up port forwarding for your server using a protocol called UPNP that in your case isn't correctly supported by something in your network. If you set up port forwarding manually (or if you don't need it and only connecting locally) - you can safely ignore that message You can also disable that part from wurm.ini file by setting AUTO_NETWORKING and ENABLE_PNP_PORT_FORWARD to false
  20. You can't cut down trees with that modifier as it targets items and creatures, not tiles. The log message is likely from it trying to apply the action to some random items/creatures around you. For cutting down trees you can use tile or area if you have enough mind logic.
  21. It's not currently something that the mod can do. Check if your router supports NAT Hairpinning (or sometimes called NAT Loopback) if it does you can configure it to redirect connections to the public ip from inside the network to the server.
  22. That's cow poop. Paying money for anything that gives you an advantage is pay2win. This includes a 90ql super enchanted sword, a scale set, a huge deed that you wouldn't be able to afford with the money you make in game, or a stack of sleeping powders to make your skilling go 100% faster than for someone that didn't fork out out the money for it.