BrQQQ

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Everything posted by BrQQQ

  1. It's an API, it's there so people can start building actual map editors/builders. Awesome job, Warlander!
  2. The part where you cannot recast after dispelling is a bug. The cause of this bug is known, but for rather technical details it will not be fixed until after the permissions update. Once permissions go live, this bug should get fixed soon afterwards. Recasting without dispelling... I'm not entirely sure if it's unintended or not, so I'll have to ask Rolf to confirm. In case you are wondering why the difference matters: dispelling is useful if you want to try to get a different element for your turret (like getting rid of the water spirits and getting fire spirits instead). I'm not really sure if the power matters.
  3. High god receives some extra information that normal GMs don't have. It usually comes in the form of extra event messages that help with debugging and stuff.
  4. PVP leaders

    Rudie's soothing voice always made me feel comfortable in PvP
  5. After a server update, there should no longer be any issues with suffocation and reinforced cave floors.
  6. There are no plans (yet) on changing irc functionalities. There's little reason to remove or change it.
  7. Why Indy?

    I think "Inde" looks like an incomplete word. It's like you just took a word and cut it in half. It also doesn't have a very obvious pronunciation if you just look at the word. "Indy" does have a pretty obvious pronunciation and looks like a proper word (to me). Not that it really matters
  8. It was answered already, but currently how things work, this wouldn't be possible (in any easy, simple way). I really hope this can be supported soon though.
  9. man, I remember people making entire communities based on that INTJ and stuff
  10. Did people actually read the post that Rolf wrote, instead of an "article" that is just designed to try to sound as sensational as possible? There are backups, but restoring only small sections would have caused inconsistensies across the whole database. Instead, it was deemed too dangerous and it was left alone.
  11. Do you get any crash log? Could you post it here?
  12. A few more things to the unstable client: Some new keybinds: there is a DROP_AS_PILE bind, as well as a lot of catapulting binds (like WINCH, FIRE etc) thanks to Zcul. You can find them in the keybindings tab in the settings as well. PM alert sounds: there is an option in the settings, under the sounds tab, where you can enable a sound alert when you receive a PM. It is disabled by default. This sound will play at the moment a PM tab starts flashing red. If a tab is already flashing red and you receive another PM on that tab, it will not play the sound again. When you type something in the console and press enter, the text field will not lose its focus. This means you can keep typing without having to reclick on the text field or press your focus bind. This only applies to the console window. There is a 'findbind' console command where you can do something like 'findbind DIG', and it will tell you all the keys that are bound to the dig action. This is just a shortcut from having to dump the binds and look for the keys yourself.
  13. New client is up and it should work properly now!
  14. In the next client, the console window's input field will stop losing focus after entering a command. There will also be a 'findbind <action>' command. It will help you with checking if you have bound a particular action to any key already. You can already dump your binds and look it up yourself, but this will make it slightly easier.
  15. The suggestion is a change for the server devs. The client devs can't just constantly push their own suggestions to the server devs directly.
  16. Nearly all the suggestions are server side, but on the client side (on next client release) it will start showing how many items you have selected in an inventory container and there will be a key bind for DROP_AS_PILE. Other useful binds are being looked at too
  17. The next client will have an option in the Sounds tab to enable a sound notification when you receive a PM (it is disabled by default). Extra info: This sound will only play if the PM tab isn't already blinking. This means if someone messages you 3 times without you opening the tab, there will only be one sound notification on the first message. It won't make a sound notification if you already have the PM tab open. It's also not affected by all those work/emote/ambient/etc sound toggles and volumes. The sound is currently the same as the sound you get from the Book of Wisdom notification (that little thing for newer players that gives you information about the game as you play) and the actual sound will change to something else later.
  18. If all fails, you can also use the direct link: http://www.wurmonline.com/client/wurmclient.jnlp
  19. Very likely, but it depends on what your workaround is exactly. It's likely a matter of giving the updated path to the javaws.exe file
  20. In case people hadn't seen it yet: http://forum.wurmonline.com/index.php?/topic/126869-pvp-ban-july-2015-lifted/#entry1306672
  21. Could you be more specific? What doesn't work exactly? You could also try right clicking the "Play" button and select "Save link as..." and save the file somewhere. Then try starting the client from that file.
  22. Paid to Play

    There are no rules against this. The two biggest problems with this are account security and whether it's financially worth it. There are no ways to "safely" share an account. If you share the account, you will always have to deal with the risk of that you may lose it. If you pay someone per hour to play on your account, you will most likely end up paying a lot of money for very little work. If you could negotiate a fair price with someone, it might work out for you though.
  23. As it is now, such an AI would fall under our macro rules. It would send actions to the server without you having to do anything. Even if it wasn't against the rules and we believed that it is actually causing problems, the rules would most likely change to cover this. I cannot imagine that it's possible to create a self-learning general Wurm AI within a reasonable amount of time. Many self-learning game AI learn based on feedback that tells them if they did something right or wrong. For example, if they die in the game, that's bad. Wurm doesn't have such simple feedback. You can die in Wurm, but that's pretty much where the "obvious" feedback ends. There is no clear concept of "winning" or "doing the right thing"that the AI can learn from.
  24. Do you crash if you try to log in another account? Could you paste a few other crash dumps so we can check if they are exactly the same? The cause of the crash is that the client is receiving values from the server that it did not expect to receive. Not sure why though