Webba

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Everything posted by Webba

  1. Assuming this is just an alternative to sailing across and the characters stay the same, the portals are what you need. Each portal points to a specific server Id so you will likely have to change your ids to match the ones in the code. I did make some progress on a portal mod but stopped working on it as Keenan will undoubtedly do a better job of it. If he has put this on hold I'll try to finish mine and publish it.
  2. Steam don't usually ban you unless you are trying to run the game without buying it, I'm wanting a developer answer before I do anything since I don't want to do it, get reported for breaking tos and loose my £1000+ steam account
  3. So the issue is that steam looks for the process by name after first launch in case the api fails. The launcher can get multiple steam tokens it just means you would have to make it launched a separate process which takes some startup parameters of username, steam token and server address. Then you just mod the launcher to open this new process with the appropriate parameters and stay open. The last part is the bit which is a grey area which is that you would have to disable the steam api on the actual clients (at least I think you would and I'd love to be proven wrong ). If anyone can think of a better way of doing this without having to make multiple processes and a way of starting the game without steam I'm all ears. Lastly if making a multi client mod in the way I have described is allowed then I'd love to hear it.
  4. I'm pretty sure that option refers to the newbie gear from cchallenge, where you can chose starter gear.
  5. If you want to remove fatigue entirely I made a mod a while ago Don't know about gm commands
  6. It is much simpler for users and steam to keep the launcher open and spawn the client from there, it would be a little tricky to achieve but could be a possibility. I'd love to try making this as a mod but I'm pretty sure that would class as messing with the steam authentication and is not allowed, if a dev informs me otherwise I'll start right away (well when I have time).
  7. Seems like an issue with your steam settings, you can disable automatic updates and the game (or server) shouldn't by default download updates or automatically restart when it's open
  8. This would be possible, I know someone was working on something similar. I would offer to look into it but I need to finish some other mods.
  9. Would people be interested in a mod that makes woa on weapons more logical. Currently woa reduces the swing timer by 0.5(100-cast)/100 seconds so a 1 cast is better than a 100 cast. 0 casts seem to not behave and have no effect on swing timer. Lastly this cannot bring a swing timer below 3 seconds. Is there any interest in a mod which changes this so that 100 woa casts give the best effect.
  10. Neither templars nor tower guards will help you with uniques
  11. Firstly the teather which used to be on all uniques now only happens sometimes and I have yet to see in in wurm unlimited. Even teathered uniques can be drawn into a mine it is just a little more tricky as they prefer not to, however it is possible if you try enough. It may still come out of the cave once it is in (uniques can destroy cave walls and will happily chase you out of a cave). Penning was made pretty much impossible above ground so that farming dragon eggs is not a thing
  12. 1) If you want to charge players 10 silver to sail across the border or use a portal to another server that would require a mod. 2) selling to token pays 1iron per 10 quality + 1 iron on all items. Changing this would require a mod
  13. Had a look at this over the weekend and it seems I need to do some c++ so this may take some time.
  14. I'll try to look at this over the weekend as I have a g910
  15. Pretty sure you can't bind g keys other than through the Logitech gaming software, an arx app could be useful.
  16. Wu is very "modable" and I suggest to anyone with an idea to try to make it as a mod. If you want to get something added to wurm by making it as a mod it allows play testing and honest feedback before the devs look at the concept. As far as how hard it is to mod wurm has quite a lot of code to read but is not hard to follow and Java is easy to learn and use. I don't think that making machines would be that hard (joedobo) explained this fairly well.
  17. Bridles already cover this for horses, if a horse has a bridle you don't need a rope to lead it. It should be fairly easy to mimic this behaviour for tamed animals.
  18. There is an explanation if you click the link, albeit not well worded sorry I was tired when writing the release explanation I'll try to explained it better. The mod has an setting called carpentryMultiplier which the server owner sets. Whenever you plan or extend a house the size is limited by the total number of walls on the ground floor plus the number of tiles inside the house, with the mod this number must be less than the person planning's carpentry skill times the value of carpentryMultiplier. If the carpentryMultiplier is 1 the game will function as notmal.
  19. Done https://github.com/webba/BiggerHousesMod/releases/latest Edit now outdated please use: https://github.com/TysonCodes/BiggerHousesMod/releases
  20. JK: requires 21 Mind Logic and Soul Strength MR: requires 21 Mind Logic and Body Strength HotS: requires 21 Soul Strength and Body Strength
  21. [FINAL] Stat Gain Mod

    I am fairly sure that this is not a bug with the mod more a misunderstanding of how stats work in wurm unlimited, when your stat gains pass 31 they get 9x smaller. This skill system was originally used on challenge and 31 is the point where you can do every action and ride all creatures hence the limit, then stats are supposed to be slow. If you do want to remove the stat drop off at 31 this mod: http://forum.wurmonline.com/index.php?/topic/134658-alpha-skillmod-for-agos-modloader/ has support for that.
  22. I was not suggesting anything merely pointing out the best possible system given infinite resources or time I thought I made it clear that this was not a realistic route. What we have now is not great it is horrific. We have no control over what mods are being used and the line between assists and hacks will become more and more blurred. (No disrespect to ago I love you for making such an awesome modloader) I agree that a simplistic approach would work but it needs to start from the game itself so we can at least see if someone is (or claims to be) using an unmodified client, you cannot expect everyone to update their modloader or install a client mod for verification if it is optional. And as far as the serverpacks idea goes, it is a good idea but there is no way I will ever be letting server admins put java code onto my client and allow it to run, I will choose which mods are on my client thank you very much.
  23. It would be impossible to make something that cannot be circumvented, the 'best' way is to have an external service similar to VAC or punkbuster verify the integrity of the client. This is still far from perfect as the client can always observe the behaviour and reverse engineer it for a workaround (assuming you don't use Java so it cannot be easily decompiled). The last issue is that you don't really want this to be a third party system as it means players would have to install extra software to play on an unmodified client. The real best case scenario is the game gets a modding api and modding is only supported through the steam workshop so that steam/VAC can take care of client validation but this is a lot of work for code club and could take years of development
  24. Updated to fix permissions issues, please report any future bugs.