Alexgopen

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Everything posted by Alexgopen

  1. It's called Elevation this time. Coming July 11th
  2. When are we getting glocks?
  3. Yea you just cant light a forge that way, iron melted in a campfire loses a bunch of quality, and trying to get flint with a crude pickaxe can take hours if you're unlucky Once at least a few people have steel and flints to light forges and make better pickaxes it wont be that bad anymore, but in the start it will be a struggle
  4. Looks like probably some issue with OpenGL, specifically something to do with GBuffer / FBO. Maybe try changing your FBO Support setting in your Compatibility tab, or turning it off completely, and see if it helps anything. The devs should be able to follow that stack trace to see what's causing it, but it might help them to turn on log_extra_errors = true log_gl_errors = true Those two settings might get you some additional output in your log. It's also possible that there might be an issue with your graphics.jar. Maybe try deleting and redownloading it.
  5. I think that's normal if the value is too small to display in 4 decimals. Does seem weird though when you aren't used to it.
  6. You can already do this by making and freezing lava tiles
  7. 517 slope

    Yeah the gm ebony wand actually treats your digging skill as 99.00, so that gm truly was unable to remove the dirt for you. On my wu server I changed it to use (map ceiling - lowest corner) / 3 - 1 as digging skill, so I can go as high as the map allows, and it doesnt cause any issues.
  8. Are valrei, haven, jackal, etc also flat? Also what exactly is a starfall and how does it factor into this. Why is it called a starfall? Do the stars actually fall? These are the things we need to know
  9. 517 slope

    Nothing bad will happen from going above 300 slope. You just won't be able to ever terraform that tile probably because it will be beyond your skill limits.
  10. Wurm's server is pretty monolithic by nature. I don't think it would be very practical to try and break it up for cloud services
  11. Wurm Classic

    I put some prettier updated instructions here for ya https://wu2015.tumblr.com/ Pls pay no attention to how sloppily the page is coded lol, I just adapted something I made a long time ago when I was a noob because I didn't feel like spending a lot of time for what's essentially a readme.
  12. Wurm Classic

    gonna go to sleep and leave this up first one to find a bug that crashes the server wins
  13. Wurm Classic

    They are not going to support this, as stated by Retrograde, and there is no way they are going to release old source, they don't even release the source for WU. I'm not going for identical graphics and mechanics, but rather take what we learned about what we liked and what we didn't from back then, and remove newer mechanics that we don't like, while implementing old/new ones that we did. I'd probably aim for somewhere around 2012 epic or something, since it's widely agreed that the game was in a pretty good state for pvp then, and make whatever other balance changes make sense. The classic in this case isn't necessarily making it the *same* as old Wurm, but making it resemble it, reborn in its image. If we wanted to make the models/textures look like they were back then, we would have to remake similar ones ourselves, because Code Club disallow distributing their resource packs.
  14. Wurm Classic

    Thing is, according to what Retrograde said, if I'm not allowed to distribute server files, then that means I'm not allowed to give anyone access to my git repo, which means I have to work on this all alone, which means it will take a very long time.
  15. Wurm Classic

    You could use those in WU if you wanted because the server doesn't verify the client's packs.
  16. Wurm Classic

    After I found out players can still get the original Dec 3 2015 version of the client on steam, I think that's a much better option. This way they don't need to worry about the decompiler introducing bugs into their client. As for your diff idea: I think requiring users to not only follow the steps to get the old version of the game, but then also decompile their own client, apply the fixes/changes to the source from the diff, and then recompile it again is more effort than most people would be interested in, and leaves a lot of room for user error or technical difficulties. Also, again, this could introduce decompilation bugs into their client from stuff that I missed when fixing the client. Players using the 2015 client they get from steam, and making mods for it if necessary, is a much safer option in this case. The downside is that I won't be able to change the client as much or as easily, but the upside is that it isn't ravaged by a decompiler. The game mechanics are all serverside anyways, so if there's anything worth getting running from source, it would be the server. I'll probably just try to avoid making changes that require ui/rendering/resource mods for the client, because I think it would be ideal if players could simply get the 2015 client from steam and jump right in.
  17. Wurm Classic

    I can already compile it again and the server is stable. I'm currently working on finding any runtime errors or decompilation mistakes that cause ingame bugs, but the decompiled server doesn't crash much anymore. I also did the client, which was a nightmare that required fixing the world renderer, ui rendering, ui component logic, font generation, level of detail, among other stuff. I can run the decompiled server from eclipse, and then the decompiled client from eclipse, and play for hours on the decompiled server with the decompiled client, both running from source. Unfortunately all my work on the client has been for nothing though, because Retro says I'm not allowed to distribute it. On the bright side, players getting the 2015 client through Steam means the amount of work required for this project has been cut in half, and server side development is my preference. I write backend services in Java every day at work anyways, so I'm much more comfortable in this area.
  18. Wurm Classic

    Cooking overhaul, siege mechanics, rifts, underground building, a bunch of new tile types, surely a lot of other stuff has changed that wouldn't fit in as classic and would need to be manually undone. WU came out in late 2015, and the Dec 3 update fixed a memory leak in the client, so its a good candidate to start from if modding your way back. If going about it by working with a set of decompiled source that you're bringing to a runnable state, then the number of bugs caused by the decompiler will be much greater than existing game bugs. I've already had to fix several thousand compile errors, and then moved on to runtime errors. The thing about game bugs fixed since 2015, is you can just decompile the latest version of WU to see what the fix was. The same can't be said for the decompiler induced errors, which can be much harder to identify and fix, especially if they only occur in certain situations during runtime. For this reason I plan on scraping whatever mechanics don't belong in classic Wurm, so I don't need to worry about bugfixing those ones, and then going through the rest of the code and fixing its bugs. Ive found that you can often notice patterns for the common mistakes that the decompiler makes, and using highly specific regexes to match and replace these errors throughout the whole project has been very effective so far. After this, through a combination of manually going through the code, writing unit tests for everything, and play testing, I hope to get the server to a state where no more bugs are found and the game resembles an older version mechanic-wise. The nice part about this is that since I can modify the source directly, I don't need to deal with using the modloader to hook in to the code, and can make large sweeping changes easily.
  19. Wurm Classic

    So after Retrograde responded to my question and said that I couldn't release any server or client files, I looked for a legal way for players to get the 2015 client. Code Club keeps older WU releases up on Steam, so if you bought the game you can specify an older version to download. As long as Code Club doesn't manually go and remove the older WU versions from Steam, they will remain available for anyone who purchased WU. This functionality is typically used for compatibility reasons, for example if someone has issues running the latest version of the game, but it would also serve well as a 2015 base to mod back to a classic Wurm experience. Also because it's distributed by Steam, requires that you purchased the game on Steam, and uses the same Steam authentication as any other version of WU, it's completely within the EULA to downgrade to this version. Instructions:
  20. In that case, the old vanilla client that's compatible with my decompiled server is still available through secure download on Steam. If Code Club leaves the old versions up, then players who bought the game on Steam could get that version from Steam, and I could write regular modloader mods for that version. Meanwhile I could work directly with the server source to make changes to it more easily than writing server mods. This way I wouldn't be distributing any server/client files, but players' access to the compatible client would be completely dependent upon Code Club continuing to offer it on Steam. My concern with this scenario is that maybe someday Code Club removes the older versions of the game from Steam, and then nobody would be able to play on the server anymore. Can I get a statement on whether or not Code Club is going to leave the old versions up? If so then I can continue working toward making a really cool oldschool Wurm Unlimited server.
  21. Wurm Classic

    could mod them back in to wu if someone has the old sound jar, or get some nerd to voice act them all over again from memory
  22. Wurm Classic

    No release date yet, need staff @Retrogradeto clarify whether or not it's allowed to be released
  23. Bumping for some clarification on this again, because previously we discussed the stance on the server, but not the client. The recent news about an Elevation map reset got me interested in Wurm again, but I can't help but feel nostalgia for how the game used to be. A lot of other players feel similar and unironically would be interested in an older version of the game. Last Sunday I dug up and started working on bugfixing my old decompiled versions of the WU 1.0.0.0 server and client from December 3 2015. I'd like to try and get it all running smoothly, and then be able to modify said server/client by working with this source directly, rather than relying on making mods compatible with whatever the currently released version of WU is. This would make it much more reasonable to extensively mod the server and client to get them back to a state similar to how the game was in around 2012. Currently I'm at the point where I can run both the server and the client from decompiled source out of my IDE, and play on that server for hours while looking for bugs to fix, which I can debug with breakpoints while playing. Right now I'm unclear on whether it would be allowed to distribute the modded 1.0.0.0 client to others in order to connect to and play on this extremely outdated server. All of the Steam authentication and use of Steam API is fully functioning and intact, so users would still be required to purchase the game on Steam in order to play. This client would not be able to join any of the currently existing WU servers, because it is many years outdated and doesn't match the current protocol version. This means that players would not be able to play WU for free. I'm also unclear on whether it's allowed to distribute the decompiled client source to other modders for the purpose of collaboration on this project, so for now it's only me working on it, making progress slow. I've tried going through old staff responses to gain an understanding of what is/isn't allowed, but I've come across conflicting statements and would like an official response here. In short: Can I distribute an older version of the client with Steam authentication intact, meaning users had to have purchased the game in order to play on it? Can I distribute source for an older version of the client, so that modders can collaborate on a project to restore WU to a state similar to an older version of Wurm? If no to either of the above, is there a way that it would be allowed to get users running an older/custom version of WU, such as through a patcher or other means? If yes to the previous patcher question, what are the specifics on what would/wouldn't be allowed in that case? @Retrogradeplease check on this and forward this message on for me, because a lot of us would really like a classic 2012 type WU PVP server, and I feel that there's potential for this project to succeed if it is allowed.