Ignacius

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Everything posted by Ignacius

  1. +1 to the issue in this thread. I've been experiencing it for a few consecutive updates now, both with Wurm Online and Wurm Unlimited. I only experience some 5-6 seconds of stutter myself, but some people experience several minutes of choppy unresponsiveness before the game pulls up. For both games, it's happening to me before the actual launcher appears on the screen. (For Wurm Online, it's happening while the splash logo is on the screen, before the launcher itself comes up.) Here are my system specs... Motherboard: Gigabyte GA-Z97-D3H CPU: Intel Core i7-4790 3.60 GHz (4 Cores, 8 Logical Processors) Gfx: NVidia GeForce GTX 960 RAM: 16GB DDR3 1600 MHz OS: Windows 10 Pro 64-bit Storage is 256GB SSD, and both Wurm and Java are installed to and run from it (both WO and WU) Java 8 Update 131 64-bit -- 32-bit isn't even installed, and auto-update is dismantled And here are the things I've tried to see if they help with the issue... - Tried passing the command-line arguments mentioned as a suggestion in a post above me (by Steveleeb), no effect. - Tried unplugging my second monitor and after a full reboot to ensure proper reporting of gfx capabilities, no effect. - Tried specifying a processor affinity mask with a start command in a batch file as follows: @echo off start "" /affinity 0xF /b "C:\Program Files\Java\jre1.8.0_131\bin\javaws.exe" http://www.wurmonline.com/client/wurmclient.jnlp @echo on[/CODE] no effect. All my drivers are up to date, and I've reinstalled both WO and WU numerous times over the course of the last few months, but this issue has never gone away. I can't recall exactly what update version the issue began happening with, but it was recent.
  2. I have a pendulum, lead, 42.74 QL, that has Lurker in the Woods cast on it: [20:02:16] Lurker in the Woods has been cast on it, so it will locate rare creatures. [52] Can this pendulum still be used for water divining, or does that enchant make it *only* usable to locate rare creatures? Thank you to anyone who can clear this up for me!
  3. far as the map goes, I think it would be preferable to include the entire world and just waste some space rather than truncate anything out of it. I also think a large map (16k or maybe even larger) would suit it perfectly. It's also kind of a subtext in the spirit of the series that the world is immense and traveling it takes time - often, people embark on journeys to go to someone, for protection, to deliver something (or someone), etc. and don't even know the person they want to see is dead until they arrive. I actually believe Wurm, as the kind of survival sandbox with pure player influence it is, is perfectly suited to this. If I'm not mistaken, a map of the world has already been created (though I can't remember if it was just Westeros). In time, I'll probably try my hand in some modding like this (I've worked on quite a few Wurm projects but none like this, it would be a big project). But as a newcomer to GoT (not to Wurm) I think I'd like to develop my knowledge of the series more first. This would be an incredible community feat though if it could be done. I'll sub to this thread to keep with it. As TPAM pointed out, the in-game effort would probably dwarf the work needed on the modding/mapping side of things xD But you have to start somewhere. It would of course be heavily reliant on RP from its players, you know? Player breeding is of course an option but its also a pretty slippery slope to walk down. As far as the game goes, though... The kingdoms would be pretty easy to set up by land area... I actually don't even think player breeding would be difficult to make happen. Ravens could replace the in-game mail system. I think the trolls would make pretty good white walkers, especially if you up the difficulty on them considerably. Models/textures on them could be replaced and skinned. They'd be the "oh s*** run away!" monsters even to individual players with max FS/CR. The gods are pretty transparent to the world in both the series and Wurm... That one's pretty interesting to think about. I think such a server could also enforce restrictions on client-side mods. No livemap, to really (and voluntarily) immerse its players. This could happen. I may have revived an old thread but this piques my interest.
  4. I noticed that this mod comes with a file named "creaturepack.jar" in the mod folder ("creaturedemo")... Given that I've seen many references in this thread to serverpacks but can't seem to find specific mention of this, I wanted to ask. As a server administrator, do I need to copy the "creaturepack.jar" file into the "serverpacks" folder for it to be sent to players? [EDIT] Figured it out by looking at the Wiki page for the actual serverpacks mod... For anyone curious (info may be helpful to someone which is why I'm putting it here under my question): Each mod is able to include a "serverPacks=" entry in its properties file. ago1024's serverpacks mod will look in each enabled mod's properties for that line and send the JAR to clients. CreatureDemo (this mod) has such a line, so it seems it doesn't need to also exist in the "serverpacks" mod folder. [/EDIT]
  5. This could make for some amazing roleplay.
  6. Is it possible in any way to put liquids (dye, ink, lye, water, etc.) into a container and give it to a personal merchant to sell? I'm getting a message saying the container needs to be emptied out first of course, but I wanted to check if there was any way to do it, different kind of container or something? Thank you in advance
  7. Would like to contribute a programmer's concerns with this - This idea obviously would be a very nice one in practice - Minecraft has a similar thing where dungeons just exist and have mean creatures protecting some kind of loot somewhere, all you have to do is uncover them. That being said, the way maps (and the surface/cave layers) are designed might make this a real drag in a lot of ways. The mining layer is basically implemented as if it were a 2nd map with constraints based on the surface one. Elevation doesn't truly exist at the map layer, it's just a rendered 2D pixelmap... The problem I would expect to encounter would be the "connection" - Wurm would be very different from Minecraft in this regard because in MC you just break a block and boom there's a giant dungeon in front of you. In Wurm, you have elevations and entrances to worry about... It'd be impossible to anticipate at what elevation a player would tunnel into the cave layer, and if they are too far off you could end up with a downward slope connecting their tile to the pre-existing cave that would most certainly cause instant death if fallen into. I suppose it could be something like a RNG generator initiated when the player breaks a wall or creates a tunnel opening? Like each time a rock tile is broken through, run the checks, determine if conditions are met for the presence of a dungeon in the cave layer at that spot, and a 1 in 9,001 chance gets you a dungeon generated right then and there. That might be the only way to do it but would probably have a high, spiky CPU impact on the server when it happens... Lots of map criteria to be met there... But doing it this way would mean the elevation could be assured. EDIT: also, some player concerns haha This would be a neat idea for an "adventure" mode - perhaps it would be best for maps to pre-make them instead of being on a per-server basis - but Wurm's more geared toward player impact on the game, nothing happens without a player effecting it, you shape the world, etc. ... this would kinda fly in the face of that as well
  8. It's because this change required some modifications to the actual Java code for the map generator. I just submitted the needed changes to Borgir, my apologies for taking so long with this. Hopefully he'll be able to push them up to the project for everyone. I didn't put the changes needed for the Linux shell script to be generated here, unfortunately they went poof along with my Ubuntu VM I had them hosted on. (hard drive failure) If I get some extra time I'll try to assemble those from memory as well.
  9. Custom dedicated server, with Home Server set to 1 and kingdom ID set to 4 (Freedom Isles). Everything works great! I am curious, however... I was exploring possible ways to just outright rename "Freedom Isles" to something else, for the server's kingdom. I poked around the wurmzones.db SQLite database and located the KINGDOMS table. "1" "0" "no known kingdom" "" "0" "" "none" "Unknown" "Unknown" "0" "0" "2" "1" "Jenn-Kellon" "" "1" "jenn." "Jenn-Kellon" "Noble" "Protectors" "1" "0" "3" "2" "Mol Rehan" "" "2" "molr." "Mol Rehan" "Fire" "Gold" "1" "0" "4" "3" "Horde of the Summoned" "" "3" "hots." "HOTS" "Hate" "Vengeance" "1" "0" "5" "4" "Freedom Isles" "" "4" "free." "Freedom" "Peaceful" "Friendly" "1" "0" I considered the possibility that I could just change the values in that table, but I wanted to see if anyone else knew if doing so would cause issues, especially in the long-term. Things I might not think of when playing by myself, not exploring every bit of content in the process, etc. Would it be so simple as to change the KINGDOMNAME value (and the SUFFIX, CHATNAME, FIRSTMOTTO, SECONDMOTTO values applicably) or does anyone know if anythings will break by doing so? Thank you in advance!
  10. Any chance you'll be releasing the Moon Metal Blessings functionality from your server as a mod?
  11. Another player opened a trade with me, started dragging items over to me, and then my client crashed. This was the report: This could be due to my installing the modloader on my client, but I felt I should post it as per the instructions on line 1 in case it's still relevant.
  12. Glocks

    Well it's almost as if history has repeated itself, and swords, axes, and the like are about to become totally useless. Interesting concept though! I dig it. @SinduskI'll be awaiting my opportunity to assassinate you on Wyvern.
  13. Back to this thread WAY too late, wanted to express my sheer gratitude! Thank you!
  14. I like this map as well and am going to be using it for a server concept. We've already got a PvE map/area going and I'm thinking of implementing this as a sort of PvP warzone. I envision the center "volcano" area being the contested area where everyone is trying to maintain control over the land, with the surrounding area being more peaceful with guards and such keeping it that way. Once you cross through the valleys and enter the inferno, combat heats up.
  15. Hey, I completely forgot to check back with this thread! haha I'd rather just send you what I did... What would be the best way to do so?
  16. To be honest, I prefer this one you've created because it allows for plotting of more than just deeds... The ones I've seen so far have allowed only for deeds to be plotted, and seem to get persnickety in some environments, for example non-Windows environments or ones where the web services aren't hosted on the same box... Etc. Maybe I've missed a viable alternative but I'm quite content with yours for now. Anyway, it was complaining about the lack of a Google Maps API key but upon discovering your source code was available I actually plugged away at this myself Modified it a bit so that it would accept an api key specified in the config.ini, and also made some tweaks so it would generate the "run2" script for Linux systems as well. I would be more than happy to share the code with you if you'd like.
  17. Is this still in development? Tried to set it up today and got the following: Oops! Something went wrong. This page didn't load Google Maps correctly. See the JavaScript console for technical details.
  18. This is just as important as the need for source. The game isn't free, so it's unlikely to be open source because it'd be impossible to control its distribution. I kind of understand why they haven't opened up the source code like this - most projects would introduce an API in this case but given the other things going on that haven't had eyes on them I doubt this is on the list atm. If they were to open up the source code, though, I would shout from the highest mountains in the map: DO NOT FORK OFF INTO OTHER PROJECTS. JUST DO YOUR OWN SERVER STUFF. I BEG YOU.
  19. Especially when a player has already posted how it gets fixed..... even if this weren't *the* fix it demonstrates *the* issue lol
  20. By testing this on the Creative map (vanilla), it appears that deeding a settlement corrected the behavior... Created a settlement using the supplied deed stake, placed the guard tower, exited the game, restarted the server and logged in and it was still there at least. I've never used the deed token myself before as I never thought it was actually required for anything... It does appear this corrects it at least, so I'll be happy to experiment with it. If it shouldn't be required, though, should I submit this as a bug somehow? That guard towers not on deed settlements vanish after restart? P.S. I did notice that the tower guards spawned by the tower are still there even though the tower itself is gone - and we have like 5 or 6 tower guards lingering! But, after a recent encounter with a fog spider, a handful of players and I were able to determine that those guards don't respond to "help" or "guards!" without the tower itself present... Anyway, thank you Jberg at least for the help there. I guess the only thing left to determine is whether a deed/settlement is supposed to be a requirement for it.
  21. A good idea - I just tried this, once again with a straight vanilla copy of the Creative map with no changes made other than to grant myself GM power 5. I created and placed 4 guard towers and set the Auxdata for them to 1, 2, 3, and 4. I exited the client, shutdown the server via the GUI, then started it again. When I logged in, all four towers were gone. I then tried placing another tower after the fact and set Auxdata to 0. Exited, shutdown, startup, and logged in and it was gone too. >_< Would it help maybe if I zipped up and uploaded my server's folder for examination?
  22. Update: I confirmed that I, and all the other players on the server, are set members of kingdom Freedom Isles. I wanted to rule out the possibility of the custom map I'm using as the culprit - since it's literally the only thing I've changed... So I went with an absolute vanilla setup. I completely removed my Wurm Unlimited Dedicated Server folder from Steam, and deleted any leftover files. Reinstalled the tool and created a copy of the Creative save/folder that comes with the download. It is called CreativeCopy. I didn't even change any settings, I just clicked Start Server. Logged in to it, then set myself to GM powers (stopped server, opened the Wurm Unlimited Dedicated Server tool, went to Players and set power to 5 there, then started the server again). Then I logged in, activated the ebony wand in-game, right-clicked and went to Specials -> Create, and made a new guard tower (the 4th one in the list, as its appearance was the same as the one that was created originally on my server). Set the QL to 18 (that's about what it was there too), and then clicked ok and dropped it on the ground. Then I exited the game, stopped the server and started it again. Poof - the guard tower was gone. I cannot for the life of me figure this out... If this is happening with a completely vanilla setup, its beyond me how it hasn't been encountered before >_<
  23. Posted at the same time Sorry bout that. I will do that and post the results. And thank you for your help!
  24. Not sure what to think of this. I doubt it'll help, but here's the Event output I got when I did Ebony Wand, Get Info on the guard tower before I tested it all... I do see the last line, Auxdata=4, and Freedom Isles is kingdom ID 4, but this is of course just an assumption on my part... And if that is the case, it's the same as the Home Server Kingdom setting so I see no reason why it would remove it like that?
  25. It's set to a Home Server but I have the Kingdom set to 4...