Tenniel

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Everything posted by Tenniel

  1. This mod is absolutely awesome! Many thanks! 🌟
  2. New version: V1.1.4 State of map view in URL + responsive UI The state of the view is stored in the URL, so copying the URL from the browser will retain zooming and selected layers. This way you can place a pointer or select a deed, zoom in and then easily share the view with friends. The map view has been improved for viewing and using in mobile devices. The UI has been resized and is hidden by default with a "hamburger" button to slide the sidebar into view.
  3. Hello MetalWarrior! Thanks for the positive feedback! I've not tried rendering 16k maps myself, since I only planned to generate 8k maps, but I'm glad you made it work although it's using crazy amounts of RAM. I'm sure it could be optimized a lot for performance. The project has been moved to GitHub, and you can find it here: https://github.com/awakening-wurm/WU-Map-Generator
  4. For a complete reference, check the Wiki page. Please let me know what you think, or if you have any difficulties using it. This is the map viewer used on the Awakening Server web page: https://awakening.wurm-unlimited.net/map/Awakening Download here: https://github.com/awakening-wurm/MapViewer/releases
  5. Sorry, I don't watch this forum any more. I've moved to forum.wurm-unlimited.net but haven't posted my map generator there yet. So, it's about two years since I worked on this map generator, and I don't remember how to tweak the settings for optimal map generation. You can certainly edit the heightmap in an image editor like Photoshop or GIMP. Please read the instructions on how to use the tool, it's all there. When I get the time I will release it as open source and post documentation in our Wiki: wiki.wurm-unlimited.net I plan on creating a new map for a server cluster, and will fix a few bugs in this generator and will work on some new features and optimize the code a bit.
  6. Lol, you've never had to get along with me, ever. If you hate me, that's up to you. My responsibility as an admin is for the community as a whole, and not to be loved. As you said, I'm just a "tool", I do the modding. I leave the community managing for CM staff to handle, and they are humans and they are really doing their best. Players are not allways easy to handle, because everyone comes with their own personal bag of issues in the back, and we never know who comes with what in their bags, and a few have explosives. Rules has to be adjusted accordingly, as we learn what works and what doesn't, same with modding. It's not evil schemes to change rules, it's the opposite, rules are changed to counter evil schemes, or perhaps not evil, but schemes that cause damage to the server as a whole. I've already published the Awakening Server Mod, if you want to start your own server and use it, that's up to you. It doesn't contain all modding in Awakening, just about 20%, because most of it is heavily bound to lore and the special game mechanics this server is using, for example the adept model is hard coded to the specific deities we are using and so on. But I try my best to share.
  7. Nothing has been changed to your deed, you still have 1364 days left of upkeep. Should you somehow convince me to break your ban, but that would of course be reduced to something like "keep your head down and mouth shut", then nothing would have been changed except a few days of lost prayers. I'd say, in 1334 days your deed will start to decay, I love what you've done with it btw, it's a beautiful deed, really lovely. Well, that's almost four years!
  8. Discord stores all history, you were online at the time and did not deny in any way what Aristance was saying, nor what Altagar was saying, but in fact confirming it. All three of you have posted here, confirming each other's statements. But do you then argue that you disagree with Aristance and Altagar, and you are not part of their group, you just personally think I'm a "troll", and so it's my bad for not welcoming you back with open arms? The only drama here is you flailing your arms about shouting and screaming, instead of just quietly leaving, since you're not welcome anymore.
  9. Only these three were banned because of really bad behavior in the chat: Altagar, Aaddil, Aristance The bad joke by one of the moderators and me, was about vikings a 1000 years ago going on raids which was called "xxx:ing and pillaging", which is in no way referring to "sexually explicit, harmful, threatening, abusive, defamatory, obscene, hateful, racially or ethnically offensive language". The vikings "xxx:ing and pillaging" have been referred to jokingly in public media before, which a simple youtube search will prove. This type of language, as a server host, is totally acceptable on our server, and you have no right at all to make demands how moderators interpret server rules, that is not your job. When server moderators asked you to not take the argument further, and quiet down, you went on in public channels to among other things compare moderators to nazis, and insinuating that we accept nazis on our server. We do not take such accusations lightly. Players who abuse this very generous and open server in such ways, who become openly hostile towards the server and the staff, are not welcome. I don't ban players lightly, the only ones banned before you were one macro cheater and one posting nazi slogans in the public channels, both instances were a direct permanent ban. There is a difference between abuse and use. Use of admin power would obviously seem to be abuse by the one being treated. You've been fairly treated, with a very large amount of patience. I do not recommend these players to join any server, other server hosts be warned.
  10. Barfoot is a dedicated server host, who has put a lot of love into this server. It is a strong recommendation from me.
  11. I'm enjoying modding more than ever, personally. It's just a hobby, I don't do it for profits or any such thing, just because I enjoy it. I've also found the removal of stressful updates every half year a relief. I've actually also started working on optimizing and fixing a lot of bugs in the WU core classes, but that's a very long term project. So for me things are going great, slowly but forward. I'm open to collaborative projects with other developers, but also work 40h weeks and my schedule doesn't permit helping server hosts who wants some fix for their server. But I wish everyone well, of course!
  12. I've replied to this question here, how to fix it:
  13. The spirit eagle and drakes get a alpha value sent from the server for some reason, which the client renders as 100% transparency. A fix can easily be modded for all ghost creatures by replacing the sendAttachEffect in the VirtualZone.addCreature method. Spirit guards don't have the same alpha setting, so they are visible. Still working on a fix for the beams, the rift and xmas beams are visible but the altar beams are not - possibly they have different transparency settings considering they are not pulsating like the altar beams, or something like that?
  14. Copy the properties file sent with the program, and tweak the settings to your liking. Run the program with the properties file.
  15. Seems like a great server! Best wishes! /Kenabil (Awakening)
  16. Yes, well, there's no such thing as a secure system, it is always a relative term. Given that java-classes always can be decompiled, any malware and viruses can always be discovered and reported. The aim isn't to create a perfectly secure system, but a good enough one, that makes installing mods much more easy and automatic, and which will make client modding as practically valuable as server modding is today.
  17. What I have in mind is a new mod repository, where modders register and connect with various trust giving sites, such as github, google, stackoverflow, etc. and submit personal information. This will give modders certain levels of trust. It will also be possible to raise trust level by being endorsed by other members, like on LinkedIn. Publishing open source projects connected to the mod repo will raise trust levels. Well, you get the picture. Players will then be able to install mods, and get a warning by the modloader if the mod is not to be trusted. Mods will then automatically be updated with the latest versions, or if you want a fixed version, there should be properties you manually can set for that. The built in mod loader will make it easy to install mods, but then the plan is to create a mod that extends the built in mod loader and connects to the mod repository. Before the devs announced the new update, I already started on this project, but until I know how it will work with the update, I've put it on the shelf for the time being and focus on other things. However, the server browser in the client will be redesigned so as to connect with the mod repo and check what client mods are needed when logging in to a server, it will then install the mods automatically, but give warnings if the mods aren't trusted. Server hosts will be able to register their servers on the same place as the mod repo, setup which client mods are required by the server, and server hosts will also have a trust level, just like modders. This way, the server browser will show if a server isn't to be trusted. Voting for servers will not be on a webpage, but built into the client, when you browse servers, and voting will more be a matter of endorsing the server. Servers in my opinion should not be in a competition for existing players, but make WU itself attractive to new players, and supply a great variety of beautiful and fascinating worlds, each in its own unique way. This of course will not be done in short time, and would have to be a project where server hosts and modders contribute and cooperate. What do you think?
  18. @BattaRead the top most threads in the forum City Hall. It's a lot of reading, so I'll try summing things up a bit, as I understand it. It's been clearly confirmed that there are absolutely no plans on shutting WU down at all. The devs don't have time and resources to keep the WU product updated with new code. Instead they plan on helping modders develop WU, and then they will focus on the main product, which is WO. Please correct me if I'm wrong Retrograde, but as I understand it we will have very free hands to develop WU with modding as much as we like; each server will have the potential of becoming a completely new game. The next update will support loading of mods, because Ago's mod loader will be built in, so instead of patching servers and clients, mods can be installed more easily. How exactly the update will work remains to be seen, but I'm feeling quite optimistic about it, from what Samool has said
  19. I've got a few ideas, perhaps we can work together to create a secure and working model for publishing mods. I'm waiting for the update to know for sure. One issue with mods as server packages is security. It would be safer to have server profiles in a public mod repository. Publishing mods on the forums isn't very secure either of course.
  20. Alright Batta, I will see what I can do, but it's been a very busy time for me having moved to a new house last week and many deadlines at work, but perhaps I will get some time during the holidays for making a public mod. My primary focus though is my own server. Anyway, OP requested some other mod features in a PM, and what I will do is compile one server mod with all those features, and which you can pick the features you want by setting properties in the mod properties-file. There is a technical disadvantage with having a thousand mods, in that code injections can overwrite each others, e.g. mod A changes the method Q, then mod B also replaces method Q with new code, then the changes A did may not exist anymore. This is one of the reasons I prefer keeping all code in one project. Another is that working with 30 projects is very time consuming. I'll PM you and OP when I get started and post the mod in the forum.
  21. Om Mystic Highlands we tried lowering the difficulty for the meditation skill, for higher gains, but which I think didn't work that well. On Awakening we've instead switched the skill model and are using the old WO skill model, for meditation skill only - which so far is working like on WO. Without modding, on a 1x1x server, meditation on WU is more or less broken, gains above 30 are close to none. There are advantages and disadvantages to both WO and WU models, but almost all our players seem to prefer the WU skill model, with the exception of the meditation skill. Changing so any skill is using the old WO model is trivial. In the class com.wurmonline.server.skills.Skill, some of the skillCheck-methods have an argument useNewSystem. Just flip that argument to false and you get the old system.
  22. Moder Named Tanniel

    Hello, I've replied to your PM
  23. It's in the class com.wurmonline.server.players.Players and the method sendAltarsToPlayer, called by com.wurmonline.server.LoginHandler when a client is logging in. All effects such as the beams are sent to clients then. Just insert some code at the start of sendAltarsToPlayer sending added beam effects., and check named method for how to send the effects. The white beam uses the type 2, the black beam is type 3, and the santa beam is 4.
  24. No, you've downloaded the master branch, it's source code, you want the releases. Notice the url I linked says "releases" at the end. Also, when you download mods, make sure to get the releases. You've downloaded the git master branches as sources. What you want is the already compiled mods. So, the zip files should only contain a file named "[modname].properties", where [modname] is the name of the mod, and a folder with the name of the mod, and inside that folder a file named "[modname].jar". These files should be placed in the folder "mods". Edit: In most cases, but sometimes there's a "[modname].config" file, and in a few cases a lib-folder with other jar-files, inside the modname-folder.