MarquisDeCarabas

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Posts posted by MarquisDeCarabas


  1. 15 hours ago, Batolemaeus said:

    It's a segfault in the steam library Wurm uses.

     

    You could probably replace the library in the Wurm client jar file with one from this decade, but I'm not touching that.

     

    Yeah, since the segfault happens in the steamworks4j lib, I have already tried to replace the libs but to no avail.

    The WurmLauncher detects the altered files and immediately starts to download the original WurmClientDistributable.

     


  2. It never worked for me in more than 3 years now.

    Seems it is a steam issue, probably with the steam linux runtime lib, as the native Linux client can do multi-instancing (at least when I last checked).

    That's your alternative here.

     


  3. Probably fast enough for multiple clients but will certainly look like sh*t as Apple still only supports OpenGL 2.1 and afaik the shader stuff in Wurm Online requires at least OpenGL 3.3 to work properly.

     


  4. On 11/24/2023 at 8:41 PM, Batolemaeus said:

    Oh great, they are deprecating the cgi module? I ain't got no time for that.

     

    ...

     

    Yep, deprecated since python 3.11 and said to stop working with python 3.13

    Saw that when running your script in a terminal.

     

    Here's a proposed solution:

    https://github.com/cbrews/ignition/issues/109

     

     

    P.S.:

    dont know about 3.12, could be that it is already getting ignored there.


  5. Not a new problem.

    The "chat window" / "input line' doesn't release the focus unless you deliberately click elsewhere.

     

    Wurm is an age old game using java as the engine and I'm not even sure the java awt trash is even able to focus actions on the mouse pointer within a window screen.

     


  6. 1 hour ago, Batolemaeus said:

    Interesting; used to work though. Can't be arsed to debug why it's SIGSEGV-ing.

     

    e: That's a steam API segfault. To debug (or update) the steamworks4j library I would have to modify the client, and I'm not going to.

    Yep, long standing steam issue with linux.

    The native linux client does allows dual instancing.

     


  7. You could go to Oracle's java archive webpage: https://www.oracle.com/java/technologies/javase/javase8u211-later-archive-downloads.html

    and download the latest Java SE Runtime 8u391 with all the latest patches and security fixes from last December and simply exchange the runtime libs in the Wurm game folder.

     

    Since version 8u211 these runtimes are shipped under the new OTN license instead of the old BCL license which allows strictly personal use only, so Code Club / Game Chest can't pack them without an agreement with Oracle.

     

    Strangely though, with Linunx they ship version 8u211 (under OTN license), which they either snuck in without Oracle noticing or under Linux there is a bit more leeway as to Oracle's licensing practice than under WIndows.

     

    P.S.:

    If you intend to do so, don't download the installer version, but the x64 compressed archive one.


  8. Thanks for the link to your launcher variant, going to try that.

     

    Have tried to set LD_LIBRARY_PATH to the jcef-natives but the path gets ignored apparently and the launcher still throws an error that the libjcef.so can't be found in the library pat

    Though, if I pull the files from the jcef-natives folder directly into the Wurm Online folder it works.

     


  9. Thanks for the input, will try that.

    Didn't occur to me so far to ditch the WurmLauncher, but then that's mainly where all the CEF stuff is being used anyways and the game itself runs fine with OpenJDK/JRE 11.

     

    Read in another post that you got it to run using OpenJDK 17 as well.

    How did you work around the 'AggressiveOpts' flags?

     


  10. I have been fiddling with Wurm and openjdk-11 lately namely using OpenLogic's openlogic-openjdk-jre-11.0.21, which worked except that it doesnt bundle jcef.

    So I've gone to JetBrains project page on git, cloned and built the jcef runtimes, bundled them with openlogic-openjdk-11.0.21 and custom build the jre including the mods.

    All fine so far, but now WurmLauncher throws a GTK-Error at start:

    (WurmLauncher:25714): Gtk-ERROR **: 18:07:41.930: GTK+ 2.x symbols detected. Using GTK+ 2.x and GTK+ 3 in the same process is not supported

     

    Any clues how to resolve?


  11. Unnecessary, unwanted, unasked for.

    Only serves the purpose of slowing down botanizing/foraging considerably since the nodes are sparse and you cannot botanize/forage the same tile twice because the nodes disappear.

    Also makes foraging for coins or treasure chests next to unusable, though that's most probably 'working as intended'.

    Foraged a specific area of abt. 300-400 tiles and gained abt. 1/3 of the items I used to get from the same area before the update.

     

    That's the final nail in Wurm's coffin for me after almost 3 years.

    Uninstalling and bye.

    Thanks for nothing.


  12. I have recently noticed the following problems with the fruit press:

     

    a) when you try to do fruit pressing with a full inventory, the game wont let you because you get the 'inventory full' msg. which seems unreasonable since the juice goes directly into the freuit press bypassing your inventory.

     

    b) if you've reached the max. capacity of the fruit press, any following actions waste more fruits (and time) but you gain no more juice from it, which is annoying when you do queued actions and the first action already maxes out the capacity.

     

     


  13. While it was really fun for me to partake in the cow race yesterday, I had ample time to ponder on how to make this thing a more interactive player fun for the future:

     

     

    Here's what I've come up with so far:

    IMO the track from the derby ground to the Great Wick Enclave and back is a bit to long for one driver only, so I would propose to turn it into a relay tag-team affair and do an old  style 'Le Mans' mad cow race (maybe some 'mad' cows could be bred especially for the event).

     

    That means 2 players would team up for a race either on their own accord or by match-making through the race operator (lots could be drawn for that purpose either).

    The starting team drivers (#1) are positioned at the starting line of the derby ground, while the other team drivers (#2) are subsequently being carted to the Wick Enclave.

     

    The cows are hitched at appropriately marked hitching posts on either grounds and before the start of the race, all teams teams would get their 'racing gear' from numbered and locked chests at the starting ground containing 2 identically colored or named shirts to be worn as  jerseys during the race and 1 small bucket.

    The keys to the chest would be handed out (and given back) by the race operator once the teams have chosen one of the numbered chests and only the race operator would know which chests contains which, as the said hitching post with the cows would be marked accordingly to the colors or names of the jerseys to assure some random fun.

     

    Once the 'racing gear' has been handed out, the drivers #2 could be carted off to the Wick Enclave and the race would commence in short time.

    As the carts would surely be faster than the cows, there would be no need to wait until the drivers #2 have all arrived in their due places at the Wick Enclave.

     

    The drivers #1 then would take positions at the starting line and upon the race operator's command: "Gentlemen, or rather Gentlefolks, start your cows!" the players would run to their appropriate cow hitching posts, 'kick start' their hitched cows by milking them with the provided small bucket, then unhitching them and starting the race to the Wick Enclave.

     

    Upon arrival there they would have to find their team partners at identically colored/named hitching posts there already containing another cow for the race back.

    They would have to hitch the first cow at said team hitching post and pass on the bucket with the milk to the other team player, who would then have to 'kick start' his cow in the same fashion by milking it before unhitching it and commencing the race back to the derby grounds starting place.

     

    Arriving there (eventually 😉) the drivers #2 would have to hitch the cow back to the start hitching post and dump the milk into either a large barrel or tub provided there.

    The would then conclude the race.

     

    Just my 2c of ideas on the race.

     

     

    P.S.:

    this system could be easily expanded to accommodate larger teams, by simply putting in further hitching post relay stations along the race track.