ago

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Everything posted by ago

  1. Best way is probably to run modlauncher.bat The other option is to patch WurmServerLauncher. Run patcher.bat. This will modifiy server.jar and create a modified WurmServerLauncher-patched.exe. You can run this or copy WurmServerLauncher-patched.exe over WurmServerLauncher.exe and run WurmServerLauncher.exe.
  2. Version 0.42 modloader fix wildcard glob (*.jar) classpath entries https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.42
  3. A recent fix required to check for named jars first. This seems to break the wildcard lookup. I'll put a fix out tonight.
  4. It's essentially the demo case for the CreatureMod https://github.com/ago1024/CreatureMod/releases and has been superseeded by CreatureMod.
  5. I went a different path. Since the Loader is already a classloader I simply added the proper getResource/findResource/findResources methods. Version 0.41 modloader ItemIdParser and CreatureTemplateParser can read ids from the modsupport db after the server has started Fix resource loading and callback api from shared class loader [#51] https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.41
  6. [RELEASED] Client mod loader

    Make sure that IP-address sent is the one of the server and reachable from the client. Also make sure that the httpserver port is open in the firewall. You can copy the URL from the console window and try to download it in your web browser. This should make troubleshooting a lot easier.
  7. Can you please PM me the exception and stack trace? I haven't had the time yet to test it but maybe the stacktrace gives some ideas. The general idea was to provide a way for modified server code to call a mod api even if the mod resides in its own classloader. But the same should work if the mod is in the same classloader.
  8. I restarted the nginx containers. But according to the logs there were just requests from gradle with the https redirect 301 but no follow up requests. I just rebuilt a mod with a fresh download from the repository and it seems to work again on my end.
  9. With ChristmasMod installed the information who has already received a gift this year is stored in the modsupport database per year. Without ChristmasMod you'll need to reset the the reimbursed flag like bdew wrote.
  10. No. The mod just injects different item template ids for the various years but the server code will still only create one item.
  11. [RELEASED] Client mod loader

    The serverpacks mod. This comes with the client modlauncher and is automaticly enabled. Errors downloading the graphics pack will show up in the console window and the client.log file
  12. Depends on the version you're using. The most recent is https://github.com/ago1024/CreatureMod/releases/tag/v2.4
  13. I have no idea. This looks like a video driver issue.
  14. [RELEASED] Client mod loader

    This should actually work as the mapdump is in the maps folder and the mappings.txt has map.infinity=maps/Infinity.png The map_Infinity is the name of the graphics pack generated by the serverpack mod. You can see the two entries in the client log. The first is for the generated pack (map_infinity), the second for your manually created pack (infinity.jar)
  15. [RELEASED] Client mod loader

    I've uploaded a version with the path fixed. Please make sure to extract the archive into the "Wurm Unlimited/WurmLauncher" folder (i.e. the client folder) and to run the patcher from there. Version 0.10.1 patcher Fix java version on linux https://github.com/ago1024/WurmClientModLauncher/releases/tag/v0.10.1
  16. [RELEASED] Client mod loader

    I currently don't get why it's failing. You're essentially serving the map twice. The servermap mod will create a mapdump and automaticly create a pack with that map dump. Adding the infinity.jar pack will add a map for the same server again. You may wan't to try with either the servermap or myservermap mod. I should work nevertheless. Can you upload your map pack somewhere so I can look at it? The map pack file must be a zip file format (this is the same as jar), have mappings.txt in the top level folder and the resources relative to the top level folder. In you case that's both mappings.txt and map_Infinity.png in the top level folder.
  17. It should work. Use present2018=XXX with XXX being the template id of the item. apparently it does not support item names although its suggested by the config template. I could change that but it will not support custom template names since the database with the ids can not be read before the server is started properly
  18. [RELEASED] Client mod loader

    Please change the version number to jre1.8.0_121. It seems I have not modified the patcher.sh when the supplied java runtime changed. EDIT: What version of the client mod loader do you use? The version was changed with version 0.7 almost a year ago.
  19. First idea is the firewall. Can the clients from the external net connect to the ports or is connecting prohibited. The client prints the serverpack URL it tries to download in the log. Does IP and port in the URL match what you haved configured?
  20. I moved servers earlier this year and changed the dyndns ips. But the vhost contract still ran for some months and the dyndns ip must have changed back. So most of the uploads went to the old server again and are not in the new repository. I'm currently trying to upload everything from my local maven repository to the server again.
  21. The original author abandoned it a while ago though I update it to keep it running with newer servers. https://github.com/ago1024/CreatureMod/releases/latest
  22. Yes, java files must be compiled. Almost all mods are usually available in compiled form. If you want to edit parts of BagOfHolding then you'll have to compile it yourself. With the Java JDK and Maven installed you should be able to run "mvn package" in the bagofholding folder to build the mod.
  23. require('fs') is from node.js. The scriptrunner uses the javascript engine from java (Nashorn) and does not provide the vast collection of modules like node.js. You can however use the Java API from the scripts. To access files you can for example do var path = java.nio.file.Paths.get('/local/path'); var charset = java.nio.charset.StandardCharsets.UTF_8; var lines = java.nio.file.Files.readAllLines(path, charset); The javascript part can access all Java classes which allows direct access to WurmUnlimited classes and data. There is no documentation of the WurmUnlimited "API". I guess most other developers use a decompiler to get the source from the WU code and discover how WU does things and use this information.
  24. [RELEASED] Live Map

    Version 1.8 fixed reinforced cave tile colors https://github.com/ago1024/LiveHudMap/releases/tag/v1.8
  25. You're either using an old modloader with a newer server or a newer modloader with an older server. I could probably deduct that from the problematic method signature but I'm not going to do that since it would have been much easier if you provided the full the full log.