Jonneh

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Everything posted by Jonneh

  1. Online Map Viewer

    Map Viewer Online map viewer for Wurm Unlimited servers. Requires Java 8. Download: Demo: MIT License (see index.html for full terms). Setting up Extract contents of zip file Edit the mapviewer.cfg configuration file to reflect your WU & web server setup Run the map renderer (java -jar mapviewer.jar) (if you want the map to update regularly, set up a cron job or something similar to run this command periodically)
  2. Wyvern

    The corpse issue was a bit obscure to do with same kingdom corpse looting, caused because the PvP world wasn't being considered a chaos server.
  3. Wyvern

    Patch notes for 2015/10/31 * Increased body/mind skill gain rates. Note that we have also retroactively increased any existing skills, so if you had for example 21 body strength, you'd now have 25. (This isn't exactly what you would've got because the increase is actually non-linear, but it's a rough over estimate). * Removed priest restrictions. * Fixed looting corpses on the PvP server. * Farms should no longer turn into weeds. The Wurm server actually has two different methods for handling farm growth, and we didn't patch both. It will be fixed properly at the next reboot (likely to be tomorrow morning). * Timers are now faster again. * Fixed picking flowers. * Added more iron veins to the server, which should be more evenly spread out. * Many 'internal' changes to our client/server bytecode injection system, which should now allow future updates to be produced more quickly.
  4. Wyvern

    We plan on retroactively fixing current players characteristics when we roll out the patch.
  5. Wyvern

    To follow up on this, the new website is live now. It should work fine in all the major browsers.
  6. Wyvern

    This was more so I can trace exactly what the server is doing with the data, so I can figure out where it goes wrong.
  7. Wyvern

    If anyone with the connection issue could provide a dump of the TCP stream when they try to connect I could investigate into the issue a bit more. This can be done using wireshark. Steps: Start capture Attempt to login to Wyvern Stop capture Set filter to 'ip.dst_host eq 37.59.10.222' Right click on any of the packets and select 'Follow TCP Stream' - http://i.imgur.com/kGzaVs2.png Select the 2nd option in the drop down menu, make sure the 'Raw' option is selected, and then Save - http://i.imgur.com/h3vs5Fr.png Repeat the save again for the 3rd option in the drop down menu. If anyone can PM (best not to post in public for security reasons) me those two files for a failed connection attempt I can look into it further, but without them there's not much I can do.
  8. If you deleted one of the altars, you can get it back by also deleting the other one and rebooting the server (if the server detects 0 WL/BL altars on startup it generates new ones). They'll probably spawn in different locations so you might want to move them with the tag/summon.
  9. Intra-server transfers do not work if the player has anybody in their friends/ignored/enemies lists due to an SQL syntax error. The SQL queries at fault are in PlayerMetaData.java and use 'INSERT IGNORE INTO' which with SQLite should be 'INSERT OR IGNORE INTO' (or something similar to that anyway).
  10. Wyvern

    PvP server is now launched and accessible by sailing or swimming across the eastern border of the PvE server. Edit: For the moment you can only cross the border if you have nobody on your friends/ignore list.
  11. The game server saves the protected tiles file every 4 hours. Unfortunately the timer isn't reset after it gets saved, so after 4 hours it just constantly writes the protected tiles file over and over causing high disk throughput. Effect can be seen in this graph; exactly 4 hours after the server is restarted (the drop in disk throughput) the throughput goes back up to extremely high levels.
  12. Wyvern

  13. With 50k creatures, 70-190 ish players online on a 4096x4096 map it runs really smoothly. Running on an Intel Xeon E3 1245 v2, 32gb RAM and 3x SSDs (RAID 1). We've been seeing some pretty big disk throughput too. It's fine for a few hours but once it starts it won't stop until the server is rebooted. Doesn't seem to have much of an effect on gameplay though. I hate to think how much faster the SSDs are wearing out. Edit: After investigating further, the problem occurs when the server attempts to save the protected tiles every 4 hours. It doesn't reset the timer, so after 4 hours of run time it just continuously writes the protected tiles file to disk over and over.
  14. Wyvern

  15. Wyvern

    Must have been a stroke of bad luck, the spawns are still rather high as the server is still populating the creatures.
  16. When sorting servers by player count it sorts "alphabetically" by the number (eg. 7 appears above 60, despite being a lower player count)
  17. Wyvern

    EU (France), I guess the other server is someone ripping off our name to try and garner players. Ours is probably the one with the higher player count.
  18. The configurable skill rate multiplier doesn't seem to apply properly on the body, mind & soul skills.
  19. Wyvern

  20. Wyvern

    Just a few screenshots
  21. Wyvern

    Server is up and running, It should show in the server list as "Wyvern". For the moment only the PvE server is running, we'll set up the PvP server once we make sure the PvE server is ok.
  22. Wyvern

    Here are our preliminary maps, these might be tweaked slightly before release. PvE server: http://wyverngame.com/map-pve.png PvP server: http://wyverngame.com/map-pvp.png Both are 4096x4096 (same size as Independence & Chaos).
  23. Is the cave tile encoding definitely done correctly? It uses the same Tiles.encode method as the surface mesh, but the methods in the CaveTile class for decoding have a different layout for the bits (as they encode both floor and ceiling id, as well as ceiling height).
  24. I kept my rock layer generation simple, it's just based on the max slope of each border of the surface for that tile. int delta = (int) (Math.max(0, 60 - slope) * 1.5); rock.setTile(x, y, new RockLayerTile(height - delta)); Then for setting the surface to rock/cliff I check if all 4 corners of the tile the surface height is equal to rock layer height. If it is then I check the max slope of each border; if it's less than 125 I set it to a rock tile, otherwise a cliff tile.