Jonneh

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Everything posted by Jonneh

  1. Wyvern

    Tweaked the map gen slightly to have less islands & ocean and more flat areas Before: http://wyverngame.com/mapold.png After: http://wyverngame.com/map.png
  2. Wyvern

    http://forum.wurmonline.com/index.php?/topic/145952-wyvern-reborn/
  3. Messed around with the parameters of my generator to get "single player size" maps:
  4. Both. The height given for a tile is for the NW corner. If I recall correctly the client gets around not having the height data for the south and east edges of the map by just not rendering the last row & column of tiles, there's an example of this from islands cut off at the south & east edges of the map on the deliverance server, there's and extra row & column visible in the map dumps.
  5. A few people have asked me about my map renderer now, so I'll share it here. https://mega.nz/#!CBdiCTrJ!d2RWx_KA9xwdLQZAvSbgJF0XiZPvTFj2L6Bj2qUkgUs Run it with the arguments size, input file and output file. Like so: java -jar render.jar 4096 example.map render.png I have included an older one of my generated map files for an example. The input file needs to be in the format described in my previous post but without the size header. See http://forum.wurmonline.com/index.php?/topic/130605-wu-mapterrain-generator-development/?p=1347645
  6. Don't know for sure yet, but it will likely be in a similar format that the protocol uses for sending it. So for the surface it's probably written with code similar to this; try (DataOutputStream out = new DataOutputStream(Files.newOutputStream(Paths.get("surface.map"))) { out.writeShort(map.getSize()); // this is probably incorrect, but there is probably some kind of header with map size and maybe other data for (int x = 0; x < map.getSize(); x++) { for (int y = 0; y < map.getSize(); y++) { Tile tile = map.getSurface().getTile(x, y); out.writeByte(tile.getType()); out.writeByte(tile.getMetadata()); out.writeShort(tile.getHeight()); } } } In this case the metadata refers to extra data used for things like tree age & position, field age & crop, etc. How this is encoded depends on the tiletype. I didn't account for the rock layer, which could be in a separate file, or may be in the same file (eg. another short after the surface height for the rock layer height). No idea how caves are saved as iirc they can theoretically have different ceiling and floor types. Maybe one of them is saved as the metadata? But then there's also the ceiling height as well as the floor height. Will have to wait and see.
  7. Warlander refers to geomipmapping, although it's more commonly known as LOD (level of detail). In wurm the nearby terrain (within ~128?) tiles is rendered at high detail, and terrain further than that is rendered at '1/16th' detail (each 16x16 section of the map is averaged into a big tile). Although this doesn't pertain much to generating the terrain, as the server will handle this. For an experienced programmer writing code to save in a format compatible with wurm is trivial, but to actually make the maps look natural and have interesting features is challenging, there are just too many aspects to real world terrain to account for (water erosion, tectonic movement, wind erosion, rock styles, soil types, climate etc) to make completely natural looking terrain. Also yes, the tool is self made, but the rendering looks similar to official map dumps because I pulled the tile type colours from decompiled client code.
  8. Just a small teaser from my terrain generator. I don't plan on releasing it publicly - or at least not right away.
  9. Free Drake

    I have dropped my remaining drake sets around blossom (within 50 tiles or so, all off deed). All are green sets and numbered 1-8. Have fun.
  10. Just sent out all the remaining sets by mailbox, sorry for the delay (been busy IRL).
  11. Going by my list there are 5 attendees who left before the drake sets were created, if you are one I'll get in contact with you at some point over the next few days about delivery/collection. There were enough sets for everyone who attended, + 6 caps from the spare hides. Not sure what to do with the caps yet, but will decide soon.
  12. Players can't attack creatures on deed, even with all roles allowed to attack non-citizens, if they belong to a different alliance than the deed the creature is on.
  13. [21:14:46] The venerable starving green dragon hatchling is dead. R.I.P. Thanks to everyone who came, sets are being made atm, butcher was 7/8 hides.
  14. Due to the cap on players attacking the dragon at the same time it's not really worth having fighters under 70fs attacking it. If you can get up to 70fs by the time that would be great, if not you're more than welcome to come and watch.
  15. Currently planned for the 18th of May at 7PM UTC. Countdown here... Meeting place will be the deed "Mossy Peak", highlighted in red on this map. As the slaying of the white was successful I think it's time to give this another stab. I'm looking for 20-25 fighters at 70+ fightskill with at least reasonable weapon skill in a two-hander. Also looking for Fo priests for healing and a Mag priest or two (Mag should be 70+ faith). Even if you don't have high faith you can still join in as a favor battery. Looking for the highest skilled butcher too, if needed I can supply a high QL butchering knife. Drake distribution will be fair, but I can't come up with exact numbers until the sets have been created. Please also post what weapon you'll be using. Participants list Fighters: Tayne Jedihaze Necromancy - Huge axe DKSprocket - Huge axe MasterEntaro Khiruk - Huge axe Crawford - Huge axe Acaos - Large maul Blastspawn Aum - Huge axe Willowsong Samvines - Huge axe Darkshadow - 2h/huge axe/maul Hottvdinner - 2h sword / Doe - Huge axe Zantas - Huge axe Draxxle - Huge axe Arthirius - Huge axe Jabashb - 2h sword LadyGodiva - Huge axe Blackdust - Huge axe Kurwer - 2h sword Galatyn - Huge axe Lockedbob - Huge axe Falkirk - Huge axe Explora - Huge axe Darsonir - Huge axe Grundi - Huge axe Zakias Fo priests: Eragon Jessicame Zenja Kurwer Kaine Firestar Mag priests: Sprockie Hottvdinner Priest batteries: Roan - Mag & Fo Acaos - Mag Jessicami - Fo Cambermi
  16. Didn't go too well, will try again in a couple of months or so when we have better equipment, more skilled fighters etc.
  17. I'm doing as much as I can myself, but any feedback is welcome
  18. Nothing specific, I'll try and update it as often as possible.
  19. Link should be fixed now, had forgot to create some of the config files when I updated my server to the new version of debian.
  20. Based on the number of people who already have 70, or are close to it, I've decided to put down the date for a first attempt of the 23rd of Feb at 9:00PM GMT (This is when most players are usually online, according to the graphs).
  21. I think the simplest and best solution is just to have them "fly" (teleport), maybe with an event message something like ("The *colour* dragon [hatchling] spreads it's wings and flies."), to a random tile within their existing roaming area every day or two. To prevent crazy people from fencing off the entire roaming area, just change the ruling so that an enclosure cannot contain a unique creature, that way players can legally bash in to kill it if someone does do that.
  22. I've been running for a few hours on some Tesla M2050's. Using the old client as the new one crashes every 10 seconds. I have 2 of the cards in each server, spread across 5 servers. The rate seems to be quite low for what it's running on (only 50 iron / hour on each card) The client picks them up and lists them fine: Is it just down to the hardware being inefficient at what ever hashing you're doing in the background or have I got something set up wrong? (Just to clarify ahead of time, I didn't buy those purposely for mining, the just happen to be unused for a couple of weeks.)