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Found 82 results

  1. Sklotopolis - PVE

    Sklotopolis - Play Wurm how it was meant to be played Website: https://sklotopolis.com/ Livemaps: https://sklotopolis.com/maps Health Check: https://uptime.sklotopolis.com/status/sklotopolis Sklotopolis has many unique features which remove most of the hard grinding. This makes Wurm even more fun to play. We have a Wurm Online style economy with big market places where people can sell their items to other people. There are many events where you can earn items, rare armor and coins. With our servers we hope to give you and us a fun experience playing and surviving together in the big world of Wurm Unlimited. Down below we have listed a bunch of the features our server we have: PVE: Server specs: -3 Servers -200 Slots - two 4096x4096 maps - one 2048x2048 hunting map The Team The Team is playing Wurm since now more than 15 years and this mostly excessively. Furthermore it also happens that both Dominikk and myself are versed in programming and specially Dominikk has already impressively shown some great features. Combined we have a service record that pretty much covers every server and gameplay aspect, we slayed Dragons on snowy peaks, fought great battles on land and sea, laid siege to impressive fortresses, made a living as merchants, worked as a low level staff member for some time, hosted events and constructed dozen of villages. This experience gives us a really good understanding of how this game works, not just mechanically, but also how it can excite you every time again. Dominikk, Sklo, Engineer Everyone is dedicated to make this work and guarantee the best wurming experience. Our lead developer Dominikk has got a master's degree in Software engineering & Internet computing and is working as Cyber Security Specialist, he also has been a Linux and Windows server admin for a living in the past. His main task is determined to keep your progress save. He put down a backup plan so you can see how serious we take it. Data Safety Backups will happen every 3 hours daily and every Monday there will be a weekly backup. They will be stored local on the server in Germany and all backups are transferred to a server in Austria about 800km away too. Further more we keep daily backups up to one month and weekly backups up to 6 months. So if something goes wrong we likely can restore ingame items up to 6 months. Below you will find a feature list of implemented features, new features will be added time by time. If you got ideas and recommendations visit our Forum a give us a though there. Features: START WITH: 20 in all skills & 21 BC to ride horses 30ql Leather Armor, Long Sword & Shield Pelt, 4 ropes, waterskin, pendulum, compass, sickle, +Normal starting tools and equipment SKILLS & CRAFTING: NO skill loss on death. 5x Faster Skill Gain 4x faster Actions (including all non-continuous actions) Decreased weapon smiting difficulty. Action Timer cap during imping has been lowered. ECONOMY: Free Premium Free Starter Deeds. (4s worth of deed is free) Free upkeep for all villages. Free Mail Bounty for burying corpses. Bounty for killing monsters. Bounty just for being online. People receive coins for highway building. (1s per 20 tiles) People receive coins for building a guard tower. (5s per tower) Payer made events (will be supported with coins and GM help) No Cooldown to change Bank locations. Receive voting bounties for voting at https://wurm-unlimited.com/server/28/vote PRIESTS: No priest penalties. No spell cooldowns. Unlimited prayers per day. (every 20 minutes for faith gain) Triple favor gain. Rite of spring fixed MEDITATION: Unlimited Meditations per day. (every 30 minutes for skill tic) No more "You fail to relax" messages during meditation. You no longer need to move for meditation skill gain. Cooldown between meditation path levels has been decreased by 80% from WO standards. Meditating is now also part of the skill multiplier. TRANSPORTATION & STORAGE: You will be able to run faster with heavier weight in inventory (max speed will stay at 17kmh) Faster movement on animals, carts, boats and ships Forges will fit 100 ores. Forges work when loaded. All the different forges will produce ash now. 19 Body Strenght to load items. (crates, forges, ovens, etc.) Decreased loading timer. Increased loading radius. Crates now hold a lot more items. Moving of bulk goods is no longer limited to inventory capacity. (drag more than 100 items) Meat, Fish and filets fit into Fsb and Crates. Mushrooms Fit into Fsb and Crates. You can drop Hot items into the bsb and fsb. Hitch animals to ships to transport them Items put in Crates or Bulks will be sorted by QL level (base 10) automatically. FARMING: Crops only take 1 day to grow and NEVER rot. Decreased Sowing timer. Harvest from Cart or Mount. TERRAFORMING: ~45 mining hits per wall Digging and leveling works like mining. Surface Mining will lower the rock on every hit. FUNCTIONALITY: Added /seasons command which shows when the next fruits etc get ripe. Added a season MOTD. Added an inbreed warning message. Drowning is now completely disabled. NEWS: One week bridge cooldown due to a WU bug has been removed. Now a welcome message for new players appears in Event. CA Help is now enabled for newbies by default. Fix for characteristics skill multiplier. Fixed a dredging bug. Donation System is live. Tools can improve themselves now (hammer on hammer etc.) Dragon loot has been increased. Drake loot has been increased. GMs and DEVs no can use the powers of Zeus Action timers are fixed Receive karma for being online Animal creature ratio on deeds is tripled Lightning on player death Creature spawn bug is fixed. All kind of creatures will spawn everywhere Lowered amount of crabs KOS has been disabled Steamid bans can be issued more properly now Bulks can be loaded even if they are not empty Bulk can be used when loaded Wagon volume has been more than doubled Sheep Shearing cooldown is now 50% lower A bug where corpses fit into food storage bins was fixed Some GM commands have been improved You will now be able to obtain glimmersteel, adamantine, seryll like gems during mining Fog spiders have been disabled due to lag, they are replaced by spawning lots of horses all over the server. Thanks to nekoexmachina! A few other possible lag issues have been addressed and fixed Wooden house parts only need 10 planks instead of 20 to be more newbie friendly Buying premium from tokens has been disabled because people purchased premium by accident Move to center and move to nearest corner have been added to the moving options. Thanks to Bdew! All gods share an alchemy affinity now, which means the same double favor items as Libila Added voting bounties. You will now receive a small bounty for voting at https://wurm-unlimited.com/server/28/vote use the commando /voted to receive the money to your bank. Treasure chests should no longer spawn with locks. Creature slaying bounties will now go directly to bank. The different pauldron types are now craftable with a high difficulty. We added the Fireburntime Mod, which shows the remaining fire time. Next Event Changelog (Outdated too long for the forum.....) If you want to keep track on updates and announcements join our: Steam Group Forum
  2. This isn't a suggestion. It's a fact. Also it has nothing to do with Wurm Online. It's been asked before but I think its seriously necessary also. Keep both communities happy, most of us play both. I played on it for many years myself. Please sell a update for WU even if its a dlc pack. People will pay for it, the bug fixes and changes alone would make it useful. If you're really generous could be free I guess. Lets make 2024 a year to look forward to!
  3. This is for sharing screenshots from Wurm Unlimited, specifically heavily modded content such as textures and models that would vary from vanilla Wurm. Show off your mods, designs, and artistic flair! To add an image, click insert other media > insert image URL. If uploading multiple pictures, try to place them inside spoiler tags to keep it tidy.
  4. Any suggested event which I could proclame for 4 or 5 players who play on server from 1 month ago aprox (mostly newbies on wurm). I was thinking on summon a unique, but I think players are not enough stronger... Any suggestion is very welcome! Thanks!
  5. Has anyone else noticed the waterwheel in the background of the new Wurm Unlimited header? The rest of the scene seems to have some elements in it that is wurm related but then we have the river with the waterwheel is this a hint of whats to come or just unrelated art?
  6. I have to admit: I was rather surprised when I received the announcement mail today. I personally love the concept of Wurm and the online community is amazing. However, like many others, I found the game to be incredibly demanding and time consuming to even achieve relatively small things. As someone with limited time, I always felt like I was hardly making any progress and the often dull tasks with no way of automation (since that would be considered cheating) make it seem even more like a drag. In the end, it was only the friendly community of my neighborhood that kept me engaged in the game. But then there are time, where I cannot play the game fpr a few months and can therefore not take care of my deed, animals and the likes. By the time I return, everything is in shambles and I have to start over. The online portion simply require way more dedication than many players can offer. And for those players, WU seems like an amazing opportunity. Now every player can tweak their game experience to their personal liking and explore at their own pace without the fear of loosing anything or having to make a long-term time and money investment. And I can share this experience with my friends. WO would be way too hardcore for many of my friends, but I can certainly imagine playing together with them on a server with tweaked settings. There also is an incredible opportunity for plenty of custom roleplaying, adventure and challenge servers, further increasing longevity. And to not forget: modding. I definitely hope the game ships with development tools and since the announcement promises at least all the GM tools and with the community already announcing work on a future map creation tool, I am sure it will only be a matter of time till we see modding tools in one fashion or the other. And this might be where the game could really take off. Sandbox games benefit massively from mods, as those really help in keeping things fun and fresh over a long term. But the elephant in the room is clear: will WU canibalize the playerbase of WO? I can understand the concern. WO absolutely lives from its community, the feeling of an actual world built by the people is what makes WO interesting in the first place. And because of that, I do not see those, for those exactly that matters, quickly abandoning WO. I am sure many will play around with WU but will still feel connected to the achievements, builds and communities they have in WO and engage in the plentyful of activities it offers and guaranteed, safe and secure hosting. The players driven towards WU will be much more those, that are not willing or able to make the massive commitment required to enjoy WO in a long term. And these make up only a tiny portion of the WO population. Make no mistake: WO has a small community. It is a very specific game with a small playerbase that many people are not aware of. The vast majority of current players are those, that are truly commited to the experience it currently offers and I highly doubt any of those would be interested in abandoning that for a mostly empty world. WO does not really have much to loose. It does, however, have a lot to gain from that project. WU will undoubtedly attract plenty of new players. Building and survival games are currently popular, so the timing is pretty good. Releasing on Steam will also help raise awareness by orders of magnitudes. If CodeClub really takes their marketing opportunity here, we can expect tens or even hundreds of thousands of people to learn about a game they never have heard before. Those that buy and play WU will not only give money to CodeClub, but will also almost inevitably at least check out WO. Others might not be willing to put down the money for WU, but will learn that there is a free version of WO they can easily check out. And if only a small portion of all these people end up liking WO, its playerbase will increase, rather than decrease. Is the whole thing a risk? Of course it is. Yes, the entire thing could totally become a failure, especially should WU turn out to be a buggy mess. But it also is an amazing opportunity for both CodeClub and the players. In the current, competetive gaming market, small games like WO definitely need a boost to remain relevant and great innovation always involves a certain amount of calculated risk. And I am happy to see that CodeClub is willing to take such risks and innovate and rejuvenate their product instead of trying to sail it safe and eventually drown some day. Whether personally interested in playing it or not, the arrival of WU will bring interesting times to all of us and we all should hope it becomes a success and consequently benefits the entirety of the Wurm world.
  7. Hopefully one of our great community modders can answer this. What would be the best place to start to eventually make a mod for WU? I've a background in programming, though it has been a (not small) number of years. But, just treat me like a total noob here. What languages would I need to pick up, and where should one even start? Thank you very much for your time.
  8. Hi 33/CST looking for a group to start fresh with, or not to far into the game. I've owned this game for awhile now and kinda know how to play. I would like a group with dedicated roles as I think that would be interesting to learn the game in parts. For my availability, I'm free throughout the weekend and weekdays 6pm to 9pm
  9. WGenerator Map Generator for Wurm Unlimited Servers Download Here | View Source on GitHub | WGenerator allows you to generate maps for Wurm Unlimited with a large amount of flexibility. Generate a heightmap to suit your tastes, erode it to smooth out the rough edges, and drop dirt on it to build up your desired dirt layer. From there you can add as many biomes as you want for all tile types, restricting biomes to certain height ranges, certain sizes and rarity. Generate an ore map with your desired ore distribution, and save it all with a history of actions taken, map dumps and actual map files needed for servers. If you need to edit or load a previous map, simply edit the text file of saved actions, or load the actions file back into WGenerator and keep working on your map from where you left off. Detailed Instructions HeightMap Generation: Map Size: Map width and height in tiles, defaults to 2048. (Deliverance sized maps are 2048, Independance sized maps are 4096, Xanadu sized maps are 8192). Seed: Seed used to randomize heightmap generation. #: Automatically generate a new seed. Res: Resolution of the heightmap. Higher numbers for large land mass, smaller numbers for smaller islands and archipelagos. Iterations: How many times to pass over the heightmap adding more details. Lower iterations will leave a smoother, less detailed map. Min Edge: The minimum amount of tiles between the borders and first bits of land. Border Weight: How steeply the land will taper off near the borders. Higher number for steeper edges. Max Height: Maximum height for tiles (measured in dirt). More Land: Increases the base height of everything to create more land. HeightMap Erosion: Erosion Iterations: How many times to pass over the map eroding the heights. Erosion Min Slope: Erosion ignores all slopes below this value (measured in dirt). Max Sediment Per Iteration: Amount of sediment that will be moved for each iteration, higher will cause smoother lands faster. Dirt Dropping: Biome Seed: Seed used for random generation in dirt droppng and biome seeding. #: Automatically generate a new biome seed. Dirt Per Tile: How many dirt to drop on each tile total. Max Dirt Slope: Dirt will start flowing downhill above this slope. Max Dirt Slope (Diagonal): Dirt will start flowing diagonally downhill above this slope. Max Dirt Height: No dirt will be dropped above this height. For a few tiles just below this height, a smaller amount of dirt will be dropped. Water Height: The height of the water level (measured in dirt). Biome Generation: Dropdown: What type of tile to place with the biome generation. Tree and bush types will only be placed over other trees and bushes, or on grass tiles. Seed Count: How many initial seeds of the biome to place, each seed will spread to a certain size. Size: How far each seed can possibly spread to depending on growth percentage. Max Slope: Biome will not grow if the slope to the next tile is above this. Min Height: Biome will not grow below this height. Max Height: Biome will now grow above this height. Growth % N/S/E/W: Percentage rates that any tile will spread in a given direction. 100/100/100/100 will make every biome spread in a diamond pattern skipping no tiles. Add Biome: Adds the new biome. Undo Last Biome: Removes the last biome added - only stores the last biome, so can only use this once at a time. Reset Biomes: Reset all biome changes. Ore Generation: Each entry box holds the percentage of tiles that will be a given ore type. Rock is automatically calculated so everything adds up to 100%. Note: Default ore generation values may be very dense, you may want to test this. Saving & Loading: Text Box: Name of the map. All files saved and loaded will be saved to the "./maps/name/" folder from where WGenerator is launched. Save Actions: Saves all actions taken for the current map generation to a text file. Text file can then be edited to remove certain lines, or shared with others etc. Load Actions: Loads the actions file from the current map name directory. All actions will process through the UI in order, so may take a fair bit of time to load and generate everything. Save Image Dumps: Saves the map dump, topography map and cave map to the map name folder. Save Map Files: Saves all map files to the map name folder. If you want to test those maps with WGenerator still running, you may have to click this button twice before copying the maps, else it doesn't save the files completely. Show Map View: Shows the map dump view in the WGenerator window. Show Topo View: Shows the topography map view in the WGenerator window. Show Cave View: Shows the cave view in the WGenerator window. Show Height View: Shows the heightmap view in the WGenerator window. Tips & Tricks Heightmap Erosion and Dropping Dirt both take a fair amount of time to complete. Keep in mind that we're dealing with 4.2million tiles for a 2048x2048 map, and both erosion and dirt dropping are making around ~50 passes over every tile, maybe more depending on your settings. Don't be surprised if everything is taking a long time to complete, especially with large maps. With a (fairly) top end PC, erosion and dirt dropping still take 7-8 seconds each on a 2048 map for me. With older PCs and laptops, that can be at least 30 seconds each, if not longer. If you've clicked a button and the program is hanging, just wait until it completes - the button will stay pressed while everything is working. If you're clicking a button and something isn't finishing properly, e.g. clicking Drop Dirt and it finished in a few seconds with no change, you may be running out of memory. You can run from command line to confirm that. In order to fix that, run the jar from command line specifying how much RAM to use: "java -Xmx2048m -jar WGenerator.jar" where 2048m is how much RAM to use. Remember to check your maps folder fairly often. Map files tend to be saved a fair amount, so if you're generating a lot of maps, a lot of files will be created. Be sure to delete any folders for maps you no longer require, otherwise your storage drives might start getting full fairly quickly. That should be everything. Any questions feel free to ask here. Thanks to Xyp, Vardoj, Keenan and Tathar for testing, changes and feedback over the last few days helping to get this out in time for the WU release.
  10. I'm currently trying to build my own world at the moment and I'm having some difficulties with terraforming and creating a dock and starting town. I have my character set up with max GM permissions and such and have been using the wand to dig, flatten, and level. I need to lower the seabed outside of the dock so I can sail ships around and such, and I'm having troubles leveling out the dock now because it's either saying I can't hold any dirt or I need dirt. So, is there an easier way to terraform and is it possible to perform a mass terraform on an area as a GM rather than trying to go about it one at a time?
  11. For reasons I cannot understand -- The server is changing the .map files randomly every few days. I assumed originally this was just because the game was keeping the map updated as we make and perform changes but it's not just a few megabytes here or there; Randomly our resource.map file gained 30mb of new data and set all resource tiles to 55 resources remaining. Today we can't even dig the clay that we've been gathering because now the server assumes all resources have been dug straight down to rock tiles. I've adjusted no settings between server restarts. This just happens randomly. I can briefly fix this by replacing these map files with the originals, but I would love to know WHY this keeps happening.
  12. WGenerator 2.9 - Wurm Unlimited Map Generator Download Here | Contribute on GitHub This map generator has been completely redesigned to give increased usability and platform support. Thanks to Budda for the original program. Major features include: multi-threading, progress bar, import/export heightmap and biome images, biome and river painting, map markers, and tons of new inputs for creating varied maps. Out-Of-Memory Error Improvements So Far Biome Color Pallet [r,g,b]: Options Menus 2.0
  13. Introducing WU The Western Union, Wurm Unlimited Server! Brought to you by former members of the Western Union Alliance on Xanadu and Independence. The server's dimensions include 12 PVE islands and a central PVP island. We have a great deal of mods, please visit our website to see the full list at link below. At present, main events are focusing on server projects, rather it is working on the starting towns or building roads. They occur every two weeks on Thursdays at 7pm (GMT -8). Eventually, we’ll be planning more events, but prizes are awarded to those who attend the events. Events will be announced via Steam Group calendar. Steam Group @ https://steamcommunity.com/groups/WU_The_Western_Union Map @ https://starshipctm.com/wuthewesternunion/map.html Mods list @: https://starshipctm.com/wuthewesternunion Details: * Characteristics start at 20 with the exception of body control and mind logic which is set to 25 * Players may have a main character and a priest alt, any additional alts may be frowned upon. * Deeds maintenance is set to free, but we ask that you do not make multiple deeds. We suggest that players join the Mol-Rehan Kingdom, as it is the most prepared, only those with the adventuring spirit can select Jenn-Kellon, or Horde of the Summoned. There are multiple CA’s to manage both the technical aspects of the server. Our CA's play at different times so there's a good chance someone will be available to support you. If not please open a ticket in game, or post your issues in the steam group discussions for server CA help. We are always looking out for devoted players to become community assistants (CA). PM Rkjasminth or Eridil for details on how to join the server. General Settings Name: WU The Western Union Tags: PvE - PVP- Free Deed - Bounties - Modded Server-Location: USA Central Est. Around March 2020 PvE and PVP Skill gain rate multiplier : 4x Kingdoms: Mol-Rehan Jenn-Kellon Horde of the Summoned
  14. Server: [RU] GameComa.ru [RIFTS] in list. About video: 1st public Rift test. Action from 2h55m. 2nd test planned in near feature (17-18 or 24-25 of June) with bug fixes, balance and adding skills to mobs. You can follow the news on our forum https://gamecoma.ru/forum/forums/novosti-proekta.24/ Note: If you decide to join us, please note - this is a Russian server, be more reserved in a game chat with your native language. More info about rift: 3 waves + 1 boss wave Rift resources can be collected Players have 3 hours for killing mobs/collecting resources and killing the boss After killing boss - all in rift zone get reward: adamantine/glimmer/seryll lump and chance to get shoulder pads + rift accessory and rift resources from tiles disappear More screenshoots from dev-testing:
  15. I played Wurm Online for a year or so a while back and recently picked up Wurm Unlimited so that I could have a blank map all to myself and not have to spend hours looking for a suitable spot that wasn't already settled. So now I'm going solo-dolo without the help of a village. I'm looking for input as to where to focus during the beginning so I can make sure I have a firm base of operations. In WO I would normally make a bee-line to an established village and work in conjuction with them (farm the fields, gather iron, then collect from communal resources to build my house). However my goal is to stay solo as long as possible so that I have an established area and then open it up to the public. Please give me any suggestions on how you would personally go about this task. Current gameplan: 1) Find a wooded area near the shore 2) Place down tent and hunt nearby game to have a small food stash 3) Gather basic crops and create a small (4x4) field to have renewable food 4) Put all my efforts into building a rowboat 5) Pack-up and sail nomadically until I find the "Promised Land" (Area with all resources relatively near ie iron, wood, water, clay, tar) 6) Place tent again 7) Begin creating farmstead 8) Deed the land and expand deed to be large enough to support a village 9) Create basic communal workshop, dock, and farmland (Possibly designate lots of land for villagers) 10) Open world to the public My biggest concern is I know how to accomplish 1-7, even if it will be slow going especially trying to find an area that not only has resources but that could also support a village worth of resources. How large of an area should I be looking to deed? Is it worthwhile to build the communal buildings ahead of time and risk over-building or is it better to add things as the village grows? What should I be looking to build in order to support a community so far the villages I join have a mine, workshop, farm, and animal pen, but I've seen some that have communal housing and others that had the layouts of legitimate cities with shops, churches, jails, etc. Finally, my intent is to make it a water-side village and as such I'd rather not build a highway to my village but rather make it as close to exclusively accessible by water as I can, I know that will hamper my efforts greatly but maybe build a few boats at the starter towns and give directions?
  16. Hello fellow wurmians, Have you had fun playing that old Challenge server of Wurm Online back in 2014? Well we just have created such a server again, high skillgain rate and a low action timer. The server will operate every month and have a reset after 3 months. There will be prices given out for players that have the highest Battle Ranks. (This to courage players to go PvP and earn battle points). The winners will get a prize where they can choose from. So they have a head start on a new Challenge server. Server has been opened! (Server name: PvP Challenge) Some stats of the server: Mods used on the server: Rules: I won't place the map picture here as you should see it ingame. Discord Server: https://discord.gg/peRV2By Server will get a restart when people feel like to. At the moment we are still getting much suggestions for changing stuff. Kind regards, Owner of the Challenge PvP Server
  17. I've been playing with some custom map creations using L3DT to give a more realistic natural erosion feel. I haven't gotten the biome generation down yet (as you can tell from the lack of trees) but the channeling and erosion algorithms look pretty good to me. Shots in spoilers.
  18. Yay! Nice that we now have a section devoted to videos. Thus, I shall start this thread where I will post the ongoing saga of building Ultima Nostalgia. The Wurm Unlimited folks probably already know what this is about, but for the rest of you who don't, let me explain: Ultima Nostalgia is my aim to recreate the map and world of Ultima Online in Wurm Unlimited. It has drawn an astounding amount of attention so far, with several sites posting about it (Massively OP, Ultima Codex, New World Notes and even VICE Motherboard). It has also had several of the original creators of UO posting/commenting about it on Twitter etc, Lord British himself included! Honestly, when I started this project, I was never expecting that to happen. It was for my own amusement and I assumed that the only people interested would be a few Wurmians who also happened to play UO back in the day. But holy cow, seems I was wrong! With all that attention, it seems like I will actually have to see this thing through to the end! In addition, I've had a lot of non-wurm UO players ask me more about Wurm and ask if they can come and live on this server. The two games share so many similarities that Wurm is the perfect haven for old UO players who don't want to play UO anymore, but are not satisfied with what modern MMOs have to offer. So although originally (and in my first video) I say that this will only be a server you can visit, but cannot "play" in the full meaning of the term, I am starting to dabble with the idea of whether I might reconsider. But for that to happen, we would need to have a new permission system for tiles so that we can set additional permissions for specific tiles we want to make available for those living on our deeds. See the suggestion I made about it here, and vote it up if you agree that this would be great. And then on to the videos themselves!
  19. custom map is large and hosted on a professional grade collocated dedicated server with 4x Core 8x Thread Xeon processor and 64gb RAM. menu's cache instantly. Login's are quite fast.It is set chaos style with a flat 5x skill gain and action timer bonus. No Epic bugs. You can start as Freedom Isles, HotS, or any of the PMK's already setup by players.Be the first to claim your throne and begin your empire. Rule your lands and kill all those that oppose. Or, Setup trade routes, grow your riches, buy yourself neutrality from other players. Or, sail the seas pirating and trading. Or, do anything you want. But, login and do it before someone else claims your legacy! Links: Live Map : http://hyper-core.net/map/ Vote Page: https://wurm-unlimited.com/server/1075/ Website: http://hyper-core.netMods:- Farming, plants will not wither. Growth time sped-up- Priest restrictions removed, feel free to main character a Vynoran Priest- Naming Tags. Animals are born with no name, create a name tag for custom names- Dig to ground for dirt and clay- Ash accumulates in ovens and forges from material used as fuel to keep them lit.- Starter gear consists of choice of 40ql weapons and 40ql chain or 20ql plate.- New Characters are given 25 body control and 23 body strength, no feeling useless for 2 weeks.- Your first affinity will appear very soon if not immediately.- Meditation altered, no need to change where you meditate to gain skill- The 5 prayers per day cap has been removed- Carts and other vehicles are locked with a very poor ql lock upon creation- and More
  20. When I join any one of the servers I've tried to launch my game off of, I'm met with an unloaded screen that shows the hud and just a vast ocean. Is there any way to fix this and get to playing?
  21. Hello all! As some of you may have noticed, there seems to be a slight.... lack of good resources on doing custom textures for Wurm aside from rather simple things like tabards, wagon covers and banners. I recently joined a fantastic server (but we aren't here to talk about that! Although if you want to know what I'm talking about, just check out the server "Requiem of Wurm") and was prompted by one of the head GM's to work on a texture for a creature after hearing I'd had experience doing custom texturing on my own... and I thought, "Sure! Shouldn't be too hard!" Little did I know that to properly and effectively make custom textures for WU, you'd need a small slew of tools to help along the way. For one, 7Zip to open RAR and zipped folders easily, but also an art program that can handle .psd files is extremely helpful and a 3D Model viewer so you don't have to pop the texture INTO your game and hunt down that one thing you changed, such as a bison or a custom mob that might be in your main server but not in your standalone testing server. After installing these, I thought I was all set to go! But no... its a bit more difficult than that. For one, when you open up a texture for a mob to edit it, you're greeted with something like this: Which, if you haven't done much texturing for 3D models other than something voxel based like Minecraft.... can be a bit overwhelming and confusing. Some parts are immediately obvious while others..... not so much. What part textures which piece of the model? Where are the "boundaries" of each piece? So, like anyone aspiring to learn anything on the internet.... I googled it. And I found.... nothing. Yep, nothing. Not a single template or guide or reference. Even on the forums here, I couldn't seem to find much aside from Code Club AB's announcement that people could do custom textures for tabards and kingdom banners and the like. So, I personally have set out on a quest of sorts to make templates to help other custom texture-er's figure out exactly what on Fo's green earth we're all looking at, but also to create a sort of "hub" for those who have the actual experience to help out us more troubled beginners. Welcome to Ciaru's Custom Texturing Templates! As an example for the rest of you viewing this, and as a starter for my own reference as well as my fellow Requiem server players, this is an example of which parts of the bison texture go to what part of the model. This is the template itself..... (Which has now been updated with more specific location info!) And these are what it looks like ON the 3D model. As you can see, my basic idea was this: color each different part a different color, and apply it to a model to see where each bit went, thus vastly simplifying and answering the question of what part goes where on the 3D model itself. Feel free to post your own color coded "templates" and provide links for those who may want to use them (I will credit you if you did it yourself!). As new things are posted, or as I template more models, I will update this post as quickly as I can.
  22. Edit 6/2018: Project deleted (GitHub = sellouts). Hello, I'm working on a simple Google Maps generator for WU. It's actually continuation of my older project (Google Maps for WO). Current version: v0.9-beta.5 (2015-11-16) GitHub repository Download User guide Example maps (possible spoilers!) Generated maps are standalone (only HTML, CSS, JS and images), not connected to WU in any way anymore. Maps can be viewed locally (using any modern web browser) or uploaded to a web server (no PHP or Java needed). Generator is written in Java, so far working only on Windows (Linux fix coming soon). Future features: - more configurable options - bridges - walls, doors, fences, gates (only when zoomed enough) - in-game map annotations - altars - dens - source fountains - source springs - custom markers and labels (non database stuff: points of interest, road names, sea names, mountain names, canal names, tunnel names...) - tower zones (guards response, building restrictions) - settlement zones (deed, perimeter) - bigger zoom - progressive zoom - more... Any feedback or ideas are welcome.
  23. So I've been talking to a friend about the declining playerbase and general issues with wurm online based on how player and customers in the video game/mmo market place act and want. Wurm Online is a niche game, I doubt anyone can dispute that. But often times even on high end computers it runs sluggish and that's an experience people who have been gaming for a while don't want in 2018. Gamers expectations have changed, and if they have a good PC and see a promising game, they'd like to run it at their fullest potential and have fun. To that end, why not port over wurm online to a new game engine. I know this has been suggested hundreds of times, but hear me out and let me tell Code Club why they have nothing to lose by trying . Here's the steps , simplified form: 1) Find a new game engine with decent 3rd graphics, collision and the ability to change the landscape, terraforming etc. 2) Create a trailer for Wurm Online in that game engine . 3) Put up the trailer and project on kickstarter, indiegogo, or w/e crowdfunding campaign site you want. Showcase how Wurm Online can be made better not just from a graphical stand point, but from new mechanics, functionalities and overall modernising WO. 4) Figure out how much money you'd need to hire devs to start coding WO in that. 5.) Figure out how expensive the game engine would be to create WO in that engine, whether it's about renting or writing code over time, renting servers, etc. 6) Based on those estimates, set a target point for your campaign. 7) Showcase in the trailer what made WO great and what can make it even more legendary in a new modern engine. 8) Based on how much money you manage to bring in, see how feasible it is to do step 4 and 5 to recreate WO in that new engine. 9) Do you have anything to lose by trying? Depending on how well the trailer is made, you could raise some funding for it. 10) Profit. An important note here is that the idea is not to copy paste maps and villages, and everything in WO to a new engine. I imagine that would take way longer to do than to rebuild WO in the new engine. It's easier to build from the ground up knowing what you need, than to actually build a scaffoling to transport a cathedral 1000 miles to another city, and specialized personnel , vehicles and permits do to so. One of the key things is the ability to transfer over what you have in WO to that new game engine, some items and some skills mostly. Donators on the crowdfunding page can get various boosts and rewards based on donation size. Well, how about it code club? Wanna save wurm? Think big.
  24. So basically this suggestion is to create a team dedicated to advertising wurm online through various platforms on the internet : e.g. youtube, FB and so on. Why? Because Wurm needs new players and a lot of us actually would love to see new blood in it. So how would this work? We'll form a team , let's say through discord and start outlining a basic plan to advertise and create ad content we could share on free to use sites. Someone could help by making or creating a compilation of youtube tutorials. Another could find or create stunning pvp encounters and battles. One could help by writing content for various interesting stories that happened/could happen in wurm or even create machinima videos using Wurm Unlimited or WO. Other people make artwork stories or comics about WO stories, servers, events, etc. The team will be community driven, with the sole purpose of generating visibility for Wurm Online. So what do you guys think?