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Found 75 results

  1. I just put up this bridge last night in NE Xanadu. It's marble and expands 12 tiles north south. I'm not sure If i skipped a planning process but it seems to be glitched or has the wrong part on the right side. The right side of the bridge doesn't have the same curvature as the left side. Why is my bridge like this? I'm a little disappointed on how it came out. Spent a lot of time and material on it and was hoping to get it right. Is there a way to fix this without replacing the whole bridge? Can a GM fix it?
  2. As far as I understand, currently one character can only plan one bridge and then it needs to be completed, before that character can plan another bridge. I'm not sure why this limitation is necessary. I propose for bridges same ownership system as player houses. Once a bridge is planned, the ownership can be transferred to another player and the original bridge planner has no obligation to wait for it's completion and can move on to next project. This would give players with very high masonry skill the opportunity to sell their bridge planning services. Also, with larger projects, where multiple long bridges are needed, the plans can be made all at once and the planner doesn't have to sit on site or travel back and forth.
  3. maybe make them a real chore to build. Slate brick bridges. just a thought.
  4. So I walked up my new bridge and expected to go slower than I did, but instead I started walking faster. I consider this a bug, some may not agree with me. Here is a image of the speed walking on a bridge (1x4, 78 slope up): http://imgur.com/NUoDcUE And here is a image of the speed walking on flat cobblestone road: http://imgur.com/zc4uO8F
  5. There are two+ bugs here. #1 (so that it is clear that this is not merely an model bug) if i try to drive across the bridges below i get kicked from wagon and takes multiple tries to find right angle to get back on wagon. #2 Bridges after a recent update are "sunk" by what looks like the thickness of a floor. Old bridges have not changed it is only new bridges, this is the first time in over a month i have had time to seriously work on my new castle, As i have built a couple of these I hope that someone will help fix them and i guess i will hold off on all the other bridges,but this really sucks as i could get a lot further if not for this. Left is old (pre bug), right is new Left is new, right is old (pre bug) new bridge section just complete (1x1) After getting kicked of wagon trying to drive across bridge note the horses are sunk into the floor (this is third floor of my castle)
  6. Hi! ❤ I'm a marble lover and I've decorated my deed in this material and I'd love for the marble bridges to match the color of the material it comes from. The bridges seem much too creamy-beige in comparison to their slightly darker-grey counterparts. It makes it look out of place amongst all of my pavement/deed. I propose that the bridge #hexcode match the pavement, since the darker grey compliments stone. I really like this idea enough to share it with you all and I'm certain I'm not the first.
  7. Looking to buy range pole and dioptra, at least 50ql. NE Xanadu.
  8. Dear Saroman, Congratulations on your promotion to Art Director. THANK YOU SO MUCH FOR LOWERING THE REQUIREMENT Please, I beg you to, or allow Tich to, reduce the minimum height above water for flat bridges longer than 5 or 7 tiles You can see from the pics below that it would look really stupid with piles any higher than 40, which are shown here. First one shows where a stone bridge ramp would go up and over the clay and the second pic shows where the 11 tile flat stone bridge would go. Boats can pass under a bridge 30 above water, so why must the minimum height be 80? Please, please Saroman! Please allow the minimum height above water to be reduced to 30 or 40 above water level - for flat stone bridges. Many thanks, in hope.... Baloo and Bagheera Babuskaa's Village T8, SW coast of Newspring Island, Xanadu
  9. Now that we can build bridges it has finally become realistic to think about a direct connection of the southeast peninsula (called "Serendipity Peninsula" by its inhabitants) with the mainland. Ever since the creation of Deli people in the southeast corner had to take a long and dangerous detour northward across the small steppe, past Lihue and Kaer Mohen and along the northern coast of the sound, then south again towards Pilgrim's Gate - just to reach Greendog or the big market places on the mainland. So, here is what we (the Serendipity Alliance) have in mind: The strait between Other Side Village and a point north of Dunegard (as shown in the image) seems to be the best choice, as it is the narrowest part of the sound in that area. The place can be better seen on this more detailed small-scale map (taken from http://forum.wurmonline.com/index.php?/topic/54656-detailed-map-of-the-serendipity-bay-area/): This will be an ambitious project: as the total distance to be covered is more than 300 meters we will have to build 3 bridge segments with tiny islands between them. I decided to make this early announcement in order to present our plans to all neighbours affected, namely the owners of settlements around Otherside Village. Please tell me what you think about the project. In case everyone agrees we will need all the help we can get. So: this could be a great community project. Please contact me or any member of the Serendipity Alliance (e.g. Glomby, Substr, LadyCygnet) by means of PM, either here or ingame.
  10. Hello everyone! Bridges have been in quite some time now, however the information on the Wurmpedia is still very dry, so we're looking to populate the articles a little more and we're going to use this thread to do so. If you have any questions related to the mechanics behind bridges then drop them into here as a reply and we'll get testing. If someone knows the answer then of course, please reply also! We may even also get a developer popping their head in.... *looks for Tich*. I'll consolidate a list of all of the Q&A here, along with any relevant testing we've done. Cheers! Marni
  11. I don't know if all of this would fall under collision detection. I think it does. I've had mobs moving between bridge ends and building walls. I've had mobs attacking through doors. Here are some screen shots. Ahzz is an alt of Clatius. R.I.P. Ahzz. The Hell Hound is in the roadway. Now I go to the entry below the floor the Hell Hound is on. You can barely see his fire coming out below where it's standing upstairs. And now you can see the Hell Hound attacking through the door as I stand down the ladder from it. It should not be able to pass through the door to attack down the ladder shaft. Now for the real fun. Mobs passing through the bridge wall. Not something you want to see a Troll doing if you are a Noob. Part way through. Here's Johnny. Panic time. Methinks these are definite bugs, hmmm?
  12. I have many ideas for building bridges on my server but being limited by "too low" and "must be 60-80 above water" pretty much cuts off all of my ideas. The nice flat land i have now has to be sloped in order to build a bridge on it. I would like if someone could either tell me how to get rid of those restrictions or make a mod removing them.
  13. Bridge Query

    I am trying to avoid 80 ramps for my bridges, due to lack of space and eye appeal. Please can someone tell me the max length of a flat stone bridge not requiring supports? Also how high it needs to be above water for ships to pass under it? Thanks, in hope...
  14. A brick activated and a bridge section in selected bar doesn't result in the selected bar showing things like repair or improve. I wanted to do some bridge improving and realized the selected bar won't help me beyond examine.
  15. Hi, When a keystone is dropped on the ground and examined, no details regarding its quality or dmg, all that is given on examination is: [13:56:45] stone chiselled into a keystone. It could be improved with a rock shards. When it is picked up and examined again no detail is given on examination, although it being in inventory, the quality of the keystone can be seen and that there is damage. Since the keystone weighs 80 kg, it might be an idea to be able to examine it when dropped on the ground, so that you can see the quality and any damage needing repair, before improving it further. Thanks, in hope of making life a bit easier for those making materials for bridges...
  16. As the title says, the deed is Enchanted on Release. It's the gate near the green and red wooden house (visible from the water) if any GM/Dev cares to check it out. Next span up, there is a dead boar that starved to death on a bridge with the corpse not able to be taken as it's not on the same bridge I am.
  17. Problem: Fall from bridge how to reproduce: drive cart to bridge, cart faced downwards(wooden in this case), disembark, add new segment to bridge, turn to cart direction, so you faced opposite where cart is going and embark =you fall below bridge and cart still in bridge and you can drive those. Edit, i fall also when bridge is finished, i drove it through, and drive back to it plant 1 lamp and embark to cart and me and cart was below bridge
  18. http://i.imgur.com/PQR9tQw.png The mobs just bounce back and forth. You can see the packed tiles that they are going back and forth on. I also saw this happening a few days ago but I didn't get a picture of it then. It seems the mobs can un-stuck themselves. Although, as of this writing the three mobs in that pick have been bouncing back and forth for a about 20 minutes.
  19. I wanted to build as few supports a possible because extention are material hogs. I found the combo sheet on the bridge calcuator and put these together. These only apply to brick and marble. Wood and rope have different combinations. Am I correct that 5 tiles is the longest we can get between supports? one tile (E) ESE..SES ASA (conversion to the 2,3,4 or 5 tile patterns) two tile (AA) AAS..ASA AAS..ASE (conversion to one tile E's) three tile (ADA) ADA..DAS..ASA..SAD ADA..DAS..ASE (convert to 1 tile) ADA..DAS..ASA..SAA (convert to 2 tile) ADA..DAS..ASA..SAB (convert to 4 or 5 tile) four tile pattern (ABBA) ABB..BBA..BAS..ASA..SAB ABB..BBA..BAS..ASE (convert to 1 tile) ABB..BBA..BAS..ASA..SAA (convert to 2 tile) ABB..BBA..BAS..ASA..SAB (convert to 5 tile) five tile pattern (ABCBA) ABC..BCB..CBA..BAS..SAB Repeat the conversion patterns already listed above. Here are the possible combinations for brick. you put them together like building blocks and letters must match up. AAS ABB ABC ADA ASA ASE BBA BCB CBA DAS ESA ESE SAD SES SAB SAA BAS
  20. Hi, Please update Rope bridges to mention that they do not support hitched large carts. http://www.wurmpedia.com/index.php/Rope_Bridge This was confirmed by "FactionalFight" on their Wurm YouTube channel. https://www.youtube.com/channel/UCHATeyCT_AhT8xb317Rp5bw
  21. When I logged on today, a wall plan had appeared on the side of my house, right where a ramp goes. There was a wall section here before I built the ramp, but it was completely destroyed. I am not able to remove it. If I right click the plan I get the refreshing indicator, no option to destroy or build.
  22. I recently found two issues. They might not be bugs per-se but related to mechanics that seem broken to me. Issue #1: # What happened [12:05:54] You are too close to the bottom of the bridge to drop the dirt. # What you expected to happen The ability to drop the same amount of dirt that I just dug out of the very same corner. I figured it would behave like a fence, since I can dig on the other two corners of the tile, should I not be able to also drop dirt on it? I suppose my only option now is to destroy the bridge and rebuild it if I want to fix the digging I did, which exposed issue nr 2 (see below for details) # Steps to reproduce Dig and drop dirt on the opposite end of the same tile that the bridge attaches to. Issue #2: # What happened I cannot reach the tile that the first bridge part sits on. I tried digging the corner out to see if I could expose the tile somehow from under the bridge, only to realize 1. I could not and 2. it created issue # 1 (see above) so now I cant cover it up. # What you expected to happen Some ability to target that tile so I can pack and pave it, since apparently it bleeds through to the other side of the bridge # Steps to reproduce Just try to target this tile. (picture shows some of the bleed through of the dirt tile behind it)
  23. completely disregard this post now, after a relog it wasn't visible anymore, so must have been some graphical glitch.. Helped a friend out with a 1 tile bridge leading from a dirt platform to the top of a house, after it was finished i noticed a wooden beam sticking out of the arch which turned out to be a planned double abutment, like the one we just built. Location: Pristine, G16, Lost Haven If people want to have a look contact me, Ami or Siddhe Edit: I'm not sure what went wrong where, but maybe it was planned twice, which i kinda doubt( waiting on logs on the time of writing this) as planning bridges does a check for existing bridges, and I assume planned ones too. when i try to destroy the useless planned double abutment i do damage to it and the existing bridge. The ghost part can't be added to the crafting window either btw. I'll add info from the logs about planning later. [14:09:21] You get a dioptra..[14:09:32] Ghengizcohen holds a range pole vertically in front of them.[14:09:36] Ghengizcohen calls out to a range pole.[14:09:49] You carefully place the dioptra on its tripod in front of you.[14:09:50] looks like bridge would be 1x1 (North-South)[14:09:50] The tile border to your North is level[14:09:50] You make sure the dioptra is level.[14:09:52] You point the dioptra at Ghengizcohen.[14:09:54] You wave at Ghengizcohen.[14:09:54] You line up the dioptra with Ghengizcohen.[14:09:56] You look through the dioptra.[14:09:58] You focus on the range pole.[14:10:00] You read the graduations on the range pole and work out the height difference.[14:10:02] The tile border to your helpers South is level[14:10:02] You check the heights of the plan ends.[14:10:04] You appear to be 19 dirt higher than Ghengizcohen.[14:10:04] You work out the orientation and width for the bridge.[14:10:06] You check for clearance between the bridge ends.[14:10:08] You check for protruding foliage.[14:10:10] You check for nearby cave entrances and any lava.[14:10:12] You check for any items in the way.[14:10:14] You check that you have permissions to build the bridge.[14:10:16] You check for any bridges that may interfere with this bridge.[14:10:18] You check there would be no buildings under this bridge.[14:10:20] You work out the styles of bridges that would fit.[14:10:22] You start working out the bridge components required.[14:10:22] Planned bridge area is 1 tile long and 1 tile wide.[14:10:24] You stop surveying. message that all bridge types were too weak, had an arch under it - destroyed and replaced with plain brick wall. 14:23:56] You get a dioptra.[14:24:14] You carefully place the dioptra on its tripod in front of you.[14:24:16] looks like bridge would be 1x1 (North-South)[14:24:16] The tile border to your North is level[14:24:16] You make sure the dioptra is level.[14:24:18] You point the dioptra at Ghengizcohen.[14:24:21] You wave at Ghengizcohen.[14:24:21] You line up the dioptra with Ghengizcohen.[14:24:24] You look through the dioptra.[14:24:28] Ghengizcohen is not holding a range pole.[14:24:28] You stop surveying. Tried to start planning whilst you were afk and the pole wasn't ready. [14:24:28] You pack up the dioptra.[14:24:30] Ghengizcohen holds a range pole vertically in front of them.[14:24:34] Ghengizcohen calls out to a range pole.[14:24:42] You carefully place the dioptra on its tripod in front of you.[14:24:44] looks like bridge would be 1x1 (North-South)[14:24:44] The tile border to your North is level[14:24:44] You make sure the dioptra is level.[14:24:47] You point the dioptra at Ghengizcohen.[14:24:50] You wave at Ghengizcohen.[14:24:50] You line up the dioptra with Ghengizcohen.[14:24:53] You look through the dioptra.[14:24:56] You focus on the range pole.[14:24:59] You read the graduations on the range pole and work out the height difference.[14:25:02] The tile border to your helpers South is level[14:25:02] You check the heights of the plan ends.[14:25:05] You appear to be 19 dirt higher than Ghengizcohen.[14:25:05] You work out the orientation and width for the bridge.[14:25:08] You check for clearance between the bridge ends.[14:25:11] You check for protruding foliage.[14:25:14] You check for nearby cave entrances and any lava.[14:25:17] You check for any items in the way.[14:25:20] You check that you have permissions to build the bridge.[14:25:23] You check for any bridges that may interfere with this bridge.[14:25:26] You check there would be no buildings under this bridge.[14:25:29] You work out the styles of bridges that would fit.[14:25:32] You start working out the bridge components required.[14:25:32] Planned bridge area is 1 tile long and 1 tile wide.[14:25:35] You stop surveying.[14:25:35] You pack up the dioptra.[14:26:44] Ghengizcohen stops holding the range pole vertically in front of them. got the the select what type of bridge; the flat options were acceptable - first time got to the section to name it.
  24. Project 1: Crystal Canal June 2nd 2015 - July 5th 2015 The time has come for a new project. This project has been green lit by the deed owners involved, and they seem very excited to move forward with production! This current project is a bridge spanning across Crystal Canal. Thank you to everyone who contributed the materials below! 1 Dioptra1 High Mason - 94 skill2 Builders - 40+ masonry4000 Dirt2900 Marble Bricks2000 Mortar800 Rock ShardsWe'll keep you updated on the progress of this project and post pictures when available. If you're interested in helping, please do comment, and we thank you ahead of time for your contribution! Thank you Broken, Joykill, Kraten and Jberg for your help and assistance with this project!
  25. Pretty much just as the title says, the idea of drawbridges or retractable bridges being introduced to the game. What are your thoughts on it?