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Found 36 results

  1. Hey all! I'm looking for someone with World Painter or custom map creation experience to create a map for a server I'm going to soon be hosting. We've got maps we would like to have imported to Wurm and while I can create some neat things with the map generators, I am out of my depth when it comes to creating a specific map in a program like World Painter. If you think you might be able to help, please let me know! --Llurendt
  2. Now that I've seen the custom map generation tools and new skins on animals, I'll toss out an idea and see if anyone smarter than me wants to try making it happen. The reason for the idea is to add additional realism to an already beautiful (and impressive) set of custom maps. 1a. Blending of biomes in map generation. Today, we see too much of a hard line, when going from sand, to tundra, to forest. I'd like to see more blending happening between them. Call it a hybrid zone that looks part one type and part the other. For instance, if Steppe and Forest connect, have a buffer zone that is grassier than tundra & has smaller versions of trees and shrubs (force them to never mature and limit how many can spawn in that buffer zone? 1b. Making a special "wet look" tile of each landscape type, that helps add a touch of realism. 2. New rock & dirt skins, based on the dominant concentration of ore types below ground. If there is a higher percentage of iron in the area, make the dirt and rock more reddish. I'm not a geologist, so I'll let smarter people figure out what rock types and dirt colors go best with our other ores. 3. Elevation based snow. Is it possible to set the winter skin permanently for certain elevations? Better yet, it is possible to set it to move the snow line to higher and lower elevations, based on season changes, automatically? Finally, is it possible to add one more factor into the snow line: North vs south locations of the map? Winter is coming!!! 4. When generating a map, can different flora and fauna be auto generated as more likely at different elevations, near or far from water, etc? Not a huge deal, as we can just use our artistic ability to plant where we want. (?). Link to an idea for making some skinning changes to mines... http://forum.wurmonline.com/index.php?/topic/133971-mining-update-the-look-of-walls-floors-and-veins/
  3. Welcome to our shop. We are Back in business and are taking custom orders for highly quality items. NEW: We can now imp weapons to 95ql and cast Mind Stealer with a guarantee of 80+ power minimum. In Stock: *Please give your best offer, I consider all offers/trades Small Maul - 87N 85LT 100C 100MS - SOLD Large Maul - 98N 88LT 80C 88MS - 10s Large Maul - 87N 97LT 85C 83MS - 10s Axe 86N 82LT 76C 94MS - 9s Rare Small Maul 94N 84LT 85C 80MS - 18s Rare Longsword 92N 91LT 98C 97MS - SOLD Custom Orders: We specialize in custom orders of high quality tools, weapons (new) and high ql enchantments. We can guarantee 90+ power casts for Nim, Woa and CoC on all orders (some exceptions may apply). We also provide Mind Stealer and can guarantee 80+ power minimum. We can cast on and imp your tools/weapons or create brand new items for you. Check below for our prices. If you don't see something you need, please ask. *Disclaimer: If we are casting on your tools, then we accept no liability for a shattered item. The chances are very very small that this will occur, however, it is not zero. Mailing: All items are mailed from Xanadu at the buyer's expense. Some items will need to be place in a container to be mailed which adds an additional mailing charge. Some items may not be mailed and must be picked up. Crafting: We can make Weapons (New), Blacksmithing, Carpentry and Fine Carpentry items (All of which can be made to 95ql). Ask about other crafting skills and pricing. < 70ql - free (must come with an enchant) 70ql - 30c 80ql - 60c 90ql - 90c 92ql - 1.3s 93ql - 2s 94ql - 3s 95ql - 4s Enchants: We can guarantee a minimum of 90+ power on Nim, Woa or CoC casts. You pay for the power that lands. Prices for enchants scale linearly between the listed powers. For example, a 87 power Woa will cost 1.7s and a 92 power Woa will cost 2.8s. WoA and CoC 80 power - 1c 85 power - 1.5s 90 power - 2s 95 power - 4s 100 power - 6.5s Nimbleness 80 power - 1s 85 power - 1.5s 90 power - 2s 95 power - 4s 100 power - 6.5s Mind Stealer (*Can only guarantee minimum of 80+ power) 80 power - 2s 85 power - 2.5s 90 power - 3s 95 power - 5s 100 power - 7.5s *LT coming soon
  4. When I try setting a custom screen resolution for anything below 640x480 the setting doesn't stick and defaults to 640x480. I am wanting to set the game resolution to 200x200 and lock int he window positions and sizes. I can do it for 667x699 (which is half screen for dual clients) and all the settings are saved and loaded on start up just as expected. thanks
  5. I've just started this game and was set back right away by it's cumbersome UI. I haven't seen anyone else on the forums complain so I figured everyone just went on with getting used to it. Anyway, I'll put a list of what I thought would be improvements. 1) A radial menu. I have seen a few mods in Minecraft that implement those in one form or another, but you'll probably best remember this from Crysis. Having to click, move the mouse and make that a few more times to get to a command/stat you're searching for is a daunting process. Add a customizable radial menu. Click, drag your mouse in a direction of the command you want to execute and release the mouse. Done. Also, one could adjust the radius of the menu, number of "slices" and maybe even set it up to execute different commands depending on how far have you pulled the mouse. Crysis had 5 slices and the menu was very narrow. Here it could be made to look like the target in the game of Darts if you wanted to. 2) Toggle "L-click to look". This one I've felt in the X3 game. When moving around, I very much like to be able to turn without the need to hold down a button. So I'd like a toggle button that inverses that and would rebind L-click to Space or Ctrl to temporarily get my cursor back in order to click something. Of-course, toggling it back when there's a lot to do with a cursor should remain. 3) Custom commands on a hotbar. WoW is a perfect example of a good UI. You have buttons on your UI that can be called by any key combination, do any (!single!) command in the game, and can show the text and a number of your choice on it. Executing one command for one hardware input action is permitted. Why not make it available in-game? I don't like taking my cursor for a stroll each time I want to see another stat. I want to see that stat/skill/ability/item on my UI without the whole window obstructing my view. Compass, as it is now, is a great example. But it's only one element. Any square on a hotbar like that should be configurable to show the state of a compass. Another could show my right hand. Yet a few others could imitate the toolbelt. Heck! Remake the toolbelt to be this hotbar! In WoW, I could make one button show the number of Iron Ores I had, show the cooldown of one ability, mouseover tooltip of another, icon of my equipped helmet, custom name on the button and it could use one of my trinkets if I activated it. Edit: I know that this game is based around gameplay depth much more than being fancy, but so is Dwarf Fortress! Considering depth and what you can do, it's the best game out there. And it's free to play, mod, automate, etc. But it's not fancy at all. And that's why it has few players playing it.
  6. I love some of the music, but some makes me wonder what someone was thinking. Is there a way i can replace the music with my own? Thanks
  7. As the title suggests, The ability to craft a blank tabard with no kingdom affiliation, players would be able to dye them as well as choose an icon from the shop sign pool to display upon creation. http://www.wurmpedia.com/index.php/Shop_sign Would add a bit more diversity and I rather like much of the shop icons. Obviously not priority but consider it at some point :3
  8. I must be blind but i can not figure out how to change the size of windows in the GUI. I see people with smaller and larger windows that default so i know it can be done but i can not find anything yet on how to do it. Please help this is driving me bonkers. Thank you,
  9. Simply put a player can buy a wand from the trader for 1 silver to change the look of their Spirit Templars (maybe the name too). Just ghostly versions of existing mobs : "Spirit Wolves", "Spirit Spiders" etc to reduce the work needed for textures. The wand is single use. To use the wand simply activate it and right click a token you are mayor of.
  10. Cloth Barding should be a means to decorate ones horse without a speed penalty. When visible armour comes out, I'm hoping that you'll be able to at least dye the barding different colours, with a possible further enhancement of being able to make Kingdom-themed bardings. In another game I used to play, everyone from my group would use blue barding so we could easily identify who was who without having to worry about shooting or killing a horse that was actually ours. I think if this were to be implemented alongside of Kingdom styled cloth barding, it would allow for a more user-friendly experience, as well as eye candy. How can a red and black cloth barding not look nice on a black horse? An image below is kind of what I'm looking towards seeing, but perhaps without the head-guard. This kind of barding should have little to no impact at all on a horse's speed to allow for use on Freedom without complaints. Perhaps armour like the above could be customized by changing the emblems on parts of the armour, or having a different base colour per Kingdom. Mol-Rehan would get a red, black, and yellow barding (fire based) of some sorts while Jenn-Kellon's barding would be more geared towards a blue and green colour (water and landscape based). HoTS's barding would be primarily black. What are your opinions on the matter?