Search the Community

Showing results for tags 'terrain'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Jackal
    • Jackal Discussions
    • Jackal Market
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gmail


Facebook


Twitter


Discord


Skype


Instagram


Snapchat


LinkedIn


Reddit


YouTube


Yahoo


MSN


Website URL


Location


Interests


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Acc1


Acc2


Acc3

Found 14 results

  1. When a deed decays, the buildings and walls dissappear, but the terrain, the terrain remembers. After a server has been out for a while, after villages have come and gone, the dirt walls, pits and plateaus stay. One of the reasons I love new servers is being able to explore new, fresh land. Being able to find untouched land to build my new house. My suggestion; Any tile that has been raised above the height of when the map was originally created, should decay it's excess height over a long period of time This would remove dirtwalls This would not remove mountains unless they were player created Deeded areas should not decay Decay should not occur arround structures Walls/fences are structures Paths are structures Areas around water should have increased decay Water is erosive Land bridges - Reminder: Would still need to be undeeded AND not paths/fences to decay Raised dirt in the water would decay and allow ships to pass again Dirt tiles should have increased decay Stone tiles should have reduced decay Areas around "Should not decay" areas have a less likely chance of decaying governed by a function of distance Prevents jarring edges at the border of "Should not decay" areas The excess dirt should erode to a new location to fill pits
  2. Was using paint Terrain Rock, with the set item AUX 4 on the wand now it will not place rock tiles out of nowhere... i can change the AUX and it works with every thing i have tried, but the rock This issue is effecting both myself and other GMs set to Dev=5 strange thing is when i activate it on a tile that is rock it knows the action was performed "[22:37:48] The terrain is already of that type." I can place the rock tiles through the long menu one at a time but i cannot using the right click on the tile > paint terrain or the hot key set up "bind f paint_terrain any suggestions how to fix this, Thank you, Momo
  3. Erupting a rock tile can raise a corner of that tile a bit, which is intentional. However, if that eruption causes one corner of a mine entrance slope to rise, this causes the entrance to NOT be level as it normally is, and the tile inside the mine does not adjust itself to compensate. This leads to a discontinuity in the terrain across the transition between inside and outside. Outside: Inside: Note that inside the cave, the entry is still level, but outside the cave, the entry is 4 dirts higher on the corner affected by lava. As a result, I need to turn climb on to get out of the cave, and can see through bits of the terrain since it doesn't match up. Not sure what ideal behavior would be here. Maybe it should do a sanity check to not raise the corner if it's at a cave entrance, since those are never supposed to be non-level? By fixing this bug, Rolf "Lonestar" Persson and KodeKlubFree International Ltd. hereby agree to remove the Magranon domain restriction on the Erupt/Freeze Path of Power meditation ability, as it serves no purpose but to make me openly weep into my full-size anime body pillow at night, and curse the stars every time I want to get rid of a problematic ore vein or off-deed reinforcement.
  4. Latest release: Requires Java 8. The map and a render of the surface will be saved to a map_<seed> directory in the same location as terraingen.jar. Features: Mountains (smooth & ridged) Rivers/lakes Deserts/tundra/steppe Clay/peat/moss Tar pits Flowers Regional forests Regional ores Fairly uniform iron distribution Example maps: http://i.imgur.com/ccAuJNz.png http://i.imgur.com/LjFSJJ6.png http://i.imgur.com/igm0ozW.png Source code: https://github.com/jonathanedgecombe/wu-terrain-gen
  5. Add in another option for removing marsh tiles other than floorboards. In the current system you must raise marsh tiles and then lay floorboards on those tiles to remove the marsh altogether. It's been a while since I've done this, but I'm assuming marsh tiles still have to be above water level to be built upon using floorboards. Anyhow, in natural cases marsh can be removed by loosing cattle to graze over the effected area. This could work in Wurm as well. Allow any heavy grazing animal, such as cows or horses, to graze and pack marsh tiles into dirt. Perhaps give them a depth limit for which they can graze in the water, like 10-15 dirts deep. Pretty much anything is better than dropping a lot of dirt to raise tiles and then make floorboards to transform them.....well....surface mining is worse but that's for a different topic!
  6. I think it time for new 3D models for the trees, as Trees are probably the easiest objects to improve that would improve the entire game for the eyes which needs that strong scenic look. Quite a few trees have problems, Oaks and Chestnuts for example causing problems in the past do to their width, Other trees like maples have odd looking branches that look like the are arrows and other trees looking far better when compared to the rest of the tree rotation. Also a lot of the trees look flat as their leaves are on a flat plane, instead of curved. Especially a problem since a lot of the UE4/Frostbite/CryEngine games are starting to looking amazing with their trees and vegetation Quite a few 3D design tools for tree creation today including Arbaro and SpeedTree ------------------------------------------ PS loved the new items and their models lately
  7. So I've been searching and can't pin down the terrain tile size needed for a terrain specific spawns. How big should steppe be for bison to spawn? In fact, is there a size requirement or is it just a myth? Does every single tile have it's own % likelihood of spawning certain critter types? Do I need 10,000 tiles to make steppe spawn bison, or is 1 tile capable of spawning a bison? Does anyone really know? Thank you!
  8. I know there are heaps of threads about this already but would like to bring it to dev attention again: 1. Please fix the glow on rare and supreme carts. They glow when you are heaps of tiles away yet when you get close the glow disappear. Is this just a matter of fixing how far away glow is visible? The glow disappeared some time this year, so it was in the coding then got changed somehow. 2. The most annoying bug in Wurm now is that carts and wagons don't follow terrain any more. This came into game when sitting was introduced. Seriously, I would prefer to stand and still see behind me when I go up a slope, or be able to use my wagon properly when digging on slopes. Sitting is purely cosmetic, it serves no purpose other than making the game look more realistic. However, not being able to see behind your cart when you go up mountains, or using a wagon on slopes, is very irritating. 3. The camera freeze bug when embarking carts are back, it happens randomly and you have to relog to change the frozen screen (yet you can still chat and get events). Please fix these bugs. Thanks.
  9. I had been avoiding updating from Windows 8 to 8.1 because others were having issues. Windows forced me into it by hijacking my sound and updating was the only option I could find. Since then I have been having weird graphics issues with terrain in worm. As I approach a tile it looks like another terrain, like if it is cobblestone, it looks like grass or clay until I get right on the tile, so as I am running, textures are constantly changing, which is annoying and distracting, and sometimes dangerous because it makes my surroundings unfamiliar. This only happens with terrain, including mountains. I am including a snapshot so you can see what I see. I have a good graphics card and was easily able to run 3-4 characters at a time with not even the slightest bit of lag before Windows 8.1. My drivers are up to date and I have the latest Java. Any help would be greatly appreciated. I have also had occasional Java crashes. This should be 3 tiles wide of cobblestone as far as the eye can see yet it is grass and slab. It turns to cobblestone as I approach it.
  10. hello its me !!. so since the new map dumps came out i been considering doing something to update the old map dump with the terrain changes the new one has, without adding all the roads and other useless crap that new map dump has. so now i made a small piece of the map as a test for people to see. so i dont waste my time doing the whole map if its not going to be used. old map dump new map dump my test dump so give your opinion about it
  11. Marsh tiles... we have pretty much all had to deal with them at one point or another, and for the most part it has very limited usage even after the implementation of the rice crop and foraging on marsh. Atm theres no way to create such tiles, and its very difficult to remove them. Personally it would be great if they could be planted or formed in some manner by players, not to mention more uses even if just more foraging/botanizing options.
  12. With all the recent upgrades the creature A/I and interaction with the terrain is becoming more jarring, at times they sort of seem "bolted onto" the landscape. As a minimum I'd like to see the following : - Creature movement follows the same rules as players, slowing doing on certain terrains, speeding up on others. - Creature wounds impact the creature in the same way as they impact players. - Line of sight is more properly affected by terrain, hills reduce LoS, forests reduce LoS - The more intelligent creatures when fighting should try to get behind the player, especially if more than one of them. - Self preservation, not every creature would fight to the death, some would try to escape. - Tool using, goblins and other humanoids should loot bodies and use the loot if possible Other behavioural ideas would be welcome.
  13. Hi folk, I'm having a problem that I haven't been able to solve by googling about or searching the forum: No terrain renders, whatsoever. The water doesn't either. The terrain data is there, because I see the outline of slopes, the grass and tile decorations follow the would-be slope, and I get information on what the contents of the tile are. Can anyone please help? TYIA. -Pulsar Screenshot: EDIT: Solved. I turned Pbuffer support off in the compatibility tab.
  14. Hey there Everyone, Smithor reporting on a tile sighting, straight from the test server! Now I've looked around, and I haven't seen any posts on the topic, nor a wiki page on the tile so I've created this topic on the forums to let you all know. The tile I have found, is that of snow. Now, I stumbled across this, seemingly random tile after I got lost whilst trying to obtain my things from the Red Dragon, and I've done some simple testing on it. Dropping dirt on-top of the snow tile does not change its type, simply raises it. Digging either in the corners, or in the center gives you a dirt, and does not change the tile type. It's walking sounds are the same as grass. It appears to only appear on-top of dirt, and then only at high altitudes. Now I only had limited items, as I had to drop some in the run from the dragon, and so I couldn't do any testing with a rake, nor scythe, nor sickle. I tested with the shovel, and there was no other action except for dig. There was no option for forage. Axe's had no effect on the tile. Hands did not give any additional possibilities. I also tried swinging a pendulum, but that was a long enough shot as it was. Just in case you would like to do some testing yourself, I've taken some additional reference photos. View of Lake Beside the lake. Opposite side of the mountain And finally, the Opposite side of the mountain, where I found yet more snow. Now that this is up, do whatever you want with the information, celebrate, throw parties, (try and find a way to destroy it?) If you want to get lead to this location (for the lake shown is NOT spawn lake), I will gladly lead people here. This is Smithor, from the Test Server, signing out.