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Found 13 results

  1. As I continue work with the Ultima Nostalgia project (in which the entire server is one huge deed), I'm getting more and more requests on YouTube and elsewhere from people who would like to live in their own house on the server. I suspect that a lot of these people are Ultima players who have never tried Wurm before but who would be willing to buy Wurm Unlimited to live in a place that looks like UO and is populated by other Ultima fans. Obviously, since they've never played Wurm they don't really understand how deeds work. So I've tried to explain the problems of letting them live there. This got me to thinking about permissions. We can set permissions to houses, carts, boats, fences, mounts etc. But what if we could right click and set permissions to TILES that are within one's deed? This way, deed owners could: Create various empty plots - allowing "anything goes" so players could build a house from ground up, farm etc and anything they wished - so sort of like a mini deed inside a deed. Create a public mine that allows players to mine and pick up ore, but doesn't allow them to load a forge onto a cart Create wood chopping forests, keeping the forests and trees of the rest of the deed safe. Create public farming land And I'm sure there are many uses that I'm not even realizing at this point It would be up to the deed owner to mark these areas somehow with fences or signs Right click tile... Set permissions from a popup Coordinates of tile can be seen in the title to ease remote management Tile could be named to better keep track of which set of tiles (Plot 1, Plot 2, Public forest, Public mine etc) they belong to PS: Before posting this, I checked to see if there were any other similar posts, and I'd just like to point out that Enigma_Prime is suggesting something similar. Please go and check out Enigma's post as well. I decided to make a separate thread about this since what I'm asking for is slightly different, has different mechanics etc
  2. Some feel the current snow tiles are ugly. Personally I'm more on the fence. Recently I have wondered if adding a sparkle effect would help enhance the look at all, or something to mimic RL ice crystals and light behavior. Afterall, ice crystals are one of the things that lends to the beauty of RL snow. Granted its also the cause of going snowblind. Also as another con, especially for client overhead, the current sparkle with rarity effects only comes into play with maybe a handful of items nearby for most players. By comparison snow tiles in proximity could easily count into the hundreds.
  3. I fear the black shading has something to do with the "Terrain/shadow Resolution" options, as when I change them, the blackness renders closer or farther. Another thing to note is that when there aren't black slivers like in the photo, slivers of other terrain types show up. When I move about, while my cursor hovers over a dirt tile, I will see slivers of a cobblestone tile, for example. Is this common?
  4. Hello, I have to ask you for help. My friend just bought new notebook but there is some graphical issue in Wurm - on the tiles there is partially something, what is in 3-4 tiles far. For example on sand tile you can see part of field and grass and stone slab. Please have a look at pictures below. Notebook is ASUS, model X540S, it has Geforce 810M VGA, I just installed the newest drivers but problem remains. I use newest 64bit java as well. Please help, it is sad to look at such graphic. <img src="http://tenskytarou.cz/wurm/P1.jpg"> <br> <img src="http://tenskytarou.cz/wurm/P2.jpg">
  5. So I am finally realising that steppe is now eating up grass tiles. The last few times I have walked around my neighbourhood, it became more and more obvious. I am making a specific test of it, but is hardly necessary anymore. It must have been implemented quite recently but I never pay attention, was it announced? It has been known hitherto that steppe tiles and grass tiles did not grow over each other, for example here http://forum.wurmonline.com/index.php?/topic/81542-grasssteppe-spreading/ In my little pic here you see what we will slowly see more off. Steppe is everywhere and expanding *through* the forests on the ridges, leaving trees standing on single grass tiles with steppe around. The longterm consequences will be, than when settlers chop down the trees surrounded by steppe, those tiles will also become steppe. There will be less regrowth of the timber trees that people want, leading to even more trees being cut down. Ultimately there will also be a shortage of flowers needed for planting new grass. This will of course be countered by the players actively planting grass and trees. But we are going to see some changes.
  6. As the title says give us the ability to level clay tiles up it is annoying to have clay tiles and have to have ugly 40 slopes going into the sea. I am working on a road project to a friends deed and plan is to make bridges over the clay tiles, but now I can't make a small ramp because it has adjacent clay tiles. so what I suggest is to make it possible to use level to raise clay tiles, make it take the same time as leveling them down.
  7. I cannot draw but really would like the option to build walls like in the pic here, so that you can have the option to build just a little strip of wall either to the left or right of a tile, or just across the top, or half arch to the left or half arch to the right...please. We can then build tall arches, or wide arches, as big as we want. All of these parts have to line up when built next to or on top of each other, and when the arches are built there is empty space to the side where the wall is not built, so if you build another one on the adjacent tile they line up like one big over two tile arch, same principle for building them on top of each other to create very tall open spaces.
  8. Not sure if this is intended or not but you can drop a tent on a water tile. Not a major thing but thought i would post it anyway. (Not sure about the rest but for sure the newbie tent)
  9. I had always assumed we got credit for any paid perimeter tiles when you later expand but come to find out we don't. I am not sure how long this has been this way but I feel we have been cheated out of this for long enough we need to get credit for the paid perimeter tiles when we do expand later. As you will see below the new deed i have on Xanadu should only cost me 1s to expand but with the oversight/bug whatever it is we are being charged the full amount again. As you can see here it should only cost me 1s according to the deed calculator but since we are not getting any credit for the perimeter tiles when we later expand i am losing 61s and that is a lot of money and needs fixed. (made with the new deed stake)
  10. I'm having a very strange and frustrating problem. It started after I installed the latest version of 64-bit Java (Version 7, Update 55) to resolve another graphics issue I was having. The problem is this: Wurm is all of a sudden being very, very particular about highlighting the tile I want to highlight. Even if I'm standing right on the tile and right-clicking next to my feet, it will give me the tile border, the adjacent tile, or any adjacent animal or object. I have to keep gingerly moving the cursor until the right thing is highlighted, sometimes even by hovering over another tile or tile border. The same thing happens regardless of whether I'm using the on-board touchpad or an external mouse, and it's starting to make Wurm more frustrating than fun, especially when I'm trying to plant, tend, or harvest crops or forage, botanize, pick sprouts, or harvest trees and bushes. I'm running Windows 8.1 with Java 64 bit Version 7, Update 55. I have pretty much everything set to low and/or disabled. Processor IntelĀ® Core i5-3210M CPU @ 2.50GHz, 2501 Mhz, 2 Core(s), 4 Logical Processor(s) Graphics are Intel HD 4000 (shared, alas, not dedicated) Here's the information from my console with Wurm already running: >>> Launch queue entry exiting. Using LWJGL display 1280:600:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: igdumdim64 (10.18.10.3412) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4000 OpenGL version: 4.0.0 - Build 10.18.10.3412 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode Launching dotXSI Model Loader threads Launching Collada Model Loader threads Using LWJGL timer. Initialized mouse with 5 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\wurm\players\LadyCygnet\windows_1280x600.txt Loading props file C:\Users\USERNAME\wurm\players\LadyCygnet\windows_1280x600.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\_Event.2014-05.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\_Friends.2014-05.txt Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\Alliance.2014-05.txt May 16, 2014 8:35:39 AM class.DwGMxRpPEP run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=d153bd12-a51a-4b4e-a48e-bd91203f13c4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.5, name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-1045334314] Login successful Executing C:\Users\USERNAME\wurm\configs\low\autorun.txt May 16, 2014 8:35:39 AM class.DwGMxRpPEP run INFO: Event successfully posted to Google Analytics Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\CA_HELP.2014-05.txt Starting update of login splash image... Finished loading new login splash image! Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\GL-Freedom.2014-05.txt Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\Freedom.2014-05.txt May 16, 2014 8:38:58 AM class.DwGMxRpPEP run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=d153bd12-a51a-4b4e-a48e-bd91203f13c4, name=t, value=ni, name=an, value=Wurm Client, name=av, value=3.5, name=ec, value=Performance, name=ea, value=collect, name=el, value=FPS, name=ev, value=3, name=cd01, value=-1045334314] May 16, 2014 8:38:59 AM class.DwGMxRpPEP run INFO: Event successfully posted to Google Analytics Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\_Combat.2014-05.txt Writing to C:\Users\USERNAME\wurm\players\LadyCygnet\logs\_Skills.2014-05.txt Saved screenshot to C:\Users\USERNAME\wurm\players\LadyCygnet\screenshots\wurm.20140516.0931.jpg. Saved screenshot to C:\Users\USERNAME\wurm\players\LadyCygnet\screenshots\wurm.20140516.0931_1.jpg. Initializing font texture for Monospaced (11). Texture Size: 128
  11. Hello Since the server move, it is no longer possible to create piles on some tiles (on my deed). It does not matter how much I drop. Whether it are at the number 5 or 50 (50 are not funny). There are only certain tiles affected. I can reproduce it at any time. Are not created Piles. No matter what and how much... Thanks and greetings
  12. Hi all. I know this has probably been brought up and a fix posted, but I can't seem to find it anywhere. I'm playing on a 2011 Mac pro with Mountain Loin. The new patch works perfectly and finally allows me to enter the game with no crashes. However, I seem to be getting a strange issue when I move around. It's as though adjacent tiles are jumping into each other. It's kind of hard to explain, but if you can imagine two rows of tiles: one stone and the other grass. If I walk down the stone row, as I'm walking the grass tiles will start flashing between grass and stone and the stone tiles will start flashing in the same fashion. When I stop moving, everything "rights" itself. Is there a graphic option or something I can do to keep this from happening? Thanks in advance for any help. Here is a Youtube video of what I'm experiencing: http://youtu.be/X-uZat0Q6JU
  13. New Tiles: Tainted Rock - Rock blessed by the Black Light gods. Used to make any objects like other stone, but with a higher QL value. Any items made from it (Sculptures, tools, etc) will be infused with the tainted rock making it a darker color. Enchanted Rock - Rock blessed by the White light gods. It is very rare and produces a high QL rock shard. Items made from it (Sculptures, tools, etc) will be infused with the enchanted rock making it a lighter color. New Deities - Extenias - The god of greed. He is a BL god and at will randomly place a thorn bush on any Epic server at any time. He has a special artifact that is like a skeleton key, it can open any door once a week if it is highly damaged. New Animals / Monsters - "Divine" Condition Animal - A random mob that spawns will be given this condition. light blue, size the same, attack speed increased, attack power the same, stamina increased, movement speed increased. "Tainted" Condition Animal - A random mob that spawns will be given this condition. Purple, Size increased, attack speed decreased, attack power increased, stamina decreased, movement speed increased. Divine Champion - A ghostly figure that randomly spawns in Elevation and Serenity that protects a set area of tiles / Artifacts from enemy mobs and players. Shadow Champion - A ghostly figure that randomly spawns on Elevation and Affliction that protects a set area of tiles / Artifacts from enemy mobs and players. This is all I could think of so far, I will add more later on. Have a good day, guys!