Posted November 25, 2015 INFORMATION: Got server pack A0553A65523FE3159852CCAF022C54E021E81492:http://<IP>:8787/packs/A0553A65523FE3159852CCAF022C54E021E81492 SEVERE: Connection refused: connect java.net.ConnectException: Connection refused: connect The clients can't connect to the server Share this post Link to post Share on other sites
Posted November 25, 2015 Working ago. Thank you.. Putta little something in your account Share this post Link to post Share on other sites
Posted November 26, 2015 is there any full source project files without buy WU? Share this post Link to post Share on other sites
Posted November 26, 2015 no. there is no source when you buy WU either. Share this post Link to post Share on other sites
Posted November 26, 2015 So mods are commercional ones? Can i use WO files? Share this post Link to post Share on other sites
Posted November 26, 2015 The source for my mods is on github Share this post Link to post Share on other sites
Posted December 2, 2015 https://github.com/ago1024/WurmClientModLauncher/releases/tag/v0.2.2 Version 0.2.2 Serverpacks Overwrite partially downloaded packs CustomMapMod Support custom map names sent from the server Use serverpacks to send a pack with an image for map. 1 Share this post Link to post Share on other sites
Posted December 2, 2015 Will have you have instructions for idiots for the map image replacement? 1 Share this post Link to post Share on other sites
Posted December 2, 2015 Assuming you have a server called "Playtime" * The servers table in wurmlogin.db has a column mapname. Change the mapname to "Playtime" * Create mods/serverpacks/playtime.jar on the server with the files maps/Playtime.png mappings.txt * And mappings.txt map.playtime = maps/Playtime.png * Add playtime.jar to the serverPacks property in mods/serverpacks.properties * restart server When a client connects to the server it will receive the changed mapname and the packs file. It will then display the custom map as server map. The map should be of size 920x620. Other sizes should work too but the image might be scaled. 1 Share this post Link to post Share on other sites
Posted December 2, 2015 Awesome! Thanks! Even this idiot can follow that. :-P Share this post Link to post Share on other sites
Posted December 2, 2015 (edited) is it added as classpath=playtime.jar? EDIT: I think I answered it myself. serverPack=playtime.jar Which you said but I read wrong. haha Edited December 2, 2015 by Audrel Share this post Link to post Share on other sites
Posted December 3, 2015 It's the serverPacks property (with an "s") Share this post Link to post Share on other sites
Posted December 7, 2015 :-) Yes, it has the "s" in the properties file, just not in the forum post. And I have made the ugliest ingame map the world has ever seen! If you can find out where you are using it, you are truly blessed. The Freedom map might have gotten you closer. haha Share this post Link to post Share on other sites
Posted December 8, 2015 Im so close to having this work, it downloads to the client but I get a no image in game so Im sure its a path thing! An example of the files would be great!! 1 Share this post Link to post Share on other sites
Posted December 8, 2015 Yeah, configurable files in the mod would be grrrreat. Share this post Link to post Share on other sites
Posted December 8, 2015 (edited) 15 hours ago, Overlord said: Im sure its a path thing! An example of the files would be great!! I've setup a test server (ago modloader testserver) with a custom map (the creative map mapdump), the hitchingpost and the basic creatures from the creaturedemo. on the server it has in mods/serverpacks.properties classname=org.gotti.wurmunlimited.mods.serverpacks.ServerPackMod classpath=serverpacks.jar serverPacks=creative.jar #Set a fixed port. If no port is selected a random free port will be used serverPort=8787 The jar archive mods/serverpacks/creative.jar contains those files Archive: mods/serverpacks/creative.jar Length Date Time Name --------- ---------- ----- ---- 468674 12-08-2015 12:16 maps/creative.png 0 12-08-2015 12:18 maps/ 34 12-08-2015 12:18 mappings.txt --------- ------- 468708 3 files mappings.txt contains just one line map.testserver=maps/creative.png The map name "Testserver" was set in the servers table in wumlogin.db database update servers set mapname = 'Testserver' The client needs the serverpacks mod to download the packs and the custommaps mod to actually use the custom mapname instead of the default cluster map. There are no configuration options on the client besides enabling those mods. Edited December 8, 2015 by ago 3 Share this post Link to post Share on other sites
Posted December 8, 2015 16 hours ago, Overlord said: Im so close to having this work, it downloads to the client but I get a no image in game so Im sure its a path thing! An example of the files would be great!! I had noticed everything has to be lowercase. Share this post Link to post Share on other sites
Posted December 8, 2015 1 minute ago, Crustyfoot said: I had noticed everything has to be lowercase. Are you using a Java JDK and the jar command? (just making sure ) jar cf myjar.jar file1 file2 ... file1/2/3 so on can be directories and it will recurse the files inside into the jar. Share this post Link to post Share on other sites
Posted December 8, 2015 12 minutes ago, Audrel said: Are you using a Java JDK and the jar command? (just making sure ) jar cf myjar.jar file1 file2 ... file1/2/3 so on can be directories and it will recurse the files inside into the jar. I just used 7 zip and dragged all the files in the directory into the file and changed it to a .jar file. Works fine. Share this post Link to post Share on other sites
Posted December 8, 2015 Just now, razoreqx said: I just used 7 zip and dragged all the files in the directory into the file and changed it to a .jar file. Works fine. Huh. It said mine was invalid or something. Then again, my 7zip might be a century old. LOL Share this post Link to post Share on other sites
Posted December 8, 2015 The jar file is basicly just a zip file. 7zip may use it's own 7z format as default but can create zip as well. 1 Share this post Link to post Share on other sites
Posted December 8, 2015 the best pay to do this is take another .jar file and copy it.. Open it in 7zip and delete all the contents. Drag your files, and directory in there. Save. Done. Share this post Link to post Share on other sites
Posted December 11, 2015 I have one big question about this client modloader and I can't seem to find anything in the post that answers it. If changes are loaded to the client, what happens if you then want to connect to a different server or play solo and don't have or use those mods? Will it still work with a vanilla server, or do I have to make a completely new copy of the client for each different or vanilla server? Share this post Link to post Share on other sites
Posted December 11, 2015 41 minutes ago, Romen said: I have one big question about this client modloader and I can't seem to find anything in the post that answers it. If changes are loaded to the client, what happens if you then want to connect to a different server or play solo and don't have or use those mods? Will it still work with a vanilla server, or do I have to make a completely new copy of the client for each different or vanilla server? Its all based on hash. If the new server doesnt use the loader.. Nothing happens.. If they used the loader and the hash is different for that server you'll get a new pack. If the hash matches it will use the one you already have. Ive tested this with a few servers that have ago's modloader running. Not once did it break my client. Share this post Link to post Share on other sites
Posted December 11, 2015 Appreciate the quick response Razor - was actually thinking of trying out your server, but wanted to make sure it wouldn't mess up the vanilla game I have going with a friend on my own server and that I could switch back and forth between the two. 1 Share this post Link to post Share on other sites