Posted September 21, 2016 I did ensure the latest versions, and definitely ran the patcher. I'm not getting any error messages, just no livemap Share this post Link to post Share on other sites
Posted September 21, 2016 (edited) So after the 1.1.1.1 update, when I lost livemap, here's what I did: 1. ran patcher.bat again, just in case 2. re-uploaded all the files (client modlauncher and livemap), extracted to WurmLauncher to overwrite the ones already in there 3. ran patcher.bat again 4. turned off computer and back on again, then re-started Steam and Wurm Unlimited EDIT: When I ran patcher, I got a notepad-looking window with a message to press any key to continue. That's why I believe I did successfully run it. Maybe I'm wrong? Edited September 21, 2016 by Jennabutterfly edit Share this post Link to post Share on other sites
Posted September 22, 2016 (edited) That sounds about right, post the log and i'll look at it, maybe it's some error in the mod or something that preventing it from loading. Added: You know that you can toggle the live map window on/off from the main menu, right? Edited September 22, 2016 by bdew Share this post Link to post Share on other sites
Posted September 22, 2016 On 9/20/2016 at 3:33 PM, Sindusk said: Here's the version that allows you to see uncovered veins/through walls: LiveMap [Edited] (Google Drive) I'm probably going to get absolutely slaughtered for posting it, but honestly it's deleting 3 lines. Anyone with basic programming knowledge who can decompile and recompile a program can do this. I see no reason to leave the people who are unable to code "out of the loop" I guess you could say. No need for you to get slaughtered (grin). For server owners who really don't want this functionality on their server, the key to controlling the ability to see veins through walls is to filter the data stream coming from the server so that the server only provides what the ingame player should be able to see if they were only using their ingame eyes to see. Take special care of things like underground floor heights and expect to discover some weird behaviour as you continue to explore removing the unneeded data that goes to the client. Bearmods does more then just the livemap change posted above however in most cases a similar server side technique can be used to limit or remove the advantages it gives. Personally I am glad that Sindusk posted his version. It evens the playing field somewhat so that those playing in bearmods environments have the ability to compete. Once this equality point is reached then it's just a matter of deciding if allowing or disallowing the functionality supports the playing environment that you want on your server. 1 Share this post Link to post Share on other sites
Posted September 22, 2016 5 hours ago, Nappy said: No need for you to get slaughtered (grin). For server owners who really don't want this functionality on their server, the key to controlling the ability to see veins through walls is to filter the data stream coming from the server so that the server only provides what the ingame player should be able to see if they were only using their ingame eyes to see. Take special care of things like underground floor heights and expect to discover some weird behaviour as you continue to explore removing the unneeded data that goes to the client. Bearmods does more then just the livemap change posted above however in most cases a similar server side technique can be used to limit or remove the advantages it gives. Personally I am glad that Sindusk posted his version. It evens the playing field somewhat so that those playing in bearmods environments have the ability to compete. Once this equality point is reached then it's just a matter of deciding if allowing or disallowing the functionality supports the playing environment that you want on your server. A better reception than I expected given some of what I've posted in the past. I echo your sentiments and feel that non-destructive mods should be made public and allow the server owners to handle their rules and management around it as they see fit. I don't forsee myself ever posting the client side flight mod for example (which I admittedly tested on Desolation, actually - sorry about that one). However, I did send the source code (of client side flight and many of the other mods I created) to the developers at CodeClub a while back. If they intend to fix it, they will. Share this post Link to post Share on other sites
Posted September 22, 2016 4 minutes ago, Sindusk said: A better reception than I expected given some of what I've posted in the past. I echo your sentiments and feel that non-destructive mods should be made public and allow the server owners to handle their rules and management around it as they see fit. I don't forsee myself ever posting the client side flight mod for example (which I admittedly tested on Desolation, actually - sorry about that one). However, I did send the source code (of client side flight and many of the other mods I created) to the developers at CodeClub a while back. If they intend to fix it, they will. Grin - I knew about and observed your "test" on DesolationV3 when it happened. It's one of the many "extras" that we didn't publicly report but that we put in the backlog for future development work to correct. Any chance you would privately share the "how you did it" so we can attempt addressing it on DesV4? The anti-cheat mod will always be playing a sort of catch-up on what the common cheat methods/approaches are. We can (and do) even anticipate things people will try but in a community with many talented brains (you, Zek and many, many others) there will be creative approaches to things that we haven't discovered. The more information we have, the more we can do to try to create a fair playing field so that everyone can join the server knowing they are going to have a game based on strategy and tactics rather then exploits and "inside the code" secrets. ~Nappy Share this post Link to post Share on other sites
Posted September 22, 2016 Not the right thread, but, has the buffer overflow hack that can crash the server been countered/fixed. Share this post Link to post Share on other sites
Posted September 23, 2016 7 hours ago, Nappy said: Grin - I knew about and observed your "test" on DesolationV3 when it happened. It's one of the many "extras" that we didn't publicly report but that we put in the backlog for future development work to correct. Any chance you would privately share the "how you did it" so we can attempt addressing it on DesV4? The anti-cheat mod will always be playing a sort of catch-up on what the common cheat methods/approaches are. We can (and do) even anticipate things people will try but in a community with many talented brains (you, Zek and many, many others) there will be creative approaches to things that we haven't discovered. The more information we have, the more we can do to try to create a fair playing field so that everyone can join the server knowing they are going to have a game based on strategy and tactics rather then exploits and "inside the code" secrets. ~Nappy Yeah. I'll send you the source in a PM right now. Share this post Link to post Share on other sites
Posted October 21, 2016 (edited) It would be great if you could do so you can see with way you are facing on the map. Edited October 21, 2016 by Elsa Typos.... Share this post Link to post Share on other sites
Posted October 29, 2016 Hello Ago, I'm trying to build a modification of the live map mod v 1.3.1 (changing colors) but I'm having issues with Maven. It can't find the the common-client dependency. This is also happening when trying to build the client modloader. The server modloader sources are building without error, so it looks like it's just the client, but I can't find a common-client project anywhere. Share this post Link to post Share on other sites
Posted October 30, 2016 (edited) modules/steam-files has the project that pulls the files from steam via steamcmd and packages it. it requires modules/steam-files/build.properties steamcmd=C:/Steamcmd/Steamcmd steamuser=username steampasswd=password running "mvn install" in that directory will login to steam, load the wurm client and package the client.jar and common.jar into artifacts. This will log you off the steam client. You'll have to log off and back in after Edited October 31, 2016 by ago Share this post Link to post Share on other sites
Posted October 30, 2016 Thanks Ago, this is getting me closer. I created the build.properties file inside the modules\steam-files directory and updated the three properties for my steamcmd path and steam credentials. But when I run "mvn install" in that directory I get this error: [ERROR] The project org.gotti.wurmunlimited:steam-client-files:0.18-SNAPSHOT (C:\Programming\WurmClientModLauncher-0.4\modules\steam-files\pom.xml) has 1 error [ERROR] Non-resolvable parent POM for org.gotti.wurmunlimited:steam-client-files:0.18-SNAPSHOT: Could not find artifact org.gotti.wurmunlimited:client-modlauncher-parent:pom:0.18-SNAPSHOT and 'parent.relativePath' points at wrong local POM @ line 10, column 10 -> [Help 2] The directory tree I'm doing all of this in looks like this: WurmClientModLauncher-0.4 - modules - - dist - - modlauncher - - mods - - patcher - - steam-files This is from the .zip version of the source files. Sorry for all of the questions, I'm just really new to Maven. I didn't have any problems modifying and compiling LiveMap 1.2 Share this post Link to post Share on other sites
Posted October 31, 2016 The version information is broken. Please change the two occurances of <version>0.18-SNAPSHOT</version> to <version>0.4</version> I guess that was left over from copying the project from the server mod loader Share this post Link to post Share on other sites
Posted October 31, 2016 10 hours ago, ago said: The version information is broken. Please change the two occurances of <version>0.18-SNAPSHOT</version> to <version>0.4</version> I guess that was left over from copying the project from the server mod loader Sweet, now I'm able to compile the live map, thank you! Share this post Link to post Share on other sites
Posted November 2, 2016 (edited) Thank you for this splendid modification. Is there a command I can use to bind the map window to a key? (Ideally a bind that would toggle the window to be visible/hidden.) Edit: Found out how, bind [yourkey] "toggle livemap" Edited November 2, 2016 by Adambean Share this post Link to post Share on other sites
Posted December 14, 2016 OK, did everything as listed and now game wont launch. Please help. Share this post Link to post Share on other sites
Posted December 29, 2016 please post client.log from the client folder. Share this post Link to post Share on other sites
Posted January 4, 2017 I've already looked up the list of each vein colours in the mine, via source code, but could you create a legend for each colour of the veins, if possible? Thanks. Share this post Link to post Share on other sites
Posted January 10, 2017 (edited) On 1/4/2017 at 10:21 AM, Daedalus said: I've already looked up the list of each vein colours in the mine, via source code, but could you create a legend for each colour of the veins, if possible? Thanks. You can learn the colors by using Mapviewer (which you can then actually toggle which ores you want to view) but I know how much people want this so I will assist: Caves (Peach colored), Lava (Idk what color it is, my maps show none), Iron, Gold, Zinc, Marble, Slate, Lead, Copper, Tin, Silver, Adamantine, Glimmersteel You're welcome. Edited January 10, 2017 by Roushi Share this post Link to post Share on other sites
Posted March 3, 2017 I'm just going to leave this here: To get QL info you need to give it the server size using "serversize 1024" / "serversize 2048" / "serversize 4096" etc in the console. If anyone knows a way to get this automatically please tell me https://www.dropbox.com/s/cvms9bpc7uuu3d4/livemap.zip?dl=0 2 Share this post Link to post Share on other sites
Posted March 3, 2017 by autorun if you have to put it in the console as command Share this post Link to post Share on other sites
Posted March 26, 2017 On 3/3/2017 at 10:40 AM, bdew said: I'm just going to leave this here: To get QL info you need to give it the server size using "serversize 1024" / "serversize 2048" / "serversize 4096" etc in the console. If anyone knows a way to get this automatically please tell me https://www.dropbox.com/s/cvms9bpc7uuu3d4/livemap.zip?dl=0 PSA: When you place it in console or in autorun you have to do it without the quotations.. Share this post Link to post Share on other sites
Posted March 27, 2017 On 1/10/2017 at 4:48 PM, Roushi said: You can learn the colors by using Mapviewer (which you can then actually toggle which ores you want to view) but I know how much people want this so I will assist: Caves (Peach colored), Lava (Idk what color it is, my maps show none), Iron, Gold, Zinc, Marble, Slate, Lead, Copper, Tin, Silver, Adamantine, Glimmersteel You're welcome. how did you get it to show veins you've yet to uncover? Share this post Link to post Share on other sites
Posted April 14, 2017 Hi, will there be an updated Version with rocksalt and sandstone veins in the near future? 1 Share this post Link to post Share on other sites
Posted May 9, 2017 (edited) https://github.com/ago1024/LiveHudMap/releases/tag/v1.4 Version 1.4 - BETA Added rocksalt and sandstone Requires Version 1.3.5.5 Beta! Edited May 9, 2017 by ago Share this post Link to post Share on other sites