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Darklords

Cartography Testing - Feedback Wanted!

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I found it a little slow to get started, but it was great once I got going and the new items are beautiful! 

 

There seems to be an issue with direction while surveying from horseback. I got the message "[17:52:05] To record any usable data you need to be facing towards the starting location.", despite my character and the horse both appearing to face the right way. It worked after I switched to first person, so it's probably related to that weird thing where other people see your character facing random directions when you're on a mount or vehicle and using third person. It works to just zoom in to first person when arriving at the location, but this will cause frustration for anyone who doesn't know to do that, so hopefully it can be fixed.

 

I was bothered by the short duration of the direction indicators but I see that was fixed already and it's much better now :)

 

I didn't even notice the reed pen at first, so I never filled it. I can survey when the pen is empty as long as there is ink in the pot, but it doesn't appear to consume any ink when I do that, so it should maybe be required to actually fill the pen in order to survey.

 

If it's intended that only the pot needs to contain ink but not the pen, then this message should be adjusted: "[11:00:56] The reed pen must have ink or dye contained within to complete this."

 

Overall it was a lot to learn but the journal helped with that. I think it only felt slow to get into it because we're getting used to things being super dumbed down in other games. It wasn't difficult, just actually had to use my brain a little and that made it feel more rewarding once I figured out what to do, and I was so excited to see my very own map displayed on the desk. I can't wait to decorate with these!

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Some feedback as I go:

I struck out into the middle of nowhere to test somewhere a little more uneven where there weren't a lot of signs of people already having worked. This did mean I was nowhere near a settlement marker for that stamp.

  • When the directional indicator started fading out, it wasn't apparent why and I returned to the starting point 3 times to try again, assuming I'd overshot the mark (which was out in the middle of a bay). I had to come to this thread to find out that it's supposed to start fading within 10 tiles of the correct location. A message saying "You are approaching the survey location" or similar might help.
  • My normal home server is Xanadu. I have some concerns that some of these survey objectives are going to be completely impossible on large servers with exaggerated heightmaps if, like seemingly treasure hunting, there is no sanity check for surrounding slopes and players are expected to navigate a sheer cliff face. This would render the skill practically unusable on these servers. For treasure maps, at least this has a reasonable chance of being the reward so you might go out of your way to do some insane mountaineering, but with surveying this would only be one of potentially many, many "improvement" survey actions. Would it be an idea to implement something where you can "reroll" a survey location? Maybe only once per hour or day so it isn't abused to just repeatedly get easy/nearby points and grind the skill effortlessly, but prevents a map from being completely hard-blocked by having its next survey point on a 1x1 grass tile on the side of mount everest?
  • I didn't check out atlas functionality because that would have involved setting up a bunch of leather and tools. Maybe add a test spawnable for book materials?
  • It would be nice for the time imprint to have a function to auto-set the time to the Wurm time/date instead of the real-world time/date, for optional immersion purposes. e.g. I always label my wines with the Wurm year they were barreled, not the real world month.
  • It would be nice to be able to erase a specific stamp, rather than every stamp, if the map or stamp UI could support this?

Everything else seemed pretty intuitive, and I'm looking forward to trying this out on live and seeing how it lines up with the local road network, for example.

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On 11/28/2022 at 10:16 PM, Budda said:

Fixed survey messages being the wrong order :)

 

Still appear to be in the wrong order, for me at least...

 

[09:46:44] You should now continue recording by using a dioptra on the survey from the highest point of land nearby which is behind you.

 

And get directed to the lowest point near by, at the bottom of a lake. Followed by

 

[09:50:37] You finish noting the lowest point of land and decide that the highest point is what you'll need to record next.

 

which directs me to the highest point...

 

Also notice that picking up the range pole does not prevent a survey from being continued. Intended?

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Inlay wire creation is buggy. from receipe right clic fill the crafting window but cant select the item (which is in list and can be selected).
 

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Just a suggestion, when adding more colored maps to an already combined one, can there be an option added to adjust the alignment on the current maps as well as the new one?  As far as that goes, an action with the mapmakers table to deconstruct and reconstruct the alignment of a combined map(doesn't necessarily need to be a skill gain benefit here) to fix slight errors in placement.

Edited by Uisge_Beatha
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Curious if a rare compass would make any difference for this task.

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This happened after I placed the map on a wall and took it off again and then placed on the ground.

 

 

vO5s3x3.jpeg

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5 minutes ago, Gaffer said:

This happened after I placed the map on a wall and took it off again and then placed on the ground.

 

 

vO5s3x3.jpeg

You too can be a map! 

Edited by BattleWall

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I can't make any new maps and don't know what is causing it.

Everything works as normal and get "You put the finishing touches on the map and wait for the black ink to dry.", but you don't receive the painted map.

I had successfully made and combined about 10 maps before this started happening.

Now I have not received a painted map from my surveys in over 10 attempts.

Edited by Arno

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Overall I do like being able to make these maps, both as displays and to keeping track of things with the atlas.

Especially linking them to the world map and storing them in different atlases seems useful to me.

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12 hours ago, Arno said:

I can't make any new maps and don't know what is causing it.

Looks like I can make maps again.

But now combining maps is causing crashes.

Logs in spoiler.

Spoiler

Unexpected crash while playing The error was: <null>

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

Contents of console.log:
[10:57:00]
[10:57:00] Preparing to enable console logging.
[10:57:00]
[10:57:00] Preparing to enable console logging.
[10:57:00] Now logging to /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/console.Arno.log
[10:57:00] Time is Tue Dec 06 10:57:00 UTC 2022
[10:57:00] Running client version 4.2.69
[10:57:00]          client build# f2e3bd8133fdd63a9b484c68fe150a67b0ceea31
[10:57:00]      client build time 2022-12-06 02:36
[10:57:00]
[10:57:00] === System information ===
[10:57:00] Executing from /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/
[10:57:00] Operating system: Linux (arch: amd64, version: 5.15.60-1-MANJARO)
[10:57:00] Java version: 1.8.0_211 (Oracle Corporation) <http://java.oracle.com/>
[10:57:00] Jvm version: 25.211-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
[10:57:00] Available CPUs: 12
[10:57:00]
[10:57:00]
[10:57:00] === Wurm options ===
[10:57:00] animation_playback_self = 0
[10:57:00] ao_level = 1
[10:57:00] auto_mipmaps_enabled = 1
[10:57:00] auto_run_source = 0
[10:57:00] cartography_indicator_distance = 8
[10:57:00] cartography_on_compass = false
[10:57:00] cavedetail = 2
[10:57:00] censor_chat = true
[10:57:00] collada_animations = 3
[10:57:00] colorItemsDamage = true
[10:57:00] color_black = 0.0,0.0,0.0,1.0
[10:57:00] color_cyan = 0.0,1.0,1.0,1.0
[10:57:00] color_enchant_desc = 0.5,0.5,1.0,1.0
[10:57:00] color_enchant_name = 0.0,0.5,0.5,1.0
[10:57:00] color_enchant_power = 0.0,1.0,1.0,1.0
[10:57:00] color_error = 1.0,0.3,0.3,1.0
[10:57:00] color_fuchsia = 1.0,0.0,1.0,1.0
[10:57:00] color_green = 0.4,0.72,0.47,1.0
[10:57:00] color_grey = 0.5,0.75,1.0,1.0
[10:57:00] color_lime = 0.5,1.0,0.5,1.0
[10:57:00] color_maroon = 0.5,0.0,0.0,1.0
[10:57:00] color_navy_blue = 0.23,0.39,1.0,1.0
[10:57:00] color_orange = 1.0,0.58,0.04,1.0
[10:57:00] color_outline_ally = 0.5,1.0,0.5,1.0
[10:57:00] color_outline_friend = 0.5,0.75,1.0,1.0
[10:57:00] color_outline_hostile = 1.0,0.0,0.0,1.0
[10:57:00] color_outline_neutral = 0.5,0.5,1.0,1.0
[10:57:00] color_purple = 0.5,0.0,0.5,1.0
[10:57:00] color_red = 1.0,0.0,0.0,1.0
[10:57:00] color_royal_blue = 0.5,0.5,1.0,1.0
[10:57:00] color_salve_acid = 1.0,1.0,0.0,1.0
[10:57:00] color_salve_fire = 1.0,0.0,0.0,1.0
[10:57:00] color_salve_frost = 0.0,0.0,1.0,1.0
[10:57:00] color_silver = 0.75,0.75,0.75,1.0
[10:57:00] color_system = 0.5,1.0,0.5,1.0
[10:57:00] color_teal = 0.0,0.5,0.5,1.0
[10:57:00] color_white = 1.0,1.0,1.0,1.0
[10:57:00] color_yellow = 1.0,1.0,0.0,1.0
[10:57:00] combat_world_text = true
[10:57:00] compressed_textures = false
[10:57:00] compressed_textures_S3TC = true
[10:57:00] contribution_culling = 200
[10:57:00] custim_timer_source = 1
[10:57:00] customTimer1 = -1|-1
[10:57:00] customTimer2 = -1|-1
[10:57:00] customTimer3 = -1|-1
[10:57:00] customTimer4 = -1|-1
[10:57:00] customTimer5 = -1|-1
[10:57:00] debug_mode = false
[10:57:00] defaultActions_source = 0
[10:57:00] depth_clamp_enabled = 2
[10:57:00] disable_select_all_shortcut = false
[10:57:00] display_settings = false:true:0:1024:768:32:-1:false:true
[10:57:00] enable_contribution_culling = false
[10:57:00] enable_debugs = false
[10:57:00] enable_ingame_wurmpedia = true
[10:57:00] enable_lod = true
[10:57:00] enable_seasonal_mappings = true
[10:57:00] enable_shift_drag = false
[10:57:00] enable_volumetric_fog = true
[10:57:00] enable_vsync = false
[10:57:00] enable_world_drag = true
[10:57:00] event_log_rotation = 2
[10:57:00] exec_source = 0
[10:57:00] fast_yield = false
[10:57:00] fbo_enabled = 2
[10:57:00] flashAssist_climbing = true
[10:57:00] flashAssist_inventory = true
[10:57:00] flashAssist_stamina_low = true
[10:57:00] flashAssist_stamina_water = true
[10:57:00] fog_coord_src = 0
[10:57:00] font_antialias = 2
[10:57:00] font_bold = 11
[10:57:00] font_default = 11
[10:57:00] font_header = 24
[10:57:00] font_italian = 11
[10:57:00] font_monospaced = 11
[10:57:00] font_static = 11
[10:57:00] fov_horizontal = 80
[10:57:00] fps_limit = 60
[10:57:00] fps_limit_background = 30
[10:57:00] fps_limit_enabled = true
[10:57:00] fps_ui_buffer = 30
[10:57:00] fps_uilimit_enabled = false
[10:57:00] free_look_mode_disable_on_close_component = false
[10:57:00] free_look_mode_disable_on_combat = false
[10:57:00] free_look_mode_disable_on_open_component = false
[10:57:00] free_look_mode_sensitivity = 10
[10:57:00] game_client_thread_priority = 2
[10:57:00] glsl_debug_loading = false
[10:57:00] glsl_enabled = 2
[10:57:00] gpu_skinning = true
[10:57:00] graphics_profile = 2
[10:57:00] gui_opacity = 3
[10:57:00] gui_skin = 1
[10:57:00] hard_mode = false
[10:57:00] has_read_eula = true
[10:57:00] head_bob = false
[10:57:00] hide_cursor_with_ui = false
[10:57:00] hide_inactive_friends = false
[10:57:00] hide_menu_examine = false
[10:57:00] hide_menu_no_target = false
[10:57:00] hide_menu_spam_mode = true
[10:57:00] hide_menu_stop = false
[10:57:00] hide_onscreen_fail_messages = false
[10:57:00] hide_onscreen_hostile_messages = false
[10:57:00] hide_onscreen_info_messages = false
[10:57:00] hide_personal_goal = false
[10:57:00] high_res_binoculars = true
[10:57:00] hint_texture_scaling = 2
[10:57:00] impColumn = true
[10:57:00] inverse_mouse = false
[10:57:00] irc_log_rotation = 2
[10:57:00] irc_notif = 0
[10:57:00] item_creature_render_distance = 3
[10:57:00] keep_fightwindow_hidden = false
[10:57:00] key_bindings_source = 0
[10:57:00] keyboard_layout = 0
[10:57:00] limit_dynamic_lights = true
[10:57:00] loadInventoryStartup = true
[10:57:00] local_list_in_event = false
[10:57:00] lod = 1
[10:57:00] log_extra_errors = false
[10:57:00] log_gl_errors = false
[10:57:00] mark_text_read = true
[10:57:00] material_as_suffix = true
[10:57:00] max_dynamic_lights = 8
[10:57:00] max_shader_lights = 8
[10:57:00] max_texture_size = 2
[10:57:00] mega_texture_size = 5
[10:57:00] model_loader_thread_priority = 2
[10:57:00] model_loading_threads = 3
[10:57:00] mount_control_mode = 0
[10:57:00] mount_rotation = false
[10:57:00] mouse_camera_sensitivity = 10.0
[10:57:00] mouse_smoothing = 0.0
[10:57:00] multicolor_usage = 1
[10:57:00] multidraw_enabled = 1
[10:57:00] no_brightness = false
[10:57:00] no_terrain_render = false
[10:57:00] no_world_render = false
[10:57:00] non_power_of_two = 1
[10:57:00] normal_maps = true
[10:57:00] occlusion_queries_enabled = 2
[10:57:00] offscreen_texture_size = 2
[10:57:00] other_log_rotation = 2
[10:57:00] outline_picking = true
[10:57:00] placement_rotation = 0
[10:57:00] player_texture_size = 2
[10:57:00] quick_keybinds = true
[10:57:00] reflection_texture_size = 2
[10:57:00] reflections = 2
[10:57:00] remember_password = true
[10:57:00] render_bloom = false
[10:57:00] render_distant_terrain = true
[10:57:00] render_fxaa = true
[10:57:00] render_sun_glare = false
[10:57:00] render_vignette = false
[10:57:00] renderer_type = 1
[10:57:00] resident_models = false
[10:57:00] save_skills_on_quit = false
[10:57:00] screen_brightness = 0.0
[10:57:00] screen_shake = true
[10:57:00] screenshot_file_format = 1
[10:57:00] season_override = 0
[10:57:00] send_extra_tile_data = false
[10:57:00] setting_timestamps = true
[10:57:00] settings_version = 15
[10:57:00] shadow_level = 2
[10:57:00] shadow_mapsize = 1
[10:57:00] shift_drag_default = 10
[10:57:00] showKChat = true
[10:57:00] show_body_in_inventory = false
[10:57:00] show_creature_overlay = true
[10:57:00] show_detailed_hover = true
[10:57:00] show_examine_world_text = true
[10:57:00] show_hit_direction_indicator = true
[10:57:00] show_inventory_filters = true
[10:57:00] show_local_world_text = true
[10:57:00] show_old_menu = false
[10:57:00] show_old_quickbar = false
[10:57:00] show_tab_blinking = true
[10:57:00] silent_friends_update = false
[10:57:00] skillgain_minimum = 2
[10:57:00] skillgain_no_alignment = true
[10:57:00] skillgain_no_favor = true
[10:57:00] skydetail = 1
[10:57:00] sound_al_gain = 5
[10:57:00] sound_buzzlevel = 2
[10:57:00] sound_cache_enabled = true
[10:57:00] sound_doppler_enabled = false
[10:57:00] sound_engine = 2
[10:57:00] sound_footstepslevel = 10
[10:57:00] sound_music_level = 4
[10:57:00] sound_play_PMAlert = false
[10:57:00] sound_play_UIsounds = true
[10:57:00] sound_play_ambients = true
[10:57:00] sound_play_buzz = true
[10:57:00] sound_play_combat = true
[10:57:00] sound_play_door = true
[10:57:00] sound_play_emotes = true
[10:57:00] sound_play_footsteps = true
[10:57:00] sound_play_music = true
[10:57:00] sound_play_weather = true
[10:57:00] sound_play_work = true
[10:57:00] structure_render_distance = 3
[10:57:00] submit_client_data = 2
[10:57:00] supersampling = 0
[10:57:00] swap_mouse_buttons = false
[10:57:00] terrain_res = 2
[10:57:00] test_attach_equipment = false
[10:57:00] test_mode = 0
[10:57:00] thirdPerson = false
[10:57:00] tile_transitions = true
[10:57:00] tiledecorations = 2
[10:57:00] togglePushToTalk = true
[10:57:00] treelist_outline = true
[10:57:00] trees = 3
[10:57:00] ui_dir_indicator_scale = 100
[10:57:00] ui_font_scale = 100
[10:57:00] ui_scale = 110
[10:57:00] update_optional = true
[10:57:00] use_alpha_particles = true
[10:57:00] use_anisotropic_filtering = 4
[10:57:00] use_antialiasing = 1
[10:57:00] use_default_action = true
[10:57:00] use_fast_clock_work_around = true
[10:57:00] use_nano_timer = false
[10:57:00] use_non_alpha_particles = true
[10:57:00] use_phobia_models = false
[10:57:00] use_tree_models = true
[10:57:00] use_weather_particles = true
[10:57:00] vbo_enabled = 1
[10:57:00] vg_ui_theme = 1
[10:57:00] viewport_bob = true
[10:57:00] water_detail = 2
[10:57:00] water_transparency = false
[10:57:00]
[10:57:00] CachedOption: use_antialiasing : 2
[10:57:00] CachedOption: model_loading_threads : 2
[10:57:00] Setting up WurmModel Model Loader
[10:57:00] Executing /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/configs/default/keybindings.txt
[10:57:00] Translating legacy key NUMPAD7 to KP_7
[10:57:00] Translating legacy key NUMPAD9 to KP_9
[10:57:00] Translating legacy key SUBTRACT to KP_SUBTRACT
[10:57:00] Translating legacy key ADD to KP_ADD
[10:57:00] Translating legacy key EQUALS to EQUAL
[10:57:00] Translating legacy key NUMPAD8 to KP_8
[10:57:00] Translating legacy key NUMPAD5 to KP_5
[10:57:00] Translating legacy key MULTIPLY to KP_MULTIPLY
[10:57:00] Translating legacy key NUMPAD1 to KP_1
[10:57:00] Translating legacy key NUMPAD0 to KP_0
[10:57:00] Translating legacy key NUMPAD3 to KP_3
[10:57:00] Translating legacy key NUMPAD2 to KP_2
[10:57:00] Translating legacy key DECIMAL to KP_DECIMAL
[10:57:00] Translating legacy key DIVIDE to KP_DIVIDE
[10:57:00] Translating legacy key NUMPAD6 to KP_6
[10:57:00] Translating legacy key NUMPAD4 to KP_4
[10:57:00] Setting up OpenAL Sound Engine
[10:57:00] OpenAL version: 1.1 ALSOFT 1.21.1
[10:57:00] OpenAL renderer: OpenAL Soft
[10:57:00] OpenAL vendor: OpenAL Community
[10:57:00] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFTX_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
[10:57:00] Generating: 128 source channels.
[10:57:00]
[10:57:00] === OpenGL information ===
[10:57:00] LWJGL version: 3.3.1 1.2.0
[10:57:00] OpenGL vendor: NVIDIA Corporation
[10:57:00] OpenGL renderer: NVIDIA GeForce RTX 3070/PCIe/SSE2
[10:57:00] OpenGL version: 4.6.0 NVIDIA 515.65.01
[10:57:00] OpenGL extensions:
[10:57:00]     GL_AMD_multi_draw_indirect
[10:57:00]     GL_AMD_seamless_cubemap_per_texture
[10:57:00]     GL_AMD_vertex_shader_viewport_index
[10:57:00]     GL_AMD_vertex_shader_layer
[10:57:00]     GL_ARB_arrays_of_arrays
[10:57:00]     GL_ARB_base_instance
[10:57:00]     GL_ARB_bindless_texture
[10:57:00]     GL_ARB_blend_func_extended
[10:57:00]     GL_ARB_buffer_storage
[10:57:00]     GL_ARB_clear_buffer_object
[10:57:00]     GL_ARB_clear_texture
[10:57:00]     GL_ARB_clip_control
[10:57:00]     GL_ARB_color_buffer_float
[10:57:00]     GL_ARB_compatibility
[10:57:00]     GL_ARB_compressed_texture_pixel_storage
[10:57:00]     GL_ARB_conservative_depth
[10:57:00]     GL_ARB_compute_shader
[10:57:00]     GL_ARB_compute_variable_group_size
[10:57:00]     GL_ARB_conditional_render_inverted
[10:57:00]     GL_ARB_copy_buffer
[10:57:00]     GL_ARB_copy_image
[10:57:00]     GL_ARB_cull_distance
[10:57:00]     GL_ARB_debug_output
[10:57:00]     GL_ARB_depth_buffer_float
[10:57:00]     GL_ARB_depth_clamp
[10:57:00]     GL_ARB_depth_texture
[10:57:00]     GL_ARB_derivative_control
[10:57:00]     GL_ARB_direct_state_access
[10:57:00]     GL_ARB_draw_buffers
[10:57:00]     GL_ARB_draw_buffers_blend
[10:57:00]     GL_ARB_draw_indirect
[10:57:00]     GL_ARB_draw_elements_base_vertex
[10:57:00]     GL_ARB_draw_instanced
[10:57:00]     GL_ARB_enhanced_layouts
[10:57:00]     GL_ARB_ES2_compatibility
[10:57:00]     GL_ARB_ES3_compatibility
[10:57:00]     GL_ARB_ES3_1_compatibility
[10:57:00]     GL_ARB_ES3_2_compatibility
[10:57:00]     GL_ARB_explicit_attrib_location
[10:57:00]     GL_ARB_explicit_uniform_location
[10:57:00]     GL_ARB_fragment_coord_conventions
[10:57:00]     GL_ARB_fragment_layer_viewport
[10:57:00]     GL_ARB_fragment_program
[10:57:00]     GL_ARB_fragment_program_shadow
[10:57:00]     GL_ARB_fragment_shader
[10:57:00]     GL_ARB_fragment_shader_interlock
[10:57:00]     GL_ARB_framebuffer_no_attachments
[10:57:00]     GL_ARB_framebuffer_object
[10:57:00]     GL_ARB_framebuffer_sRGB
[10:57:00]     GL_ARB_geometry_shader4
[10:57:00]     GL_ARB_get_program_binary
[10:57:00]     GL_ARB_get_texture_sub_image
[10:57:00]     GL_ARB_gl_spirv
[10:57:00]     GL_ARB_gpu_shader5
[10:57:00]     GL_ARB_gpu_shader_fp64
[10:57:00]     GL_ARB_gpu_shader_int64
[10:57:00]     GL_ARB_half_float_pixel
[10:57:00]     GL_ARB_half_float_vertex
[10:57:00]     GL_ARB_imaging
[10:57:00]     GL_ARB_indirect_parameters
[10:57:00]     GL_ARB_instanced_arrays
[10:57:00]     GL_ARB_internalformat_query
[10:57:00]     GL_ARB_internalformat_query2
[10:57:00]     GL_ARB_invalidate_subdata
[10:57:00]     GL_ARB_map_buffer_alignment
[10:57:00]     GL_ARB_map_buffer_range
[10:57:00]     GL_ARB_multi_bind
[10:57:00]     GL_ARB_multi_draw_indirect
[10:57:00]     GL_ARB_multisample
[10:57:00]     GL_ARB_multitexture
[10:57:00]     GL_ARB_occlusion_query
[10:57:00]     GL_ARB_occlusion_query2
[10:57:00]     GL_ARB_parallel_shader_compile
[10:57:00]     GL_ARB_pipeline_statistics_query
[10:57:00]     GL_ARB_pixel_buffer_object
[10:57:00]     GL_ARB_point_parameters
[10:57:00]     GL_ARB_point_sprite
[10:57:00]     GL_ARB_polygon_offset_clamp
[10:57:00]     GL_ARB_post_depth_coverage
[10:57:00]     GL_ARB_program_interface_query
[10:57:00]     GL_ARB_provoking_vertex
[10:57:00]     GL_ARB_query_buffer_object
[10:57:00]     GL_ARB_robust_buffer_access_behavior
[10:57:00]     GL_ARB_robustness
[10:57:00]     GL_ARB_sample_locations
[10:57:00]     GL_ARB_sample_shading
[10:57:00]     GL_ARB_sampler_objects
[10:57:00]     GL_ARB_seamless_cube_map
[10:57:00]     GL_ARB_seamless_cubemap_per_texture
[10:57:00]     GL_ARB_separate_shader_objects
[10:57:00]     GL_ARB_shader_atomic_counter_ops
[10:57:00]     GL_ARB_shader_atomic_counters
[10:57:00]     GL_ARB_shader_ballot
[10:57:00]     GL_ARB_shader_bit_encoding
[10:57:00]     GL_ARB_shader_clock
[10:57:00]     GL_ARB_shader_draw_parameters
[10:57:00]     GL_ARB_shader_group_vote
[10:57:00]     GL_ARB_shader_image_load_store
[10:57:00]     GL_ARB_shader_image_size
[10:57:00]     GL_ARB_shader_objects
[10:57:00]     GL_ARB_shader_precision
[10:57:00]     GL_ARB_shader_storage_buffer_object
[10:57:00]     GL_ARB_shader_subroutine
[10:57:00]     GL_ARB_shader_texture_image_samples
[10:57:00]     GL_ARB_shader_texture_lod
[10:57:00]     GL_ARB_shading_language_100
[10:57:00]     GL_ARB_shader_viewport_layer_array
[10:57:00]     GL_ARB_shading_language_420pack
[10:57:00]     GL_ARB_shading_language_include
[10:57:00]     GL_ARB_shading_language_packing
[10:57:00]     GL_ARB_shadow
[10:57:00]     GL_ARB_sparse_buffer
[10:57:00]     GL_ARB_sparse_texture
[10:57:00]     GL_ARB_sparse_texture2
[10:57:00]     GL_ARB_sparse_texture_clamp
[10:57:00]     GL_ARB_spirv_extensions
[10:57:00]     GL_ARB_stencil_texturing
[10:57:00]     GL_ARB_sync
[10:57:00]     GL_ARB_tessellation_shader
[10:57:00]     GL_ARB_texture_barrier
[10:57:00]     GL_ARB_texture_border_clamp
[10:57:00]     GL_ARB_texture_buffer_object
[10:57:00]     GL_ARB_texture_buffer_object_rgb32
[10:57:00]     GL_ARB_texture_buffer_range
[10:57:00]     GL_ARB_texture_compression
[10:57:00]     GL_ARB_texture_compression_bptc
[10:57:00]     GL_ARB_texture_compression_rgtc
[10:57:00]     GL_ARB_texture_cube_map
[10:57:00]     GL_ARB_texture_cube_map_array
[10:57:00]     GL_ARB_texture_env_add
[10:57:00]     GL_ARB_texture_env_combine
[10:57:00]     GL_ARB_texture_env_crossbar
[10:57:00]     GL_ARB_texture_env_dot3
[10:57:00]     GL_ARB_texture_filter_anisotropic
[10:57:00]     GL_ARB_texture_filter_minmax
[10:57:00]     GL_ARB_texture_float
[10:57:00]     GL_ARB_texture_gather
[10:57:00]     GL_ARB_texture_mirror_clamp_to_edge
[10:57:00]     GL_ARB_texture_mirrored_repeat
[10:57:00]     GL_ARB_texture_multisample
[10:57:00]     GL_ARB_texture_non_power_of_two
[10:57:00]     GL_ARB_texture_query_levels
[10:57:00]     GL_ARB_texture_query_lod
[10:57:00]     GL_ARB_texture_rectangle
[10:57:00]     GL_ARB_texture_rg
[10:57:00]     GL_ARB_texture_rgb10_a2ui
[10:57:00]     GL_ARB_texture_stencil8
[10:57:00]     GL_ARB_texture_storage
[10:57:00]     GL_ARB_texture_storage_multisample
[10:57:00]     GL_ARB_texture_swizzle
[10:57:00]     GL_ARB_texture_view
[10:57:00]     GL_ARB_timer_query
[10:57:00]     GL_ARB_transform_feedback2
[10:57:00]     GL_ARB_transform_feedback3
[10:57:00]     GL_ARB_transform_feedback_instanced
[10:57:00]     GL_ARB_transform_feedback_overflow_query
[10:57:00]     GL_ARB_transpose_matrix
[10:57:00]     GL_ARB_uniform_buffer_object
[10:57:00]     GL_ARB_vertex_array_bgra
[10:57:00]     GL_ARB_vertex_array_object
[10:57:00]     GL_ARB_vertex_attrib_64bit
[10:57:00]     GL_ARB_vertex_attrib_binding
[10:57:00]     GL_ARB_vertex_buffer_object
[10:57:00]     GL_ARB_vertex_program
[10:57:00]     GL_ARB_vertex_shader
[10:57:00]     GL_ARB_vertex_type_10f_11f_11f_rev
[10:57:00]     GL_ARB_vertex_type_2_10_10_10_rev
[10:57:00]     GL_ARB_viewport_array
[10:57:00]     GL_ARB_window_pos
[10:57:00]     GL_ATI_draw_buffers
[10:57:00]     GL_ATI_texture_float
[10:57:00]     GL_ATI_texture_mirror_once
[10:57:00]     GL_S3_s3tc
[10:57:00]     GL_EXT_texture_env_add
[10:57:00]     GL_EXT_abgr
[10:57:00]     GL_EXT_bgra
[10:57:00]     GL_EXT_bindable_uniform
[10:57:00]     GL_EXT_blend_color
[10:57:00]     GL_EXT_blend_equation_separate
[10:57:00]     GL_EXT_blend_func_separate
[10:57:00]     GL_EXT_blend_minmax
[10:57:00]     GL_EXT_blend_subtract
[10:57:00]     GL_EXT_compiled_vertex_array
[10:57:00]     GL_EXT_Cg_shader
[10:57:00]     GL_EXT_depth_bounds_test
[10:57:00]     GL_EXT_direct_state_access
[10:57:00]     GL_EXT_draw_buffers2
[10:57:00]     GL_EXT_draw_instanced
[10:57:00]     GL_EXT_draw_range_elements
[10:57:00]     GL_EXT_fog_coord
[10:57:00]     GL_EXT_framebuffer_blit
[10:57:00]     GL_EXT_framebuffer_multisample
[10:57:00]     GL_EXTX_framebuffer_mixed_formats
[10:57:00]     GL_EXT_framebuffer_multisample_blit_scaled
[10:57:00]     GL_EXT_framebuffer_object
[10:57:00]     GL_EXT_framebuffer_sRGB
[10:57:00]     GL_EXT_geometry_shader4
[10:57:00]     GL_EXT_gpu_program_parameters
[10:57:00]     GL_EXT_gpu_shader4
[10:57:00]     GL_EXT_multi_draw_arrays
[10:57:00]     GL_EXT_multiview_texture_multisample
[10:57:00]     GL_EXT_multiview_timer_query
[10:57:00]     GL_EXT_packed_depth_stencil
[10:57:00]     GL_EXT_packed_float
[10:57:00]     GL_EXT_packed_pixels
[10:57:00]     GL_EXT_pixel_buffer_object
[10:57:00]     GL_EXT_point_parameters
[10:57:00]     GL_EXT_polygon_offset_clamp
[10:57:00]     GL_EXT_post_depth_coverage
[10:57:00]     GL_EXT_provoking_vertex
[10:57:00]     GL_EXT_raster_multisample
[10:57:00]     GL_EXT_rescale_normal
[10:57:00]     GL_EXT_secondary_color
[10:57:00]     GL_EXT_separate_shader_objects
[10:57:00]     GL_EXT_separate_specular_color
[10:57:00]     GL_EXT_shader_image_load_formatted
[10:57:00]     GL_EXT_shader_image_load_store
[10:57:00]     GL_EXT_shader_integer_mix
[10:57:00]     GL_EXT_shadow_funcs
[10:57:00]     GL_EXT_sparse_texture2
[10:57:00]     GL_EXT_stencil_two_side
[10:57:00]     GL_EXT_stencil_wrap
[10:57:00]     GL_EXT_texture3D
[10:57:00]     GL_EXT_texture_array
[10:57:00]     GL_EXT_texture_buffer_object
[10:57:00]     GL_EXT_texture_compression_dxt1
[10:57:00]     GL_EXT_texture_compression_latc
[10:57:00]     GL_EXT_texture_compression_rgtc
[10:57:00]     GL_EXT_texture_compression_s3tc
[10:57:00]     GL_EXT_texture_cube_map
[10:57:00]     GL_EXT_texture_edge_clamp
[10:57:00]     GL_EXT_texture_env_combine
[10:57:00]     GL_EXT_texture_env_dot3
[10:57:00]     GL_EXT_texture_filter_anisotropic
[10:57:00]     GL_EXT_texture_filter_minmax
[10:57:00]     GL_EXT_texture_integer
[10:57:00]     GL_EXT_texture_lod
[10:57:00]     GL_EXT_texture_lod_bias
[10:57:00]     GL_EXT_texture_mirror_clamp
[10:57:00]     GL_EXT_texture_object
[10:57:00]     GL_EXT_texture_shadow_lod
[10:57:00]     GL_EXT_texture_shared_exponent
[10:57:00]     GL_EXT_texture_sRGB
[10:57:00]     GL_EXT_texture_sRGB_R8
[10:57:00]     GL_EXT_texture_sRGB_decode
[10:57:00]     GL_EXT_texture_storage
[10:57:00]     GL_EXT_texture_swizzle
[10:57:00]     GL_EXT_timer_query
[10:57:00]     GL_EXT_transform_feedback2
[10:57:00]     GL_EXT_vertex_array
[10:57:00]     GL_EXT_vertex_array_bgra
[10:57:00]     GL_EXT_vertex_attrib_64bit
[10:57:00]     GL_EXT_window_rectangles
[10:57:00]     GL_EXT_x11_sync_object
[10:57:00]     GL_EXT_import_sync_object
[10:57:00]     GL_NV_robustness_video_memory_purge
[10:57:00]     GL_IBM_rasterpos_clip
[10:57:00]     GL_IBM_texture_mirrored_repeat
[10:57:00]     GL_KHR_context_flush_control
[10:57:00]     GL_KHR_debug
[10:57:00]     GL_EXT_memory_object
[10:57:00]     GL_EXT_memory_object_fd
[10:57:00]     GL_NV_memory_object_sparse
[10:57:00]     GL_KHR_parallel_shader_compile
[10:57:00]     GL_KHR_no_error
[10:57:00]     GL_KHR_robust_buffer_access_behavior
[10:57:00]     GL_KHR_robustness
[10:57:00]     GL_EXT_semaphore
[10:57:00]     GL_EXT_semaphore_fd
[10:57:00]     GL_NV_timeline_semaphore
[10:57:00]     GL_KHR_shader_subgroup
[10:57:00]     GL_KTX_buffer_region
[10:57:00]     GL_NV_alpha_to_coverage_dither_control
[10:57:00]     GL_NV_bindless_multi_draw_indirect
[10:57:00]     GL_NV_bindless_multi_draw_indirect_count
[10:57:00]     GL_NV_bindless_texture
[10:57:00]     GL_NV_blend_equation_advanced
[10:57:00]     GL_NV_blend_equation_advanced_coherent
[10:57:00]     GL_NVX_blend_equation_advanced_multi_draw_buffers
[10:57:00]     GL_NV_blend_minmax_factor
[10:57:00]     GL_NV_blend_square
[10:57:00]     GL_NV_clip_space_w_scaling
[10:57:00]     GL_NV_command_list
[10:57:00]     GL_NV_compute_program5
[10:57:00]     GL_NV_compute_shader_derivatives
[10:57:00]     GL_NV_conditional_render
[10:57:00]     GL_NV_conservative_raster
[10:57:00]     GL_NV_conservative_raster_dilate
[10:57:00]     GL_NV_conservative_raster_pre_snap
[10:57:00]     GL_NV_conservative_raster_pre_snap_triangles
[10:57:00]     GL_NV_conservative_raster_underestimation
[10:57:00]     GL_NV_copy_depth_to_color
[10:57:00]     GL_NV_copy_image
[10:57:00]     GL_NV_depth_buffer_float
[10:57:00]     GL_NV_depth_clamp
[10:57:00]     GL_NV_draw_texture
[10:57:00]     GL_NV_draw_vulkan_image
[10:57:00]     GL_NV_ES1_1_compatibility
[10:57:00]     GL_NV_ES3_1_compatibility
[10:57:00]     GL_NV_explicit_multisample
[10:57:00]     GL_NV_feature_query
[10:57:00]     GL_NV_fence
[10:57:00]     GL_NV_fill_rectangle
[10:57:00]     GL_NV_float_buffer
[10:57:00]     GL_NV_fog_distance
[10:57:00]     GL_NV_fragment_coverage_to_color
[10:57:00]     GL_NV_fragment_program
[10:57:00]     GL_NV_fragment_program_option
[10:57:00]     GL_NV_fragment_program2
[10:57:00]     GL_NV_fragment_shader_barycentric
[10:57:00]     GL_NV_fragment_shader_interlock
[10:57:00]     GL_NV_framebuffer_mixed_samples
[10:57:00]     GL_NV_framebuffer_multisample_coverage
[10:57:00]     GL_NV_geometry_shader4
[10:57:00]     GL_NV_geometry_shader_passthrough
[10:57:00]     GL_NV_gpu_program4
[10:57:00]     GL_NV_internalformat_sample_query
[10:57:00]     GL_NV_gpu_program4_1
[10:57:00]     GL_NV_gpu_program5
[10:57:00]     GL_NV_gpu_program5_mem_extended
[10:57:00]     GL_NV_gpu_program_fp64
[10:57:00]     GL_NV_gpu_shader5
[10:57:00]     GL_NV_half_float
[10:57:00]     GL_NV_light_max_exponent
[10:57:00]     GL_NV_memory_attachment
[10:57:00]     GL_NV_mesh_shader
[10:57:00]     GL_NV_multisample_coverage
[10:57:00]     GL_NV_multisample_filter_hint
[10:57:00]     GL_NV_occlusion_query
[10:57:00]     GL_NV_packed_depth_stencil
[10:57:00]     GL_NV_parameter_buffer_object
[10:57:00]     GL_NV_parameter_buffer_object2
[10:57:00]     GL_NV_path_rendering
[10:57:00]     GL_NV_path_rendering_shared_edge
[10:57:00]     GL_NV_pixel_data_range
[10:57:00]     GL_NV_point_sprite
[10:57:00]     GL_NV_primitive_restart
[10:57:00]     GL_NV_primitive_shading_rate
[10:57:00]     GL_NV_query_resource
[10:57:00]     GL_NV_query_resource_tag
[10:57:00]     GL_NV_register_combiners
[10:57:00]     GL_NV_register_combiners2
[10:57:00]     GL_NV_representative_fragment_test
[10:57:00]     GL_NV_sample_locations
[10:57:00]     GL_NV_sample_mask_override_coverage
[10:57:00]     GL_NV_scissor_exclusive
[10:57:00]     GL_NV_shader_atomic_counters
[10:57:00]     GL_NV_shader_atomic_float
[10:57:00]     GL_NV_shader_atomic_float64
[10:57:00]     GL_NV_shader_atomic_fp16_vector
[10:57:00]     GL_NV_shader_atomic_int64
[10:57:00]     GL_NV_shader_buffer_load
[10:57:00]     GL_NV_shader_storage_buffer_object
[10:57:00]     GL_NV_shader_subgroup_partitioned
[10:57:00]     GL_NV_shader_texture_footprint
[10:57:00]     GL_NV_shading_rate_image
[10:57:00]     GL_NV_stereo_view_rendering
[10:57:00]     GL_NV_texgen_reflection
[10:57:00]     GL_NV_texture_barrier
[10:57:00]     GL_NV_texture_compression_vtc
[10:57:00]     GL_NV_texture_dirty_tile_map
[10:57:00]     GL_NV_texture_env_combine4
[10:57:00]     GL_NV_texture_multisample
[10:57:00]     GL_NV_texture_rectangle
[10:57:00]     GL_NV_texture_rectangle_compressed
[10:57:00]     GL_NV_texture_shader
[10:57:00]     GL_NV_texture_shader2
[10:57:00]     GL_NV_texture_shader3
[10:57:00]     GL_NV_transform_feedback
[10:57:00]     GL_NV_transform_feedback2
[10:57:00]     GL_NV_uniform_buffer_unified_memory
[10:57:00]     GL_NV_vdpau_interop
[10:57:00]     GL_NV_vdpau_interop2
[10:57:00]     GL_NV_vertex_array_range
[10:57:00]     GL_NV_vertex_array_range2
[10:57:00]     GL_NV_vertex_attrib_integer_64bit
[10:57:00]     GL_NV_vertex_buffer_unified_memory
[10:57:00]     GL_NV_vertex_program
[10:57:00]     GL_NV_vertex_program1_1
[10:57:00]     GL_NV_vertex_program2
[10:57:00]     GL_NV_vertex_program2_option
[10:57:00]     GL_NV_vertex_program3
[10:57:00]     GL_NV_viewport_array2
[10:57:00]     GL_NV_viewport_swizzle
[10:57:00]     GL_NVX_conditional_render
[10:57:00]     GL_NV_gpu_multicast
[10:57:00]     GL_NVX_progress_fence
[10:57:00]     GL_NVX_gpu_memory_info
[10:57:00]     GL_NVX_nvenc_interop
[10:57:00]     GL_NV_shader_thread_group
[10:57:00]     GL_NV_shader_thread_shuffle
[10:57:00]     GL_KHR_blend_equation_advanced
[10:57:00]     GL_KHR_blend_equation_advanced_coherent
[10:57:00]     GL_OVR_multiview
[10:57:00]     GL_OVR_multiview2
[10:57:00]     GL_SGIS_generate_mipmap
[10:57:00]     GL_SGIS_texture_lod
[10:57:00]     GL_SGIX_depth_texture
[10:57:00]     GL_SGIX_shadow
[10:57:00]     GL_SUN_slice_accum
[10:57:00] OpenGL pixel format: 8:8:8:8
[10:57:00] OpenGL depth format: 24:8
[10:57:00]
[10:57:00] CachedOption: mega_texture_size : 2
[10:57:00] GLSL version: 4.60 NVIDIA
[10:57:00] GLSL max vertex uniforms: 4096 (4096)
[10:57:00] GLSL max fragment uniforms: 4096 (4096)
[10:57:00] GLSL max varyings: 124 (124)
[10:57:00] CachedOption: max_shader_lights : 2
[10:57:00] GLSL max lights: 8 (8)
[10:57:00] GLSL defines (4.6): #define USE_CLIP_VERTEX 1
[10:57:00]
[10:57:00] Vertex/index buffer memory limit: 4096MiB
[10:57:01] Word filter loaded: 23
[10:57:02] Starting global frame job manager with 12 worker threads
[10:57:02] Starting global lazy job manager with 6 worker threads
[10:57:02] Starting workaround for fast running clocks
[10:57:02] Using LWJGL timer.
[10:57:03] Startup Phase - Initializing..
[10:57:03] Preloading builtin materials
[10:57:03] Preloading builtin materials done
[10:57:03] Setting up Collada Model Loader
[10:57:03] Launching Collada Model Loader threads
[10:57:03] Launching WOM Loader threads
[10:57:03] Startup Phase - Setting up..
[10:57:03] Loading window positions from /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/windows_2560x1408.txt
[10:57:03] Loading props file /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/windows_2560x1408.txt
[10:57:03] Gui initialized
[10:57:03] Startup Phase - Preparing terrain...
[10:57:03] CachedOption: skydetail : 2
[10:57:04] CachedOption: tiledecorations : 2
[10:57:04] Startup Phase - Connecting ..
[10:57:04] Disabling Nagles
[10:57:04] Writing to /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/test_logs/_Event.2022-12.txt
[10:57:04] CachedOption: collada_animations : 2
[10:57:04] Disabling Nagles
[10:57:05] Login successful
[10:57:05] Executing /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/configs/default/autorun.txt
[10:57:05] Starting update of login splash image...
[10:57:05] Writing to /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/test_logs/GL-Freedom.2022-12.txt
[10:57:05] Writing to /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/test_logs/Freedom.2022-12.txt
[10:57:05] Writing to /home/USERNAME/.local/share/Steam/steamapps/common/Wurm Online/players/Arno/test_logs/Trade.2022-12.txt
[10:57:05] Finished loading new login splash image!
[10:57:06] Water reflection offscreen size 1280x704
[10:57:12] Execution aborted at connection 1, iteration 268
[10:57:12] Run time 6s, local time Tue Dec 06 10:57:12 UTC 2022
[10:57:12] Destroying game window
[10:57:12] ====== CLIENT CRASH ======
[10:57:12] Unexpected crash while playing
[10:57:12] java.lang.NullPointerException
[10:57:12]     at java.util.regex.Matcher.getTextLength(Matcher.java:1283)
[10:57:12]     at java.util.regex.Matcher.reset(Matcher.java:309)
[10:57:12]     at java.util.regex.Matcher.<init>(Matcher.java:229)
[10:57:12]     at java.util.regex.Pattern.matcher(Pattern.java:1093)
[10:57:12]     at class.OT4uwCjCwu.mMV5oPkCW(SourceFile:373)
[10:57:12]     at class.OT4uwCjCwu.FZOk5L6Gfy(SourceFile:364)
[10:57:12]     at class.OT4uwCjCwu.FZOk5L6Gfy(SourceFile:353)
[10:57:12]     at class.S4SjHpkZY.<init>(SourceFile:40)
[10:57:12]     at class.S4SjHpkZY.<init>(SourceFile:24)
[10:57:12]     at class.OedBfK7Dih.mMV5oPkCW(SourceFile:441)
[10:57:12]     at class.kmx0s3FeEm.FZOk5L6Gfy(SourceFile:313)
[10:57:12]     at class.K0Zf58BjcX.FZOk5L6Gfy(SourceFile:1777)
[10:57:12]     at com.wurmonline.client.xOmFCGXyJ7.FZOk5L6Gfy(SourceFile:7636)
[10:57:12]     at com.wurmonline.client.bQecKPCrYb.invoke(SourceFile:896)
[10:57:12]     at org.lwjgl.glfw.GLFWMouseButtonCallbackI.callback(GLFWMouseButtonCallbackI.java:43)
[10:57:12]     at org.lwjgl.system.JNI.invokeV(Native Method)
[10:57:12]     at org.lwjgl.glfw.GLFW.glfwPollEvents(GLFW.java:3403)
[10:57:12]     at com.wurmonline.client.xOmFCGXyJ7.mMV5oPkCW(SourceFile:743)
[10:57:12]     at com.wurmonline.client.WurmClientBase.yuix3IabUz(SourceFile:8465)
[10:57:12]     at com.wurmonline.client.WurmClientBase.run(SourceFile:38391)
[10:57:12]     at java.lang.Thread.run(Thread.java:748)

 

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I am curious is there a limit to the number of maps that can be combined into one image. I see a lot of pixel art in our future otherwise.

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If I place a blank map on the floor near a wall, it hovers in the air in front of the wall:

image.png

 

It's not touching the wall, just a little distance away from it. I can also place the blank map on the wall and then it will stick there, but turned vertically instead.

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On 12/6/2022 at 2:49 PM, Blacklotus said:

I am curious is there a limit to the number of maps that can be combined into one image. I see a lot of pixel art in our future otherwise.

Yeah, I was testing that last time. I was able to get 10 of them on a single map to write the letter A.

Since you need to use original maps every time, it takes a lot of work to make custom art.

However once you have it you can make as many copies as you like.

Paving artwork onto the  landscape before making a map may be an easier way to make a detailed drawing.

It could be really cool to make a big sign with letters for an event or make a custom invitation to mail around.

I hope we can trust the community for it not to devolve into a form of spam.

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19 hours ago, Arno said:

Yeah, I was testing that last time. I was able to get 10 of them on a single map to write the letter A.

Since you need to use original maps every time, it takes a lot of work to make custom art.

However once you have it you can make as many copies as you like.

Paving artwork onto the  landscape before making a map may be an easier way to make a detailed drawing.

It could be really cool to make a big sign with letters for an event or make a custom invitation to mail around.

I hope we can trust the community for it not to devolve into a form of spam.

 

Even if it does there's always GM involvement, and I imagine most potential abuse fits under existing rules. For example on pvp, it can be a thing to name deeds or writs to spite an offending faction or player. GMs have handled such cases for years.

 

Granted someone acting like a RL spam bot is a concern. Thankfully we didn't have issues much with coin sellers spamming even when RMT was allowed prior to Steam.

Edited by Karrde

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So today I took the time to try this new stuff and, I dont know.... Is is just me or can we keep on going endlessly improving the map with new data? I set mine to local and it keeps going. Like even after 30 times?
Ok I guess you can just keep going endlessly if you want to. I didnt pay attention to the first map I made.

Edited by Morbidae

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Another thing: What are the copies good for you make of a map? I cant seem to use them in that table like the original one, to make a larger map. So other than having one to keep and look at that single part again, it doesnt seem to be of much use?
And what about cartography on other ppls deeds? I assume you would need drop and pickup rights to start the cartography there? Was it intended like that? I mean you can always go around a deed and get a full map that way. Just wondering.

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