TTmod 1.5 released

This update fixes two issues found in v1.4 and adds new functions for future Livemap updates. The api documentation page was updated accordingly.

TTmod Download Page

Updating notices

  • Make sure to restart your server after updating the mod files.
  • If you are hosting a Livemap on your own webserver, make sure it is updated to 3.1.0 or higher before updating TTmod.

Changelog

  • Fixed: Animals table for Livemap doesn’t populate occaisonally
  • Fixed: RCON player kick not working
  • Added option to insert the character name to the MOTD.
  • Added new RCON command type for Alignment manipulation
  • Added method to bind RCON commands to callback events
  • Added new playtime-sensitive callbacks for character and account playtime on the server

LiF:YO Livemap 3.1 released

Version 3.1 launches today on Github and FeudalTools, with focus on new TTmod functions and map tilesets.

RCON Scheduler

It has been asked for a billion times and now it’s finally here. Thanks to new TTmod functionality, you can now schedule all RCON commands for a later date/time or even in repetitive intervals.

Spam a link to your server website into chat every hour, warn people about an upcoming server reboot or automatically distribute coins to online players. It’s a powerful new tool to toy with.

RCON Schedule Table

Animal Spawn Locations

A new layer with its own permission flag was added. It displays the spawn location, type and quality of animals. These locations are randomly generated during server startup. This layer also requires the latest TTmod 1.4 to display data.

Tileset Maps

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TTmod 1.4 released

This version adds new functions to be utilized by the LiF:YO Livemap as well as new TorqueScript functions for custom mod and script development. The api documentation page was updated accordingly.

The changes are mostly interesting for people interested in mod or script development. You can read about all the other changes in the Livemap update post.

TTmod Download Page

Updating notices

  • Make sure to restart your server after updating the mod files.
  • If you are hosting a Livemap on your own webserver, make sure to update it to the latest version before you update TTmod. Otherwise it will break RCON functions.

Changelog

  • Added database table for RCON schedule
  • Removed database table nyu_rcon_queue
  • Added database table for animal spawn locations
  • Added column for world type (color) to nyu_ttmod_info table
  • Added object for scheduled rcon commands
  • Added new callbacks for JH begin and JH end
  • Added player respawn functions from Tradepost Mod
  • addTrigger function now returns the trigger object
  • Fixed minor issue in trigger behavior (benefits Tradepost Mod)
  • Fixed bug TTmod_getPosition() function

FeudalTools Update 2.2

With this update, all the hosted Livemaps on FeudalTools were migrated to the new v3 version. The old Livemap is no longer maintained. I’ve also spent some time working on changes and new features that were requested in the forums and through other channels. Lastly, the site is now a business asset, meaning that the donation system is replaced with a commercial premium subscription system.

Livemaps Upgrade

All the v2 Livemaps were upgraded. Configurations and permission groups were converted as effective as possible. However I highly recommend you to spend this one or two minutes to double-check your configuartion. Also take a look at the new features if you haven’t yet.

Map Image Generation

You will notice that the colors and shading of the map images has slighly changed. Beforehand, there was a color assigned to each surface type (rock, soil, water, …) that was brightened or darkened depending on tile slope. This is no longer the case. Instead, the image generator is already using real textures to prepare for Livemap Tilesets (see below).

New: Image Exporter

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FeudalTools Livemaps Migration

All hosted Livemaps on FeudalTools will be upgraded to v3 next Monday, 20th January along with a general update of the site.

I’m also moving FeudalTools into my business for legal and tax reasons. In consequence of that, all the contribute & donation stuff will be replaced with a premium subscription. All active supporter accounts will be converted accordingly. In this first step it’s a change of wording only. More info is coming on Monday.

Because the Livemaps migration, new payment integration and FeudalTools update altogether is rather complex, there might be noticable downtime on Monday. Thanks for understanding.

LiF:YO Livemap v3.0 Beta

Finally, the new Livemap built on Leaflet is ready for testing. I have uploaded the dedicated version to a public Github repository. FeudalTools was updated with a temporary version switch that lets you switch to v3.0 early. After everything is tested and considered ‘stable’ I’ll start migrating all existing hosted livemaps to v3.0 (but not yet).

Help wanted

Help is needed in the testing and translating departments. This project has become so big that it’s almost impossible for one person to deeply test all the functions, buttons, forms and dialogs against all kind of different gameserver configurations. Please try to use v3 for your everyday activities as soon as possible and report anything that looks wrong to the forums or directly to the issues list on Github.

Translations were converted to a LiF-like XML format. I’m especially looking for the French and Russian translation right now – but all translations are welcome and can be submitted in the forum (or Github) as usual. Check out the localization files @ Github

New Features

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Tradepost Mod Update 1.4

Trading Post Operation Modes

Manage Funds

The owners of a trading post can now switch between two operation modes for their guild offers. The default ‘Bartermode represents the classic coinless offers using virtual values for items. With the new ‘Currency’ mode, the trading post buys and sells items in exchange for coins only. In order to process purchases and payout coins to traders, it must be charged with coins by the owners first.

Currency Mode

Flexible server market prices

In addition to the reverse auction offers added in the last update, GMs can now find a third offer type for the server market: Flexible. Much like the reverse auctions, their price will move in favor of the players over time. However, each sold/bought item will push the price in the opposite direction. In contrast to reverse auctions, flex-price offers have no quantity limit.

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FeudalTools Update 2.1

It’s time to update the site with a few new goodies. Though this is the first site update that doesn’t introduce new features, but focuses on enhancing existing stuff.

Terrain Editor

Radial Selection

The Terrain Editor can now display the positions of guild monuments. They’re displayed as a red dot and shown as Guild Monuments in the cell info dialog.

Following up on some forum requests, a radial selection tool was added to allow for selecting a circle shaped area instead of a rectangle. Selected cells can now be purged from trees and objects using the new ‘clear’ tool.

Clear Tool

I’ve also completed the color and name assignments for all materials in the game. White spots with a ‘SubstanceID’ number in the cell info should no longer appear. Another visual enhancement is the indication of the selected area size in the top left corner (only when selecting stuff)

Original Map Patches

A new set of map patches for the original map was added. Thanks to Achaen for providing the designs and ideas for these. There will be two more joining the list in the coming week.

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Tradepost Mod Update 1.3

This update is a first step in the direction of flexible prices for the Server Market, which is undergoing some major changes. The Server Market was split in two separate tabs for buying and selling, giving the table cells more room for information.

Reverse Auction

I’ve added the option to add Reverse Auctions to the Server Market to allow for more flexible pricing. A Reverse Auction must have a finite quantity. It starts at a high initial price and moves towards a lower minimum price over time. This way, you don’t have to dictate prices necessarily. No more pondering over what could be a reasonable price for item X. You can just make it very expensive to begin with and let the price drop towards a cheap bargain over time. This creates some competition between players. Whoever is willing to pay the price before the next drop gets the items. Others will have to wait for the next sale.

Global Trade List

The second big addition to the Mod is a global list of all guild tradepost offers. This new configurable tab summarizes all existing guild offers on the server, including their location.

To update the mod, download the new version from FeudalTools Server Manager. Overwrite the old files and restart the server. The shutdown date of the old version is not determined yet. Will probably be sometime in April.

Tradepost Mod Update 1.2

All trading post mod components had an update today. But first of all, let me thank you for the great support, comments and improvement suggestions for this mod. It seems like it has been well-received by the YO community. Since the first public release of the first tradepost mod, almost 100,000 trades were processed and roughly 800 transactions are completed every day in average. Amongst all servers, currency worth 79,400 gold coins was distributed to characters in exchange for 1.83 million items. At the same time, 4.6 million items were sold to characters in exchange for about 9,500 gold coins.

Expanded item group

Todays update has already been tested by a small number of servers for several weeks (thank you!). It adds ability to trade regional items, displays multiple offers of the same item in collapsable groups and makes the Server Market list editable. A number of visual enhancements and bugfixes come along the way. Scroll down to read the full changelog.

Updating

I set up a soft transition process to avoid interrupting the trading post availability on servers. A notification message was added to the old Tradepost UI informing everyone about the update and the deadline, which will be Sunday, 3rd February. This gives you almost two weeks time to schedule the mod update alongside your regular server reboot or maintenance. After February 3rd, the Tradepost UI will be accessible from the updated mod version only. Note that the only mandatory update is the server-side mod. I’ve made visual and quality-of-live improvements on the client-mod, but there’s nothing important to the function. The old client mod will still continue to work after this date.

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