Posted January 12, 2014 Finally fixing minedoor pvp \o/ 1 Share this post Link to post Share on other sites
Posted January 13, 2014 Greetings.Do not bother adding Ring or Scale.You already have ringmail: It is called chainmail, the reason its exist because poor representations in art actualy depicting chainmail. Transitional 'metal rings sown to leather' pieces: Likely to have existed to. Not worth adding an extra armor type for.And... scale. Lets please call it Brigandine or splintmail, plates riveted to leather. Guess what? You already have this armor ingame, but its not properly intepreted, its called 'studded'. The reason for studded being 'leather with rivets attatched' is because hollywood tought it would look c00l. However the riveted armor jackets you see in historic art that someone got inspiration from, guess what that is? Suprise its brigandine armor \o/ the rivets are sticking through the leather holding the metal plates on the inside(or outside) thus making it to the unkeen eye appear to be nothing but rivets. Now... boiled and treated rawhide.. or cuir bouilli that should be what we are looking for thats just not mildly protective leather You DO realize that ringmail and chainmail are quite different, right? As far as scale being brigandine or splintmail, that's inaccurate as well, as the scale is fictional and the latter two are actual types of armor (two dif types, at that), and hearing you say it was "studded" was most disparaging, as Brig/splint are primarily overlapping plates attached to a leather vest, whereas studded is a leather vest with studs inserted, and not because hollywood thought it would look cool, but because it was an actual armor type centuries ago, and the studs had a purpose, they weren't merely decoration. You single-handedly managed to butcher three civilizations' armor while attempting to cram them into one. :/ Stahp. :/ 3 Share this post Link to post Share on other sites
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Posted January 14, 2014 The change to mine hopping is long overdue, but the implementation leaves a foul taste in one's mouth. Removing the ability to re-enter a mine door for 15-30 seconds after exiting, or requiring a 10-20 second action to re-lock the door from the inside, if you entered it while in combat (would relock on its own after 2 minutes) would be far better solutions, that didn't render people defenseless if not on their deed. Share this post Link to post Share on other sites
Posted January 14, 2014 The change to mine hopping is long overdue, but the implementation leaves a foul taste in one's mouth. Removing the ability to re-enter a mine door for 15-30 seconds after exiting, or requiring a 10-20 second action to re-lock the door from the inside, if you entered it while in combat (would relock on its own after 2 minutes) would be far better solutions, that didn't render people defenseless if not on their deed. Well the problem is, that the reason it is being implemented has nothing to do with trying to solve minehopping, or it would apply on deed too. This isn't to fix that mechanical issue, but to create a deficiency in protection for people outside a deed. This lack of protection leads to lack of pvp, especially if its a certainty the party needing the protection, attacker or defender doesn't have the skills or numbers needed to overcome their foes. I think it is being done on purpose, because of players that want an advantage they can exploit, looking at the comments and the intention of the players who are going to use this vulnerability not to promote pvp, but to limit it, the conclusion is rather obvious. I stated my dislike in the Chaos poll on the subject in that players are using terms like "coward" and "weakling" to justify their moral high ground on the issue, where there is in fact none. Pvp is a group effort, based on teamwork. Causing massive over extension that cannot be fixed= The party with less numbers or skill. or both will get wiped out. There is nothing courageous about running up to 10 defenders with 30 players all in better gear as they try to drive you off their land and slaughter them, or in reverse for a defender with a good position to exploit the fact that there is no cover for attacker, for miles. Walls can be flanked around and in some cases, shot over. Mines are the only thing other than buildings (which have already been nerfed) that can give complete archery cover and protect attackers and defenders alike from alts trying to run off, or lead everything not nailed down. The problems will have a direct impact every time pvp is being considered, and it will often be ruled out when before the changes, it was feasible. Share this post Link to post Share on other sites
Posted January 14, 2014 The reversed CR sounds okay as long as it doesn't affect pets Share this post Link to post Share on other sites
Posted January 14, 2014 (edited) To those concerned about the mine hop changes discouraging PVP due to risk averse people having a hard time rationalizing excursions... The solution isn't to leave mine hops as they are, its to provide dynamic incentives to going out into the world and exposing ones self to new opportunities of varied circumstance. Edited January 14, 2014 by vigilante716 Share this post Link to post Share on other sites
Posted January 14, 2014 (edited) The reversed CR sounds okay as long as it doesn't affect pets It does, took me forever to kill a boar earlier because it targetted my horse and got reverse gank bonus from 2v1. Meaning this update will make avatars and dragons IMPOSSIBLE to kill lol. Edited January 14, 2014 by Nadroj 1 Share this post Link to post Share on other sites
Posted January 15, 2014 (edited) Crashed, saying divided by o. Unexpected crash while playing The error was: </ by zero> 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:Time is Tue Jan 14 20:36:03 EST 2014Running client version 3.26-5794a [test] === System information ===Executing from C:\Users\USERNAME\Downloads\Operating system: Windows 8 (arch: amd64, version: 6.2)Java version: 1.7.0_45 (Oracle Corporation) <http://java.oracle.com/>Jvm version: 24.45-b08 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]Available CPUs: 2 >>> Main thread exiting.Loading character FarkasLoading config defaultLoading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txtLoading props file C:\Users\USERNAME\wurm\players\Farkas\password.txt>>> LoginFrame queue entry exiting.Saving props file C:\Users\USERNAME\wurm\players\Farkas\password.txtSaving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txtLoaded pack test_sound.jar (r1)Loaded pack test_pmk.jar (r1160)Loaded pack test_graphics.jar (r1649)Options up-to-date!Loading props file C:\Users\USERNAME\wurm\players\Farkas\playerdata.txtLoading props file C:\Users\USERNAME\wurm\players\Farkas\stats.txt Preparing to enable console logging.Now logging to C:\Users\USERNAME\wurm\console.Farkas.log === Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 1censor_chat = truecloud_shadows = falsecollada_animations = 1color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = truecontribution_culling = 150contribution_culling_mobile = 150custim_timer_source = 1customTimer1 = -1|-1customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 1disable_select_all_shortcut = falsedisplay_settings = false:false:0:1280:600:32:-1:false:falseenable_debugs = falseenable_shift_drag = falseenable_vsync = trueengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 2fog_coord_src = 0font_antialias = 2font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 80fps_limit = 60fps_limit_background = 30fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gpu_skinning = truegui_opacity = 3gui_skin = 1has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = truehide_menu_stop = falsehigh_res_binoculars = falsehint_texture_scaling = 1impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 1key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = truelog_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 2mega_texture_size = 4model_loader_thread_priority = 2model_loading_threads = 1multidraw_enabled = 2no_brightness = falseno_terrain_render = falseno_world_render = falsenon_power_of_two = 2occlusion_queries_enabled = 2offscreen_texture_size = 1other_log_rotation = 2outline_picking = truepbuffer_enabled = trueplayer_texture_size = 2reflection_texture_size = 2reflections = 0release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = trueresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 1season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = falseshow_old_quickbar = falsesilent_friends_update = falseskillgain_minimum = 3skillgain_no_alignment = trueskillgain_no_favor = trueskydetail = 0sound_al_gain = 15sound_buzzlevel = 2sound_cache_enabled = truesound_doppler_enabled = falsesound_engine = 2sound_footstepslevel = 10sound_music_level = 5sound_play_ambients = truesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = truesound_play_weather = truesound_play_work = truestipple_enabled = truestructure_render_distance = 1submit_client_data = 1terrain_bump = trueterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 1togglePushToTalk = truetreelist_outline = truetrees = 1update_optional = trueuse_alpha_particles = trueuse_anisotropic_filtering = 0use_antialiasing = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_fbo_reflections = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = trueuse_phobia_models = falseuse_tree_models = trueuse_weather_particles = truevbo_enabled = 2viewport_bob = truewater_detail = 0 Jan 14, 2014 8:39:16 PM class.oj runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=6aecd8f1-76bb-4e3e-bfbc-85a0b442f030, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.26-5794a [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=2097124230]Setting up dotXSI Model LoaderSetting up Collada Model LoaderExecuting C:\Users\USERNAME\wurm\configs\default\keybindings.txtTranslating legacy key ENTER to RETURNTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTJan 14, 2014 8:39:16 PM class.oj runINFO: Event successfully posted to Google Analyticsjava.io.IOException: font.sign not foundat class.li.a(SourceFile:153)at class.is.<clinit>(SourceFile:34)at class.eA.<init>(SourceFile:274)at com.wurmonline.client.h.<init>(SourceFile:175)at com.wurmonline.client.h.a(SourceFile:1447)at class.mO.c(SourceFile:874)at class.mT.actionPerformed(SourceFile:1069)at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)at javax.swing.DefaultButtonModel.setPressed(Unknown Source)at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)at java.awt.Component.processMouseEvent(Unknown Source)at javax.swing.JComponent.processMouseEvent(Unknown Source)at java.awt.Component.processEvent(Unknown Source)at java.awt.Container.processEvent(Unknown Source)at java.awt.Component.dispatchEventImpl(Unknown Source)at java.awt.Container.dispatchEventImpl(Unknown Source)at java.awt.Component.dispatchEvent(Unknown Source)at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)at java.awt.Container.dispatchEventImpl(Unknown Source)at java.awt.Window.dispatchEventImpl(Unknown Source)at java.awt.Component.dispatchEvent(Unknown Source)at java.awt.EventQueue.dispatchEventImpl(Unknown Source)at java.awt.EventQueue.access$200(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue.dispatchEvent(Unknown Source)at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.run(Unknown Source)Word filter loaded: 23java.lang.NullPointerExceptionat class.dq.a(SourceFile:480)at class.dq.a(SourceFile:468)at class.dq.<init>(SourceFile:58)at class.fQ.<init>(SourceFile:13)at class.eA.<init>(SourceFile:450)at com.wurmonline.client.h.<init>(SourceFile:175)at com.wurmonline.client.h.a(SourceFile:1447)at class.mO.c(SourceFile:874)at class.mT.actionPerformed(SourceFile:1069)at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)at javax.swing.DefaultButtonModel.setPressed(Unknown Source)at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)at java.awt.Component.processMouseEvent(Unknown Source)at javax.swing.JComponent.processMouseEvent(Unknown Source)at java.awt.Component.processEvent(Unknown Source)at java.awt.Container.processEvent(Unknown Source)at java.awt.Component.dispatchEventImpl(Unknown Source)at java.awt.Container.dispatchEventImpl(Unknown Source)at java.awt.Component.dispatchEvent(Unknown Source)at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)at java.awt.Container.dispatchEventImpl(Unknown Source)at java.awt.Window.dispatchEventImpl(Unknown Source)at java.awt.Component.dispatchEvent(Unknown Source)at java.awt.EventQueue.dispatchEventImpl(Unknown Source)at java.awt.EventQueue.access$200(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.awt.EventQueue$4.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue.dispatchEvent(Unknown Source)at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.run(Unknown Source)Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 1280:600:0:0 (false) Setting up OpenAL Sound EngineOpenAL version: 1.1 ALSOFT 1.15.1OpenAL renderer: OpenAL SoftOpenAL vendor: OpenAL CommunityOpenAL 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_latencyGenerating: 128 source channels. === OpenGL information ===LWJGL version: 2.9.1Adapter info: igdumd64 (9.17.10.2932)OpenGL vendor: IntelOpenGL renderer: Intel® HD GraphicsOpenGL version: 3.1.0 - Build 9.17.10.2932OpenGL 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_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_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_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_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback 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_EXT_texture_snorm 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_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays 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_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex GLSL version: 1.40 - Intel Build 9.17.10.2932GLSL max vertex uniforms: 512 (512)GLSL max fragment uniforms: 1024 (1024)GLSL max varyings: 41 (41)Intel hardware, enabling experimental GLSL problem workaroundsShader 'shader.white.vertex' log: No errors. Loaded vertex shader shader.white.vertexShader 'shader.white.fragment' log: No errors. Loaded pixel shader shader.white.fragmentProgram 'program.white' link: No errors.Updated attributes for 'program.white': 1 activeUpdating uniforms for 'program.white'Updated uniforms for 'program.white': 0 active (1)Loaded program program.whiteLoaded material material.mesh.defaultShader 'shader.skin_tex0.1_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.1_light.vertexShader 'shader.tex0+light.1_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.1_light.fragmentProgram 'program.skin_tex0.1_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.1_light': 6 activeUpdating uniforms for 'program.skin_tex0.1_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.1_light': 2 active (136)Loaded program program.skin_tex0.1_lightShader 'shader.skin_tex0.2_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.2_light.vertexShader 'shader.tex0+light.2_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.2_light.fragmentProgram 'program.skin_tex0.2_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.2_light': 6 activeUpdating uniforms for 'program.skin_tex0.2_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.2_light': 2 active (136)Loaded program program.skin_tex0.2_lightShader 'shader.skin_tex0.3_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.3_light.vertexShader 'shader.tex0+light.3_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.3_light.fragmentProgram 'program.skin_tex0.3_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.3_light': 6 activeUpdating uniforms for 'program.skin_tex0.3_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.3_light': 2 active (136)Loaded program program.skin_tex0.3_lightShader 'shader.skin_tex0.4_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.4_light.vertexShader 'shader.tex0+light.4_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.4_light.fragmentProgram 'program.skin_tex0.4_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.4_light': 6 activeUpdating uniforms for 'program.skin_tex0.4_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.4_light': 2 active (136)Loaded program program.skin_tex0.4_lightShader 'shader.skin_tex0.5_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.5_light.vertexShader 'shader.tex0+light.5_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.5_light.fragmentProgram 'program.skin_tex0.5_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.5_light': 6 activeUpdating uniforms for 'program.skin_tex0.5_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.5_light': 2 active (136)Loaded program program.skin_tex0.5_lightShader 'shader.skin_tex0.6_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.6_light.vertexShader 'shader.tex0+light.6_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.6_light.fragmentProgram 'program.skin_tex0.6_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.6_light': 6 activeUpdating uniforms for 'program.skin_tex0.6_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.6_light': 2 active (136)Loaded program program.skin_tex0.6_lightShader 'shader.skin_tex0.7_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.7_light.vertexShader 'shader.tex0+light.7_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.7_light.fragmentUnable to link program (program.skin_tex0.7_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.skin : program.skin_tex0.7_lightShader 'shader.skin_tex0.8_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.8_light.vertexShader 'shader.tex0+light.8_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.8_light.fragmentUnable to link program (program.skin_tex0.8_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.skin : program.skin_tex0.8_lightLoaded material material.mesh.skinShader 'shader.skin_solid.vertex' log: No errors. Loaded vertex shader shader.skin_solid.vertexShader 'shader.col.fragment' log: No errors. Loaded pixel shader shader.col.fragmentProgram 'program.skin_solid' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_solid': 4 activeUpdating uniforms for 'program.skin_solid' Single: bones : loc 23724032 : type 35666 : size 200Updated uniforms for 'program.skin_solid': 1 active (2)Loaded program program.skin_solidLoaded material material.mesh.skin_solidShader 'shader.tex0+light+rarity.1_light.fragment' log: WARNING: 0:83: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:106: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.1_light.fragmentProgram 'program.skin_tex0_rare.1_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.1_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.1_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.1_light': 4 active (138)Loaded program program.skin_tex0_rare.1_lightShader 'shader.tex0+light+rarity.2_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.2_light.fragmentProgram 'program.skin_tex0_rare.2_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.2_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.2_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.2_light': 4 active (138)Loaded program program.skin_tex0_rare.2_lightShader 'shader.tex0+light+rarity.3_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.3_light.fragmentProgram 'program.skin_tex0_rare.3_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.3_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.3_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.3_light': 4 active (138)Loaded program program.skin_tex0_rare.3_lightShader 'shader.tex0+light+rarity.4_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.4_light.fragmentProgram 'program.skin_tex0_rare.4_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.4_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.4_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.4_light': 4 active (138)Loaded program program.skin_tex0_rare.4_lightShader 'shader.tex0+light+rarity.5_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.5_light.fragmentProgram 'program.skin_tex0_rare.5_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.5_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.5_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.5_light': 4 active (138)Loaded program program.skin_tex0_rare.5_lightShader 'shader.tex0+light+rarity.6_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.6_light.fragmentProgram 'program.skin_tex0_rare.6_light' link: No errors.Bind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.6_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.6_light' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.6_light': 4 active (138)Loaded program program.skin_tex0_rare.6_lightShader 'shader.skin_tex0.7_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.7_light.vertexShader 'shader.tex0+light+rarity.7_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.7_light.fragmentUnable to link program (program.skin_tex0_rare.7_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.7_lightShader 'shader.skin_tex0.8_light.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.8_light.vertexShader 'shader.tex0+light+rarity.8_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.8_light.fragmentUnable to link program (program.skin_tex0_rare.8_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.8_lightLoaded material material.mesh.skin_rareShader 'shader.static_tex0.1_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.1_light.vertexProgram 'program.static_tex0.1_light' link: No errors.Updated attributes for 'program.static_tex0.1_light': 4 activeUpdating uniforms for 'program.static_tex0.1_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.1_light': 1 active (135)Loaded program program.static_tex0.1_lightShader 'shader.static_tex0.2_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.2_light.vertexProgram 'program.static_tex0.2_light' link: No errors.Updated attributes for 'program.static_tex0.2_light': 4 activeUpdating uniforms for 'program.static_tex0.2_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.2_light': 1 active (135)Loaded program program.static_tex0.2_lightShader 'shader.static_tex0.3_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.3_light.vertexProgram 'program.static_tex0.3_light' link: No errors.Updated attributes for 'program.static_tex0.3_light': 4 activeUpdating uniforms for 'program.static_tex0.3_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.3_light': 1 active (135)Loaded program program.static_tex0.3_lightShader 'shader.static_tex0.4_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.4_light.vertexProgram 'program.static_tex0.4_light' link: No errors.Updated attributes for 'program.static_tex0.4_light': 4 activeUpdating uniforms for 'program.static_tex0.4_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.4_light': 1 active (135)Loaded program program.static_tex0.4_lightShader 'shader.static_tex0.5_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.5_light.vertexProgram 'program.static_tex0.5_light' link: No errors.Updated attributes for 'program.static_tex0.5_light': 4 activeUpdating uniforms for 'program.static_tex0.5_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.5_light': 1 active (135)Loaded program program.static_tex0.5_lightShader 'shader.static_tex0.6_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.6_light.vertexProgram 'program.static_tex0.6_light' link: No errors.Updated attributes for 'program.static_tex0.6_light': 4 activeUpdating uniforms for 'program.static_tex0.6_light' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.static_tex0.6_light': 1 active (135)Loaded program program.static_tex0.6_lightShader 'shader.static_tex0.7_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.7_light.vertexShader 'shader.tex0+light.7_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.7_light.fragmentUnable to link program (program.static_tex0.7_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.static : program.static_tex0.7_lightShader 'shader.static_tex0.8_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.8_light.vertexShader 'shader.tex0+light.8_light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.8_light.fragmentUnable to link program (program.static_tex0.8_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.static : program.static_tex0.8_lightLoaded material material.mesh.staticShader 'shader.static_solid.vertex' log: No errors. Loaded vertex shader shader.static_solid.vertexProgram 'program.static_solid' link: No errors.Updated attributes for 'program.static_solid': 2 activeUpdating uniforms for 'program.static_solid'Updated uniforms for 'program.static_solid': 0 active (1)Loaded program program.static_solidLoaded material material.mesh.static_solidProgram 'program.static_tex0_rare.1_light' link: No errors.Updated attributes for 'program.static_tex0_rare.1_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.1_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.1_light': 3 active (137)Loaded program program.static_tex0_rare.1_lightProgram 'program.static_tex0_rare.2_light' link: No errors.Updated attributes for 'program.static_tex0_rare.2_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.2_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.2_light': 3 active (137)Loaded program program.static_tex0_rare.2_lightProgram 'program.static_tex0_rare.3_light' link: No errors.Updated attributes for 'program.static_tex0_rare.3_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.3_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.3_light': 3 active (137)Loaded program program.static_tex0_rare.3_lightProgram 'program.static_tex0_rare.4_light' link: No errors.Updated attributes for 'program.static_tex0_rare.4_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.4_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.4_light': 3 active (137)Loaded program program.static_tex0_rare.4_lightProgram 'program.static_tex0_rare.5_light' link: No errors.Updated attributes for 'program.static_tex0_rare.5_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.5_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.5_light': 3 active (137)Loaded program program.static_tex0_rare.5_lightProgram 'program.static_tex0_rare.6_light' link: No errors.Updated attributes for 'program.static_tex0_rare.6_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.6_light' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.6_light': 3 active (137)Loaded program program.static_tex0_rare.6_lightShader 'shader.static_tex0.7_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.7_light.vertexShader 'shader.tex0+light+rarity.7_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.7_light.fragmentUnable to link program (program.static_tex0_rare.7_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.7_lightShader 'shader.static_tex0.8_light.vertex' log: No errors. Loaded vertex shader shader.static_tex0.8_light.vertexShader 'shader.tex0+light+rarity.8_light.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.8_light.fragmentUnable to link program (program.static_tex0_rare.8_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.8_lightLoaded material material.mesh.static_rareShader 'shader.tex0.vertex' log: No errors. Loaded vertex shader shader.tex0.vertexShader 'shader.tex0.fragment' log: No errors. Loaded pixel shader shader.tex0.fragmentProgram 'program.tex0' link: No errors.Updated attributes for 'program.tex0': 2 activeUpdating uniforms for 'program.tex0' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.tex0': 1 active (2)Loaded program program.tex0Loaded material material.mesh.tex0Shader 'shader.vegetation.vertex' log: No errors. Loaded vertex shader shader.vegetation.vertexShader 'shader.tex0+col.fragment' log: No errors. Loaded pixel shader shader.tex0+col.fragmentProgram 'program.vegetation' link: No errors.Updated attributes for 'program.vegetation': 4 activeUpdating uniforms for 'program.vegetation' Single: tex0 : loc 23724032 : type 35678 : size 1Updated uniforms for 'program.vegetation': 1 active (130)Loaded program program.vegetationLoaded material material.mesh.vegetationShader 'shader.grass.1_light.vertex' log: No errors. Loaded vertex shader shader.grass.1_light.vertexProgram 'program.grass.1_light' link: No errors.Updated attributes for 'program.grass.1_light': 5 activeUpdating uniforms for 'program.grass.1_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.1_light': 3 active (132)Loaded program program.grass.1_lightShader 'shader.grass.2_light.vertex' log: No errors. Loaded vertex shader shader.grass.2_light.vertexProgram 'program.grass.2_light' link: No errors.Updated attributes for 'program.grass.2_light': 5 activeUpdating uniforms for 'program.grass.2_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.2_light': 3 active (132)Loaded program program.grass.2_lightShader 'shader.grass.3_light.vertex' log: No errors. Loaded vertex shader shader.grass.3_light.vertexProgram 'program.grass.3_light' link: No errors.Updated attributes for 'program.grass.3_light': 5 activeUpdating uniforms for 'program.grass.3_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.3_light': 3 active (132)Loaded program program.grass.3_lightShader 'shader.grass.4_light.vertex' log: No errors. Loaded vertex shader shader.grass.4_light.vertexProgram 'program.grass.4_light' link: No errors.Updated attributes for 'program.grass.4_light': 5 activeUpdating uniforms for 'program.grass.4_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.4_light': 3 active (132)Loaded program program.grass.4_lightShader 'shader.grass.5_light.vertex' log: No errors. Loaded vertex shader shader.grass.5_light.vertexProgram 'program.grass.5_light' link: No errors.Updated attributes for 'program.grass.5_light': 5 activeUpdating uniforms for 'program.grass.5_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.5_light': 3 active (132)Loaded program program.grass.5_lightShader 'shader.grass.6_light.vertex' log: No errors. Loaded vertex shader shader.grass.6_light.vertexProgram 'program.grass.6_light' link: No errors.Updated attributes for 'program.grass.6_light': 5 activeUpdating uniforms for 'program.grass.6_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.6_light': 3 active (132)Loaded program program.grass.6_lightShader 'shader.grass.7_light.vertex' log: No errors. Loaded vertex shader shader.grass.7_light.vertexProgram 'program.grass.7_light' link: No errors.Updated attributes for 'program.grass.7_light': 5 activeUpdating uniforms for 'program.grass.7_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.7_light': 3 active (132)Loaded program program.grass.7_lightShader 'shader.grass.8_light.vertex' log: No errors. Loaded vertex shader shader.grass.8_light.vertexProgram 'program.grass.8_light' link: No errors.Updated attributes for 'program.grass.8_light': 5 activeUpdating uniforms for 'program.grass.8_light' Single: time : loc 23724032 : type 35666 : size 1 Single: wind : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.grass.8_light': 3 active (132)Loaded program program.grass.8_lightLoaded material material.mesh.grassShader 'shader.terrain.1_light.vertex' log: No errors. Loaded vertex shader shader.terrain.1_light.vertexShader 'shader.terrain.1_light.fragment' log: No errors. Loaded pixel shader shader.terrain.1_light.fragmentProgram 'program.terrain.1_light' link: No errors.Updated attributes for 'program.terrain.1_light': 5 activeUpdating uniforms for 'program.terrain.1_light' Single: tex1 : loc 23724032 : type 35678 : size 1 Single: shadowUVScale : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.terrain.1_light': 3 active (114)Loaded program program.terrain.1_lightShader 'shader.terrain.2_light.vertex' log: No errors. Loaded vertex shader shader.terrain.2_light.vertexShader 'shader.terrain.2_light.fragment' log: No errors. Loaded pixel shader shader.terrain.2_light.fragmentProgram 'program.terrain.2_light' link: No errors.Updated attributes for 'program.terrain.2_light': 5 activeUpdating uniforms for 'program.terrain.2_light' Single: tex1 : loc 23724032 : type 35678 : size 1 Single: shadowUVScale : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.terrain.2_light': 3 active (114)Loaded program program.terrain.2_lightShader 'shader.terrain.3_light.vertex' log: No errors. Loaded vertex shader shader.terrain.3_light.vertexShader 'shader.terrain.3_light.fragment' log: No errors. Loaded pixel shader shader.terrain.3_light.fragmentProgram 'program.terrain.3_light' link: No errors.Updated attributes for 'program.terrain.3_light': 5 activeUpdating uniforms for 'program.terrain.3_light' Single: tex1 : loc 23724032 : type 35678 : size 1 Single: shadowUVScale : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.terrain.3_light': 3 active (114)Loaded program program.terrain.3_lightShader 'shader.terrain.4_light.vertex' log: No errors. Loaded vertex shader shader.terrain.4_light.vertexShader 'shader.terrain.4_light.fragment' log: No errors. Loaded pixel shader shader.terrain.4_light.fragmentProgram 'program.terrain.4_light' link: No errors.Updated attributes for 'program.terrain.4_light': 5 activeUpdating uniforms for 'program.terrain.4_light' Single: tex1 : loc 23724032 : type 35678 : size 1 Single: shadowUVScale : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.terrain.4_light': 3 active (114)Loaded program program.terrain.4_lightShader 'shader.terrain.5_light.vertex' log: No errors. Loaded vertex shader shader.terrain.5_light.vertexShader 'shader.terrain.5_light.fragment' log: No errors. Loaded pixel shader shader.terrain.5_light.fragmentProgram 'program.terrain.5_light' link: No errors.Updated attributes for 'program.terrain.5_light': 5 activeUpdating uniforms for 'program.terrain.5_light' Single: tex1 : loc 23724032 : type 35678 : size 1 Single: shadowUVScale : loc 23789568 : type 35666 : size 1 Single: tex0 : loc 23855104 : type 35678 : size 1Updated uniforms for 'program.terrain.5_light': 3 active (114)Loaded program program.terrain.5_lightShader 'shader.terrain.6_light.vertex' log: No errors. Loaded vertex shader shader.terrain.6_light.vertexShader 'shader.terrain.6_light.fragment' log: No errors. Loaded pixel shader shader.terrain.6_light.fragmentUnable to link program (program.terrain.6_light): class.jY: Unable to load material program: material.terrain.bumpmap : program.terrain.6_lightShader 'shader.terrain.7_light.vertex' log: No errors. Loaded vertex shader shader.terrain.7_light.vertexShader 'shader.terrain.7_light.fragment' log: No errors. Loaded pixel shader shader.terrain.7_light.fragmentUnable to link program (program.terrain.7_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.terrain.bumpmap : program.terrain.7_lightShader 'shader.terrain.8_light.vertex' log: No errors. Loaded vertex shader shader.terrain.8_light.vertexShader 'shader.terrain.8_light.fragment' log: No errors. Loaded pixel shader shader.terrain.8_light.fragmentUnable to link program (program.terrain.8_light): class.jY: Not enough space for defined varyings.Unable to load material program: material.terrain.bumpmap : program.terrain.8_lightLoaded material material.terrain.bumpmapLaunching dotXSI Model Loader threadsLaunching Collada Model Loader threadsStarting workaround for fast running clocksUsing LWJGL timer.Initialized mouse with 5 buttons.Experimental direct buffer cleaner init successfulStartup Phase - Setting up..Initializing font texture for SansSerif (11). Texture Size: 512Initializing font texture for SansSerif (11, italic). Texture Size: 128Loading window positions from C:\Users\USERNAME\wurm\players\Farkas\windows_1280x600.txtLoading props file C:\Users\USERNAME\wurm\players\Farkas\windows_1280x600.txtNo position data stored for notificationGui initializedStartup Phase - Preparing terrainShader 'shader.water.vertex' log: No errors. Loaded vertex shader shader.water.vertexShader 'shader.water.fragment' log: WARNING: 0:25: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.water.fragmentProgram 'program.water' link: No errors.Updated attributes for 'program.water': 1 activeUpdating uniforms for 'program.water' Single: eyeCoord : loc 23724032 : type 35665 : size 1 Single: windDirAndForce : loc 23789568 : type 35665 : size 1 Single: normalTex : loc 23855104 : type 35678 : size 1 Single: reflectionTex : loc 23920640 : type 35678 : size 1Updated uniforms for 'program.water': 4 active (6)Loaded program program.waterStartup Phase - Connecting ..Disabling NaglesWriting to C:\Users\USERNAME\wurm\players\Farkas\test_logs\_Event.2014-01.txtLogin successfulExecuting C:\Users\USERNAME\wurm\configs\default\autorun.txtJan 14, 2014 8:39:31 PM class.oj runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=6aecd8f1-76bb-4e3e-bfbc-85a0b442f030, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.26-5794a [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=2097124230]Jan 14, 2014 8:39:31 PM class.oj runINFO: Event successfully posted to Google AnalyticsStarting update of login splash image...Finished loading new login splash image!Initializing font texture for SansSerif (11, bold). Texture Size: 128No mapping found for hair7Execution aborted at connection 1, iteration 316Run time 14s, local time Tue Jan 14 20:39:46 EST 2014Destroying game window====== CLIENT CRASH ======Unexpected crash while playingjava.lang.ArithmeticException: / by zeroat com.wurmonline.client.l.a(SourceFile:343)at com.wurmonline.client.h.e(SourceFile:328)at com.wurmonline.client.h.run(SourceFile:1464)at java.lang.Thread.run(Unknown Source) Edited January 15, 2014 by Farkas Share this post Link to post Share on other sites
Posted January 15, 2014 Because realism should never come before game balance. Again, if you make it so archers need to take their helm off you basically make archery useless since you'll just get faceshot and drop instantly. Faceshots were a huge issue before when there was no way to protect your face and that's the entire reason that great helms protect your face. Doesn't effect me since I don't use a great helm and have the ruler gear but it's a dumb change, anyone who PvP's can see that - please don't listen to people who don't PvP and implement this. R.I.P addy great helms XC Share this post Link to post Share on other sites
Posted January 15, 2014 Why not do it so that you can't wear plate entirely while shooting with a bow, and then there's a cooldown timer on equipping armor, lets say 2 minutes or something. Share this post Link to post Share on other sites
Posted January 15, 2014 As I mentioned somewhere add a cooldown between using archery to using spells to blocking/parrying effectively 20 seconds after use, eg 40% effectiveness so you can't fast swap between "classes" rather than the pay to archer issue now on chaos and slightly on epic* Share this post Link to post Share on other sites
Posted January 15, 2014 Wait, we have a pay to archer problem on Chaos? First i heard of it! Maybe you should PvP some more Fooli before commenting on things like this o.o Share this post Link to post Share on other sites
Posted January 15, 2014 http://forum.wurmonline.com/index.php?/topic/94169-client-and-server-updates/?p=946232 Summer hats. Update - This hat has an additional feature due to recent changes! It is a great helm that you can wear and do archery with at the same time! Only two hours left to get your hands on this rare item (unless extended by late bids in the last hour) Sold for 165 euros as an undropable high ql great helm that allows archery while wearing. I don't need to PVP to read peoples issues on such or see the obvious issue with it. Share this post Link to post Share on other sites
Posted January 15, 2014 (edited) So... like 4 people have a summer hat which allows them to archer with it on....by that means PMKs are "pay to archer"too since the crown allows it too. I dont even.... you make 0 sense. Edited January 15, 2014 by Redd Share this post Link to post Share on other sites
Posted January 15, 2014 http://forum.wurmonline.com/index.php?/topic/94169-client-and-server-updates/?p=946232 Summer hats. Sold for 165 euros as an undropable high ql great helm that allows archery while wearing. I don't need to PVP to read peoples issues on such or see the obvious issue with it. Thats also a lucky change and i assume not deliberate, don't worrie soon archery will be fixed back cause there was no issue with archery. There have been issue with server positioning to prevent you defending against it (e.g. Boat battles kinda buggy with archery) Other than that the only issue with archery is the complete lack of want to make decent ql arrows as it TAKES FOR EVER that in itself is a balance unless your idk... then arrows are your thing. Share this post Link to post Share on other sites
Posted January 15, 2014 Afaik the summer hat does provide eye protection; though, no idea if the archery restriction affects them too. However its not like theres a significant amount out there. Less than a handful at best. Share this post Link to post Share on other sites
Posted January 16, 2014 Please make the scale pieces made out of bronze. Hell, make all the new armor types have something to do with metallurgy...and not just steel. 10 Share this post Link to post Share on other sites
Posted January 16, 2014 Has anyone tested how well pets work in regard to the reverse gank thing? In other words, if you grab a bear or something on your way to a fight, could that potentially hurt you more than it helps you? Share this post Link to post Share on other sites
Posted January 17, 2014 Now that theres protections listed for armors... Balance out weapons and give us the damage output of all weapons and what type of damage they do. Share this post Link to post Share on other sites
Posted January 21, 2014 (edited) I made a small table from the data that was posted in Armour page (% of damage blocked by armour at top Ql) and the number of attack that land without glancing on Armours. While this does not represent all the data (higher swing timers at the lower armours and such, etc) it shows a little bit into the valid counters with the new update. Hopefully it helps someone with testing and/or gives a little bit of insight on how it might perform. Hopefully the table will explain itself, if not poke me and i might explain equasions behind into more detail. TL;DR: The more points the worse it performs. The one with lowest points is the best at that specific way of attack. Example: Chain migitates 55% of damage, 45% land. atslash per 100 hits it ammounts to 1800 points of damage. Plate migitates 70% of damage, 30% lands. at 100 swings in slash that does 2250 points of damage. Disregarding everything else in slashing combat chain is valid counter to plate. Plate on the other hand counters chain heavily in piercing, etc. Values of new armour in damage migitation unknown at this time so NaN. Edit: Addes the Effective blocking values in % and marked the armour that comes out on top with Green / The armour that comes out worst in Red. Dragon armour not marked. Edited January 22, 2014 by theoldknight1701 6 Share this post Link to post Share on other sites
Posted January 28, 2014 What about protection for your head? Armor pieces and Helmets seem to have always been different in protections. For a long time the best helm to wear was just a great helm, with the armor changes will this also change? Share this post Link to post Share on other sites
Posted January 30, 2014 What about protection for your head? Armor pieces and Helmets seem to have always been different in protections. For a long time the best helm to wear was just a great helm, with the armor changes will this also change? Still a great/basinet helm because they're the only things that protect the face/eyes. Share this post Link to post Share on other sites