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RedBaron_Johan

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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. :/

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Posted · Hidden by Seara, January 13, 2014 - Spam
Hidden by Seara, January 13, 2014 - Spam

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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. 


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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.     

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The reversed CR sounds okay as long as it doesn't affect pets


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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 by vigilante716

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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 by Nadroj
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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 2014

Running 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 Farkas

Loading config default

Loading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt

Loading props file C:\Users\USERNAME\wurm\players\Farkas\password.txt

>>> LoginFrame queue entry exiting.

Saving props file C:\Users\USERNAME\wurm\players\Farkas\password.txt

Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt

Loaded 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.txt

Loading 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 = 0

auto_mipmaps_enabled = 2

auto_run_source = 0

cavedetail = 1

censor_chat = true

cloud_shadows = false

collada_animations = 1

color_black = 0.0,0.0,0.0

color_cyan = 0.0,1.0,1.0

color_error = 1.0,0.3,0.3

color_fuchsia = 1.0,0.0,1.0

color_green = 0.08,1.0,0.08

color_grey = 0.5,0.5,0.5

color_lime = 0.0,1.0,0.0

color_maroon = 0.5,0.0,0.0

color_navy_blue = 0.23,0.39,1.0

color_orange = 1.0,0.5,0.0

color_purple = 0.5,0.0,0.5

color_red = 1.0,0.0,0.0

color_royal_blue = 0.23,0.39,1.0

color_silver = 0.75,0.75,0.75

color_system = 0.5,1.0,0.5

color_teal = 0.0,0.5,0.5

color_white = 1.0,1.0,1.0

color_yellow = 1.0,1.0,0.0

compressed_textures = false

compressed_textures_S3TC = true

contribution_culling = 150

contribution_culling_mobile = 150

custim_timer_source = 1

customTimer1 = -1|-1

customTimer2 = -1|-1

customTimer3 = -1|-1

customTimer4 = -1|-1

customTimer5 = -1|-1

debug_mode = false

depth_clamp_enabled = 1

disable_select_all_shortcut = false

display_settings = false:false:0:1280:600:32:-1:false:false

enable_debugs = false

enable_shift_drag = false

enable_vsync = true

engine_multithreaded = 0

event_log_rotation = 2

exec_source = 0

fast_yield = false

fbo_enabled = 2

fog_coord_src = 0

font_antialias = 2

font_bold = 11

font_default = 11

font_header = 24

font_italian = 11

font_monospaced = 11

font_static = 11

fov_horizontal = 80

fps_limit = 60

fps_limit_background = 30

fps_limit_enabled = true

game_client_thread_priority = 2

glsl_enabled = 2

gpu_skinning = true

gui_opacity = 3

gui_skin = 1

has_read_eula = true

hide_inactive_friends = false

hide_menu_examine = false

hide_menu_no_target = false

hide_menu_spam_mode = true

hide_menu_stop = false

high_res_binoculars = false

hint_texture_scaling = 1

impColumn = true

inverse_mouse = false

irc_log_rotation = 2

irc_notif = 0

item_creature_render_distance = 1

key_bindings_source = 0

keyboard_layout = 0

loadInventoryStartup = true

local_list_in_event = true

log_extra_errors = false

log_gl_errors = false

mark_text_read = true

material_as_suffix = true

max_texture_size = 2

mega_texture_size = 4

model_loader_thread_priority = 2

model_loading_threads = 1

multidraw_enabled = 2

no_brightness = false

no_terrain_render = false

no_world_render = false

non_power_of_two = 2

occlusion_queries_enabled = 2

offscreen_texture_size = 1

other_log_rotation = 2

outline_picking = true

pbuffer_enabled = true

player_texture_size = 2

reflection_texture_size = 2

reflections = 0

release_context = false

release_context_on_jogl_sleep = false

remember_password = true

render_distant_terrain = true

render_glow = false

render_sun_glare = true

resident_models = false

save_skills_on_quit = false

screenshot_file_format = 1

season_override = 0

send_extra_tile_data = false

setting_timestamps = true

settings_version = 3

shadow_level = 0

shift_drag_default = 10

showKChat = true

show_body_in_inventory = false

show_old_quickbar = false

silent_friends_update = false

skillgain_minimum = 3

skillgain_no_alignment = true

skillgain_no_favor = true

skydetail = 0

sound_al_gain = 15

sound_buzzlevel = 2

sound_cache_enabled = true

sound_doppler_enabled = false

sound_engine = 2

sound_footstepslevel = 10

sound_music_level = 5

sound_play_ambients = true

sound_play_buzz = true

sound_play_combat = true

sound_play_door = true

sound_play_emotes = true

sound_play_footsteps = true

sound_play_music = true

sound_play_weather = true

sound_play_work = true

stipple_enabled = true

structure_render_distance = 1

submit_client_data = 1

terrain_bump = true

terrain_res = 1

test_attach_equipment = false

test_mode = 0

tile_transitions = true

tiledecorations = 1

togglePushToTalk = true

treelist_outline = true

trees = 1

update_optional = true

use_alpha_particles = true

use_anisotropic_filtering = 0

use_antialiasing = 0

use_color_picking = true

use_fast_clock_work_around = true

use_fbo_color_picking = true

use_fbo_reflections = true

use_nagles_algorithm = false

use_nano_timer = false

use_non_alpha_particles = true

use_phobia_models = false

use_tree_models = true

use_weather_particles = true

vbo_enabled = 2

viewport_bob = true

water_detail = 0

 

Jan 14, 2014 8:39:16 PM class.oj run

INFO: 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 Loader

Setting up Collada Model Loader

Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt

Translating legacy key ENTER to RETURN

Translating legacy key PAGE_UP to PRIOR

Translating legacy key PAGE_DOWN to NEXT

Jan 14, 2014 8:39:16 PM class.oj run

INFO: Event successfully posted to Google Analytics

java.io.IOException: font.sign not found

at 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: 23

java.lang.NullPointerException

at 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 Engine

OpenAL version: 1.1 ALSOFT 1.15.1

OpenAL renderer: OpenAL Soft

OpenAL vendor: OpenAL Community

OpenAL 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_latency

Generating: 128 source channels.

 

=== OpenGL information ===

LWJGL version: 2.9.1

Adapter info: igdumd64 (9.17.10.2932)

OpenGL vendor: Intel

OpenGL renderer: Intel® HD Graphics

OpenGL version: 3.1.0 - Build 9.17.10.2932

OpenGL 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 9.17.10.2932

GLSL max vertex uniforms: 512 (512)

GLSL max fragment uniforms: 1024 (1024)

GLSL max varyings: 41 (41)

Intel hardware, enabling experimental GLSL problem workarounds

Shader 'shader.white.vertex' log: No errors.

 

Loaded vertex shader shader.white.vertex

Shader 'shader.white.fragment' log: No errors.

 

Loaded pixel shader shader.white.fragment

Program 'program.white' link: No errors.

Updated attributes for 'program.white': 1 active

Updating uniforms for 'program.white'

Updated uniforms for 'program.white': 0 active (1)

Loaded program program.white

Loaded material material.mesh.default

Shader 'shader.skin_tex0.1_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.1_light.vertex

Shader 'shader.tex0+light.1_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.1_light.fragment

Program 'program.skin_tex0.1_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.1_light': 6 active

Updating uniforms for 'program.skin_tex0.1_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.1_light': 2 active (136)

Loaded program program.skin_tex0.1_light

Shader 'shader.skin_tex0.2_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.2_light.vertex

Shader 'shader.tex0+light.2_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.2_light.fragment

Program 'program.skin_tex0.2_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.2_light': 6 active

Updating uniforms for 'program.skin_tex0.2_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.2_light': 2 active (136)

Loaded program program.skin_tex0.2_light

Shader 'shader.skin_tex0.3_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.3_light.vertex

Shader 'shader.tex0+light.3_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.3_light.fragment

Program 'program.skin_tex0.3_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.3_light': 6 active

Updating uniforms for 'program.skin_tex0.3_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.3_light': 2 active (136)

Loaded program program.skin_tex0.3_light

Shader 'shader.skin_tex0.4_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.4_light.vertex

Shader 'shader.tex0+light.4_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.4_light.fragment

Program 'program.skin_tex0.4_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.4_light': 6 active

Updating uniforms for 'program.skin_tex0.4_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.4_light': 2 active (136)

Loaded program program.skin_tex0.4_light

Shader 'shader.skin_tex0.5_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.5_light.vertex

Shader 'shader.tex0+light.5_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.5_light.fragment

Program 'program.skin_tex0.5_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.5_light': 6 active

Updating uniforms for 'program.skin_tex0.5_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.5_light': 2 active (136)

Loaded program program.skin_tex0.5_light

Shader 'shader.skin_tex0.6_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.6_light.vertex

Shader 'shader.tex0+light.6_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.6_light.fragment

Program 'program.skin_tex0.6_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0.6_light': 6 active

Updating uniforms for 'program.skin_tex0.6_light'

  Single: bones : loc 23724032 : type 35666 : size 200

  Single: tex0 : loc 23789568 : type 35678 : size 1

Updated uniforms for 'program.skin_tex0.6_light': 2 active (136)

Loaded program program.skin_tex0.6_light

Shader 'shader.skin_tex0.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.7_light.vertex

Shader 'shader.tex0+light.7_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.7_light.fragment

Unable 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_light

Shader 'shader.skin_tex0.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.8_light.vertex

Shader 'shader.tex0+light.8_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.8_light.fragment

Unable 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_light

Loaded material material.mesh.skin

Shader 'shader.skin_solid.vertex' log: No errors.

 

Loaded vertex shader shader.skin_solid.vertex

Shader 'shader.col.fragment' log: No errors.

 

Loaded pixel shader shader.col.fragment

Program 'program.skin_solid' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_solid': 4 active

Updating uniforms for 'program.skin_solid'

  Single: bones : loc 23724032 : type 35666 : size 200

Updated uniforms for 'program.skin_solid': 1 active (2)

Loaded program program.skin_solid

Loaded material material.mesh.skin_solid

Shader '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.fragment

Program 'program.skin_tex0_rare.1_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.1_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.1_light': 4 active (138)

Loaded program program.skin_tex0_rare.1_light

Shader '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.fragment

Program 'program.skin_tex0_rare.2_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.2_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.2_light': 4 active (138)

Loaded program program.skin_tex0_rare.2_light

Shader '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.fragment

Program 'program.skin_tex0_rare.3_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.3_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.3_light': 4 active (138)

Loaded program program.skin_tex0_rare.3_light

Shader '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.fragment

Program 'program.skin_tex0_rare.4_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.4_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.4_light': 4 active (138)

Loaded program program.skin_tex0_rare.4_light

Shader '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.fragment

Program 'program.skin_tex0_rare.5_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.5_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.5_light': 4 active (138)

Loaded program program.skin_tex0_rare.5_light

Shader '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.fragment

Program 'program.skin_tex0_rare.6_light' link: No errors.

Bind attribute: vIndex

Bind attribute: vWeight

Updated attributes for 'program.skin_tex0_rare.6_light': 6 active

Updating 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 1

Updated uniforms for 'program.skin_tex0_rare.6_light': 4 active (138)

Loaded program program.skin_tex0_rare.6_light

Shader 'shader.skin_tex0.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.7_light.vertex

Shader '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.fragment

Unable 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_light

Shader 'shader.skin_tex0.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.skin_tex0.8_light.vertex

Shader '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.fragment

Unable 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_light

Loaded material material.mesh.skin_rare

Shader 'shader.static_tex0.1_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.1_light.vertex

Program 'program.static_tex0.1_light' link: No errors.

Updated attributes for 'program.static_tex0.1_light': 4 active

Updating uniforms for 'program.static_tex0.1_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.1_light': 1 active (135)

Loaded program program.static_tex0.1_light

Shader 'shader.static_tex0.2_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.2_light.vertex

Program 'program.static_tex0.2_light' link: No errors.

Updated attributes for 'program.static_tex0.2_light': 4 active

Updating uniforms for 'program.static_tex0.2_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.2_light': 1 active (135)

Loaded program program.static_tex0.2_light

Shader 'shader.static_tex0.3_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.3_light.vertex

Program 'program.static_tex0.3_light' link: No errors.

Updated attributes for 'program.static_tex0.3_light': 4 active

Updating uniforms for 'program.static_tex0.3_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.3_light': 1 active (135)

Loaded program program.static_tex0.3_light

Shader 'shader.static_tex0.4_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.4_light.vertex

Program 'program.static_tex0.4_light' link: No errors.

Updated attributes for 'program.static_tex0.4_light': 4 active

Updating uniforms for 'program.static_tex0.4_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.4_light': 1 active (135)

Loaded program program.static_tex0.4_light

Shader 'shader.static_tex0.5_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.5_light.vertex

Program 'program.static_tex0.5_light' link: No errors.

Updated attributes for 'program.static_tex0.5_light': 4 active

Updating uniforms for 'program.static_tex0.5_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.5_light': 1 active (135)

Loaded program program.static_tex0.5_light

Shader 'shader.static_tex0.6_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.6_light.vertex

Program 'program.static_tex0.6_light' link: No errors.

Updated attributes for 'program.static_tex0.6_light': 4 active

Updating uniforms for 'program.static_tex0.6_light'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.static_tex0.6_light': 1 active (135)

Loaded program program.static_tex0.6_light

Shader 'shader.static_tex0.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.7_light.vertex

Shader 'shader.tex0+light.7_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.7_light.fragment

Unable 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_light

Shader 'shader.static_tex0.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.8_light.vertex

Shader 'shader.tex0+light.8_light.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+light.8_light.fragment

Unable 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_light

Loaded material material.mesh.static

Shader 'shader.static_solid.vertex' log: No errors.

 

Loaded vertex shader shader.static_solid.vertex

Program 'program.static_solid' link: No errors.

Updated attributes for 'program.static_solid': 2 active

Updating uniforms for 'program.static_solid'

Updated uniforms for 'program.static_solid': 0 active (1)

Loaded program program.static_solid

Loaded material material.mesh.static_solid

Program 'program.static_tex0_rare.1_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.1_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.1_light': 3 active (137)

Loaded program program.static_tex0_rare.1_light

Program 'program.static_tex0_rare.2_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.2_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.2_light': 3 active (137)

Loaded program program.static_tex0_rare.2_light

Program 'program.static_tex0_rare.3_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.3_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.3_light': 3 active (137)

Loaded program program.static_tex0_rare.3_light

Program 'program.static_tex0_rare.4_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.4_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.4_light': 3 active (137)

Loaded program program.static_tex0_rare.4_light

Program 'program.static_tex0_rare.5_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.5_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.5_light': 3 active (137)

Loaded program program.static_tex0_rare.5_light

Program 'program.static_tex0_rare.6_light' link: No errors.

Updated attributes for 'program.static_tex0_rare.6_light': 4 active

Updating 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 1

Updated uniforms for 'program.static_tex0_rare.6_light': 3 active (137)

Loaded program program.static_tex0_rare.6_light

Shader 'shader.static_tex0.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.7_light.vertex

Shader '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.fragment

Unable 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_light

Shader 'shader.static_tex0.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.static_tex0.8_light.vertex

Shader '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.fragment

Unable 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_light

Loaded material material.mesh.static_rare

Shader 'shader.tex0.vertex' log: No errors.

 

Loaded vertex shader shader.tex0.vertex

Shader 'shader.tex0.fragment' log: No errors.

 

Loaded pixel shader shader.tex0.fragment

Program 'program.tex0' link: No errors.

Updated attributes for 'program.tex0': 2 active

Updating uniforms for 'program.tex0'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.tex0': 1 active (2)

Loaded program program.tex0

Loaded material material.mesh.tex0

Shader 'shader.vegetation.vertex' log: No errors.

 

Loaded vertex shader shader.vegetation.vertex

Shader 'shader.tex0+col.fragment' log: No errors.

 

Loaded pixel shader shader.tex0+col.fragment

Program 'program.vegetation' link: No errors.

Updated attributes for 'program.vegetation': 4 active

Updating uniforms for 'program.vegetation'

  Single: tex0 : loc 23724032 : type 35678 : size 1

Updated uniforms for 'program.vegetation': 1 active (130)

Loaded program program.vegetation

Loaded material material.mesh.vegetation

Shader 'shader.grass.1_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.1_light.vertex

Program 'program.grass.1_light' link: No errors.

Updated attributes for 'program.grass.1_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.1_light': 3 active (132)

Loaded program program.grass.1_light

Shader 'shader.grass.2_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.2_light.vertex

Program 'program.grass.2_light' link: No errors.

Updated attributes for 'program.grass.2_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.2_light': 3 active (132)

Loaded program program.grass.2_light

Shader 'shader.grass.3_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.3_light.vertex

Program 'program.grass.3_light' link: No errors.

Updated attributes for 'program.grass.3_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.3_light': 3 active (132)

Loaded program program.grass.3_light

Shader 'shader.grass.4_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.4_light.vertex

Program 'program.grass.4_light' link: No errors.

Updated attributes for 'program.grass.4_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.4_light': 3 active (132)

Loaded program program.grass.4_light

Shader 'shader.grass.5_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.5_light.vertex

Program 'program.grass.5_light' link: No errors.

Updated attributes for 'program.grass.5_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.5_light': 3 active (132)

Loaded program program.grass.5_light

Shader 'shader.grass.6_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.6_light.vertex

Program 'program.grass.6_light' link: No errors.

Updated attributes for 'program.grass.6_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.6_light': 3 active (132)

Loaded program program.grass.6_light

Shader 'shader.grass.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.7_light.vertex

Program 'program.grass.7_light' link: No errors.

Updated attributes for 'program.grass.7_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.7_light': 3 active (132)

Loaded program program.grass.7_light

Shader 'shader.grass.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.grass.8_light.vertex

Program 'program.grass.8_light' link: No errors.

Updated attributes for 'program.grass.8_light': 5 active

Updating 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 1

Updated uniforms for 'program.grass.8_light': 3 active (132)

Loaded program program.grass.8_light

Loaded material material.mesh.grass

Shader 'shader.terrain.1_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.1_light.vertex

Shader 'shader.terrain.1_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.1_light.fragment

Program 'program.terrain.1_light' link: No errors.

Updated attributes for 'program.terrain.1_light': 5 active

Updating 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 1

Updated uniforms for 'program.terrain.1_light': 3 active (114)

Loaded program program.terrain.1_light

Shader 'shader.terrain.2_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.2_light.vertex

Shader 'shader.terrain.2_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.2_light.fragment

Program 'program.terrain.2_light' link: No errors.

Updated attributes for 'program.terrain.2_light': 5 active

Updating 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 1

Updated uniforms for 'program.terrain.2_light': 3 active (114)

Loaded program program.terrain.2_light

Shader 'shader.terrain.3_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.3_light.vertex

Shader 'shader.terrain.3_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.3_light.fragment

Program 'program.terrain.3_light' link: No errors.

Updated attributes for 'program.terrain.3_light': 5 active

Updating 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 1

Updated uniforms for 'program.terrain.3_light': 3 active (114)

Loaded program program.terrain.3_light

Shader 'shader.terrain.4_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.4_light.vertex

Shader 'shader.terrain.4_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.4_light.fragment

Program 'program.terrain.4_light' link: No errors.

Updated attributes for 'program.terrain.4_light': 5 active

Updating 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 1

Updated uniforms for 'program.terrain.4_light': 3 active (114)

Loaded program program.terrain.4_light

Shader 'shader.terrain.5_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.5_light.vertex

Shader 'shader.terrain.5_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.5_light.fragment

Program 'program.terrain.5_light' link: No errors.

Updated attributes for 'program.terrain.5_light': 5 active

Updating 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 1

Updated uniforms for 'program.terrain.5_light': 3 active (114)

Loaded program program.terrain.5_light

Shader 'shader.terrain.6_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.6_light.vertex

Shader 'shader.terrain.6_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.6_light.fragment

Unable to link program (program.terrain.6_light): class.jY: 

Unable to load material program: material.terrain.bumpmap : program.terrain.6_light

Shader 'shader.terrain.7_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.7_light.vertex

Shader 'shader.terrain.7_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.7_light.fragment

Unable 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_light

Shader 'shader.terrain.8_light.vertex' log: No errors.

 

Loaded vertex shader shader.terrain.8_light.vertex

Shader 'shader.terrain.8_light.fragment' log: No errors.

 

Loaded pixel shader shader.terrain.8_light.fragment

Unable 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_light

Loaded material material.terrain.bumpmap

Launching dotXSI Model Loader threads

Launching Collada Model Loader threads

Starting workaround for fast running clocks

Using LWJGL timer.

Initialized mouse with 5 buttons.

Experimental direct buffer cleaner init successful

Startup Phase - Setting up..

Initializing font texture for SansSerif (11). Texture Size: 512

Initializing font texture for SansSerif (11, italic). Texture Size: 128

Loading window positions from C:\Users\USERNAME\wurm\players\Farkas\windows_1280x600.txt

Loading props file C:\Users\USERNAME\wurm\players\Farkas\windows_1280x600.txt

No position data stored for notification

Gui initialized

Startup Phase - Preparing terrain

Shader 'shader.water.vertex' log: No errors.

 

Loaded vertex shader shader.water.vertex

Shader 'shader.water.fragment' log: WARNING: 0:25: 'assing' : implict conversion between types allowed from GLSL 1.20 

 

No errors.

 

Loaded pixel shader shader.water.fragment

Program 'program.water' link: No errors.

Updated attributes for 'program.water': 1 active

Updating 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 1

Updated uniforms for 'program.water': 4 active (6)

Loaded program program.water

Startup Phase - Connecting ..

Disabling Nagles

Writing to C:\Users\USERNAME\wurm\players\Farkas\test_logs\_Event.2014-01.txt

Login successful

Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt

Jan 14, 2014 8:39:31 PM class.oj run

INFO: 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 run

INFO: Event successfully posted to Google Analytics

Starting update of login splash image...

Finished loading new login splash image!

Initializing font texture for SansSerif (11, bold). Texture Size: 128

No mapping found for hair7

Execution aborted at connection 1, iteration 316

Run time 14s, local time Tue Jan 14 20:39:46 EST 2014

Destroying game window

====== CLIENT CRASH ======

Unexpected crash while playing

java.lang.ArithmeticException: / by zero

at 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 by Farkas

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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

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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.

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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*

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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


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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.

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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 by Redd

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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.

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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.


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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.


  • Like 10

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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?


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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.


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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.

ft89.png

 

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.

ssjr.png

Edited by theoldknight1701
  • Like 6

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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?


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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. 

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