Popular Content

Showing content with the highest reputation on 03/26/13 in all areas

  1. 4 points
    I have two deeds, and do quite a lot of animal breeding. I love the change. I've got a 42 ratio at one deed, and a 102 ratio at the other. LOTS of room for growth. I think it's important to realize that these changes are not a kick in the face to YOU meant to piss YOU off, but to HELP the ENTIRE population. Guess what, you have a ratio of 5? You're hurting spawns for other players. Yes, I realize the cap recently went up, but this is a preventative measure to make sure it does not happen again. 11x11 with 8 animals? Increases after that based on the size of your deed? Sure why not. The limits do not appear to be unreasonable at all, I will happily work within these limits if it means the spawn rates on the server can stay at a balanced level for OTHER players. Guess what. It's NOT all about YOU.
  2. 4 points
    Remove the creature deed limit thing from Epic, or at least Elevation(since the home server guys like it to be as freedom-like as possible). Animal hoarding on epic is dealt with regularly, there is no need for outside interference. Example of herd being culled:
  3. 4 points
  4. 3 points
    Sadly all it takes is an anonymous IRC account to get what you want.
  5. 3 points
    I FREAKING LOVE THIS HUNTING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  6. 3 points
    Love walking up 1 road and seeing every type of animal surrounding me....that feeling of 'am i going to get through this alive' is awesome...especially for someone with higher fs and there isnt really anything out there to be afraid of. Let there be whingers....I bleeping love it.
  7. 3 points
    I don't see any problems at all. Wurm feels like Wurm again when 30 wolves spawned and spiders were everywhere!
  8. 3 points
    Get over yourself, this is the best change in years for wurm
  9. 3 points
    Hmm..seems to me like Rolf had a straight up,simple question.... do we take this guys post serious or not? I have not heard the majority of people in this thread voice the same concern as this guy! Therefore, I say this particular concern is not one that deserves a knee-jerk reaction. Period! Seems to me like you guys are adding your own agenda here, let Rolf speak for himself !
  10. 2 points
    In my village there lives a lonely guy.. he has nice real estate, eats hot meals every day.. basically he has everything he could wish for.. but he feels lonely, some company for him would be great him to lighten up his days... He is too shy to ask, so I posted this message for him. This is a picture of that poor fella. Waiting for ladies... ----------------------------- Trading one of my 5-speeder white foal ([22:21:08] It has fleeter movement than normal. It has a strong body. It has lightning movement. It can carry more than average. It has very strong leg muscles.) for 3 female pigs(everything younger than venerable is fine).
  11. 2 points
    I would like to suggest an extra option to the interface, once set: - taking things from bulk automatically selects max without showing the popup window - holding shift or other mod-key makes the choice window pop up normally
  12. 2 points
    Three times I have had this. When levelling dirt, the timer shows the time as being 4:20 longer than it actually should be (lol!). It's almost as if this were put in on purpose, it's awesome but it is a bug. EDIT: Getting it a lot now, it seems to be either 4:20 or close to it.
  13. 2 points
    Because without the deed caps, breeders will just reach the population cap again! It's alright for Exodus and Deliverance to have NEVER seen a bison (until today) since they released? To NEVER have wild horses, cows, pigs, or chickens on some servers? The number was figured for deliverance that each deed would hit the non-aggro cap at a mere FOURTEEN animals per deed - no matter what the size of the deed. This is MUCH better than that. You have to think outside of your own deed, and your own problems, and think of every single other person out there. This IS in the best interest of the server population AS A WHOLE. It's a shame that all you can see is how negatively it impacts you instead of seeing the wider view. Again if I even get close to below the 15 ratio, I'll cull my herds or expand my deed. I saw two wild pigs and a pheasant today. I don't even remember the last time that happened. I breed 5 speeds, cows, bull, and deer. I have a Fo, and I'm over 50 AH. I'm not new to this or how many animals are required to breed.
  14. 2 points
    I never even saw this topic going until I looked in on the change today...as a breeder, I wanted to weigh in. I have 36 horses. I'm about to acquire much more to help a friend. I know every one of them by name. I know their parents. I know their traits. I know their 'story'. Each one is individually significant to me. Each one gets groomed and properly cared for. If you've seen Breaking Point since I've acquired it, you know my animals are not in any way crowded. I don't kill my animals. Ever. I refuse. Any animal born in my program is either given a home with someone who otherwise wouldn't have a horse or lives out it's life with me. Anyone active on Deli will tell you that I routinely give away my horses (you also can see a thread I made for a giveaway). I have never sold a single one even though they are good horses. People will also tell you I've been spending a lot of my own money to keep alive a friend's herd since they have been pulled away from Wurm. I know many people can't and won't understand why I play how I play, but caring for my animals is pretty much the only thing I do on Wurm. I have Asperger's. And though that may not mean much to anyone, it makes me have fairly intense interests. For me, it's animals. I love that with proper care, documentation and time I can make a 5 speed horse who's ancestry I know by heart. It gives me something to focus on. Something I can control and protect. I understand hording issues. I'm the first one to be saddened when I walk by a tiny deed with 2-4 horses piled on a single tile. I know this limits the ability of new players to get livestock. I don't want to be part of the problem. So I give away animals to new people whenever I can. That said, anything that ruins my ability to do what I love on Wurm will see me leave it. If I am forced to kill my animals simply because someone else doesn't feel about them how I do, I won't tolerate it. I don't like the way tons of people play. I think there is a lot of immoral and downright cruel activity that goes on, but I don't get to make that choice for other people. And you shouldn't for me.
  15. 2 points
    Say what you what people are actually having fun out there and enjoying the game right now finding horses, pigs, cows, hens,deer,etc.. as well as killing mobs and dying
  16. 2 points
    the easy and obvious solution is to just make the off deed rate allways be the same as the on deed rate when there are more animals than the deed is able to support. this gives another benefit to having a deed (lower disease and miscarriage chance as long as you keep the animal pop reasonable)
  17. 2 points
    Well i guess if the pvp server had a higher demand for leather or leatherworkers they would get killed but atm theres just way easier ways to farm leather aswell and not enough demand for it. So bisons just get more or less ignored. I wonder if a pr animal type cap could be implemented. So no 1 type of animal can take up more than 5 or 10% of the total cap. (depending on how many types of animals that exists ?) Would make for a more diverse hunting enviroment. where in the end it doesnt just end up with a majority of bisons since few people kill them.
  18. 2 points
    Just had a thought.. make horses lifetime dependable on breeders AH.. this way those horses, which have been bred by people with 10-20 AH, will die rather quickly, but horses bred by high level (70-80 AH) will live long.. this would also give reason to keep skilling AH after 50.
  19. 2 points
    Just to throw the numbers out for people 5x5 deed (smallest) ~ 121 tiles ~ 8 animals w/o problem 10x10 ~ 441 tiles ~ 29 animals 20x20 ~ 1681 tiles ~ 112 animals assuming my math is right this will affect very few people
  20. 2 points
    It really shouldn't affect many players at all. I dabble in breeding and i worked out on 1 of my deeds i could hold 100 animals without increasing the risk of disease, and the most i ahve ever had on that deed is around the 40 mark even before this change. If you have 1 animal per 15 deed tiles your fine, you don't actually need it to be in a 15 tile field This just basically means if you want 100's of animals you can no longer throw them all in an enchanted 6x6 pen on a 5x5 deed, you now need to space to support them, which imo is perfectly fine.
  21. 2 points
    The Day of Spawning has begun!!!
  22. 2 points
    1- Not checked any ratios yet, but seriously? 24 hours or a server restart to rebreed? You're only encouraging breeders to keep more animals, while hurting people that are not hoarding! Not to mention you're promoting elitism and pay to win. More money = more animals. 2- Will need to be tested, doubt it'll mean much since most raiding is on home servers anyway. 3- Terrible, just terrible. Glad I don't live on Elevation, testing or not. Like no one on Elevation even wanted to try this at all...
  23. 2 points
    So you can stop thinking that your highly detailed plan thought up by a couple people would have had the influence you seem to think you have, which if this thread had a poll on it would have been voted down overwhemingly. As usual Rolf did what he thought would solve the problems because he knows the code. sadly it was in response to a non-problem about someone running an archaic computer without using the fps tweaking features of the game, who overstated the problem in dramatic fashion by bending the ear of devs on irc, which should not be allowed. I find it ironic that the major feature of 1.0 being creature animations with better AI for moving around was proven to not be an optimized feature and now has been significantly nerfed. Why add it in the first place just to bring back the puppets on a stick. On the bright side my dogs will now hold still so I do not have to chase them around the pen with a brush, at least this change still allows me to brush my dogs that I enjoy despite this idiotic proposal to nerf that by those who already ground out AH ages ago.
  24. 2 points
    Brilliant, especially adding 10k to the creature count. Its a good step in the right direction.
  25. 2 points
    We're working on optimisations all the time, both server and client side and we are currently moving more code to use the GPU with shaders which hopefully will help a lot. Optimisations won't help us when you render several 100 decent 3D models on the ground and 100s of animated creatures and a bunch of customized players. Eventually you will run into hardware limitations no matter how well you code. I believe that's why you can find no other games with these numbers except Ultima Online which is using 2D graphics. Oh, Xsyon apparently is unlimited. I checked their website gallery and saw (rough estimates) 10 players and 5 creatures in the same screenshot, or screens with something like 50 crates or cannisters max. Trees in other games usually use more advanced models than we do though, but still can't be put in one place in endless amounts either. Allowing unlimited number of items on a tile and solving it by clipping doesn't matter either. Since clipping involves figuring out whether an item needs to be clipped its vertices still have to be processed which uses up cpu be it on the server or the client. If the server should figure out whether an item is visible, it would have to run graphics calculations which would require supercomputers. In short: it's not only what renders that takes a toll on cpu and graphics card, first you have to figure out what should be rendered and that also uses up cpu. Hence we want to spread them out so there are fewer within viewing distance. One alternative would be to only use piles and billboards for creatures but I don't think anyone of us want that. The barn idea seems to do a couple of things: It may make it possible to have pretty much as many creatures you wish It may free up a lot of slots for hunting It may make it very easy to stand still and grind, and a lot of the current mechanics for AH would be made pointless It may make full trait horses everyones property for free It may take away a lot of the connection with the creatures If you should be able to enter them in some sort of instance, it may halt development for months or a year so that's too big a risk It may be very good so I will consider it My conclusion is still that we need to make sure you are somewhat limited in the number of creatures you can keep in a certain space. It has always been the intention but disease and other functionality fails for various reasons usually called bugs or OP. I don't see how it is unreasonable.
  26. 2 points
    They aren't useless, they're great for people who are too lazy/technically incapable of opening their browsers.
  27. 2 points
    Just add in the suggestion that was made a month ago in the Q&A, make a poor mans mode for people who's PC's aren't the greatest and allow old player and creature models as an option. People could still use the new player models if wanted, this would solve a lot of lag issues for people and would make a huge percent of players happy.
  28. 2 points
  29. 1 point
    Here is my idea for an Alchemy system for the game… I know there has been other posts about Alchemy but I would like to throw my idea into the mixing pot. Glass Glass made from heating a heap of sand in a forge. Place 1 heap of sand into a forge until Glowing from the heat – makes Glass lump. Glass bottle Activate a lump of Glass (0.50kg) glowing from the heat. Right-click a small anvil. Glass bottles hold a max of 1.00 of Liquid. Retort In a chemistry laboratory, a retort is a glassware device used for distillation or dry distillation of substances. Activate a lump of Glass (1.00kg) glowing from the heat. Right-click a small anvil. Open submenu “Create > Containers > Retort. Alembic An alembic is an alchemical still consisting of two vessels connected by a tube. Activate a lump of Copper (2.00kg) glowing from the heat. Right-click a small anvil. Open submenu “Create > Containers > Alembic. Mortar and Pestle The mortar is a bowl, typically made of hard wood, ceramic or stone. The pestle is a heavy club-shaped object, the end of which is used for crushing and grinding. Activate a Stone chisel. Right-click Marble shards (10.00kg). Open submenu “Create > Containers > Mortar and Pestle. Alchemy Table A long wooden table displaying a set of Alchemy equipment use for making potions and other compounds. Activate a Shaft. Right-click a Plank. Open submenu “Create > Containers > Alchemy Table. Additional materials 3x Shaft. 3x Plank. 1x Mortar and Pestle. 1x Retort. 1x Alembic. Using the Alchemy Table Using the Alchemy Table is sort of like using the Forge. Base Potions Place 1 Glass bottle into the Alchemy table. Activate 1 Base ingredient. Right-click the Glass bottle inside the Alchemy table. Potions Place 1 Base potion into the Alchemy table. Activate 1 Prime ingredient. Right-click the Base potion inside the Alchemy table. Potion Making Making Potions is like a Priest casting spells, where a Priests spells are limited to what level he/she is in Faith Potions are limited to your skill in “Natural substancesâ€. Higher level Potions require a higher Natural substance skill. Difficulty Difficulty of a Potion is the same as difficulty of a Priest spell only when making a Potion and you fail there is a change that the Alchemy Table, Glass bottle and the player can be damaged when the Potion fails. In most cases the Glass bottle is destroyed (75% chance), some cases the Alchemy table is damaged (50% chance) and the player may be wounded (50% chance). Below is a small list of ideas for Potions – Clay Potion NS skill – 70 Difficulty – 60 Base Potion – (0.10kg) Clay Prime ingredient – Troll gland. This Potion, when used on a flat tile near water will turn that tile into a clay tile. The tile will stay and can be dug for clay but after 1 full wurm day it will turn back into a dirt tile. Tar Potion NS skill – 60 Difficulty – 50 Base Potion – (0.10kg) Tar Prime ingredient – 1 Fillet of Goblin meat. As with the Clay Potion the Tar turns any flat packed dirt tile into a Tar tile which can be dug. After 1 full wurm day the tile turns back into a dirt tile. Black Powder Potion NS skill – 90 Difficulty – 80 Base Potion – (0.50kg) Charcoal Prime ingredient – (0.10kg) Flint Black powder aka gun powder – in Potion form can be thrown PVE at mobs or PVP at other players, damage and effects would be up to GM’s. The Potion, when finished can also be poured into a small barrel to make a mining charge. Mining Charge NS skill – 90 Difficulty – 85 Activate a Charcoal (15.00kg) Right-click on a small barrel. Mining charge is used in mining out rock tiles. The charge is used on the wall of choice inside a mine, the wall that it is used on is destroyed and leaves no rock shards. As Black powder can only be made in Potion form and there for only in small amounts a Mining charge is hard to make. 15 Black powder Potions need to be made to make 15.00kg of Black powder for 1 Mining charge. Potion of Wind NS skill – 50 Difficulty – 40 Base Potion – Cotton string (0.50kg) Prime ingredient – water (0.50kg) The Potion of Wind, when used on a boat increases the boat / ships speed to a max of 17.00 km/h for 1 full wurm day after which the speed of the boat / ship returns to normal. This Potion should only be used in low wind conditions as if the boats speed is above 17.00 km/h due to wind it will be lowered to the 17.00 km/h max of the Potion used. Potion of Lesser Healing NS skill – 30 Difficulty – 20 Base Potion – Rose flower (0.05kg) Prime ingredient – Rags cotton (0.20kg) The Potion of Lesser Healing can be used on all wounds apart from Bruises. This Potion is used on wounds just like Cotton or a Healing cover but Healing Potions act as both …. The Potion acts as both Cotton and Healing cover and the wound it is used on will end up being Bandaged and Treated. Potions of Lesser Healing can only treat Medium wounds and below. Potion of Healing NS skill – 60 Difficulty – 50 Base Potion – Troll gland (0.04kg) Prime ingredient – Rags cotton (0.20kg) The Potion of Healing works just like a Potion of Lesser Healing the only difference is that it can be used on Bad wounds and below. This Potion still Bandages and Treats the wound in one. Potion of Greater Healing NS skill – 80 Difficulty – 70 Base Potion – Crocodile gland (0.03kg) Prime ingredient – Troll gland (0.04kg) The Potion of Greater Healing works just like it’s lower counter parts only this potion can be used on Severe wounds and below. This Potion still Bandages and Treats the wound in one. Potion of Dispel NS skill – 20 Difficulty – 10 Base Potion – Willow sprout (0.20kg) Prime ingredient – Ash (0.10) The Potion of Dispel is used to dispel magic placed on an item or tile. This can be used to remove Enchanted trees, plants or grass and can be used to remove other magic enchantments on items. Potion of Transmute NS skill – 95 Difficulty – 80 Base Potion – Lead (0.50kg) Prime ingredient – Gold (0.50kg) This Potion does what it says on the tin. Use this potion on any base metal – Iron, Copper, Tin, Zink etc … and you can turn that base metal into any other base metal. This potion cannot be used to make Alloys – Steel, bronze, Brass etc. The Transmuted metal is always half the weight of the base metal – Iron (1.00kg) Trans to Lead = (0.50kg) / Copper (5.00kg) Trans to Tin = (2.25kg). This Potion may also be used to turn Marble into Slate or Slate into Marble. I also have a load of other Potions to add to the list but I know that all you guys will have Potion ideas of your own and I didn’t want to make the list to long. This is just an idea on how I think this may work (with out to much work and change to the game for the Dev’s) and any other input into the idea Good or Bad is always welcome. If you like the idea pls click a like for me if not say why not… it all adds to the game.
  30. 1 point
    More creatures, creature deed limits, and changes to Elevation Animal numbers were increased by 10 000 on most servers as cared for and bred animals now will move less often The tiles per non-human animal or monster on a deed is now considered. Disease spreads a bit easier if you have a higher ratio than 15 tiles, and you will see a bit more miscarriage. The ratio is shown for citizens in Village Info. Also in general, animals that just gave birth will not be in the mood for another mating for about 24 hours or the next restart. A bug with catapulting was fixed The following apply to the Elevation PvP server only: You may now threaten enemy merchants on Elevation when guards are dead. If successful this will make them drop their items. You can also start trading with them. This is in order to deal with them being used as safe storage. Settlement guards on the Elevation server now grows stronger the longer a raid lasts. On Elevation as test only: If there are enemies in the vicinity when you log off on same kingdom deed, you will remain in game for an hour. This is in order to deal with alts being used as safe storage and promote defending or running away instead. Discuss!
  31. 1 point
    I get as for as the Welcome message and then everything vanishes. Time is Tue Mar 26 21:44:19 GMT 2013 Running client version 3.1.77-4736 === System information === Executing from C:\Users\CHRIST~1\AppData\Local\Temp\ Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.7.0_17 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 23.7-b01 (Oracle Corporation) [Java HotSpot(TM) Client VM] Available CPUs: 4 >>> Main thread exiting. Loading character Dentarthur Loading config default Loading props file C:\Users\USERNAME\Games\Wurm\configs\default\gamesettings.txt Loading props file C:\Users\USERNAME\Games\Wurm\players\Dentarthur\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\USERNAME\Games\Wurm\players\Dentarthur\password.txt Saving props file C:\Users\USERNAME\Games\Wurm\configs\default\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack graphics.jar (r1186) Options up-to-date! Loading props file C:\Users\USERNAME\Games\Wurm\players\Dentarthur\playerdata.txt Loading props file C:\Users\USERNAME\Games\Wurm\players\Dentarthur\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\Games\Wurm\console.Dentarthur.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 0 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 = false 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 = 0 display_settings = false:false:0:1280:960:32:-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 = 1 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 = 75 fps_limit = 75 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 3 gui_skin = 1 has_read_eula = true 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 = 0 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 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 = 0 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_guest = false player_texture_size = 1 reflection_texture_size = 0 reflections = 1 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = false render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 10 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = true sound_play_work = false stipple_enabled = true structure_render_distance = 3 submit_client_data = 1 terrain_bump = false terrain_res = 1 test_attach_equipment = false test_mode = 0 tile_transitions = false tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = false 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 = false use_phobia_models = false use_tree_models = false use_weather_particles = false vbo_enabled = 2 viewport_bob = true water_detail = 1 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Users\USERNAME\Games\Wurm\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_DOWN to NEXT Translating legacy key PAGE_UP to PRIOR Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1280:960:0:0 (false) Launching dotXSI Model Loader threads Launching Collada Model Loader threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.14 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 Generating: 128 source channels. === OpenGL information === LWJGL version: 2.8.5 Adapter info: atiumd64 (null) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 4350 OpenGL version: 2.1.8787 OpenGL extensions: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control Depth clamping disabled, enabling to allow capability test. Core Depth clamping not available. Extension Depth clamping not available. GLSL version: 1.30 Server response: Internal error. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. 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\Games\Wurm\players\Dentarthur\windows_1280x960.txt Loading props file C:\Users\USERNAME\Games\Wurm\players\Dentarthur\windows_1280x960.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\Games\Wurm\players\Dentarthur\logs\_Event.2013-03.txt Disabling Nagles Login successful Executing C:\Users\USERNAME\Games\Wurm\configs\default\autorun.txt Starting update of login splash image... Writing to C:\Users\USERNAME\Games\Wurm\players\Dentarthur\logs\_Friends.2013-03.txt Writing to C:\Users\USERNAME\Games\Wurm\players\Dentarthur\logs\CA_HELP.2013-03.txt Finished loading new login splash image!
  32. 1 point
    unfair, i dont want to have to learn smithing to do those things! but a nice long list of combined skills doing something usefull. e.g. (carp+masonry)/2 => bridgebuilding skill
  33. 1 point
  34. 1 point
    You really see the effects of this change if there is no deed between you and the "wild" My deed on pristine right now looks like an animal graveyard, took 2 templars 3 hours to clear it down to where I am getting the Village Alarm announcements again
  35. 1 point
    Rathgar, I'm under no such misconception, I think either I did not explain it correctly or my statement was skipped over (I've done that myself before), but as I said previously: To the topic in general and to hopfully clarify further: Those who play a game, even F2P accounts, are providing active contribution, their feedback IS important. Those folks who make a new account to post 1 topic/reply simply to "troll" and then are never heard from again, do not. These same people have no desire to actively participate in the game or the game's community, they are simply there to stir the pot. The problem lies in that even in this day and age of highly visible/available information, those 1 shot posts can carry as much weight or, in some cases, more weight than 1000 posts. Now, to clarify a few points: First - I'm not calling for censoring the internet, for governments to take more control of the internet, or fighting against free speech. I am however pointing out that these items are not one in the same. Most services (this includes web based message forums) are NOT a public realm. They are privately owned/operated formats that allows for the operator, or their employees/representatives, to actively monitor, edit, or remove the content posted or to remove access to their service for any reason. We agreed to play by their rules to post in these formats, but someone always tries to make it about free speech when they have a post removed for any reason. Second - Free speech is something I care enough for that I served in the US Air Force from 1992 to 1996 to defend it. I'll never say that a person should not be able to express an opinion on any topic, as long as they do so under the ideals expressed in the First Amendment. As such, I also expect those opinions to be expressed in a constructive way that is devoid of the personal attack which usually dips into slander on any internet forum. Personal attacks should never be how you try to make/defend a point, and in the US, making those same statements can actually provide the target/addressee with a legal loophole to take a swing on you if it were to happen face to face (concept of "Fighting Words" listed under the exclusions link). On a personal note, I didn't serve in the military to allow someone to call me a racial slur, question my sexuality, my religion, or any other part of my life on a service like XBox Live. Third - The original post was to highlight how this lack of accountability in an internet forum allows for a level of speech that few would actually use in a face to face conversation, because there is no "link" between you and your online persona unless you created one. This leads to a (false) sense of security, as any country/government can request of any other country/government/company for enough information to track back to you. It is just too much effort in most cases, but it has happened. The original story linked, was about a young woman who, as a game designer, was personally attacked for comments made 6 years prior to the first attacking post. The comment she was attacked over was related to her personal views on game design consideration for players who cared less for combat and more for story having an ability to "skip" the combat portions of gameplay, the same way those who don't care about storyline can skip cutscenes. So if you want a tl:dr version: Free Speech does not equate to being an unfiltered ass-hat, it does however require that like any other tool, it be used correctly. Because the more it is abused, the more likely it will be changed. Could you imagine if the internet was more like the version of the web/internet in Ender's Game where you had to apply to a government body which controlled all access accounts, for a user ID?
  36. 1 point
  37. 1 point
    Are you kidding? Im actually happy about this....go go team!
  38. 1 point
  39. 1 point
    Well, i didn´t want to discuss my statement. And i surly don´t discuss anything that come from Protunia, that name is the only one on my ignore-list for a reason.
  40. 1 point
    Or, and I like this better, optimize the engine so that this isn't necessary.
  41. 1 point
    Hussars, but they are not our beloved grandparents, they are not our co-workers and they are certainly not our friends (or enemies). They are salesmen, and they are trying to sell a product. So if a person is a consumer and is not pleased with the product, he is 100% entitled to complain, and sometimes, like I see in Wurm, the CONSUMER is gracious enough to try to help the developing team enhance their product, by coolaborating ad honorem, pitching ideas whenever these are requested, etc. The sense of entitlement is one that is well earned, because without us, the consumers, there would be no market, and all this incredibly artistic and bohemian developers of niche game titles wouldnt make those games, because they need to make money to live off of that that they love the most. Surprisingly, this annoying and loud consumers are the ones that have somehow balanced the industry, giving small developers a room to grow, where in other media industries is nearly impossible. (music, cinema)
  42. 1 point
    Okay, so thinking about it, there is one thing you could maybe borrow from Second Life, Avatar Imposters. When too many avatars get close to each other outside of a certain drawing range they are rendered as a lower poly/lower animation, almost sprite-like view.
  43. 1 point
    I think we are looking at the symtom here, not the problem. It dosnt really matter how many items that can be pr tile. ill still have 10 barrels of coc water, some bsbs a few forges/ovens, merchants, beds, flags, piles of junk, large barrels, and what not in my house, I just need to spread it over a bigger/smaller area. We have so many polibilities in this game, and thats why many of us play it, but all those polibilities makes us hoard loads of stuff for when we are going to do this or that. I have some 300 arrows in barrels aswell, for when I want to grind fletching or archery, 50 oars, 150 bows, and god knows what other stuff I have around for when I feel like grinding this or that. If I can only have 50 items pr tile, ill just use twice the amount of tiles. If you added a combine/split funktion that combined multiple of the same type of item, say 10 arrows into a "pile of arrows" and when fired just ticked down in weight as combined iron does, it would help a bit. ofcause there is some deeper consideration to be made, regarding spells on the items aswell. I have no idea how the game works in regards to how much information is send where, but I asume when I walk by a house, my computer is told whats inside, the ql and such? I wonder if its needed untill I examin it?
  44. 1 point
    Small update... Romeo found someone! Still only one female, but still someone with whom to enjoy a dinner in the moonlight and after that wallow in the mud with... If anyone else has something to offer, let me know.. there is still room in the pen and.... Romeo doesn't believe in monogamy!
  45. 1 point
    Rolf - I enjoy Wurm enough to have quit and/or cancelled my other MMO subs (which precludes my ability to easily substantiate my claims with screenies). I feel that Wurm is very fair with the amount of inventory which characters are allowed. Other MMOs do not base inventory on character strength, but have the tendency to base it on things like bag space. I have to say that I like Wurm's realism better in this regard. Where Wurm lacks, however, is animal re-spawns. I do understand that the pathing of said animals, as well as other related factors, increase server loads and some people would argue that there would be no issue if people did not hoard animals. Playing other MMOs, however, I have consistently felt that the population of NPCs did not fluctuate as much as they seem to on Wurm. Considering that we are still in the medieval era, and that during this era, horses, deer, chickens, and bison were (and in some areas still are) plentiful, I do feel that re-spawns need to be more regular and that those re-spawns should be based more or less on local area populations rather than server wide populations.
  46. 1 point
    Not if you're British you don't, you grin, nod, make appreciative noises, and then vomit when the waiter has turned away
  47. 1 point
    I do agree with that point, and is the exact reason why i don't play pvp. Don't really fancy having my stuff taken by someone attacking me while i'm off-line. But Keldun's suggestion at least would give you a fighting chance, although you're not on. I've avoided giving my input on the main topic, because i don't play pvp, so really can't judge. But hell, here goes: If raiding people while they're offline, draining their deed and looting their stuff is a valid strategy, i don't see why using alts and merchants should be an issue. I mean its like the bully crying to his mommy that the kid he was bullying hid the lunch money before he could steal it.
  48. 1 point
    If you are up for the challenge of walking to very south of inde, I can adopt you. My location is Orpington Bliss, magincia island, I could pick you up from the mainland surrounding it if you fear of sharks. My deed is a hermit deed, it just me and my 40ish animals. I'm also try to be self sufficient, while a help is always welcome, it is not a requirements so you are free to do anything as long as they are not doing harm to ANYONE. Would help answer your questions and stuffs, but if you being naughty I will throw you to the crocodile pen.
  49. 1 point
    No thanks, they can stick to wherever they are hunting atm. No point introducing something that makes life harder for people who dont want to fight, to benefit those who do. Plenty of aggro mobs elsewhere!
  50. 1 point
    Coming soon - Picture of Wossoo and 3 drag queens. Watch this space.