Corrax

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Everything posted by Corrax

  1. Ended. Congrats Sja! Please contact me to arrange trade! (Cormax in game)
  2. WTA this trader deed: Saltwater Mines The size of Saltwater Mines is 17 by 27. The perimeter is 5 and it has 0 guards hired. The settlement has 6 silver, 48 copper and 12 iron in its coffers. The monthly cost is 1 silver. The upkeep will last approximately 181 days, 11 hours and 21 minutes more. This settlement has acquired knowledge that increases the productivity bonus of its citizens by 2.25%. Deed is small, located at se-inde 53x 52y. Very close to Elysian Bay. - Deed has a mine with some veins (iron and zink). - Fenced area with 1 building (2-story). - Nice shore at small lake to build on. - Deed has 1 trader. Starting bid: 25s Min. increase: 1s Snipe protection: 3 hours No reserve Buyout: taking offers If you have any questions, please pm me here in forum (Corrax) or in game (Cormax)! This is taken from the road to se-steppe. Lake is almost fully visible and far left you can see The Elysian Bay. Its not far Taken at shore of small lake (east end). Had to cut some trees away at farm so house is better visible. That mountain...amazing! There is also one tunnel going up there (partly collapsed). There i found a gold vein. House is behind me and im facing south. Auction will run 4 days (except in buyout) EDIT: - Doesn't come with deed holder account. - I try to get pics today. - Yes, i accept € / £ / $ too! (Standard rate 1s=1€) - Deed have some basic supplies but not much. - Mine is not very big anymore i think (much collapsed tunnels). I don't remember for sure other veins but there was gold and silver before. EDIT2: - Added pictures Thanks for questions, please ask if anything else comes in mind! EDIT3: - Snipe protection activated and aution time extended 3 hours. Here is new timer: EDIT4: - Sold, thanks everyone! Can be closed now!
  3. [18:49:03] This thin, colorful rug provides some comfort as you sit on it but its main purpose is to create a meditation zone where your mind can relax. This is a very rare and interesting version of the item. It could be improved with a string of cloth. Ql: 91.003876, Dam: 0.0. Starting bid: 10s Min increase: 1s No private bids please. No reserve. Buyout is possibe via pm. Snipe protection: 1 hour Buyer pays COD or pick up at Cliffs Of Tyger Bay (44x 58y Inde). Auction runs 4 days. Thanks! - Cormax
  4. Good buyer, great communication. Everything went smoothly. Thanks again! - Cormax
  5. First just some opposing thoughts of meditation: 1) I think its too easy to gain skill in meditation. It was made as long-term reward for long-term players, right? Then it should really be harder to grind. 2) Enlightening should be removed completely, no shortcuts in this skill please. 3) Current bonus skills are very smart and work greatly and in different purposes which is good. I see no need to remove or modify current ones, but i agree as some others suggested above, to add new bonus skills for later levels. Second, i like to state that game is generally made too easy: 1) Whats the point of farming if one player can feed whole server? Where is the survival part? Getting food should be made alot harder and longer process. Please make use of wurm wonderful seasons! Crops shouldn't grow during winter, thats why we have FSB. Add pests and natural disasters to threaten and reduce crops (ie dryness, flood). This would give nice boost to economy as well. Lot more trading opportunities. More value to food releated skills. And this would mostly remove that mindless HFC grinding. 2) Fighting and combat is too easy in PVE servers, i'd like to see more dangers in the wilderness. Maybe naturally pack animals attacking and moving in packs? Hidden/stealth attacks, ie mountain lion jumping in the neck from tree? Wounds should heal more slower, reflecting real world healing. Also maybe add fractured bones to wounds too and make them heal very slow and require more healing skills to treat? Maybe even add some ghosts/spirits/skeletons at abandoned deeds and graves, killable only with special weapons (ie. silver, fa-enchanted etc)! 3) Tools should wear out more, they now last too long and this is bad for economy. Maybe compensate higher wear with new durability enchament? Maybe add more variety in different metals durability too? 4) Trees. Eh, are you serious tree grows overaged in 10 days? I think this need serious rebalancing! Trees should take wurm years to grow overaged. Just think of the possibilities of this. Trees would become highly valued farming product, it would boost economy greatly and give possibility to players to specialise to new topic in game. This would seriously reduce insane new ship spamming and give them more value too. Skills releated to trees (WC,Forestry,SHB, Carp etc) would be more valued. Also this adds more survival part to game. 5) Creating items is too easy, it should fail like it did before. Now it seems to me that everyone is able to create anything in game with just tiny effort to skill and materials. This should be balanced. Material loss in fails and maybe return unfinished items too. 6) Rares should be more rare and difficult to get. Not so easily exploitable as it is now. I know some players who just keep making rares more and more every day. I think its not working as intended. 7) More difficulty. If you allow me to say this just little exaggeratedly, i think game feels now more and more like a nice walk in a garden during midsummer! I think this should still be mmo, not single-player-do-it-all-alone-in-a-week game. No more minecraft here please! I wish more survial. More being starved and eaten by wolves in the woods Thanks! - Cormax
  6. Everything went fine, big thanks to Dadd and everyone else who participated! Lets try get better warning next time as Asdf suggested (and some others)! Thanks! - Cormax
  7. Hi everyone! My old friend Dadd is going to cast this long waited ROS today. In 2 hours from this post. (About 22:00 UTC) Pretty short timer sorry about that but we want to be sure that one person don't do it alone when there is very little players online. Thanks Dadd! Link to wurmpedia for those who don't know ROS: http://www.wurmpedia.com/index.php/Rite_of_Spring - Cormax
  8. I noticed this bug when creating and mixing dyes. First i was making pure red dye from different ql cochineals. I combined dyes by dragging from waterskin to barrel and noticed higher ql and higher rgb-value dye actually lowered rgb-value of exiting dye in barrel (ql increased). Example: there was 3kg of 192-37-37 dye in barrel and i added 1kg of 229-26-26, end result was 4kg of 191-36-36! Other more visible bug i noticed when mixing white dye from zinc. Same as above happened few times but worst was when i finished mixing and put part of dye from barrel (16kg) to waterskins (2.5kg each). And then put the SAME value and ql dye back to the same barrel i took it, doing nothing to it, only moving from container to another and then back. Rgb-value dropped! Ql stayed same. This was easy to repeat. Didn't happen each time but about 1/3 times i tested. Please check the dye mixing/combining! - Cormax
  9. I crashed today when i was farming, harvesting and sowing fields. 2 of my friends reported similar issue. Looks new issue as this has never happened before to me. Here is my console.log Unexpected crash while playing The error was: <Index: 41, Size: 41> 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 Jun 02 17:10:24 EEST 2015 Running client version 3.87-7309 [unstable] === System information === Executing from C:\Users\USERNAME\Desktop\VX\ Operating system: Windows 7 (arch: amd64, version: 6.1) Java version: 1.8.0_45 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.45-b02 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 6 >>> Main thread exiting. --- >>> LoginFrame queue entry exiting. Loading character Cormax Loading config Cormax --- Keybindings saved. Loaded pack experimental.jar (r1) Loaded pack sound.jar (r1) Loaded pack pmk.jar (r2543) Loaded pack graphics.jar (r2541) Options up-to-date! Loading props file PATH\playerdata.txt Loading props file PATH\stats.txt Preparing to enable console logging. Now logging to PATHconsole.Cormax.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false cloud_shadows = true collada_animations = 4 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 custim_timer_source = 1 customTimer1 = Meditate|1800000 customTimer2 = med long w|10800000 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:true:0:1920:1200:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 14 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 80 fps_limit = 35 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 4 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 5 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 = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 2 reflections = 4 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 = true screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 4 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 4 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 2 sound_al_gain = 0 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 4 use_antialiasing = 1 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = 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 = 2 kesäkuuta 02, 2015 5:15:26 IP. class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=726fe352-ebfa-4217-82ab-48e1e32c83fe, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309 [unstable], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=2024167998] Setting up Collada Model Loader Executing PATHconfigs\Cormax\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN kesäkuuta 02, 2015 5:15:27 IP. class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Word filter loaded: 23 Starting job manager with 5 worker threads >>> Launch queue entry exiting. Using LWJGL display 1920:1200:0:0 (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: nvd3dumx,nvwgf2umx,nvwgf2umx (9.18.13.5012) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 580/PCIe/SSE2 OpenGL version: 4.5.0 NVIDIA 350.12 OpenGL extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 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_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.50 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 124 (124) Preloading builtin materials Preloading builtin materials done Setting up dotXSI Model Loader 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 (14). Texture Size: 512 Initializing font texture for SansSerif (14, italic). Texture Size: 128 Loading window positions from PATH\windows_1920x1200.txt Loading props file PATH\windows_1920x1200.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to PATH\logs\_Event.2015-06.txt Disabling Nagles Writing to PATH\logs\_Friends.2015-06.txt Writing to PATH\logs\Alliance.2015-06.txt Login successful kesäkuuta 02, 2015 5:15:37 IP. class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=726fe352-ebfa-4217-82ab-48e1e32c83fe, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.87-7309 [unstable], name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=2024167998] Executing PATHconfigs\Cormax\autorun.txt Starting update of login splash image... kesäkuuta 02, 2015 5:15:38 IP. class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Writing to PATH\logs\CA_HELP.2015-06.txt Finished loading new login splash image! Resized terrain FBOs to 1024 Now using reflection FBO (1024) Initializing font texture for SansSerif (12). Texture Size: 128 Initializing font texture for SansSerif (12). Texture Size: 128 kesäkuuta 02, 2015 5:18:57 IP. class.KA4iSdiSNi run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=726fe352-ebfa-4217-82ab-48e1e32c83fe, name=t, value=ni, name=an, value=Wurm Client, name=av, value=3.87-7309 [unstable], name=ec, value=Performance, name=ea, value=collect, name=el, value=FPS, name=ev, value=35, name=cd01, value=2024167998] kesäkuuta 02, 2015 5:18:57 IP. class.KA4iSdiSNi run INFO: Event successfully posted to Google Analytics Writing to PATH\logs\_Skills.2015-06.txt Writing to PATH\logs\GL-Freedom.2015-06.txt Initializing font texture for SansSerif (15, bold). Texture Size: 256 Writing to PATH\logs\Freedom.2015-06.txt Writing to PATH\logs\_Local.2015-06.txt Writing to PATH\logs\_Combat.2015-06.txt Initializing font texture for SansSerif (14, bold). Texture Size: 128 --- Execution aborted at connection 1, iteration 568858 Run time 6h 59m, local time Wed Jun 03 00:14:54 EEST 2015 Destroying game windowi ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.IndexOutOfBoundsException: Index: 41, Size: 41 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at class.bUKNw42JmU.FZOk5L6Gfy(SourceFile:375) at class.kAi6R9AYR.FZOk5L6Gfy(SourceFile:1566) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:372) at com.wurmonline.client.BILF1iey6X.fgtPPuD8uC(SourceFile:328) at com.wurmonline.client.BILF1iey6X.run(SourceFile:1471) at java.lang.Thread.run(Unknown Source) - Cormax
  10. sold

    Trade complete. Very smooth transaction, fast and easy! Thank you! - Cormax
  11. WTB 70s

    Thank you sir! Fast and easy transaction. Everything went smoothly! - Cormax
  12. I ran to this bug today (25.2, 18:30 UTC). Im unable to fill small barrel with enchanted water in it. It worked just few days ago. - Cormax
  13. Hi, i can pay 10s for these but might be worth more. - Cormax