Dudeguy

Members
  • Content Count

    129
  • Joined

  • Last visited

Posts posted by Dudeguy


  1. I started up the Unstable Client, and after the game started loading up, it crashed with a message that said "Bug found" so I'm posting it here.


     


    Congratulations, you found a bug in the test client: <Tried to delete a nonexistant friend >

     

    Please post the console log below on the wurm online forums, and describe what you were doing when it happened.

     

    Contents of console.log:

    Time is Tue Sep 03 10:15:49 PDT 2013

    Running client version 3.27-5272 [unstable]

     

    === System information ===

    Executing from C:\Users\USERNAME\Desktop\

    Operating system: Windows 7 (arch: x86, version: 6.1)

    Java version: 1.7.0_25 (Oracle Corporation) <http://java.oracle.com/>

    Jvm version: 23.25-b01 (Oracle Corporation) [Java HotSpot Client VM]

    Available CPUs: 2

     

    >>> Main thread exiting.

    Loading character Dudeguy

    Loading config default

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

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

    >>> LoginFrame queue entry exiting.

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

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

    Loaded pack sound.jar (r1)

    Loaded pack pmk.jar (r1428)

    Loaded pack graphics.jar (r1484)

    Options up-to-date!

    Loading props file C:\Users\USERNAME\wurm\players\Dudeguy\playerdata.txt

    Loading props file C:\Users\USERNAME\wurm\players\Dudeguy\stats.txt

     

    Preparing to enable console logging.

    Now logging to C:\Users\USERNAME\wurm\console.Dudeguy.log

     

    === Wurm options ===

    animation_playback_self = 0

    auto_mipmaps_enabled = 2

    auto_run_source = 0

    cavedetail = 0

    censor_chat = false

    cloud_shadows = false

    collada_animations = 3

    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

    custim_timer_source = 1

    customTimer1 = Mail|600000

    customTimer2 = -1|-1

    customTimer3 = -1|-1

    customTimer4 = -1|-1

    customTimer5 = -1|-1

    debug_mode = false

    depth_clamp_enabled = 2

    disable_select_all_shortcut = false

    display_settings = false:false:0:800:600:32:-1:false:true

    enable_debugs = false

    enable_shift_drag = false

    enable_vsync = false

    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 = 80

    fps_limit = 40

    fps_limit_background = 20

    fps_limit_enabled = true

    game_client_thread_priority = 2

    glsl_enabled = 0

    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 = false

    hide_menu_stop = false

    high_res_binoculars = true

    hint_texture_scaling = 0

    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 = false

    log_extra_errors = false

    log_gl_errors = false

    mark_text_read = true

    material_as_suffix = true

    max_texture_size = 1

    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 = false

    player_texture_size = 2

    reflection_texture_size = 0

    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 = true

    show_old_quickbar = true

    silent_friends_update = false

    skillgain_minimum = 4

    skillgain_no_alignment = true

    skillgain_no_favor = true

    skydetail = 0

    sound_al_gain = 15

    sound_buzzlevel = 2

    sound_cache_enabled = true

    sound_doppler_enabled = true

    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 = false

    sound_play_work = true

    stipple_enabled = true

    structure_render_distance = 2

    submit_client_data = 0

    terrain_bump = true

    terrain_res = 2

    test_attach_equipment = false

    test_mode = 0

    tile_transitions = true

    tiledecorations = 0

    togglePushToTalk = true

    treelist_outline = true

    trees = 1

    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 = true

    use_weather_particles = false

    vbo_enabled = 0

    viewport_bob = true

    water_detail = 0

     

    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

    Word filter loaded: 23

    Starting job manager with 2 worker threads

    >>> Launch queue entry exiting.

    Using LWJGL display 800:600:0:0 (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: 2.9.0

    Adapter info: nvd3dum (9.18.13.2049)

    OpenGL vendor: NVIDIA Corporation

    OpenGL renderer: GeForce 9300M GS/PCIe/SSE2

    OpenGL version: 3.3.0

    OpenGL extensions:

        GL_ARB_arrays_of_arrays

        GL_ARB_base_instance

        GL_ARB_blend_func_extended

        GL_ARB_clear_buffer_object

        GL_ARB_color_buffer_float

        GL_ARB_compatibility

        GL_ARB_compressed_texture_pixel_storage

        GL_ARB_conservative_depth

        GL_ARB_copy_buffer

        GL_ARB_copy_image

        GL_ARB_debug_output

        GL_ARB_depth_buffer_float

        GL_ARB_depth_clamp

        GL_ARB_depth_texture

        GL_ARB_draw_buffers

        GL_ARB_draw_elements_base_vertex

        GL_ARB_draw_instanced

        GL_ARB_ES2_compatibility

        GL_ARB_ES3_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_half_float_pixel

        GL_ARB_half_float_vertex

        GL_ARB_imaging

        GL_ARB_instanced_arrays

        GL_ARB_internalformat_query

        GL_ARB_internalformat_query2

        GL_ARB_invalidate_subdata

        GL_ARB_map_buffer_alignment

        GL_ARB_map_buffer_range

        GL_ARB_multisample

        GL_ARB_multitexture

        GL_ARB_occlusion_query

        GL_ARB_occlusion_query2

        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_sampler_objects

        GL_ARB_seamless_cube_map

        GL_ARB_separate_shader_objects

        GL_ARB_shader_bit_encoding

        GL_ARB_shader_objects

        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_stencil_texturing

        GL_ARB_sync

        GL_ARB_texture_border_clamp

        GL_ARB_texture_buffer_object

        GL_ARB_texture_buffer_range

        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_multisample

        GL_ARB_texture_non_power_of_two

        GL_ARB_texture_query_levels

        GL_ARB_texture_rectangle

        GL_ARB_texture_rg

        GL_ARB_texture_rgb10_a2ui

        GL_ARB_texture_storage

        GL_ARB_texture_storage_multisample

        GL_ARB_texture_swizzle

        GL_ARB_texture_view

        GL_ARB_timer_query

        GL_ARB_transpose_matrix

        GL_ARB_uniform_buffer_object

        GL_ARB_vertex_array_bgra

        GL_ARB_vertex_array_object

        GL_ARB_vertex_attrib_binding

        GL_ARB_vertex_buffer_object

        GL_ARB_vertex_program

        GL_ARB_vertex_shader

        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_provoking_vertex

        GL_EXT_rescale_normal

        GL_EXT_secondary_color

        GL_EXT_separate_shader_objects

        GL_EXT_separate_specular_color

        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_vertex_array

        GL_EXT_vertex_array_bgra

        GL_EXT_import_sync_object

        GL_IBM_rasterpos_clip

        GL_IBM_texture_mirrored_repeat

        GL_KHR_debug

        GL_KTX_buffer_region

        GL_NV_blend_square

        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_ES1_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_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_buffer_load

        GL_NV_texgen_reflection

        GL_NV_texture_barrier

        GL_NV_texture_compression_vtc

        GL_NV_texture_env_combine4

        GL_NV_texture_expand_normal

        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_vertex_array_range

        GL_NV_vertex_array_range2

        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_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

     

    Loaded material material.mesh.default

    Loaded material material.mesh.skin

    Loaded material material.mesh.skin_solid

    Loaded material material.mesh.skin_rare

    Loaded material material.mesh.static

    Loaded material material.mesh.static_solid

    Loaded material material.mesh.static_rare

    Loaded material material.mesh.tex0

    Loaded material material.mesh.vegetation

    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\Dudeguy\windows_800x600.txt

    Loading props file C:\Users\USERNAME\wurm\players\Dudeguy\windows_800x600.txt

    Gui initialized

    Startup Phase - Preparing terrain

    Startup Phase - Connecting ..

    Disabling Nagles

    Writing to C:\Users\USERNAME\wurm\players\Dudeguy\logs\_Event.2013-09.txt

    Disabling Nagles

    Writing to C:\Users\USERNAME\wurm\players\Dudeguy\logs\_Friends.2013-09.txt

    Login successful

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

    Starting update of login splash image...

    Execution aborted at connection 1, iteration 0

    Run time 0s, local time Tue Sep 03 10:22:07 PDT 2013

    Destroying game window

    ====== FAILED ASSERT ======

    com.wurmonline.client.d: Tried to delete a nonexistant friend 

    at com.wurmonline.client.d.b(SourceFile:61)

    at com.wurmonline.client.d.a(SourceFile:35)

    at class.F.a(SourceFile:80)

    at class.j.a(SourceFile:2974)

    at class.k.a(SourceFile:2678)

    at class.mE.c(SourceFile:534)

    at class.k.a(SourceFile:197)

    at com.wurmonline.client.h.e(SourceFile:328)

    at com.wurmonline.client.h.run(SourceFile:1464)

    at java.lang.Thread.run(Unknown Source)

     

     



  2. Path of Insanity's Fill ability seems rather useless, as somebody with low HFC could make a meal that could feed you better. If it refilled your food bar without lowering your nutrition, it would be worth using. This would make it better than fasting, but not as strong as refresh.



  3. This would be a server where survival is the main focus. There would be no deeds, only simple items, and a heavier requirement to eat and drink.


            The idea I had is that the server takes place in the future after some great war, in which every living, and undead thing is destroyed, and so the gods are forgotten. Though by some unexplained divine power, life's spark is rekindled on the barren wasteland, but artifacts of the past are still strewn about.


     


           The Features:


    1.    Only simpler items would be able to be created, such as flint spears, knives, etc... Metal items would be extremely rare, and found when foraging, botanizing, rummaging or digging.
    2.    Deeds would be nonexistant, and villages would be unprotected.
    3.    Eating and Drinking would be required for survival, as you would slowly die without either.
    4.    Armor from furs would be craftable.
    5.    Rather than priests, there would be witch doctors, which utilize the divine power mentioned previously.

    There would be more features than just these, and yes, I know there are issues, but this is just an idea, and feedback would be greatly appreciated.



  4. I thought of something that could go with the achievements. Titles that go in front of your name, with a different rank for the progress on that achievement. Say there was an achievement for "Sail X km", there would be different ranks like landlubber, cadet, captain, oceantreader, etc... (perhaps not these in particular)  It would look something like: Captain Dudeguy the Mental [Dragonslayer]. This would give some incentive to do the achievements, and let people display them proudly.


     



  5. I think there should be a more advanced nutrition system. For example, eating different foods would give you different benefits, such as eating red meats to increase the gain of body skills. The reasoning behind this is that there's no reason to eat anything but one thing all the time. 



  6. So, I was thinking about something to make bell towers cooler than they already were, and I thought about them having enchantments.

    The enchantment I thought of would give your allies a slight CR increase in a certain range when the bell is ringing.The CR increase would be based on the power of the enchantment.

    Note: I haven't been on Epic for a while, and wouldn't know exactly how this would pan out, so please leave ideas to make it better.


  7. Uggh, sorry to sound ungrateful, but if the gift is just a santa hat i'll be very disappointed.

    First of all, once Christmas is over, nobody will wear them, and they'll be locked in a chest forever. At least the garden gnomes were somewhat decorative, and the fireworks could be used as a beacon.