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Posts posted by Dudeguy
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Rift is at J - 21 ingame, 49x, 28y Albia map.
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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 2013Running 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 DudeguyLoading config defaultLoading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txtLoading props file C:\Users\USERNAME\wurm\players\Dudeguy\password.txt>>> LoginFrame queue entry exiting.Saving props file C:\Users\USERNAME\wurm\players\Dudeguy\password.txtSaving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txtLoaded 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.txtLoading props file C:\Users\USERNAME\wurm\players\Dudeguy\stats.txtPreparing to enable console logging.Now logging to C:\Users\USERNAME\wurm\console.Dudeguy.log=== Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 0censor_chat = falsecloud_shadows = falsecollada_animations = 3color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = truecustim_timer_source = 1customTimer1 = Mail|600000customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 2disable_select_all_shortcut = falsedisplay_settings = false:false:0:800:600:32:-1:false:trueenable_debugs = falseenable_shift_drag = falseenable_vsync = falseengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 1fog_coord_src = 0font_antialias = 2font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 80fps_limit = 40fps_limit_background = 20fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 0gpu_skinning = truegui_opacity = 3gui_skin = 1has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = falsehide_menu_stop = falsehigh_res_binoculars = truehint_texture_scaling = 0impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 1key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = falselog_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 1mega_texture_size = 4model_loader_thread_priority = 2model_loading_threads = 1multidraw_enabled = 2no_brightness = falseno_terrain_render = falseno_world_render = falsenon_power_of_two = 2occlusion_queries_enabled = 2offscreen_texture_size = 0other_log_rotation = 2outline_picking = truepbuffer_enabled = falseplayer_texture_size = 2reflection_texture_size = 0reflections = 0release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = trueresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 1season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = trueshow_old_quickbar = truesilent_friends_update = falseskillgain_minimum = 4skillgain_no_alignment = trueskillgain_no_favor = trueskydetail = 0sound_al_gain = 15sound_buzzlevel = 2sound_cache_enabled = truesound_doppler_enabled = truesound_engine = 2sound_footstepslevel = 10sound_music_level = 5sound_play_ambients = truesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = falsesound_play_weather = falsesound_play_work = truestipple_enabled = truestructure_render_distance = 2submit_client_data = 0terrain_bump = trueterrain_res = 2test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 0togglePushToTalk = truetreelist_outline = truetrees = 1update_optional = trueuse_alpha_particles = falseuse_anisotropic_filtering = 0use_antialiasing = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_fbo_reflections = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = falseuse_phobia_models = falseuse_tree_models = trueuse_weather_particles = falsevbo_enabled = 0viewport_bob = truewater_detail = 0Setting up dotXSI Model LoaderSetting up Collada Model LoaderExecuting C:\Users\USERNAME\wurm\configs\default\keybindings.txtTranslating legacy key ENTER to RETURNTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTWord filter loaded: 23Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 800:600:0:0 (false)Setting up OpenAL Sound EngineOpenAL version: 1.1 ALSOFT 1.15.1OpenAL renderer: OpenAL SoftOpenAL vendor: OpenAL CommunityOpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latencyGenerating: 128 source channels.=== OpenGL information ===LWJGL version: 2.9.0Adapter info: nvd3dum (9.18.13.2049)OpenGL vendor: NVIDIA CorporationOpenGL renderer: GeForce 9300M GS/PCIe/SSE2OpenGL version: 3.3.0OpenGL extensions:GL_ARB_arrays_of_arraysGL_ARB_base_instanceGL_ARB_blend_func_extendedGL_ARB_clear_buffer_objectGL_ARB_color_buffer_floatGL_ARB_compatibilityGL_ARB_compressed_texture_pixel_storageGL_ARB_conservative_depthGL_ARB_copy_bufferGL_ARB_copy_imageGL_ARB_debug_outputGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_elements_base_vertexGL_ARB_draw_instancedGL_ARB_ES2_compatibilityGL_ARB_ES3_compatibilityGL_ARB_explicit_attrib_locationGL_ARB_explicit_uniform_locationGL_ARB_fragment_coord_conventionsGL_ARB_fragment_layer_viewportGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_no_attachmentsGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_geometry_shader4GL_ARB_get_program_binaryGL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_imagingGL_ARB_instanced_arraysGL_ARB_internalformat_queryGL_ARB_internalformat_query2GL_ARB_invalidate_subdataGL_ARB_map_buffer_alignmentGL_ARB_map_buffer_rangeGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_occlusion_query2GL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_program_interface_queryGL_ARB_provoking_vertexGL_ARB_robust_buffer_access_behaviorGL_ARB_robustnessGL_ARB_sampler_objectsGL_ARB_seamless_cube_mapGL_ARB_separate_shader_objectsGL_ARB_shader_bit_encodingGL_ARB_shader_objectsGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shading_language_420packGL_ARB_shading_language_includeGL_ARB_shading_language_packingGL_ARB_shadowGL_ARB_stencil_texturingGL_ARB_syncGL_ARB_texture_border_clampGL_ARB_texture_buffer_objectGL_ARB_texture_buffer_rangeGL_ARB_texture_compressionGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_multisampleGL_ARB_texture_non_power_of_twoGL_ARB_texture_query_levelsGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_texture_rgb10_a2uiGL_ARB_texture_storageGL_ARB_texture_storage_multisampleGL_ARB_texture_swizzleGL_ARB_texture_viewGL_ARB_timer_queryGL_ARB_transpose_matrixGL_ARB_uniform_buffer_objectGL_ARB_vertex_array_bgraGL_ARB_vertex_array_objectGL_ARB_vertex_attrib_bindingGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_vertex_type_2_10_10_10_revGL_ARB_viewport_arrayGL_ARB_window_posGL_ATI_draw_buffersGL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_S3_s3tcGL_EXT_texture_env_addGL_EXT_abgrGL_EXT_bgraGL_EXT_bindable_uniformGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_Cg_shaderGL_EXT_depth_bounds_testGL_EXT_direct_state_accessGL_EXT_draw_buffers2GL_EXT_draw_instancedGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXTX_framebuffer_mixed_formatsGL_EXT_framebuffer_multisample_blit_scaledGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_packed_pixelsGL_EXT_pixel_buffer_objectGL_EXT_point_parametersGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_shader_objectsGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EXT_texture3DGL_EXT_texture_arrayGL_EXT_texture_buffer_objectGL_EXT_texture_compression_dxt1GL_EXT_texture_compression_latcGL_EXT_texture_compression_rgtcGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lodGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_shared_exponentGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_storageGL_EXT_texture_swizzleGL_EXT_timer_queryGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_EXT_import_sync_objectGL_IBM_rasterpos_clipGL_IBM_texture_mirrored_repeatGL_KHR_debugGL_KTX_buffer_regionGL_NV_blend_squareGL_NV_conditional_renderGL_NV_copy_depth_to_colorGL_NV_copy_imageGL_NV_depth_buffer_floatGL_NV_depth_clampGL_NV_ES1_1_compatibilityGL_NV_explicit_multisampleGL_NV_fenceGL_NV_float_bufferGL_NV_fog_distanceGL_NV_fragment_programGL_NV_fragment_program_optionGL_NV_fragment_program2GL_NV_framebuffer_multisample_coverageGL_NV_geometry_shader4GL_NV_gpu_program4GL_NV_half_floatGL_NV_light_max_exponentGL_NV_multisample_coverageGL_NV_multisample_filter_hintGL_NV_occlusion_queryGL_NV_packed_depth_stencilGL_NV_parameter_buffer_objectGL_NV_parameter_buffer_object2GL_NV_path_renderingGL_NV_pixel_data_rangeGL_NV_point_spriteGL_NV_primitive_restartGL_NV_register_combinersGL_NV_register_combiners2GL_NV_shader_buffer_loadGL_NV_texgen_reflectionGL_NV_texture_barrierGL_NV_texture_compression_vtcGL_NV_texture_env_combine4GL_NV_texture_expand_normalGL_NV_texture_multisampleGL_NV_texture_rectangleGL_NV_texture_shaderGL_NV_texture_shader2GL_NV_texture_shader3GL_NV_transform_feedbackGL_NV_vertex_array_rangeGL_NV_vertex_array_range2GL_NV_vertex_buffer_unified_memoryGL_NV_vertex_programGL_NV_vertex_program1_1GL_NV_vertex_program2GL_NV_vertex_program2_optionGL_NV_vertex_program3GL_NVX_conditional_renderGL_NVX_gpu_memory_infoGL_SGIS_generate_mipmapGL_SGIS_texture_lodGL_SGIX_depth_textureGL_SGIX_shadowGL_SUN_slice_accumGL_WIN_swap_hintWGL_EXT_swap_controlLoaded material material.mesh.defaultLoaded material material.mesh.skinLoaded material material.mesh.skin_solidLoaded material material.mesh.skin_rareLoaded material material.mesh.staticLoaded material material.mesh.static_solidLoaded material material.mesh.static_rareLoaded material material.mesh.tex0Loaded material material.mesh.vegetationLaunching dotXSI Model Loader threadsLaunching Collada Model Loader threadsStarting workaround for fast running clocksUsing LWJGL timer.Initialized mouse with 5 buttons.Experimental direct buffer cleaner init successfulStartup Phase - Setting up..Initializing font texture for SansSerif (11). Texture Size: 512Initializing font texture for SansSerif (11, italic). Texture Size: 128Loading window positions from C:\Users\USERNAME\wurm\players\Dudeguy\windows_800x600.txtLoading props file C:\Users\USERNAME\wurm\players\Dudeguy\windows_800x600.txtGui initializedStartup Phase - Preparing terrainStartup Phase - Connecting ..Disabling NaglesWriting to C:\Users\USERNAME\wurm\players\Dudeguy\logs\_Event.2013-09.txtDisabling NaglesWriting to C:\Users\USERNAME\wurm\players\Dudeguy\logs\_Friends.2013-09.txtLogin successfulExecuting C:\Users\USERNAME\wurm\configs\default\autorun.txtStarting update of login splash image...Execution aborted at connection 1, iteration 0Run time 0s, local time Tue Sep 03 10:22:07 PDT 2013Destroying game window====== FAILED ASSERT ======com.wurmonline.client.d: Tried to delete a nonexistant friendat 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)
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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.
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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:
- 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.
- Deeds would be nonexistant, and villages would be unprotected.
- Eating and Drinking would be required for survival, as you would slowly die without either.
- Armor from furs would be craftable.
- 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.
- 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.
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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.
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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.
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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.
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Another idea I had, was instead of using bricks for cobblestone tiles, make cobblestones out of rock shards, and they would be easier than bricks to make and 3-5 of them could be used to pave a tile.
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I don't think the number of bricks it takes to make a cobblestone tile should change at all, simply because the only benefits you really get from it are moving faster and it looking better than dirt.
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I'd have to disagree on this this one, I don't want to use almost as many bricks paving a tile as I would building a tall stone wall.
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Since we have visual armor and stuff, I think we should be able to wear spoons on our faces. Must I say more?
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does it provide any bonuses or just decorative?
Nope.
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is that the christmas gift?
Yep.
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[03:08:17] The soft cap does not cover the wound.
Not well, obviously.
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[03:08:17] The soft cap does not cover the wound.
This thing IS useless.
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Who cares if they're not doing anything with their deeds? If they care enough about it to spend money on the upkeep, let them.
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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.
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[Woops, just noticed another thread with the same topic.]
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So, because of this update, why would anyone build a ship? If the last person to attach something is the owner, and you can't keep it in a cart to keep it safe, then why bother?
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Path of Insanity followers should do bite and claw attacks instead of/along with kicks and hits. would add to the theme of the Path of Insanity I think.
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i'm all for anything that kills off peoples' horses. as a breeder, the horse market (on inde at least) could do with some rejuvenating!
If aggros kill horses, why would people spend money on another horse and risk it getting killed too?
Ability to load/unload large pottery amphoras
in Suggestions & Ideas
Posted
Large pottery amphoras should be able to be loaded/unloaded from vehicles, like large barrels which hold a similar amount of liquid can.