Redd

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Everything posted by Redd

  1. This is already implemented imo (my alt with 7 mining couldnt mine on a slope of 30 for example). However i think its like mining skill x3 for what you can mine on.
  2. How about stop trolling. Of course i meant find a pet worth of pvp (not any old deer will do). Think before you post in future.
  3. Jock isnt saying they are weak, he is just saying allow them to survive for longer as it is hard to find a pet everyday where mag or fo can just dominate/tame the same pet over and over again. Possibly something like storing the soul of the creature to rebirth or something like that.
  4. would be cool to have +1
  5. How about a spell that instead of dirt, removes rock (just like surface mining does)would take the same requirements as remove dirt. Thoughts?
  6. Ah yes i understand. Okay maybe i will have to wait for firepillar to reduce in lag hehe. Thanks for the help buddy. Can close this now. Red
  7. *Red Scratches his head* ... Could you explain?
  8. Will have to try - although i would rather not use it due to the spell effects lagging people out. Is there any other alternative?
  9. Very bottom bit is the info u need i think
  10. Basically the client just goes pop and i get the Red screen thingy saying "Meh, Client crash". Here is the log file. Unexpected crash while playing The error was: <null> 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 Wed Jan 19 07:38:29 GMT 2011 Running client version 2.7.5g === System information === Executing from C:\Users\*****\Downloads Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.6.0_20 (Sun Microsystems Inc.) &lt;http://java.sun.com/> Jvm version: 16.3-b01 (Sun Microsystems Inc.) [Java HotSpot Client VM] Available CPUs: 2 >>> Main thread exiting. Loading character Red Loading config default Loading props file C:\Users\*****\Documents\configs\default\gamesettings.txt Loading props file C:\Users\*****\Documents\players\Red\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\*****\Documents\players\Red\password.txt Saving props file C:\Users\*****\Documents\configs\default\gamesettings.txt Loaded pack graphics.jar (r527) Loading props file C:\Users\*****\Documents\players\Red\stats.txt >>> Launch queue entry exiting. Preparing to enable console logging. Now logging to C:\Users\*****\Documents\console.Red.log === Wurm options === allow_async_awt_events = true animation_playback_self = 1 auto_mipmaps_enabled = 2 cavedetail = 2 censor_chat = false cloud_shadows = true compressed_textures = false compressed_textures_S3TC = true debug_mode = false display_settings = true:false:0:1024:768:-1:-1:false enable_shift_drag = true engine_multithreaded = 0 event_log_rotation = 2 fast_yield = false fbo_enabled = 1 fog_coord_src = 0 font_bold = 11 font_default = 11 font_header = 24 font_huge_header = 36 font_italian = 11 font_monospaced = 11 fps_limit = 75 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 3 has_read_eula = true hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 loadInventoryStartup = true local_list_in_event = false log_extra_errors = false 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 = 1 other_log_rotation = 2 outline_picking = true player_guest = false reflection_texture_size = 0 reflections = 1 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 setting_timestamps = true settings_version = 1 shadow_level = 1 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sleep_on_awt_drag = false sound_al_gain = 0 sound_buzzlevel = 0 sound_engine = 2 sound_footstepslevel = 0 sound_play_ambients = false sound_play_buzz = false sound_play_footsteps = false sound_play_music = false sound_play_weather = false structure_render_distance = 2 submit_client_data = 1 temporary_jogl_maximize_override = false terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 toolSlot1 = 823704497947394 toolSlot2 = 814670487225090 toolSlot3 = 791391563154178 toolSlot4 = 818405045175042 toolSlot5 = 803066274120450 treelist_outline = true trees = 2 update_optional = true use_anisotropic_filtering = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_smooth_lines = false use_smooth_points = false use_smooth_polygons = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true Setting up dotXSI Model Loader Executing C:\Users\*****\Documents\configs\default\keybindings.txt Word filter loaded: 23 >>> Game launcher thread exiting. Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.7.411 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_source_distance_model AL_LOKI_quadriphonic Generating: 128 source channels. === OpenGL information === JOGL version: 1.1.1 LWJGL version: 2.4.2 OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Mobility Radeon HD 4570 OpenGL version: 2.1.8784 Colorbits: 8, 8, 8, 8 Stencilbits: 8 Depthbits: 24 Texture units: 8 AUX buffers: 0 Max GL Lights: 8 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 GLSL version: 1.30 Server response: Success. Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Setting up.. Loading window positions from C:\Users\*****\Documents\players\Red\windows_1024x750.txt Loading props file C:\Users\*****\Documents\players\Red\windows_1024x750.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\*****\Documents\players\Red\logs\_Event.2011-01.txt Disabling Nagles Login successful Executing C:\Users\*****\Documents\configs\default\autorun.txt Starting update of login splash image... Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Adding effect Faith bonus at 100000 Adding effect Hurting at 100000 Writing to C:\Users\*****\Documents\players\Red\logs\_Friends.2011-01.txt Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Null XSI_Image for "" in RootTemplate . Loading model anyway.. Loading window positions from C:\Users\*****\Documents\players\Red\windows_1366x706.txt Loading props file C:\Users\*****\Documents\players\Red\windows_1366x706.txt Finished loading new login splash image! Writing to C:\Users\*****\Documents\players\Red\logs\_Local.2011-01.txt Writing to C:\Users\*****\Documents\players\Red\logs\_Combat.2011-01.txt Writing to C:\Users\*****\Documents\players\Red\logs\Mol_Rehan.2011-01.txt Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Adding effect Hurting at 100000 Execution aborted at connection 1, iteration 36524 Run time 43m, local time Wed Jan 19 08:24:47 GMT 2011 ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocateDirect(Unknown Source) at class.gy.a(SourceFile:55) at class.eD.a(SourceFile:25) at class.gL.<init>(SourceFile:36) at class.ew.a(SourceFile:234) at class.ew.a(SourceFile:30) at class.br.a(SourceFile:169) at class.hP.a(SourceFile:813) at class.aH.a(SourceFile:1591) at class.fI.c(SourceFile:533) at class.aH.a(SourceFile:154) at com.wurmonline.client.f.d(SourceFile:261) at com.wurmonline.client.f.run(SourceFile:1405) at java.lang.Thread.run(Unknown Source)
  11. We actually had 2 flat packed cata's iin the cart but thats neither here nor there.
  12. Xallo you can back me up on this. We had 10 people 3 of which were champs and we had the chancellor too (10 people is a resonable raiding force) with champ trolls etc. We didnt kill the 30-40 guards with Xallo defending it, due to the fact there is too much tisk (and people were tired but thats deside the point). Im not saying make Raiding easy, its at a good ballence atm. Just for the good of wurm, dont make it harder. Edit: Rolf, i think you have an idea that champ are unstoppable and can take 10 guards at once, the sad reality is they are just as vulnerable as nom players just they have a little more health etc.
  13. +1 the fighting cap indeed is good, otherwise it'll just be 90fs is the new pvp fighting skill and will just be absurd
  14. Indeed - Actually Raiding is hard enough as it is. Killling guards while there is enemy presence is extremely vulnerable unless you outnumber the enemy 20:1.
  15. Well guards are a good tactical thing to have. such as when the guards spawn you rush the enemy, hoping for the gank shot on the players with 3 guards on them.
  16. What annoys me is that you get a constant stream of idiotic ideas. RAWR
  17. Thats very true Rolf, but the sad realisation, is that 10champs will kill 50 guards no problem without any resistance. Basically you just hit them to bleeding/dying and then kill them in one fatal swoop.
  18. Oh yeah i agree with you Friend, But im just saying, if u make it harder people will be less inclined to pvp.
  19. Rolf, Making the game harder will make champ players less confident to make risky moves etc, thus, preserving the champ lifes, and thus creating an environment that pvp will not happen Just my two pennies. Red
  20. Hey Rolf, just giving some input here: Attackers, by virtue of the fact they are attacking, generally have quite a few numbers. The defenders are almost always outnumbered in combat. There are exceptions but this is the general circumstance. Giving attackers a combat bonus is ill-advised, defenders need it more often than not. I see your logic but I don't think this is a good direction to take things. Please reconsider.