darthryan

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Posts posted by darthryan


  1. yeah this used to drive me insane, give someone a timeout for a bit and then a week later you realize you've been missing half the conversation for days


  2. 12 minutes ago, Jore said:

    Personally I feel the best idea is to launch a new cluster, and keep them separate. Wurm is an incredible game to play from a fresh beginning; being there as newbies form the first towns, farms, and roads is an awesome thing to be a part of and it's something i sorely miss from way back when i first played. You just can't get that in the current game anymore and it would be a shame to keep a new wave of players from steam from experiencing it by merging the clusters at any point.

    Sure, but eventually new clusters become old ones. Either you merge them eventually or you end up with two separate ancient clusters for no real purpose. 


  3. 2 hours ago, jonsnow said:

    Then the other issue is travel time is hard enough as is, on xan it's even worst.  Forget about meeting up with someone on the other side of the map.  If there was a way we could travel specifically to each others towns, without having to manually do it...  autopilot if there's a highway?  Maybe this is already a thing, but I find it so annoying having to try to navigate a wilderness that looks identical everywhere.

     

    If anything travel is too easy these days... with the amount of teleportation options, wagoners, horse gear, hell horses, plotting course, the cheap cost of mailing... basically everything feels right next door. The most striking thing about Wurm to me was always the sense of scale and we've lost a lot of that. 


  4. I took the liberty of using the convolutional neural network from my thesis on this data, in conjunction with my own records and player count information on the website, to predict the number of players that will be online in the future. Here are the results: 

    Spoiler

    87JS5sw.png

     


  5. 
    Preparing to enable console logging.
    Now logging to C:\Users\USERNAME\wurm\console.darth.log
    Time is Fri Sep 13 19:06:07 PDT 2019
    Running client version 4.1.76
             client build# 679d30b5d539f19174cdc03d520071a18784db6a
         client build time 2019-09-11 02:12
    
    === System information ===
    Executing from C:\Users\USERNAME\Wurm Online\
    Operating system: Windows 10 (arch: amd64, version: 10.0)
    Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/>
    Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
    Available CPUs: 16
    
    
    === Wurm options ===
    animation_playback_self = 0
    auto_mipmaps_enabled = 1
    auto_run_source = 0
    cavedetail = 2
    censor_chat = false
    collada_animations = 3
    colorItemsDamage = true
    color_black = 0.0,0.0,0.0,1.0
    color_cyan = 0.0,1.0,1.0,1.0
    color_enchant_desc = 0.5,0.5,1.0,1.0
    color_enchant_name = 0.0,0.5,0.5,1.0
    color_enchant_power = 0.0,1.0,1.0,1.0
    color_error = 1.0,0.3,0.3,1.0
    color_fuchsia = 1.0,0.0,1.0,1.0
    color_green = 0.4,0.72,0.47,1.0
    color_grey = 0.5,0.75,1.0,1.0
    color_lime = 0.5,1.0,0.5,1.0
    color_maroon = 0.5,0.0,0.0,1.0
    color_navy_blue = 0.23,0.39,1.0,1.0
    color_orange = 1.0,0.58,0.04,1.0
    color_outline_ally = 0.2,0.4,0.2,1.0
    color_outline_friend = 0.8,1.0,1.0,1.0
    color_outline_hostile = 1.0,0.0,0.0,1.0
    color_outline_neutral = 0.6,0.8,0.8,1.0
    color_purple = 0.5,0.0,0.5,1.0
    color_red = 1.0,0.0,0.0,1.0
    color_royal_blue = 0.5,0.5,1.0,1.0
    color_salve_acid = 1.0,1.0,0.0,1.0
    color_salve_fire = 1.0,0.0,0.0,1.0
    color_salve_frost = 0.0,0.0,1.0,1.0
    color_silver = 0.75,0.75,0.75,1.0
    color_system = 0.5,1.0,0.5,1.0
    color_teal = 0.0,0.5,0.5,1.0
    color_white = 1.0,1.0,1.0,1.0
    color_yellow = 1.0,1.0,0.0,1.0
    compressed_textures = false
    compressed_textures_S3TC = true
    contribution_culling = 200
    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 = 2
    disable_select_all_shortcut = false
    display_settings = false:false:0:1280:960:32:-1:false:false
    enable_contribution_culling = false
    enable_debugs = false
    enable_lod = true
    enable_shift_drag = false
    enable_vsync = false
    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 = 15
    font_header = 28
    font_italian = 11
    font_monospaced = 11
    font_static = 15
    fov_horizontal = 110
    fps_limit = 90
    fps_limit_background = 30
    fps_limit_enabled = true
    free_look_mode_disable_on_close_component = false
    free_look_mode_disable_on_combat = false
    free_look_mode_disable_on_open_component = false
    free_look_mode_sensitivity = 10
    game_client_thread_priority = 2
    glsl_debug_loading = false
    glsl_enabled = 2
    gpu_skinning = true
    gui_opacity = 3
    gui_skin = 2
    has_read_eula = true
    head_bob = false
    hide_inactive_friends = false
    hide_menu_examine = false
    hide_menu_no_target = false
    hide_menu_spam_mode = true
    hide_menu_stop = false
    hide_onscreen_fail_messages = false
    hide_onscreen_hostile_messages = false
    hide_onscreen_info_messages = false
    hide_personal_goal = 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 = 3
    key_bindings_source = 0
    keyboard_layout = 0
    limit_dynamic_lights = true
    loadInventoryStartup = true
    local_list_in_event = false
    lod = 1
    log_extra_errors = false
    log_gl_errors = false
    mark_text_read = true
    material_as_suffix = true
    max_dynamic_lights = 8
    max_shader_lights = 8
    max_texture_size = 2
    mega_texture_size = 6
    model_loader_thread_priority = 2
    model_loading_threads = 3
    mount_rotation = false
    multicolor_usage = 1
    multidraw_enabled = 1
    no_brightness = false
    no_terrain_render = false
    no_world_render = false
    non_power_of_two = 1
    normal_maps = false
    occlusion_queries_enabled = 2
    offscreen_texture_size = 2
    other_log_rotation = 2
    outline_picking = true
    player_texture_size = 2
    quick_keybinds = true
    reflection_texture_size = 2
    reflections = 2
    remember_password = true
    render_bloom = false
    render_distant_terrain = true
    render_fxaa = false
    render_sun_glare = false
    render_vignette = false
    renderer_type = 1
    resident_models = false
    save_skills_on_quit = false
    screen_brightness = 0.0
    screenshot_file_format = 1
    season_override = 0
    send_extra_tile_data = false
    setting_timestamps = true
    settings_version = 9
    shadow_level = 0
    shadow_mapsize = 1
    shift_drag_default = 10
    showKChat = true
    show_body_in_inventory = true
    show_old_quickbar = false
    silent_friends_update = false
    skillgain_minimum = 1
    skillgain_no_alignment = true
    skillgain_no_favor = true
    skydetail = 1
    sound_al_gain = 4
    sound_buzzlevel = 2
    sound_cache_enabled = true
    sound_doppler_enabled = false
    sound_engine = 2
    sound_footstepslevel = 10
    sound_music_level = 0
    sound_play_PMAlert = false
    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
    structure_render_distance = 3
    submit_client_data = 1
    supersampling = 0
    swap_mouse_buttons = false
    terrain_res = 2
    test_attach_equipment = false
    test_mode = 0
    thirdPerson = false
    tile_transitions = true
    tiledecorations = 2
    togglePushToTalk = true
    treelist_outline = true
    trees = 3
    update_optional = true
    use_alpha_particles = true
    use_anisotropic_filtering = 4
    use_antialiasing = 1
    use_fast_clock_work_around = true
    use_nano_timer = false
    use_non_alpha_particles = true
    use_phobia_models = false
    use_tree_models = true
    use_weather_particles = true
    vbo_enabled = 1
    viewport_bob = true
    water_detail = 2
    
    Setting up WurmModel Model Loader
    Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt
    Translating legacy key NUMPAD7 to KP_7
    Translating legacy key SUBTRACT to KP_SUBTRACT
    Translating legacy key NUMPAD5 to KP_5
    Translating legacy key NUMPAD4 to KP_4
    Translating legacy key NUMPAD3 to KP_3
    Translating legacy key NUMPAD9 to KP_9
    Translating legacy key NUMPAD8 to KP_8
    Translating legacy key NUMPAD6 to KP_6
    Translating legacy key NUMPAD0 to KP_0
    Translating legacy key ADD to KP_ADD
    Translating legacy key DECIMAL to KP_DECIMAL
    Translating legacy key MULTIPLY to KP_MULTIPLY
    Translating legacy key NUMPAD2 to KP_2
    Translating legacy key DIVIDE to KP_DIVIDE
    Translating legacy key NUMPAD1 to KP_1
    Word filter loaded: 23
    Starting global job manager with 16 worker threads
    Setting up OpenAL Sound Engine
    OpenAL version: 1.1 ALSOFT 1.19.1
    OpenAL renderer: OpenAL Soft
    OpenAL vendor: OpenAL Community
    OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
    Generating: 128 source channels.
    
    === OpenGL information ===
    LWJGL version: 3.2.2 1.2.0
    OpenGL vendor: NVIDIA Corporation
    OpenGL renderer: GeForce RTX 2080 Ti/PCIe/SSE2
    OpenGL version: 4.6.0 NVIDIA 430.86
    OpenGL extensions:
        GL_AMD_multi_draw_indirect
        GL_AMD_seamless_cubemap_per_texture
        GL_AMD_vertex_shader_viewport_index
        GL_AMD_vertex_shader_layer
        GL_ARB_arrays_of_arrays
        GL_ARB_base_instance
        GL_ARB_bindless_texture
        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_ES3_2_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_fragment_shader_interlock
        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_gl_spirv
        GL_ARB_gpu_shader5
        GL_ARB_gpu_shader_fp64
        GL_ARB_gpu_shader_int64
        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_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_parallel_shader_compile
        GL_ARB_pipeline_statistics_query
        GL_ARB_pixel_buffer_object
        GL_ARB_point_parameters
        GL_ARB_point_sprite
        GL_ARB_polygon_offset_clamp
        GL_ARB_post_depth_coverage
        GL_ARB_program_interface_query
        GL_ARB_provoking_vertex
        GL_ARB_query_buffer_object
        GL_ARB_robust_buffer_access_behavior
        GL_ARB_robustness
        GL_ARB_sample_locations
        GL_ARB_sample_shading
        GL_ARB_sampler_objects
        GL_ARB_seamless_cube_map
        GL_ARB_seamless_cubemap_per_texture
        GL_ARB_separate_shader_objects
        GL_ARB_shader_atomic_counter_ops
        GL_ARB_shader_atomic_counters
        GL_ARB_shader_ballot
        GL_ARB_shader_bit_encoding
        GL_ARB_shader_clock
        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_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_shader_viewport_layer_array
        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_sparse_texture2
        GL_ARB_sparse_texture_clamp
        GL_ARB_spirv_extensions
        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_filter_anisotropic
        GL_ARB_texture_filter_minmax
        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_post_depth_coverage
        GL_EXT_provoking_vertex
        GL_EXT_raster_multisample
        GL_EXT_rescale_normal
        GL_EXT_secondary_color
        GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color
        GL_EXT_shader_image_load_formatted
        GL_EXT_shader_image_load_store
        GL_EXT_shader_integer_mix
        GL_EXT_shadow_funcs
        GL_EXT_sparse_texture2
        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_filter_minmax
        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_R8
        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_window_rectangles
        GL_EXT_import_sync_object
        GL_IBM_rasterpos_clip
        GL_IBM_texture_mirrored_repeat
        GL_KHR_context_flush_control
        GL_KHR_debug
        GL_EXT_memory_object
        GL_EXT_memory_object_win32
        GL_EXT_win32_keyed_mutex
        GL_KHR_parallel_shader_compile
        GL_KHR_no_error
        GL_KHR_robust_buffer_access_behavior
        GL_KHR_robustness
        GL_EXT_semaphore
        GL_EXT_semaphore_win32
        GL_KTX_buffer_region
        GL_NV_alpha_to_coverage_dither_control
        GL_NV_bindless_multi_draw_indirect
        GL_NV_bindless_multi_draw_indirect_count
        GL_NV_bindless_texture
        GL_NV_blend_equation_advanced
        GL_NV_blend_equation_advanced_coherent
        GL_NVX_blend_equation_advanced_multi_draw_buffers
        GL_NV_blend_minmax_factor
        GL_NV_blend_square
        GL_NV_clip_space_w_scaling
        GL_NV_command_list
        GL_NV_compute_program5
        GL_NV_compute_shader_derivatives
        GL_NV_conditional_render
        GL_NV_conservative_raster
        GL_NV_conservative_raster_dilate
        GL_NV_conservative_raster_pre_snap
        GL_NV_conservative_raster_pre_snap_triangles
        GL_NV_conservative_raster_underestimation
        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_draw_vulkan_image
        GL_NV_ES1_1_compatibility
        GL_NV_ES3_1_compatibility
        GL_NV_explicit_multisample
        GL_NV_feature_query
        GL_NV_fence
        GL_NV_fill_rectangle
        GL_NV_float_buffer
        GL_NV_fog_distance
        GL_NV_fragment_coverage_to_color
        GL_NV_fragment_program
        GL_NV_fragment_program_option
        GL_NV_fragment_program2
        GL_NV_fragment_shader_barycentric
        GL_NV_fragment_shader_interlock
        GL_NV_framebuffer_mixed_samples
        GL_NV_framebuffer_multisample_coverage
        GL_NV_geometry_shader4
        GL_NV_geometry_shader_passthrough
        GL_NV_gpu_program4
        GL_NV_internalformat_sample_query
        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_memory_attachment
        GL_NV_mesh_shader
        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_path_rendering_shared_edge
        GL_NV_pixel_data_range
        GL_NV_point_sprite
        GL_NV_primitive_restart
        GL_NV_query_resource
        GL_NV_query_resource_tag
        GL_NV_register_combiners
        GL_NV_register_combiners2
        GL_NV_representative_fragment_test
        GL_NV_sample_locations
        GL_NV_sample_mask_override_coverage
        GL_NV_scissor_exclusive
        GL_NV_shader_atomic_counters
        GL_NV_shader_atomic_float
        GL_NV_shader_atomic_float64
        GL_NV_shader_atomic_fp16_vector
        GL_NV_shader_atomic_int64
        GL_NV_shader_buffer_load
        GL_NV_shader_storage_buffer_object
        GL_NV_shader_texture_footprint
        GL_NV_shading_rate_image
        GL_NV_stereo_view_rendering
        GL_NV_texgen_reflection
        GL_NV_texture_barrier
        GL_NV_texture_compression_vtc
        GL_NV_texture_env_combine4
        GL_NV_texture_multisample
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        GL_NVX_conditional_render
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        GL_NVX_multigpu_info
        GL_NVX_nvenc_interop
        GL_NV_shader_thread_group
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        GL_KHR_blend_equation_advanced
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        GL_OVR_multiview
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        GL_SGIS_generate_mipmap
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        GL_SUN_slice_accum
        GL_WIN_swap_hint
        WGL_EXT_swap_control
    OpenGL pixel format: 8:8:8:8
    OpenGL depth format: 24:8
    
    GLSL version: 4.60 NVIDIA
    GLSL max vertex uniforms: 4096 (4096)
    GLSL max fragment uniforms: 4096 (4096)
    GLSL max varyings: 124 (124)
    GLSL max lights: 8 (8)
    GLSL defines (4.6): #define USE_CLIP_VERTEX 1
    
    Vertex/index buffer memory limit: 5632MiB
    Starting workaround for fast running clocks
    Using LWJGL timer.
    Startup Phase - Initializing..
    Initializing font texture for SansSerif (15). Texture Size: 512
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    Preloading builtin materials
    Preloading builtin materials done
    Setting up Collada Model Loader
    Launching Collada Model Loader threads
    Launching WOM Loader threads
    Startup Phase - Setting up..
    Loading window positions from C:\Users\USERNAME\wurm\players\darth\windows_1280x960.txt
    Loading props file C:\Users\USERNAME\wurm\players\darth\windows_1280x960.txt
    Gui initialized
    Startup Phase - Preparing terrain...
    Startup Phase - Connecting ..
    Disabling Nagles
    Writing to C:\Users\USERNAME\wurm\players\darth\logs\_Event.2019-09.txt
    Disabling Nagles
    Writing to C:\Users\USERNAME\wurm\players\darth\logs\_Friends.2019-09.txt
    Login successful
    Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt
    Starting update of login splash image...
    Water reflection offscreen size 512x512
    Missing texture data requested: graphics.jar:texture/terrain/grass_n.dds
    Finished loading new login splash image!
    Initializing font texture for Cry Uncial (64). Texture Size: 1024
    Saving window positions to C:\Users\USERNAME\wurm\players\darth\windows_1280x960.txt
    Saving props file C:\Users\USERNAME\wurm\players\darth\windows_1280x960.txt
    Loading window positions from C:\Users\USERNAME\wurm\players\darth\windows_2560x1361.txt
    Loading props file C:\Users\USERNAME\wurm\players\darth\windows_2560x1361.txt
    Writing to C:\Users\USERNAME\wurm\players\darth\logs\GL-Freedom.2019-09.txt
    Initializing font texture for SansSerif (15, bold). Texture Size: 512
    Writing to C:\Users\USERNAME\wurm\players\darth\logs\_Skills.2019-09.txt
    Initializing font texture for SansSerif (28, bold). Texture Size: 1024
    Saving window positions to C:\Users\USERNAME\wurm\players\darth\windows_2560x1361.txt
    Saving props file C:\Users\USERNAME\wurm\players\darth\windows_2560x1361.txt
    Loading window positions from C:\Users\USERNAME\wurm\players\darth\windows_1278x1351.txt
    Loading props file C:\Users\USERNAME\wurm\players\darth\windows_1278x1351.txt
    Initializing font texture for Monospaced (15). Texture Size: 512
    Writing to C:\Users\USERNAME\wurm\players\darth\logs\Trade.2019-09.txt
    

    Will update Windows sometime this weekend, have some background processes I can't afford to interrupt right now.


  6. To your edit: social democracy and socialism are completely distinct. Social democracies (like the Nordic model) are capitalist with heavy social programs and wealth redistribution. Socialism is fundamentally incompatible with capitalism. Bernie Sanders and most other "socialists" in the United States advocate for social democrat policies, not the abolition of the capitalist class in favor of a socialist system. 


  7. Ah okay, yeah, fair is definitely subjective but I got thrown off by your wording a bit.

     

    Like I said though, traders as they exist are already a form of wealth redistribution. "The whole community" already gives money to your trader, in the form of paying to "the king". The only reason that money goes to you is wealth redistribution. Also, the only one sounding entitled here is you 🙄


  8. Again, wealth redistribution is not socialism at all. Socialism negates the need for such programs. Socialism is when the workers control the means of production. If the Wurm economy were socialist, it would mean that the means of production (let's say land, tools, and maybe even accounts) are owned/controlled democratically. Merely moving capital around at a governmental level is not socialism, by any reasonable usage of the word.

     

    I don't think it's feasible or necessarily desirable to remove capitalism from Wurm, but "that's socialism" is neither accurate, nor a valid criticism on its own. In general, yes, I do believe that Wurm should be more egalitarian, and reward players for playing the game, rather than investing capital or merely appropriating it after the original owner has moved on. I've also used traders extensively in the past. Currently operating one to offset the cost of my deed. 

     

    I'm not going to waste time getting into a political/economic debate on here today, but:

    Quote

    Every generation has things easier and thus is required to work less then that of their prior generation. 

     

    Yes, that's exactly what socialist scholars and economists state as well. If you look at society, though, the actual work hours and requirements necessary to earn an equivalent income have NOT been decreasing. The last victory on that front was the 40 hour work week. Human labor is becoming less and less necessary, yet 40 hour work weeks are still the standard. Everyone I know with a tech/engineering job ends up working more than that. Advances in automation, etc, benefit those at the top far more than they benefit anyone else. I don't think it's crazy to look at addressing those issues by changing the mode of production. 


  9. That's... not even what socialism is. Traders are already a form of wealth redistribution anyway; you don't get more from traders for paying more upkeep. People with large deeds or who buy premium with silver are subsidizing your trader income.