Tosti
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Everything posted by Tosti
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Hi thar. Grats on the various good things.
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Hmn This thread makes you realise.
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WoM needs multiplayer option YEAAHHHH
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Ok, there seems the be some discontent with the current butchering system. Animals give too much items and give unnessesary server stain. Other then that problem, butchering right now is kinda boring. Let me list what the butchering system does now. - On succes, butchering gives meats, furs, pelts, hides and various healing and alchemistry items. - Butchering a corpse doesn't make the carcass it self lighter. - Butchered items end up in the players inventory. I have a few ideas that I will throw around. It's all open for discussion and altering. First off: How to butcher. Gives players the option what to butcher. It's simple. You select the corpse and chose what to strip of it. Being able to select out of a menu of many things. For crocs that could be hides, paws, meats and gland. For players that could be meat and beheading. Maybe being able to butcher the bones of a corpse to decorate your lovely cave. Unless every option has been done, the corpse stays butcherable. But with every option done, the corpse should become steadily lighter, being able to carry it eventualy. New items. Now we have some new items to our disposal. - A head of a Jenn Kellon peasant. (or BL/MR even a wolf or lion) - A portable corpse. - Bones. Get your self some shafts and nail that corpse on it. Taa-daa, your new scarecrow, except that it might attact them. Or put your freshly slaughtered JK head on it, just to show who is the boss around your cave, or just put that wolf hat on your head and go beserk in some peasant farm stead! And I always wanted to have some bone jewlery hmmnhmn. There you go, some suggestions to start with. Use your imagination. Btw, corpses could be treated with lye before being able to extract the bones. It's up to you guys. edit: typo
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Burry corpses?! Are you out of your mind! Rotting carcasses are a gift given by her. They decorate the place too.
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I will buy this. Always had something with horror shooters.
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There are already 3 Darkfall treads. Keep it to one. Argh.
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Look into this suggestion if you got the time. http://wurmonline.com/forum/index.php?topic=1508.0
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Go back to the more rustic and realistic colours from beta
Tosti replied to Top's topic in Suggestions & Ideas
Epic bumb, since art team is back to active. -
Problem has been solved. It was java who gave me the troubles. Uninstalling and reinstalling it fixed the issues. Dunno what went wrong with it.
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I liked it.
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I seem not being able to connect. It happened 2-3 hours ago on the wild server after getting some heavy lag. I rebooted my router and modem, but the internet was ok to begin with. Nor there has been changes in my firewall settings. I sometimes be able to log in, but the client ends up freezing while the world is getting rendered. I am able to read the messages in local and village that was send within 5 seconds. help? Contents of console.log: Now logging to C:\Mojang\console.log Time is Sat Oct 18 23:00:54 CEST 2008 Running client version 2.5.1, testclient=false === System information === Operating system: Windows XP (arch: x86, version: 5.1) Java version: 1.6.0_07 Java vendor: Sun Microsystems Inc. (http://java.sun.com/) Available CPUs: 2 Loading character Tosti Loading config default Loading props file C:\Mojang\configs\default\gamesettings.txt Loading props file C:\Mojang\players\Tosti\password.txt Saving props file C:\Mojang\players\Tosti\password.txt Loading window positions from C:\Mojang\players\Tosti\windows_1152x864.txt Saving props file C:\Mojang\configs\default\gamesettings.txt Loading props file C:\Mojang\players\Tosti\stats.txt === Wurm options === game_renderer = 1 screen_device = 0:1152:864:16:60:false debug_mode = false advanced_select_items = false reflections = 2 terrain_res = 2 trees = 3 structure_render_distance = 4 item_creature_render_distance = 4 tiledecorations = 2 cavedetail = 2 skydetail = 2 render_distant_terrain = true render_near_terrain = true use_pbuffers2 = false render_glow = false terrain_bump = true fast_yield = false release_context = false compressed_textures = false compressed_textures_S3TC = true auto_mipmaps = false screenshot_file_format = 0 fog_coord_src = 0 hint_fog = 1 hint_mipmap = 1 hint_linesmooth = 1 hint_perspective = 1 hint_pointsmooth = 1 hint_polygonsmooth = 1 hint_texture_compression = 2 use_smooth_points = false use_smooth_lines = false use_smooth_polygons = false use_anisotropic_filtering = 0 pack_updater_log_level = 0 pack_updater_log_level2 = 1 use_coralized_pack_updater = false model_loading_threads = 1 use_fast_clock_work_around = false use_linked_queue_model_loader = true game_client_thread_priority = 2 model_loader_thread_priority = 2 use_nagles_algorithm = false max_texture_size = 3 hint_texture_scaling = 1 animation_playback_self = 1 tile_transitions = true use_occlusion_culling = true use_tree_models = true use_weather_particles = true use_non_alpha_particles = true player_guest = false remember_password = true update_optional = true has_read_eula = true sound_engine = 1 sound_al_gain = 10 gui_opacity = 3 viewport_bob = true censor_chat = false setting_timestamps = true glsl_enabled = true vbo_enabled = true outline_picking = true shadow_level = 0 cloud_shadows = false log_extra_errors = false inverse_mouse = false font_default = 11 font_italian = 11 font_bold = 11 font_header = 24 font_huge_header = 36 font_monospaced = 11 save_skills_on_quit = false impColumn = true showKChat = true event_log_rotation = 2 irc_log_rotation = 2 other_log_rotation = 2 toolSlot1 = 228133663933186 toolSlot2 = 4291175645954 toolSlot3 = 107523633840898 toolSlot4 = 245222768378626 toolSlot5 = 39291065467650 loadInventoryStartup = true JOGL specification version 1.1.1 JOGL implementation version 1.1.1 JOGL implementation vendor Sun Microsystems, Inc. === OpenGL information === JOGL version: 1.1.1 LWJGL version: 1.1.4 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 8800 GTS/PCI/SSE2/3DNOW! OpenGL version: 2.1.2 GLSL version: Not available Colorbits: 8, 8, 8, 0 Stencilbits: 0 Depthbits: 24 Texture units: 4 AUX buffers: 4 Max GL Lights: 8 OpenGL extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging 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_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine 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_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_bindable_uniform GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats 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_rescale_normal GL_EXT_secondary_color 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_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_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal 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_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render 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 Setting up Sonar Sound Engine Showing Mojang Splash Screen use auto mipmap generation false use compressed textures false use S3TC compression: false use non power of two textures: true Windows XP Startup Phase - Setting up.. Gui initialized Loaded tree texture id as 5 Startup Phase - Preparing terrain Startup Phase - Building tree billboards.. Startup Phase - Connecting .. Disabling Nagles Writing to C:\Mojang\players\Tosti\logs\_Event.2008-10.txt java.net.ConnectException: Connection timed out: connect at sun.nio.ch.Net.connect(Native Method) at sun.nio.ch.SocketChannelImpl.connect(Unknown Source) at class.by.<init>(SourceFile:135) at class.dC.<init>(SourceFile:102) at class.t.a(SourceFile:172) at com.wurmonline.client.t.a(SourceFile:863) at class.t.a(SourceFile:1570) at class.by.c(SourceFile:469) at class.t.a(SourceFile:136) at com.wurmonline.client.WurmClient.l(SourceFile:935) at com.wurmonline.client.WurmClient.g(SourceFile:256) at com.wurmonline.client.i.run(SourceFile:168) at java.lang.Thread.run(Unknown Source) ====== CLIENT CRASH ====== java.io.IOException: Failed to connect to the new game server at class.t.a(SourceFile:132) at com.wurmonline.client.WurmClient.l(SourceFile:935) at com.wurmonline.client.WurmClient.g(SourceFile:256) at com.wurmonline.client.i.run(SourceFile:168) at java.lang.Thread.run(Unknown Source)
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This topic is full with sexual content, but that is ok. Aslong you don't include the words "underwear" you will be fine 8).
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Is this the right place to post my national-socialism Wurm forum template ? Just saying before hand, otherwise I'll just get my posts removed.
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Lock, because the topic starter fails at being funny.
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Not entirely agree, but I'll throw in my 2 cents. I personaly think that the general fighting skill could be more steeper. A good example is one of LO's villagers which had around 15 fighting skill and managed to get to 70 within a month time. 70+ less steeper, alot less. Killing 25 scorps for 0.01 fs isn't fair at all. Or either make pvp kills more rewarding. When I killed a 70+ skilled fighter, I only gained 0.06 of it. Well that is not nice, certainly since pvp has the highest risk of dying and lose 0.25 from it. And it should be alot easier for new players to reach 20 fighting. Just easier, as simple as that. I think that the fighting cap does not serve it's purpose and needs redesiging.
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The what? Ok, I'll reprashe it. Add more of them, and the little balance that is left crumbles.
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MR home server is a piece of junk and needs to be fixed, upgraded or replaced.
Tosti replied to Lunt's topic in Town Square
D: We have a MR home server? OMG! Why did nobody told me DDDDDD:!!!!!!!!!!!! -
Just having the ability to form a party and having a party chat window alone is good enough. Mobile spawn points would be the worst of worst. And atm we have enough things that gives a player bonusses. Add more of them, and the balance crumbles.
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His meals are the finest of all HotS.
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Good suggestion, maybe a little change in variables, but the general idea is present. +1
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If we want player made kingdoms/factions one day, the last thing we need to do is add more hardcoded storyline kingdoms. Besides, Lomaner is fan fiction and the land is occupied by JK now and does no longer exist (as the first wurm portal is found in Lomaner). Try to argument that one, pah!
