Covenant

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Covenant last won the day on March 10 2015

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About Covenant

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  1. My dreams of grinding Firemaking went up in smoke with this change. Have to +1 on reverting, too.
  2. Problem: Memory leak/travel lag kicking in very quickly since the update. Was averaging at about 15-20 minutes between relogs. Including me, there were about 5-6 people in local the entire time. Memory usage was no higher than normal. Crashes happened when the freezing due to memory leak became too extensive, resulting in white-screen freezes. FPS generally around 18, unless I'm staring at my feet, when it rockets up to 60. Reproduction: Staying online longer than 20 minutes triggers massive degradation of performance. Client & Memory: One client running. Approximately 1.2g RAM usage reported in task manager. Java version: 8, update 73 (build 1.8.0_73-b02) Possibly worth noting, memory leak problem has slightly less impact using the most up to date Java than it did using the previous version. CPU and RAM: Intel Core i7 930 2.8G with 6GB RAM. Modified shortcut: Using a .bat file with the following: c:\windows\system32\javaws.exe http://www.wurmonline.com/client/wurmclient.jnlp -j-Xms1024m -j-Xmx3072m No idea whether that's correct, I just copied it! Client: 3.99u2 Pastebin: http://pastebin.com/bjLviDWp
  3. +1 possibly give piles of leather some love, too? They're a bit papery as well.
  4. Re: horses - perhaps build an LSW or other fence on the same borders as that side of the bridge (on the ground below it)?  Dunno if it allows that or not, but I would try that - let me build palisades under the ones at Skymart, but that may be because i had 3 stories of height clearance.

  5. Noticed a small issue with bridges upon building a new house. The house has a bridge connecting two floors, adjacent to a small area for horses to be kept. Can't walk past the bridge barrier on foot, but horses seem to be able to pass through the side wall of the bridge at will. I can counter this with saddles, but it's sort of screwed with my house design a bit. I'll include a screenie or two to better illustrate the problem.
  6. Looking amazing, Panda, congratulations!
  7. I've sworn up a storm in village chat over this bug the past few days, and previously when it's happened. Bridge and towers have taken a huge amount of work to put together, only to have this bug come along and render them kind of a hollow victory. (at the time of writing this, I'm watching Firestarter get constantly kicked off his horse on the tile joining one bridge to a tower) It seems like one of those bugs that doesn't strike every single time crossing the bridge, but it happens enough to be quite bothersome. The bridge and towers consist of a dirt ramp of approximately 90 slope, followed by a marble bridge around 15 tiles long, connected to a three story high "support" tower of 9X3 tiles. Riding across the bridge itself is fine, but when it intersects with the support tower, nine times out of ten you'll get kicked off your cart/wagon/horse and rubberband a fair bit on the tile before being able to move off. Any attempts to re-embark will immediately fail and result in being disembarked once again. Leading the horse/dragging the cart onto the next bridge section seems to free it up. Picture enclosed shows where the cart made it, coming right to left, before getting stuck due to the bug.
  8. I'm all for a more established cooking system in game. Milking, baking and dairy food making need some love!
  9. Potentially one of the longest running, somehow still existing bugs there is. Embarkation paralysis can occur from embarking any vehicle/animal, the exact cause of which is hard to pin down to be able to reproduce it on demand. To confirm, this is the one that totally freezes up the camera? You can still sort of interact with things, such as clicking disembark if you're able to, produces the event log "you leave the cart/wagon/rhinoceros" but you're still frozen in the spot? I'm reasonably sure Alectrys may pop in sooner or later to confirm this one's already on the bug pile/heap/mountain. =)
  10. Small suggestion here for some sort of writ-binder book/container that you can carry with you as a no-drop container. Only able to store writs inside the container, and on death it stays with you, so you don't respawn after a death with all your writs dumped into your inventory. Not a huge problem for the most part, but in cases of a person carrying a few dozen writs with them at all times, dying and having those along with any other no-drop items moved into your main inventory again can cause anywhere from minor annoyance, to a major problem(I know one or two people that carry ~100 writs/sleep powders/etc at almost all times). It'd also tidy up the inventory a bit, and considering anyone carrying a large amount of writs with them would have them all in a satchel anyway, having a special writ-container wouldn't be too different from that anyhow. An alternative suggestion was to have a special container to hold all no-drop items, including writs, but I worry that might be considered a bit too much.. Additions, suggestions and/or rightfully calling me a crazy person are welcome, as always! ~Covenant (Just before posting, I thought maybe sub-sections of the container would be nice, since I carry a variety of personal, town, alliance and other writs with me. Any time I die, it's a major pain in the nuts separating them all out again into different bowls, satchels and junk.. but now I might really be asking way too much!)
  11. Think you're on to something with the dismounting vehicles inside the house before going to bed thing, Alectrys - just logged in on the wrong floor once again after I'd disembarked a wagon on the ground floor before going to bed on the second floor. Tried changing beds a few times through the week, and it wasn't very conclusive by itself; I still logged in on the wrong floor sometimes even using a different bed to the usual one. Still not sure what causes it when I haven't embarked a vehicle, nothing I do to intentionally trigger it seems to work.
  12. Managed to inadvertantly test this just now, as I took a few hours break and logged back in. Logged in this afternoon, created a boat and several hundred arrows, no entering a mine or embarking on a vehicle/animal the entire time. Went to sleep in my usual bed. Woke up two floors lower and had the delayed rubberbanding issue. Will try logging out in other beds on that floor to test over the following few days and update accordingly.
  13. The fix for this issue several weeks ago doesn't seem to have resolved it, in my case at least. I still log in two floors lower than logging out in a bed in my house. Sometimes it'll result in immediate paralysis in the form of rubberbanding on the same tile constantly when trying to leave - other times a bit more freedom is allowed before it starts rubberbanding. This afternoon I was able to to walk freely around my house, saw planks and cut shafts, but exiting the door was impossible. As was, weirdly, lighting a forge. It'd perform the entire action, not use up the kindling, or result in a lit forge. I've heard of a few other people having the issue, but not entirely sure how widespread it is. Relogging does solve it, so possibly a low priority whinge here, but the fix that was put in place doesn't appear to have worked. ~Covenant Edit: Damn typos.
  14. Could just enable the Select Bar and click on the thing you want to shoot at to place it in the Select Bar. With a bow equipped and activated, there is a "shoot" option there that's easily clickable, speeds things up immensely. Not to say a keybind wouldn't be nice, or as I've tried suggesting before, something akin to a second Quickbar, with the various shooting options on there. In the absence of that though, the Select Bar functionality for shooting helped out greatly, one of the neatest parts about the update.