drago

Members
  • Content Count

    698
  • Joined

  • Last visited

Community Reputation

6 Neutral

About drago

  • Rank
    Villager

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. i wondered what that was! there was no notes on the wiki for it to check. well, seems turning off the GLSL does solve the problem then (though still kinda curious why it happened).
  2. just thought i'd post an update. thought i'd try the advice from this thread: http://forum.wurmonline.com/index.php?/topic/85178-black-boxes-around-most-trees-and-small-plants/ It suggested disabling the GLSL so i did, which does solve this problem with the pretty tree problem...but then turn's spiders models to this: So, i can kinda stand fighting pulsating sacks that kinda remind me of tribbles but with scaley skin....but it'd be nice to have to have my cake and eat it too!!
  3. added~~ Time is Thu Aug 22 20:08:32 BST 2013 Running client version 3.27 === System information === Executing from C:\Users\USERNAME\AppData\Local\Temp\ 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: 4 >>> Main thread exiting. Loading character Drago Loading config default Loading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Drago\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\USERNAME\wurm\players\Drago\password.txt Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loaded 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\Drago\playerdata.txt Loading props file C:\Users\USERNAME\wurm\players\Drago\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Drago.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false cloud_shadows = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true 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 display_settings = false:false:0:1024:768:32:-1:false:false enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 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 = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 4 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 pbuffer_enabled = true player_texture_size = 2 reflection_texture_size = 1 reflections = 3 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = true render_sun_glare = true resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 3 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 2 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 1 sound_footstepslevel = 10 sound_music_level = 5 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 = true sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 3 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 4 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 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_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 0 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting job manager with 3 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (false) Setting up Sonar Sound Engine === OpenGL information === LWJGL version: 2.9.0 Adapter info: aticfx64 (null) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: AMD Radeon HD 7800 Series OpenGL version: 4.2.11631 Compatibility Profile Context OpenGL extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_shader_image_load_store 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_bptc 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_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier 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: 4.20 GLSL max vertex uniforms: 256 (1024) GLSL max fragment uniforms: 256 (1024) GLSL max varyings: 128 (128) Shader 'shader.white.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.white.vertex Shader 'shader.white.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.white.fragment Program 'program.white' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.white' validation: Validation successful. Updated attributes for 'program.white': 1 active Updating uniforms for 'program.white' Updated uniforms for 'program.white': 0 active (1) Loaded program program.white Loaded material material.mesh.default Shader 'shader.skin_tex0.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.vertex Shader 'shader.tex0+light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.fragment Program 'program.skin_tex0' link: Vertex shader(s) linked, fragment shader(s) linked. Large size of this Vertex shader may cause slow execution. Program 'program.skin_tex0' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0': 6 active Updating uniforms for 'program.skin_tex0' Single: bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 263 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0': 2 active (65) Loaded program program.skin_tex0 Loaded material material.mesh.skin Shader 'shader.skin_solid.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_solid.vertex Shader 'shader.col.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.col.fragment Program 'program.skin_solid' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.skin_solid' validation: Validation successful. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_solid': 4 active Updating uniforms for 'program.skin_solid' Single: bones : loc 0 : type 35666 : size 200 Updated uniforms for 'program.skin_solid': 1 active (2) Loaded program program.skin_solid Loaded material material.mesh.skin_solid Shader 'shader.tex0+light+rarity.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.fragment Program 'program.skin_tex0_rare' link: Vertex shader(s) linked, fragment shader(s) linked. Large size of this Vertex shader may cause slow execution. Program 'program.skin_tex0_rare' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare': 6 active Updating uniforms for 'program.skin_tex0_rare' Single: bones : loc 0 : type 35666 : size 200 Single: rarity : loc 263 : type 35666 : size 1 Single: time : loc 264 : type 35666 : size 1 Single: tex0 : loc 265 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0_rare': 4 active (67) Loaded program program.skin_tex0_rare Loaded material material.mesh.skin_rare Shader 'shader.static_tex0.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.vertex Program 'program.static_tex0' link: Vertex shader(s) linked, fragment shader(s) linked. Large size of this Vertex shader may cause slow execution. Program 'program.static_tex0' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Updated attributes for 'program.static_tex0': 4 active Updating uniforms for 'program.static_tex0' Single: tex0 : loc 63 : type 35678 : size 1 Updated uniforms for 'program.static_tex0': 1 active (64) Loaded program program.static_tex0 Loaded material material.mesh.static Shader 'shader.static_solid.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_solid.vertex Program 'program.static_solid' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.static_solid' validation: Validation successful. Updated attributes for 'program.static_solid': 2 active Updating uniforms for 'program.static_solid' Updated uniforms for 'program.static_solid': 0 active (1) Loaded program program.static_solid Loaded material material.mesh.static_solid Program 'program.static_tex0_rare' link: Vertex shader(s) linked, fragment shader(s) linked. Large size of this Vertex shader may cause slow execution. Program 'program.static_tex0_rare' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Updated attributes for 'program.static_tex0_rare': 4 active Updating uniforms for 'program.static_tex0_rare' Single: rarity : loc 63 : type 35666 : size 1 Single: time : loc 64 : type 35666 : size 1 Single: tex0 : loc 65 : type 35678 : size 1 Updated uniforms for 'program.static_tex0_rare': 3 active (66) Loaded program program.static_tex0_rare Loaded material material.mesh.static_rare Shader 'shader.tex0.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.tex0.vertex Shader 'shader.tex0.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0.fragment Program 'program.tex0' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.tex0' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Updated attributes for 'program.tex0': 2 active Updating uniforms for 'program.tex0' Single: tex0 : loc 1 : type 35678 : size 1 Updated uniforms for 'program.tex0': 1 active (2) Loaded program program.tex0 Loaded material material.mesh.tex0 Shader 'shader.static_tex0_vertexlight.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0_vertexlight.vertex Shader 'shader.tex0+col.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+col.fragment Program 'program.vegetation' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.vegetation' validation: Validation warning! - Sampler value tex0 has not been set. Validation successful. Updated attributes for 'program.vegetation': 4 active Updating uniforms for 'program.vegetation' Single: tex0 : loc 54 : type 35678 : size 1 Updated uniforms for 'program.vegetation': 1 active (55) Loaded program program.vegetation Loaded material material.mesh.vegetation Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\wurm\players\Drago\windows_1024x768.txt Loading props file C:\Users\USERNAME\wurm\players\Drago\windows_1024x768.txt Gui initialized Startup Phase - Preparing terrain Shader 'shader.water.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.water.vertex Shader 'shader.water.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.water.fragment Program 'program.water' link: Vertex shader(s) linked, fragment shader(s) linked. Program 'program.water' validation: Validation warning! - Sampler value normalTex has not been set. Validation successful. Updated attributes for 'program.water': 1 active Updating uniforms for 'program.water' Single: eyeCoord : loc 0 : type 35665 : size 1 Single: windDirAndForce : loc 3 : type 35665 : size 1 Single: normalTex : loc 4 : type 35678 : size 1 Single: reflectionTex : loc 5 : type 35678 : size 1 Updated uniforms for 'program.water': 4 active (6) Loaded program program.water Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Drago\logs\_Event.2013-08.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Drago\logs\_Friends.2013-08.txt Writing to C:\Users\USERNAME\wurm\players\Drago\logs\Alliance.2013-08.txt Login successful Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt Starting update of login splash image... Finished loading new login splash image! No mapping found for hair0 Time is Thu Aug 22 20:09:31 BST 2013 Performing final cleanup after playing 31s Saving props file C:\Users\USERNAME\wurm\players\Drago\playerdata.txt Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Saving props file C:\Users\USERNAME\wurm\players\Drago\stats.txt Saving window positions to C:\Users\USERNAME\wurm\players\Drago\windows_1024x768.txt Saving props file C:\Users\USERNAME\wurm\players\Drago\windows_1024x768.txt Destroying game window XSI Model Loader Thread exited. Job executor 0 terminating Collada Model Loader exited. XSI Model Loader Thread exited. Collada Model Loader exited. Job executor 1 terminating Job executor 2 terminating Running garbage collector... Running finalization... Fast Clock Workaround Thread exited. Goodbye. Exit.
  4. Well decided to log on after a while and all tree models load with black square around the various images: After fiddling around with the settings for what the cause is i found it's the pretty tree models. even with the pretty tree models turned off however, shrubs and bushes still show up like that. Also tried deleting the graphics file and then reinstalling, did not work. Solution anybody?
  5. ....i think this is the only community i've known that's turned round after being told a truthful message in that regards and gone "ye sure" . gw2 forums were a mess at the slightest delay at launch, if only more gamers had patience!
  6. neither do i, but the mines i posted were all from abandoned settlements/closed off mines. God knows how long some of those critters have been there taking up the creature count. I admit i find it fun to find them, but i find that many its not a wonder that some of the older server's have crap hunting except in select area's.
  7. As the title says, i feel there is a need to address the creature population inside mine's. Just as an example, the following is an example of my attempt to cull the local population of creatures inside mines last night/today: [20:20:32] You enter the cave. [20:37:24] Aged huge spider is dead. R.I.P. [20:39:00] Aged starving huge spider is dead. R.I.P. [20:40:30] Venerable brown bear is dead. R.I.P. [20:41:55] Aged huge spider is dead. R.I.P. [20:44:09] Venerable huge spider is dead. R.I.P. [20:48:15] Old alert scorpion is dead. R.I.P. [20:51:43] Old starving alert scorpion is dead. R.I.P. [20:51:43] Old starving alert scorpion is dead. R.I.P. [20:52:28] Aged starving alert scorpion is dead. R.I.P. [20:53:03] Aged starving alert scorpion is dead. R.I.P. [20:55:22] Aged starving alert scorpion is dead. R.I.P. [20:56:12] Aged starving alert scorpion is dead. R.I.P. [20:57:19] Mature starving alert scorpion is dead. R.I.P. [20:58:09] Old starving alert scorpion is dead. R.I.P. [20:59:09] Old starving alert scorpion is dead. R.I.P. [21:02:03] Aged starving alert scorpion is dead. R.I.P. [21:03:14] Old starving alert scorpion is dead. R.I.P. [21:04:47] Venerable starving alert scorpion is dead. R.I.P. [21:05:27] Old starving alert scorpion is dead. R.I.P. [21:06:28] Old starving alert scorpion is dead. R.I.P. [21:08:24] Aged starving alert scorpion is dead. R.I.P. [21:09:09] Aged starving alert scorpion is dead. R.I.P. [21:10:26] Aged starving alert scorpion is dead. R.I.P. [21:10:48] Old huge spider is dead. R.I.P. [21:12:15] Aged alert scorpion is dead. R.I.P. [21:12:59] Old fat deer is dead. R.I.P. [21:17:11] You enter the cave. [21:17:42] Venerable starving huge spider is dead. R.I.P. [21:18:37] Venerable starving alert scorpion is dead. R.I.P. [21:19:13] Aged starving alert scorpion is dead. R.I.P. [21:19:45] Aged starving alert scorpion is dead. R.I.P. [21:21:45] Old starving huge spider is dead. R.I.P. [21:24:35] Aged huge spider is dead. R.I.P. [21:26:40] Aged starving crocodile is dead. R.I.P. [21:29:24] Old starving huge spider is dead. R.I.P. [14:39:35] You enter the cave. [14:40:21] Adolescent starving huge spider is dead. R.I.P. [14:41:16] Aged starving alert scorpion is dead. R.I.P. [14:41:51] Mature starving alert scorpion is dead. R.I.P. [14:42:11] Aged starving hell hound is dead. R.I.P. [14:43:06] Old starving alert scorpion is dead. R.I.P. [14:44:24] Mature starving alert scorpion is dead. R.I.P. [14:45:58] Aged starving alert scorpion is dead. R.I.P. [[14:47:11] Aged starving alert scorpion is dead. R.I.P. [14:48:07] Aged starving alert scorpion is dead. R.I.P. [[14:48:32] Old starving huge spider is dead. R.I.P. [14:49:40] Aged starving alert scorpion is dead. R.I.P. [17:02:59] You enter the cave. [17:03:25] Venerable starving huge spider is dead. R.I.P. [17:04:07] Aged starving alert scorpion is dead. R.I.P. [17:05:33] Aged starving alert scorpion is dead. R.I.P. [17:05:59] Venerable starving huge spider is dead. R.I.P. [17:06:49] Old starving alert scorpion is dead. R.I.P. [17:22:08] You enter the cave. [17:22:30] Aged starving huge spider is dead. R.I.P. [17:23:32] Old starving huge spider is dead. R.I.P. [17:24:43] Old starving crocodile is dead. R.I.P. [17:25:15] Aged starving huge spider is dead. R.I.P. [17:26:00] Old starving huge spider is dead. R.I.P. [17:27:14] Venerable starving huge spider is dead. R.I.P. [17:27:30] Aged starving huge spider is dead. R.I.P. [[17:28:36] Aged starving alert scorpion is dead. R.I.P. [17:29:37] Aged starving alert scorpion is dead. R.I.P. [17:30:32] Aged starving crocodile is dead. R.I.P. [17:30:52] Old starving huge spider is dead. R.I.P. [17:31:42] Aged starving alert scorpion is dead. R.I.P. [17:32:22] Venerable starving huge spider is dead. R.I.P. [17:32:55] Aged starving alert scorpion is dead. R.I.P. [18:15:12] You enter the cave. [18:15:32] Old starving black bear is dead. R.I.P. [18:15:58] Old starving lava spider is dead. R.I.P. [18:17:27] Venerable starving troll is dead. R.I.P. [18:18:19] Venerable starving lava fiend is dead. R.I.P. [18:18:34] Venerable starving black bear is dead. R.I.P. that was from a quick copy/paste from my event log (if anyone knows how to put the above log in a text wrap so it doesnt take up space please say so as i cant figure it out lol). I would also like to point out that the last three caves listed i mined into to check for critters. These mines were all located beetween Valley Of The Gods and Oakvale on the independance server, and the ones i opened up were within 30 tiles of each other. I feel that is i can find this many creatures inside mines then they must have a serious affect on the server's creature population and there needs to be controls in place to limit this from happening especially in abandoned mines with the mine entrance collapsed as one of the ones i opened up belonged to a player who i knew and has been gone for over a year and a half. my suggestion: limit the amount of time a creature can stay alive inside a mine, i would think 3 months would be an apropriate time period as this would still allow players to find creatures inside of mines but would not clog up the server's creature population to the extent it is currently.
  8. Haahahha...god. that would give me nightmares. ,.....when you stay up for over 24 hours to babysit a dragon incase it breaks out (almost burnt out my laptop >.>)
  9. Hell Hounds

    beleive me, the game at launch was far more hostile. critters nowadays make it easy to raise fight skill. I think its good theres some critters out there now that you actually need some skill to deal with that don't come labelled with 'champion'.
  10. *Slaps* open beta weekend starts today at 8pm. already got my client loaded and waiting with a lift afterwork so i don't miss a minute 8) 8) who else is playing this weekend?
  11. happy birthday! and remember, its not a birthday without cake! lots and lots of cake....*drools*...
  12. Right...i know people have mentioned this sorta thing before but i think it just needs resaying that something needs to be done with this ability. i hate this skill currently so i figured i'd try and make a suggestion to make it bearable. currently it enchants a tile to to an enchanted version of the grass/tree tile types which then give food for your livestock to live off if grass and for tree's....becomes a royal flipping pain in the butt. Its impossible to remove in a reasonably easy way as you can't cut the blasted things down. Currently you either have to sit there spamming fire pillar or ice pillar to just try and get that lucky cast to remove it and then fix the ground around it afterwards, or plany a willow/oak and wait for it to grow up enough to kill the tree you planted (which is very time consuming). what i'm suggesting, is to give it a bit more functionality. ideally i'd like it to be under a nature sub option but i'll leave that alone for now and just get to the point. 'reclaim' my suggestion is to add this option as its counterpart with the same cooldown as the original enchant option (once every 21 hours) and to go along with the love path concept have a beneficial option to do with helping the player. my idea is: reclaim the effect to heal some minor wounds now i'd love to say heal your whole bar, but that'd obviously be a little too powerfull. I'd suggest around the 10-20 damage mark. alternatively, if 'reclaimed' it could simply half your healing timer for the next so many cycles so you heal twice as fast for a set amount of time (even perhaps just 10 minutes so you'd heal twice within that time frame and not the once). but regardless of the effect 'reclaim' has (or whatever name is deemed suitable) can i just say....please let there be a way to remove enchanted tiles (specifically tree's).... you have no idea how frustrating it can be to misfire with this skill, it just seems completly broken if theres no way to undo the damage from mis-firing the skill.
  13. theres actually been a number of players saying they'd happily work on making GD into a better starter deed, and set it up for a central market area if they were allowed to. If thats something that the powers-that-be-aka-rolf would allow, then i'm sure there'd plenty who would volunteer (myself included, but probably not so much time wise as other players).