Keldun

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Everything posted by Keldun

  1. I agree wholeheartedly. The crafting is the main point in wurm, however the entire crafting system is in an alpha state at best and it has been in that state without any change for so long that the players even accepted it as Wlogic and tell new players, "thats the way wurm is (or even is supposed to be, deal with it."
  2. I think the only valid solutions are either complete seperation, or complete connection between freedom and wild. A wishy washy solution like that intermediate water server will only cause too much problems and complains. Like illustrated above. Complete seperation would be having different inventories and different Kingdom afflictions between the servers, So that players can both be member of Freedom and one of the Others. the skillset between Freedom and Wild would still be the same though. That would be the status quo. Make the Wild portal buildable like the epic portal though. So you can have those weekend PvP-lers without disrupting the balance between the servers. And now for a completely new idea: Complete connection. This would mean that the intermediate server is a full server with an actual landmass. Freedom Kingdom would be a valid Kingdom alongside the other Kingdoms. Regular conversion rules apply. Freedom laws would apply within Freedom influence. Other Kingdoms would either be KoS or would have to abide by Freedom law, same goes vise versa, War is possible (severly limited or impossible on actual freedom isles). One Freedom law could be no or limited use of Libilla related items and skills, enforced where guards are present. Thism (with some modifications probabyl) would serve several purposes: It gives the option to transfer. (Though restricting it) It limits the flood of items mostly to an innitial transfer and fair trade. (except maybe for alt abuse) It severly limits the spread of Libilla to the Freedom isles. (without completely obstructing it. Tolerance anyone?) It would keep the save heaven of freedom isles. It would give the weekend pvp-lers a place to act. It would limit the raids out of the save heaven. (need to reach and raid the Wild core server and get back) Pirate nests and the like would mostly be on the intermediate server, not on Independece itself. (also don't string up the servers on a long line, either relocate exodus to the east of independece, or put wild west of deliverance, or something, or better even: put exodus to the east and put wild south of exodus and east of deliverance) One thing that is a problem with all solutions (my two and the water server) is the actual revival of the wild server. One of the biggest points I see here is that EPIC was supposed to be a quick scenario that should be over after a few month (If I understood it right). However a lot of Players aren't aware of that. And those that are aware don't know what happens once the scenario is over. (will there be another scenario on the same servers will there be a reset, will their char be saved etc.) So I believe a lot of people left Wild for good, because they were not aware they might need a place to return to once Epic is over. (if it is gooing to be over, I think it should) What I would advice here is that you should emphasise Wild as sort of longtime kingdom warefare and also include the custom kingdoms. All the actions and the end results of the Epic scenarios would then influence the Wild kingdoms.
  3. I think one of the biggest problems Wurm faces in marketing is that is so incredibly complex and complicated, especially for beginners. Plus you need quite an effort to get anything done. While that makes for a very good game it's usually not very popular. A majority of customers seem to be kinda dumb and/or impatient. I Don't really want to hack in old wound (not sure if there are any) but Minecraft used to be a pure sandbox game with a bit of PvE for quite a while. But it is incredibly popular, because it is really simple.
  4. One nice thing would be to not to have to dye everything in one uniform color. For the other ideas I give full support. (;
  5. Need a Tool set: Hatchet woa, Shovel woa, Hammer or Mallet woa, Saw woa coc, Carving Knife woa coc, Pickaxe woa coc, Everything ql 40 with enchantments 60. (note: I'm a newb, and this is more about getting things done then efficient skill gain. A few points don't matter, if you have stock. Just watch the price) Destination: Deliverance 31x 7y Sunshine Docks, Kledun (note the letter switch) time doesn't matter much (I'm GMT +1 though), just notify me in advance. CoD if you must.
  6. I got the stuck weight in inventory today again. Logging out and in fixed it again.
  7. I can confirm this issue still persists. I had an Anaconda chase me onto our deed and it was ignored by the guard. I pulled it onto another deed which ignored it as well. Both guards would normally attack anything else.
  8. I got problems as well. OpenAL produces no sound whatsoever. Software Sound on the other hand is perfect, but got a massive memory leak. After about one hour the game becomes unresposive. Rest of the details, in the log below. Time is Fri Nov 04 17:06:32 CET 2011 Running client version 3.0.1 === System information === Executing from /home//wurm Operating system: Linux (arch: amd64, version: 3.0.0-12-generic) Java version: 1.6.0_23 (Sun Microsystems Inc.) <http://java.sun.com/> Jvm version: 20.0-b11 (Sun Microsystems Inc.) [OpenJDK 64-Bit Server VM] Available CPUs: 4 >>> Main thread exiting. Loading character Kledun Loading config default Loading props file /home//wurm/configs/default/gamesettings.txt Loading props file /home//wurm/players/Kledun/password.txt >>> LoginFrame queue entry exiting. sun.awt.image.ImageFormatException: Huffman table 0x01 was not defined at sun.awt.image.JPEGImageDecoder.readImage(Native Method) at sun.awt.image.JPEGImageDecoder.produceImage(JPEGImageDecoder.java:136) at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:264) at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:189) at sun.awt.image.ImageFetcher.run(ImageFetcher.java:153) Saving props file /home//wurm/players/Kledun/password.txt Saving props file /home//wurm/configs/default/gamesettings.txt Loaded pack sound.jar (r552) Loaded pack graphics.jar (r717) Options up-to-date! Loading props file /home//wurm/players/Kledun/stats.txt Preparing to enable console logging. Now logging to /home//wurm/console.Kledun.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 cavedetail = 1 censor_chat = false cloud_shadows = true compressed_textures = false compressed_textures_S3TC = false debug_mode = false display_settings = false:true:0:1152:864:32:-1:false:false enable_debugs = false enable_shift_drag = true enable_vsync = 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 = 35 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 = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 3 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_guest = false reflection_texture_size = 1 reflections = 4 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = false render_glow = false render_sun_glare = true resident_models = false save_skills_on_quit = false screenshot_file_format = 0 setting_timestamps = true settings_version = 3 shadow_level = 4 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 20 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = true sound_engine = 1 sound_footstepslevel = 10 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 structure_render_distance = 3 submit_client_data = 0 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 1 toolSlot1 = 420762812941570 toolSlot10 = -1 toolSlot2 = 494600162640130 toolSlot3 = -1 toolSlot4 = -1 toolSlot5 = -1 toolSlot6 = -1 toolSlot7 = -1 toolSlot8 = -1 toolSlot9 = -1 treelist_outline = true trees = 1 update_optional = true use_alpha_particles = 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 = true use_tree_models = true use_weather_particles = false vbo_enabled = 2 viewport_bob = true Setting up dotXSI Model Loader Executing /home//wurm/configs/default/keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1600:900:0:0 (false) Setting up Sonar Sound Engine === OpenGL information === LWJGL version: 2.6 Adapter info: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 315M/PCI/SSE2 OpenGL version: 3.3.0 NVIDIA 285.05.09 OpenGL extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility 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_instanced GL_ARB_ES2_compatibility 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_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_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync 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_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_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects 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_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_format_BGRA8888 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_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_gpu_program4_1 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_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory 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_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GLSL version: 3.30 NVIDIA via Cg compiler Server response: Success. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 3 buttons. Startup Phase - Setting up.. Loading window positions from /home//wurm/players/Kledun/windows_1600x900.txt Loading props file /home//wurm/players/Kledun/windows_1600x900.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to /home//wurm/players/Kledun/logs/_Event.2011-11.txt Disabling Nagles Setting up Collada Model Loader Writing to /home//wurm/players/Kledun/logs/CA_HELP.2011-11.txt Login successful Executing /home//wurm/configs/default/autorun.txt Starting update of login splash image... Finished loading new login splash image! 04.11.2011 17:06:58 class.fg a WARNUNG: Key: LightPost_jpg-fx already in use. Overriding previous data. This is probably not desired. 04.11.2011 17:06:58 class.fg a WARNUNG: Key: pumpkin_png-fx already in use. Overriding previous data. This is probably not desired. 04.11.2011 17:06:58 class.fg a WARNUNG: Key: LightPost_jpg-fx already in use. Overriding previous data. This is probably not desired. 04.11.2011 17:06:58 class.fg a WARNUNG: Key: pumpkin_png-fx already in use. Overriding previous data. This is probably not desired. Writing to /home//wurm/players/Kledun/logs/Freedom.2011-11.txt Writing to /home//wurm/players/Kledun/logs/_Skills.2011-11.txt Writing to /home//wurm/players/Kledun/logs/_Combat.2011-11.txt Adding effect Hurting at 100000 Error decoding sound internal:res/missingsound.wav Error decoding sound internal:res/missingsound.wav Error decoding sound internal:res/missingsound.wav Error decoding sound internal:res/missingsound.wav . . . additional 1 million lines