Xandaros

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Everything posted by Xandaros

  1. If the system also allows you to disable those bee messages it keeps spamming me with when moving around my deed, I'm all for it...
  2. Make it so my PC doesn't overheat after having the deed planner open for 20 minutes, please (Seriously, this happens. It's clearly a problem with my hardware, but it also points at how unoptimised the DeedPlanner is)
  3. I love that system, AgentQwarty, though I think 10 minutes is a tad long. Maybe 5. I also think that people should try to stay online. If not with their priest, then with another toon (for people who can't have multiple clients open). That way you still count as a listener. Just make sure not to miss your spot. Also, for impalong specifically, I think the Discord should be used for organization over the ingame team. You have a historical account of everything that happened there - if you just joined the team you have no clue what's going on. Furthermore, it can be checked while offline.
  4. Combine option

    I don't consider this a bug, but maybe it could be improved. Perhaps, instead of showing the context menu for the first item in the stack, show all possible options for all items in the stack? So if even one of them has the "Combine" option, it shows up. Clicking it will only apply it to those it can, obviously. This would match the keybind behaviour, as well.
  5. Made a thing to more easily find the affinity dumpling you are looking for: https://sf.inp.io/xan/affinities.html
  6. When you cross a server border, there is always a chance to get kicked out of the boat upon arrival. It seems to happen more often than not, but it isn't every time. This happens to both me and @Radon. I'm not sure if this is a universal problem, but if it isn't, it might help to know that we are both on Arch Linux. It is a purely clientside issue, as far as the server is concerned you are still in the boat. To fix it, you can simply disembark and reembark the boat. It just becomes problematic if the boat moves out of render distance, since you can no longer right-click it to disembark. (Using the ground doesn't work, as it is "too far away") The client is most likely sending erroneous position data (I'm assuming, haven't looked at WU code or anything), so it should be fairly easy to detect. Then just send an update to the client?
  7. I quite like what Sindusk described. (I feel like I'm repeating myself... just said the same thing in another suggestion thread) As long as there is an option to prevent it from happening. Pave the sides, for example. Eventually the pavement will disappear so something that has long been abandoned will be subject to this erosion, while spires that see active use remain unaffected. Making your "permanent" mark on the landscape is a stretchable concept anyway. At any point a player could come along and change it. Sacrificing this aspect, which only works depending on your definition of "permanent" is a small price to pay for the ability to actually move around in certain areas in my opinion.
  8. I really like what Sindusk described. It makes sense and also matches player expectations. When the rarity system was new, many players just assumed it worked like that. (Or at least similarly)
  9. Hi, I've been doing a bunch of dredging lately and I feel like things could be improved quite a bit. In particular: - Flatten and level for tile borders. You can flatten and level tiles, but not tile borders. Why? - Make the dredge keybind work independent of your pointer. With digging, you can place your pointer wherever you wish. Any tile, border, corner, your inventory, an item, even outside the game. Not with dredging, you have to hover either over your boat or a tile. Since the dredge action's result is independent of the tile you click on (when not using keybinds) but is only affected by which corner you are nearest, I don't understand why the keybind is limited like that. - Make rowboats loadable into bigger boats. Moving around in a rowing boat is terrible, but larger boats obscure your view and also move too fast. Precision placement with a knarr is all but impossible. Small sailing boats are currently your best bet, it seems, but I think it would be much better if you could just load a rowing boat onto your knarr, move to the dredging area and unload the rowing boat. Then use that to position yourself and start dredging. In real life, most boats have rowing boats on board, though they are intended for emergencies.
  10. Reading the article, it seems to me this mainly affects the JRE as used by companies. If anything, this only applies to wurm servers they might have to pay license fees for - the clients should all be safe, since it is the user who is running the JRE there. And even then, OpenJDK is a thing. If they aren't already using it, that is a free alternative. Too bad the client doesn't support OpenJDK any more, maybe this will help fix that... (I doubt it)
  11. If you still have space, could I get a second room for my priest?
  12. Are the sermons still going? How many people are there on average?
  13. After crossing a server border (whether by swimming or by being in a boat does not seem to matter), if I then embark on a boat I am very low in it and can barely see over the side of it. It's probably not the most obvious from the screenshots, but it is actually a pretty big issue. Very hard to navigate like this. The problem is fixed upon restarting the game... until the next border crossing. This has been happening only very recently. I discovered it today and did not have this issue two days ago.
  14. This happened to me on both Exodus and Xanadu. (When crossing the server border, too) It has not happened to me on Deliverance yet. I did quite a few swims back and forth between Exodus and Deliverance. It happened on Exodus every time without fail and not once on Deliverance...
  15. I won't miss it this year! I'll be there to do Carpentry, FC, SB and Masonry. I'll also bring my priest, though I don't think the 50 channeling are going to be super helpful. Maybe demise spells or something. (Or maybe I can get that up to 70 before then? Doubt it...) A room would be nice
  16. Just install jre8 from the AUR and use the archlinux-java script to switch between different Java versions. It's all really quite self-explanatory in my opinion. (The install script of the jre8 package actually prints a message telling you about archlinux-java)
  17. But... one tile should have the same coordinates no matter where you mouse-over, right? The NW part of the topmost, leftmost tile shows 0,0. The SW part of the same tile shows 1,1.
  18. I think it's more than just guard towers. It looks like the coordinates have a rounding error. At first I thought the resolution of the map was 4 tiles, but it actually shows every tile. If you hover over the left side of the tile, you get one coordinate and if you hover over the right, you get another. The entire grid is offset by half a tile. It appears to be the same at most close zoom levels. Tested with Firefox 60.0.2 and Google Chrome 66.0.3359.139 on Arch Linux.
  19. Found it! Near Cedar Grove Now knowing what they look like and knowing you live in the serendipity bay area, it wasn't all that hard, actually. But yeah, they definitely need a symbol. Hmm... the centre point of the guard tower is marked and it looks different at different zoom levels. If I zoom out a bit, it looks like it is one tile to the north and one to the east of where it should actually be. If I zoom in one more level, it looks like it actually marks 4 tiles? Or a single tile, offset by half a tile?
  20. Guard towers: (561/129) and (532/194) I tried to be as accurate as possible, but it's difficult. A one-tile wide bridge appears to be four tiles wide on the map, so they are probably off by a tile or two. Are guard towers not shown on the map or has just nobody added any so far? You did mention them in the first post. (Alternatively, I'm just blind and couldn't find any)
  21. It's hard to tell definitively, since it only happened sporadically, but I just did a couple hundred actions and none of them doubled; whereas before, I'd get around 10 doubles. I'm fairly confident that it is fixed now. Thank you so much - this was the single most annoying bug I had with the preview client
  22. I'm on Arch Linux with i3 as WM. Console log: Preparing to enable console logging. Now logging to /home/USERNAME/wurm/console.Donitayo.log Time is Thu Mar 08 01:42:31 CET 2018 Running client version 4.1.2 client build# 02e0620137b0191ba76e6ab5ad5ca1a91af24cdc client build time 2018-02-15 18:12 === System information === Executing from /usr/bin/ Operating system: Linux (arch: amd64, version: 4.14.15-1-ARCH) Java version: 1.8.0_152 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.152-b16 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 4 === Wurm options === animation_playback_self = 2 auto_mipmaps_enabled = 2 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_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.08,1.0,0.08,1.0 color_grey = 0.5,0.5,0.5,1.0 color_lime = 0.0,1.0,0.0,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.5,0.0,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.23,0.39,1.0,1.0 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 = 150 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 = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 90 fps_limit = 60 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 = 0 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = true 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 = 3 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 0 reflections = 1 release_context = false release_context_on_jogl_sleep = false remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = false render_vignette = false resident_models = false save_skills_on_quit = false screen_brightness = 0.0 screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 4 shadow_level = 0 shadow_mapsize = 1 shift_drag_default = 1 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = true skydetail = 2 sound_al_gain = 1 sound_buzzlevel = 1 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 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 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 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 = false vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing /home/USERNAME/wurm/configs/priest/keybindings.txt Translating legacy key NUMPAD9 to KP_9 Translating legacy key NUMPAD8 to KP_8 Translating legacy key NUMPAD5 to KP_5 Translating legacy key NUMPAD1 to KP_1 Translating legacy key NUMPAD0 to KP_0 Translating legacy key NUMPAD3 to KP_3 Translating legacy key NUMPAD2 to KP_2 Translating legacy key DECIMAL to KP_DECIMAL Translating legacy key DIVIDE to KP_DIVIDE Translating legacy key NUMPAD4 to KP_4 Translating legacy key NUMPAD7 to KP_7 Translating legacy key SUBTRACT to KP_SUBTRACT Translating legacy key MULTIPLY to KP_MULTIPLY Translating legacy key ADD to KP_ADD Translating legacy key NUMPAD6 to KP_6 Word filter loaded: 23 Starting global job manager with 4 worker threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.17.2 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_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length Generating: 128 source channels. === OpenGL information === LWJGL version: 3.1.1 build 16 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 650 Ti/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 387.34 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix 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_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_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_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge 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_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd 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_square GL_NV_command_list GL_NV_compute_program5 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_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample 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_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_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_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 Vertex/index buffer memory limit: 512MiB Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from /home/USERNAME/wurm/players/Donitayo/windows_1918x1055.txt Loading props file /home/USERNAME/wurm/players/Donitayo/windows_1918x1055.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to /home/USERNAME/wurm/players/Donitayo/logs/_Event.2018-03.txt Disabling Nagles Writing to /home/USERNAME/wurm/players/Donitayo/logs/_Friends.2018-03.txt Writing to /home/USERNAME/wurm/players/Donitayo/logs/Alliance.2018-03.txt Writing to /home/USERNAME/wurm/players/Donitayo/logs/Village.2018-03.txt Writing to /home/USERNAME/wurm/players/Donitayo/logs/CA_HELP.2018-03.txt Writing to /home/USERNAME/wurm/players/Donitayo/logs/Freedom.2018-03.txt Writing to /home/USERNAME/wurm/players/Donitayo/logs/Trade.2018-03.txt Login successful Executing /home/USERNAME/wurm/configs/priest/autorun.txt Starting update of login splash image... Initializing font texture for SansSerif (12). Texture Size: 128 Finished loading new login splash image! Initializing font texture for Cry Uncial (64). Texture Size: 1024 Exception in thread "Thread-30" java.lang.SecurityException: Can not verify security pack jar at com.sun.deploy.util.SecurityBaseline.verifyJar(Unknown Source) at com.sun.deploy.util.SecurityBaseline.access$200(Unknown Source) at com.sun.deploy.util.SecurityBaseline$1.run(Unknown Source) at java.lang.Thread.run(Thread.java:748) Writing to /home/USERNAME/wurm/players/Donitayo/logs/_Skills.2018-03.txt Initializing font texture for Monospaced (11). Texture Size: 128