gorgian

Members
  • Content Count

    569
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by gorgian

  1. Had another idea today off shoot to magic scrolls idea, for priest like fo that heal or other things that need potions... Instead of scrolls have them make potions like healing potions. This would give alchemy a more realistic use along with give animal part and herbs another use. For healing potions as an example: Healing potions would hit fatigue when using them thus limiting their use, could even add a new debuff like alcohol that last longer making your CR drop. By doing the debuff the pvp would only change styles of combat fights. or make your vison blurry like your under water, or even through up from drinking too much. Lots of room to add rebuffs for the instant heal to balance it out for combat. This would give priest another avenue to further skills for a logic reason to their class, and giving thier class a new market to sell or even buy ingredients.
  2. Yes, would be a nice QoL option to be able move the deed token, but I can see limiting option as to where it can be moved due to x,y grid values and how deeds are calculated, It could still be done with limited places where you could move the deed token to. Real question is how much work/time a dev would need to spend on it.. If its a couple days work I can see is, but more then that not worth it. Time would be better spent on other things. Just my 2 irons - (Just my 2 cents)
  3. Have you tested if a rift can spawn on them or via versa, would be interesting at a rift for sure having both at one place.
  4. Personally use plate myself. If fight a lot of trolls, then just switch out 2H for 1h & shield. With good shield skill bash will go in to the shield. I think shields should be included when thinking about armor.
  5. I think stealth is the way to go. It fits almost every point except leading animals. Maybe it just needs a tweak, so you can use stealth when "leading animals".
  6. Indy and Xan have some high mountains. Would be nice if we could have cable cars. Benefit, nice view, easier to construct vs bridge, gives players something new to build off side of a cliff or mountain. As for the lifts, could use them in areas like a drop shaft. flatten it out and build a lift there.
  7. There of course would be the same risk as if a priest cast it. Having scrolls just adds another layer to the sink. First to the cast to the scroll then to the item or what have you. P.S. personally id like to see a summon scroll. Not every rift there are priest to summon. This would make rift more appealing to people getting to them.
  8. Lots of ways to be 1 tile away if exploring. example as follows: - have saddles on horses, stop leading step one tile away. - place a tent down, hitch horse to tent, move one tile away. - get off cart move 1 tile away. -tame animal move one tile away. -place animals in fenced off area(abandon deed some time has them open) move one tile away. But honestly, its just as easy to log off and then back on real quick with how fast pc's are now a-days. 10 years ago I would be different sure.
  9. Any one that played D&D know where I am going with this... A magic scroll created(enchanted) by a priest with a spell like LT, AoE, ext. The magic scroll would be a one time use item. Instead of the priests always needing to cast. Why not let anyone cast it with a magic scroll that a priest has already prepared. This would add a new item that anyone can use at anytime. New item that can be sold via different means like mailing, trading, & at a merchant stall Give new use for paper & paper making skill no longer needing to wait for that priest to be online.
  10. Title say it all... An idea for people that like to sail and wage battles on the water.
  11. Love this. But, only having 2 holy sites on large server isn't good. Smaller server this works fine.
  12. sound it, "randomly going to deed area's and trying my luck at each site.
  13. Stealth Wiki definition: - It is possible to be completely invisible to other players and creatures when in stealth mode
  14. Thanx, already tried this no help.
  15. Cant see where it is. Does anyone see where it is? Grids D9-D10/E9-10 of the blue circle on Xanadu https://imgur.com/TPROtY4 https://imgur.com/T1ABXeA
  16. I got this message when trying to replace rune on wooden coffer "You must first empty the container in order to replace the rune." - I emptied the wooden coffer. Same massage again. "You must first empty the container in order to replace the rune." - Picked up placed items on top of wooden coffee. - Then I was able to replace rune ( wooden Vynora rune of 10% decay of items inside) summer: Items placed interfere with replacing of rune. Side note. when placing a non-runed wooden coffer. The coffer does not need to be empty when attaching. This also works with other containers in the same way.
  17. Yes I agree this is a concern for me too. Most main tunnels/canals are governed not to be chanced unless you contact a GM first. This is a great idea too. Only issue i can see is on pvp. Maybe have the option to "repair" with beam only available after so many hours since last damage tick done.
  18. I can see your point OP. Rather then a deed falling. Maybe make the strength of a reinforcing as strong as a 9999 like a ore vein. This way a person can pick away at it over time, or a casting Disintegrate, but change the spell properties so it will take a sort of damage in chunk form the reinforcement like an ore vein. This way it is possible for anyone to do this removal. A players higher the skill will make the process quicker like every other skill. Basically the idea is to give everyone the freedom to do what they like. With out being stuck behind a skill wall(priest with 70+), or a pay wall (deed).
  19. Yep, if you alt tab a lot the sound with also fail in wurm. Not sure if this is tired to the same issue. like windows interface screen. Also if you minimize the game the sound still plays. most windows when minimized the audio will mute, but wurm do not mute.. Just some things to poke around if a dev starts trouble shooting this sound.
  20. Finally a crash log. Unexpected crash while playing The error was: </ by zero> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: [16:04:22] [16:04:22] Preparing to enable console logging. [16:04:22] Now logging to C:\Users\USERNAME\wurm\console.Gorgian.log [16:04:22] Time is Tue Aug 16 16:04:22 NDT 2022 [16:04:22] Running client version 4.2.59 [16:04:22] client build# d5d505c956b72c71c9617eea51f3ac6482fc1fab [16:04:22] client build time 2022-08-16 12:49 [16:04:22] [16:04:22] === System information === [16:04:22] Executing from C:\Users\USERNAME\AppData\Local\Programs\Wurm Online\ [16:04:22] Operating system: Windows 10 (arch: amd64, version: 10.0) [16:04:22] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> [16:04:22] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] [16:04:22] Available CPUs: 16 [16:04:22] [16:04:22] [16:04:22] === Wurm options === [16:04:22] animation_playback_self = 0 [16:04:22] ao_level = 2 [16:04:22] auto_mipmaps_enabled = 1 [16:04:22] auto_run_source = 0 [16:04:22] cavedetail = 2 [16:04:22] censor_chat = true [16:04:22] collada_animations = 3 [16:04:22] colorItemsDamage = true [16:04:22] color_black = 0.0,0.0,0.0,1.0 [16:04:22] color_cyan = 0.0,1.0,1.0,1.0 [16:04:22] color_enchant_desc = 0.5,0.5,1.0,1.0 [16:04:22] color_enchant_name = 0.0,0.5,0.5,1.0 [16:04:22] color_enchant_power = 0.0,1.0,1.0,1.0 [16:04:22] color_error = 1.0,0.3,0.3,1.0 [16:04:22] color_fuchsia = 1.0,0.0,1.0,1.0 [16:04:22] color_green = 0.4,0.72,0.47,1.0 [16:04:22] color_grey = 0.5,0.75,1.0,1.0 [16:04:22] color_lime = 0.5,1.0,0.5,1.0 [16:04:22] color_maroon = 0.5,0.0,0.0,1.0 [16:04:22] color_navy_blue = 0.23,0.39,1.0,1.0 [16:04:22] color_orange = 1.0,0.58,0.04,1.0 [16:04:22] color_outline_ally = 0.5,1.0,0.5,1.0 [16:04:22] color_outline_friend = 0.5,0.75,1.0,1.0 [16:04:22] color_outline_hostile = 1.0,0.0,0.0,1.0 [16:04:22] color_outline_neutral = 0.5,0.5,1.0,1.0 [16:04:22] color_purple = 0.5,0.0,0.5,1.0 [16:04:22] color_red = 1.0,0.0,0.0,1.0 [16:04:22] color_royal_blue = 0.5,0.5,1.0,1.0 [16:04:22] color_salve_acid = 1.0,1.0,0.0,1.0 [16:04:22] color_salve_fire = 1.0,0.0,0.0,1.0 [16:04:22] color_salve_frost = 0.0,0.0,1.0,1.0 [16:04:22] color_silver = 0.75,0.75,0.75,1.0 [16:04:22] color_system = 0.5,1.0,0.5,1.0 [16:04:22] color_teal = 0.0,0.5,0.5,1.0 [16:04:22] color_white = 1.0,1.0,1.0,1.0 [16:04:22] color_yellow = 1.0,1.0,0.0,1.0 [16:04:22] combat_world_text = true [16:04:22] compressed_textures = false [16:04:22] compressed_textures_S3TC = true [16:04:22] contribution_culling = 200 [16:04:22] custim_timer_source = 1 [16:04:22] customTimer1 = -1|-1 [16:04:22] customTimer2 = -1|-1 [16:04:22] customTimer3 = -1|-1 [16:04:22] customTimer4 = -1|-1 [16:04:22] customTimer5 = -1|-1 [16:04:22] debug_mode = false [16:04:22] defaultActions_source = 0 [16:04:22] depth_clamp_enabled = 2 [16:04:22] disable_select_all_shortcut = false [16:04:22] display_settings = false:false:0:1360:768:32:-1:false:true [16:04:22] enable_contribution_culling = false [16:04:22] enable_debugs = false [16:04:22] enable_ingame_wurmpedia = false [16:04:22] enable_lod = true [16:04:22] enable_seasonal_mappings = true [16:04:22] enable_shift_drag = false [16:04:22] enable_volumetric_fog = true [16:04:22] enable_vsync = false [16:04:22] enable_world_drag = true [16:04:22] event_log_rotation = 2 [16:04:22] exec_source = 0 [16:04:22] fast_yield = false [16:04:22] fbo_enabled = 2 [16:04:22] flashAssist_climbing = true [16:04:22] flashAssist_inventory = true [16:04:22] flashAssist_stamina_low = true [16:04:22] flashAssist_stamina_water = true [16:04:22] fog_coord_src = 0 [16:04:22] font_antialias = 2 [16:04:22] font_bold = 11 [16:04:22] font_default = 11 [16:04:22] font_header = 24 [16:04:22] font_italian = 11 [16:04:22] font_monospaced = 11 [16:04:22] font_static = 11 [16:04:22] fov_horizontal = 80 [16:04:22] fps_limit = 60 [16:04:22] fps_limit_background = 30 [16:04:22] fps_limit_enabled = true [16:04:22] fps_ui_buffer = 30 [16:04:22] fps_uilimit_enabled = false [16:04:22] free_look_mode_disable_on_close_component = false [16:04:22] free_look_mode_disable_on_combat = false [16:04:22] free_look_mode_disable_on_open_component = false [16:04:22] free_look_mode_sensitivity = 10 [16:04:22] game_client_thread_priority = 2 [16:04:22] glsl_debug_loading = false [16:04:22] glsl_enabled = 2 [16:04:22] gpu_skinning = true [16:04:22] graphics_profile = 5 [16:04:22] gui_opacity = 3 [16:04:22] gui_skin = 1 [16:04:22] hard_mode = false [16:04:22] has_read_eula = true [16:04:22] head_bob = false [16:04:22] hide_cursor_with_ui = false [16:04:22] hide_inactive_friends = false [16:04:22] hide_menu_examine = false [16:04:22] hide_menu_no_target = false [16:04:22] hide_menu_spam_mode = true [16:04:22] hide_menu_stop = false [16:04:22] hide_onscreen_fail_messages = false [16:04:22] hide_onscreen_hostile_messages = false [16:04:22] hide_onscreen_info_messages = false [16:04:22] hide_personal_goal = false [16:04:22] high_res_binoculars = true [16:04:22] hint_texture_scaling = 2 [16:04:22] impColumn = true [16:04:22] inverse_mouse = false [16:04:22] irc_log_rotation = 2 [16:04:22] irc_notif = 0 [16:04:22] item_creature_render_distance = 3 [16:04:22] keep_fightwindow_hidden = false [16:04:22] key_bindings_source = 0 [16:04:22] keyboard_layout = 0 [16:04:22] limit_dynamic_lights = true [16:04:22] loadInventoryStartup = true [16:04:22] local_list_in_event = false [16:04:22] lod = 1 [16:04:22] log_extra_errors = false [16:04:22] log_gl_errors = false [16:04:22] mark_text_read = true [16:04:22] material_as_suffix = true [16:04:22] max_dynamic_lights = 8 [16:04:22] max_shader_lights = 8 [16:04:22] max_texture_size = 3 [16:04:22] mega_texture_size = 6 [16:04:22] model_loader_thread_priority = 2 [16:04:22] model_loading_threads = 4 [16:04:22] mount_control_mode = 0 [16:04:22] mount_rotation = false [16:04:22] mouse_camera_sensitivity = 10.0 [16:04:22] mouse_smoothing = 0.0 [16:04:22] multicolor_usage = 1 [16:04:22] multidraw_enabled = 1 [16:04:22] no_brightness = false [16:04:22] no_terrain_render = false [16:04:22] no_world_render = false [16:04:22] non_power_of_two = 1 [16:04:22] normal_maps = true [16:04:22] occlusion_queries_enabled = 2 [16:04:22] offscreen_texture_size = 2 [16:04:22] other_log_rotation = 2 [16:04:22] outline_picking = true [16:04:22] player_texture_size = 2 [16:04:22] quick_keybinds = true [16:04:22] reflection_texture_size = 2 [16:04:22] reflections = 0 [16:04:22] remember_password = true [16:04:22] render_bloom = false [16:04:22] render_distant_terrain = true [16:04:22] render_fxaa = true [16:04:22] render_sun_glare = false [16:04:22] render_vignette = false [16:04:22] renderer_type = 1 [16:04:22] resident_models = false [16:04:22] save_skills_on_quit = true [16:04:22] screen_brightness = 0.0 [16:04:22] screen_shake = false [16:04:22] screenshot_file_format = 1 [16:04:22] season_override = 0 [16:04:22] send_extra_tile_data = false [16:04:22] setting_timestamps = true [16:04:22] settings_version = 15 [16:04:22] shadow_level = 4 [16:04:22] shadow_mapsize = 1 [16:04:22] shift_drag_default = 10 [16:04:22] showKChat = true [16:04:22] show_body_in_inventory = false [16:04:22] show_creature_overlay = true [16:04:22] show_detailed_hover = true [16:04:22] show_examine_world_text = true [16:04:22] show_hit_direction_indicator = true [16:04:22] show_inventory_filters = true [16:04:22] show_local_world_text = true [16:04:22] show_old_menu = false [16:04:22] show_old_quickbar = false [16:04:22] show_tab_blinking = true [16:04:22] silent_friends_update = false [16:04:22] skillgain_minimum = 4 [16:04:22] skillgain_no_alignment = true [16:04:22] skillgain_no_favor = true [16:04:22] skydetail = 1 [16:04:22] sound_al_gain = 5 [16:04:22] sound_buzzlevel = 2 [16:04:22] sound_cache_enabled = true [16:04:22] sound_doppler_enabled = false [16:04:22] sound_engine = 2 [16:04:22] sound_footstepslevel = 10 [16:04:22] sound_music_level = 4 [16:04:22] sound_play_PMAlert = false [16:04:22] sound_play_UIsounds = true [16:04:22] sound_play_ambients = true [16:04:22] sound_play_buzz = true [16:04:22] sound_play_combat = true [16:04:22] sound_play_door = true [16:04:22] sound_play_emotes = true [16:04:22] sound_play_footsteps = true [16:04:22] sound_play_music = false [16:04:22] sound_play_weather = true [16:04:22] sound_play_work = true [16:04:22] structure_render_distance = 3 [16:04:22] submit_client_data = 2 [16:04:22] supersampling = 0 [16:04:22] swap_mouse_buttons = false [16:04:22] terrain_res = 2 [16:04:22] test_attach_equipment = false [16:04:22] test_mode = 0 [16:04:22] thirdPerson = false [16:04:22] tile_transitions = true [16:04:22] tiledecorations = 2 [16:04:22] togglePushToTalk = true [16:04:22] treelist_outline = true [16:04:22] trees = 3 [16:04:22] ui_font_scale = 100 [16:04:22] ui_scale = 110 [16:04:22] update_optional = true [16:04:22] use_alpha_particles = true [16:04:22] use_anisotropic_filtering = 4 [16:04:22] use_antialiasing = 1 [16:04:22] use_default_action = true [16:04:22] use_fast_clock_work_around = true [16:04:22] use_nano_timer = false [16:04:22] use_non_alpha_particles = true [16:04:22] use_phobia_models = false [16:04:22] use_tree_models = true [16:04:22] use_weather_particles = true [16:04:22] vbo_enabled = 1 [16:04:22] vg_ui_theme = 1 [16:04:22] viewport_bob = true [16:04:22] water_detail = 2 [16:04:22] water_transparency = false [16:04:22] [16:04:23] Setting up WurmModel Model Loader [16:04:23] Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt [16:04:23] Translating legacy key NUMPAD7 to KP_7 [16:04:23] Translating legacy key NUMPAD9 to KP_9 [16:04:23] Translating legacy key SUBTRACT to KP_SUBTRACT [16:04:23] Translating legacy key EQUALS to EQUAL [16:04:23] Translating legacy key ADD to KP_ADD [16:04:23] Translating legacy key NUMPAD8 to KP_8 [16:04:23] Translating legacy key NUMPAD5 to KP_5 [16:04:23] Translating legacy key MULTIPLY to KP_MULTIPLY [16:04:23] Translating legacy key NUMPAD1 to KP_1 [16:04:23] Translating legacy key NUMPAD0 to KP_0 [16:04:23] Translating legacy key NUMPAD3 to KP_3 [16:04:23] Translating legacy key NUMPAD2 to KP_2 [16:04:23] Translating legacy key DECIMAL to KP_DECIMAL [16:04:23] Translating legacy key DIVIDE to KP_DIVIDE [16:04:23] Translating legacy key NUMPAD6 to KP_6 [16:04:23] Translating legacy key NUMPAD4 to KP_4 [16:04:23] Setting up OpenAL Sound Engine [16:04:23] OpenAL version: 1.1 ALSOFT 1.19.1 [16:04:23] OpenAL renderer: OpenAL Soft [16:04:23] OpenAL vendor: OpenAL Community [16:04:23] 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_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize [16:04:23] Generating: 128 source channels. [16:04:23] [16:04:23] === OpenGL information === [16:04:23] LWJGL version: 3.2.3 1.2.0 [16:04:23] OpenGL vendor: NVIDIA Corporation [16:04:23] OpenGL renderer: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 [16:04:23] OpenGL version: 4.6.0 NVIDIA 512.95 [16:04:23] OpenGL extensions: [16:04:23] GL_AMD_multi_draw_indirect [16:04:23] GL_AMD_seamless_cubemap_per_texture [16:04:23] GL_AMD_vertex_shader_viewport_index [16:04:23] GL_AMD_vertex_shader_layer [16:04:23] GL_ARB_arrays_of_arrays [16:04:23] GL_ARB_base_instance [16:04:23] GL_ARB_bindless_texture [16:04:23] GL_ARB_blend_func_extended [16:04:23] GL_ARB_buffer_storage [16:04:23] GL_ARB_clear_buffer_object [16:04:23] GL_ARB_clear_texture [16:04:23] GL_ARB_clip_control [16:04:23] GL_ARB_color_buffer_float [16:04:23] GL_ARB_compatibility [16:04:23] GL_ARB_compressed_texture_pixel_storage [16:04:23] GL_ARB_conservative_depth [16:04:23] GL_ARB_compute_shader [16:04:23] GL_ARB_compute_variable_group_size [16:04:23] GL_ARB_conditional_render_inverted [16:04:23] GL_ARB_copy_buffer [16:04:23] GL_ARB_copy_image [16:04:23] GL_ARB_cull_distance [16:04:23] GL_ARB_debug_output [16:04:23] GL_ARB_depth_buffer_float [16:04:23] GL_ARB_depth_clamp [16:04:23] GL_ARB_depth_texture [16:04:23] GL_ARB_derivative_control [16:04:23] GL_ARB_direct_state_access [16:04:23] GL_ARB_draw_buffers [16:04:23] GL_ARB_draw_buffers_blend [16:04:23] GL_ARB_draw_indirect [16:04:23] GL_ARB_draw_elements_base_vertex [16:04:23] GL_ARB_draw_instanced [16:04:23] GL_ARB_enhanced_layouts [16:04:23] GL_ARB_ES2_compatibility [16:04:23] GL_ARB_ES3_compatibility [16:04:23] GL_ARB_ES3_1_compatibility [16:04:23] GL_ARB_ES3_2_compatibility [16:04:23] GL_ARB_explicit_attrib_location [16:04:23] GL_ARB_explicit_uniform_location [16:04:23] GL_ARB_fragment_coord_conventions [16:04:23] GL_ARB_fragment_layer_viewport [16:04:23] GL_ARB_fragment_program [16:04:23] GL_ARB_fragment_program_shadow [16:04:23] GL_ARB_fragment_shader [16:04:23] GL_ARB_fragment_shader_interlock [16:04:23] GL_ARB_framebuffer_no_attachments [16:04:23] GL_ARB_framebuffer_object [16:04:23] GL_ARB_framebuffer_sRGB [16:04:23] GL_ARB_geometry_shader4 [16:04:23] GL_ARB_get_program_binary [16:04:23] GL_ARB_get_texture_sub_image [16:04:23] GL_ARB_gl_spirv [16:04:23] GL_ARB_gpu_shader5 [16:04:23] GL_ARB_gpu_shader_fp64 [16:04:23] GL_ARB_gpu_shader_int64 [16:04:23] GL_ARB_half_float_pixel [16:04:23] GL_ARB_half_float_vertex [16:04:23] GL_ARB_imaging [16:04:23] GL_ARB_indirect_parameters [16:04:23] GL_ARB_instanced_arrays [16:04:23] GL_ARB_internalformat_query [16:04:23] GL_ARB_internalformat_query2 [16:04:23] GL_ARB_invalidate_subdata [16:04:23] GL_ARB_map_buffer_alignment [16:04:23] GL_ARB_map_buffer_range [16:04:23] GL_ARB_multi_bind [16:04:23] GL_ARB_multi_draw_indirect [16:04:23] GL_ARB_multisample [16:04:23] GL_ARB_multitexture [16:04:23] GL_ARB_occlusion_query [16:04:23] GL_ARB_occlusion_query2 [16:04:23] GL_ARB_parallel_shader_compile [16:04:23] GL_ARB_pipeline_statistics_query [16:04:23] GL_ARB_pixel_buffer_object [16:04:23] GL_ARB_point_parameters [16:04:23] GL_ARB_point_sprite [16:04:23] GL_ARB_polygon_offset_clamp [16:04:23] GL_ARB_post_depth_coverage [16:04:23] GL_ARB_program_interface_query [16:04:23] GL_ARB_provoking_vertex [16:04:23] GL_ARB_query_buffer_object [16:04:23] GL_ARB_robust_buffer_access_behavior [16:04:23] GL_ARB_robustness [16:04:23] GL_ARB_sample_locations [16:04:23] GL_ARB_sample_shading [16:04:23] GL_ARB_sampler_objects [16:04:23] GL_ARB_seamless_cube_map [16:04:23] GL_ARB_seamless_cubemap_per_texture [16:04:23] GL_ARB_separate_shader_objects [16:04:23] GL_ARB_shader_atomic_counter_ops [16:04:23] GL_ARB_shader_atomic_counters [16:04:23] GL_ARB_shader_ballot [16:04:23] GL_ARB_shader_bit_encoding [16:04:23] GL_ARB_shader_clock [16:04:23] GL_ARB_shader_draw_parameters [16:04:23] GL_ARB_shader_group_vote [16:04:23] GL_ARB_shader_image_load_store [16:04:23] GL_ARB_shader_image_size [16:04:23] GL_ARB_shader_objects [16:04:23] GL_ARB_shader_precision [16:04:23] GL_ARB_shader_storage_buffer_object [16:04:23] GL_ARB_shader_subroutine [16:04:23] GL_ARB_shader_texture_image_samples [16:04:23] GL_ARB_shader_texture_lod [16:04:23] GL_ARB_shading_language_100 [16:04:23] GL_ARB_shader_viewport_layer_array [16:04:23] GL_ARB_shading_language_420pack [16:04:23] GL_ARB_shading_language_include [16:04:23] GL_ARB_shading_language_packing [16:04:23] GL_ARB_shadow [16:04:23] GL_ARB_sparse_buffer [16:04:23] GL_ARB_sparse_texture [16:04:23] GL_ARB_sparse_texture2 [16:04:23] GL_ARB_sparse_texture_clamp [16:04:23] GL_ARB_spirv_extensions [16:04:23] GL_ARB_stencil_texturing [16:04:23] GL_ARB_sync [16:04:23] GL_ARB_tessellation_shader [16:04:23] GL_ARB_texture_barrier [16:04:23] GL_ARB_texture_border_clamp [16:04:23] GL_ARB_texture_buffer_object [16:04:23] GL_ARB_texture_buffer_object_rgb32 [16:04:23] GL_ARB_texture_buffer_range [16:04:23] GL_ARB_texture_compression [16:04:23] GL_ARB_texture_compression_bptc [16:04:23] GL_ARB_texture_compression_rgtc [16:04:23] GL_ARB_texture_cube_map [16:04:23] GL_ARB_texture_cube_map_array [16:04:23] GL_ARB_texture_env_add [16:04:23] GL_ARB_texture_env_combine [16:04:23] GL_ARB_texture_env_crossbar [16:04:23] GL_ARB_texture_env_dot3 [16:04:23] GL_ARB_texture_filter_anisotropic [16:04:23] GL_ARB_texture_filter_minmax [16:04:23] GL_ARB_texture_float [16:04:23] GL_ARB_texture_gather [16:04:23] GL_ARB_texture_mirror_clamp_to_edge [16:04:23] GL_ARB_texture_mirrored_repeat [16:04:23] GL_ARB_texture_multisample [16:04:23] GL_ARB_texture_non_power_of_two [16:04:23] GL_ARB_texture_query_levels [16:04:23] GL_ARB_texture_query_lod [16:04:23] GL_ARB_texture_rectangle [16:04:23] GL_ARB_texture_rg [16:04:23] GL_ARB_texture_rgb10_a2ui [16:04:23] GL_ARB_texture_stencil8 [16:04:23] GL_ARB_texture_storage [16:04:23] GL_ARB_texture_storage_multisample [16:04:23] GL_ARB_texture_swizzle [16:04:23] GL_ARB_texture_view [16:04:23] GL_ARB_timer_query [16:04:23] GL_ARB_transform_feedback2 [16:04:23] GL_ARB_transform_feedback3 [16:04:23] GL_ARB_transform_feedback_instanced [16:04:23] GL_ARB_transform_feedback_overflow_query [16:04:23] GL_ARB_transpose_matrix [16:04:23] GL_ARB_uniform_buffer_object [16:04:23] GL_ARB_vertex_array_bgra [16:04:23] GL_ARB_vertex_array_object [16:04:23] GL_ARB_vertex_attrib_64bit [16:04:23] GL_ARB_vertex_attrib_binding [16:04:23] GL_ARB_vertex_buffer_object [16:04:23] GL_ARB_vertex_program [16:04:23] GL_ARB_vertex_shader [16:04:23] GL_ARB_vertex_type_10f_11f_11f_rev [16:04:23] GL_ARB_vertex_type_2_10_10_10_rev [16:04:23] GL_ARB_viewport_array [16:04:23] GL_ARB_window_pos [16:04:23] GL_ATI_draw_buffers [16:04:23] GL_ATI_texture_float [16:04:23] GL_ATI_texture_mirror_once [16:04:23] GL_S3_s3tc [16:04:23] GL_EXT_texture_env_add [16:04:23] GL_EXT_abgr [16:04:23] GL_EXT_bgra [16:04:23] GL_EXT_bindable_uniform [16:04:23] GL_EXT_blend_color [16:04:23] GL_EXT_blend_equation_separate [16:04:23] GL_EXT_blend_func_separate [16:04:23] GL_EXT_blend_minmax [16:04:23] GL_EXT_blend_subtract [16:04:23] GL_EXT_compiled_vertex_array [16:04:23] GL_EXT_Cg_shader [16:04:23] GL_EXT_depth_bounds_test [16:04:23] GL_EXT_direct_state_access [16:04:23] GL_EXT_draw_buffers2 [16:04:23] GL_EXT_draw_instanced [16:04:23] GL_EXT_draw_range_elements [16:04:23] GL_EXT_fog_coord [16:04:23] GL_EXT_framebuffer_blit [16:04:23] GL_EXT_framebuffer_multisample [16:04:23] GL_EXTX_framebuffer_mixed_formats [16:04:23] GL_EXT_framebuffer_multisample_blit_scaled [16:04:23] GL_EXT_framebuffer_object [16:04:23] GL_EXT_framebuffer_sRGB [16:04:23] GL_EXT_geometry_shader4 [16:04:23] GL_EXT_gpu_program_parameters [16:04:23] GL_EXT_gpu_shader4 [16:04:23] GL_EXT_multi_draw_arrays [16:04:23] GL_EXT_multiview_texture_multisample [16:04:23] GL_EXT_multiview_timer_query [16:04:23] GL_EXT_packed_depth_stencil [16:04:23] GL_EXT_packed_float [16:04:23] GL_EXT_packed_pixels [16:04:23] GL_EXT_pixel_buffer_object [16:04:23] GL_EXT_point_parameters [16:04:23] GL_EXT_polygon_offset_clamp [16:04:23] GL_EXT_post_depth_coverage [16:04:23] GL_EXT_provoking_vertex [16:04:23] GL_EXT_raster_multisample [16:04:23] GL_EXT_rescale_normal [16:04:23] GL_EXT_secondary_color [16:04:23] GL_EXT_separate_shader_objects [16:04:23] GL_EXT_separate_specular_color [16:04:23] GL_EXT_shader_image_load_formatted [16:04:23] GL_EXT_shader_image_load_store [16:04:23] GL_EXT_shader_integer_mix [16:04:23] GL_EXT_shadow_funcs [16:04:23] GL_EXT_sparse_texture2 [16:04:23] GL_EXT_stencil_two_side [16:04:23] GL_EXT_stencil_wrap [16:04:23] GL_EXT_texture3D [16:04:23] GL_EXT_texture_array [16:04:23] GL_EXT_texture_buffer_object [16:04:23] GL_EXT_texture_compression_dxt1 [16:04:23] GL_EXT_texture_compression_latc [16:04:23] GL_EXT_texture_compression_rgtc [16:04:23] GL_EXT_texture_compression_s3tc [16:04:23] GL_EXT_texture_cube_map [16:04:23] GL_EXT_texture_edge_clamp [16:04:23] GL_EXT_texture_env_combine [16:04:23] GL_EXT_texture_env_dot3 [16:04:23] GL_EXT_texture_filter_anisotropic [16:04:23] GL_EXT_texture_filter_minmax [16:04:23] GL_EXT_texture_integer [16:04:23] GL_EXT_texture_lod [16:04:23] GL_EXT_texture_lod_bias [16:04:23] GL_EXT_texture_mirror_clamp [16:04:23] GL_EXT_texture_object [16:04:23] GL_EXT_texture_shadow_lod [16:04:23] GL_EXT_texture_shared_exponent [16:04:23] GL_EXT_texture_sRGB [16:04:23] GL_EXT_texture_sRGB_R8 [16:04:23] GL_EXT_texture_sRGB_decode [16:04:23] GL_EXT_texture_storage [16:04:23] GL_EXT_texture_swizzle [16:04:23] GL_EXT_timer_query [16:04:23] GL_EXT_transform_feedback2 [16:04:23] GL_EXT_vertex_array [16:04:23] GL_EXT_vertex_array_bgra [16:04:23] GL_EXT_vertex_attrib_64bit [16:04:23] GL_EXT_window_rectangles [16:04:23] GL_EXT_import_sync_object [16:04:23] GL_IBM_rasterpos_clip [16:04:23] GL_IBM_texture_mirrored_repeat [16:04:23] GL_KHR_context_flush_control [16:04:23] GL_KHR_debug [16:04:23] GL_EXT_memory_object [16:04:23] GL_EXT_memory_object_win32 [16:04:23] GL_NV_memory_object_sparse [16:04:23] GL_EXT_win32_keyed_mutex [16:04:23] GL_KHR_parallel_shader_compile [16:04:23] GL_KHR_no_error [16:04:23] GL_KHR_robust_buffer_access_behavior [16:04:23] GL_KHR_robustness [16:04:23] GL_EXT_semaphore [16:04:23] GL_EXT_semaphore_win32 [16:04:23] GL_NV_timeline_semaphore [16:04:23] GL_KHR_shader_subgroup [16:04:23] GL_KTX_buffer_region [16:04:23] GL_NV_alpha_to_coverage_dither_control [16:04:23] GL_NV_bindless_multi_draw_indirect [16:04:23] GL_NV_bindless_multi_draw_indirect_count [16:04:23] GL_NV_bindless_texture [16:04:23] GL_NV_blend_equation_advanced [16:04:23] GL_NV_blend_equation_advanced_coherent [16:04:23] GL_NVX_blend_equation_advanced_multi_draw_buffers [16:04:23] GL_NV_blend_minmax_factor [16:04:23] GL_NV_blend_square [16:04:23] GL_NV_clip_space_w_scaling [16:04:23] GL_NV_command_list [16:04:23] GL_NV_compute_program5 [16:04:23] GL_NV_compute_shader_derivatives [16:04:23] GL_NV_conditional_render [16:04:23] GL_NV_conservative_raster [16:04:23] GL_NV_conservative_raster_dilate [16:04:23] GL_NV_conservative_raster_pre_snap [16:04:23] GL_NV_conservative_raster_pre_snap_triangles [16:04:23] GL_NV_conservative_raster_underestimation [16:04:23] GL_NV_copy_depth_to_color [16:04:23] GL_NV_copy_image [16:04:23] GL_NV_depth_buffer_float [16:04:23] GL_NV_depth_clamp [16:04:23] GL_NV_draw_texture [16:04:23] GL_NV_draw_vulkan_image [16:04:23] GL_NV_ES1_1_compatibility [16:04:23] GL_NV_ES3_1_compatibility [16:04:23] GL_NV_explicit_multisample [16:04:23] GL_NV_feature_query [16:04:23] GL_NV_fence [16:04:23] GL_NV_fill_rectangle [16:04:23] GL_NV_float_buffer [16:04:23] GL_NV_fog_distance [16:04:23] GL_NV_fragment_coverage_to_color [16:04:23] GL_NV_fragment_program [16:04:23] GL_NV_fragment_program_option [16:04:23] GL_NV_fragment_program2 [16:04:23] GL_NV_fragment_shader_barycentric [16:04:23] GL_NV_fragment_shader_interlock [16:04:23] GL_NV_framebuffer_mixed_samples [16:04:23] GL_NV_framebuffer_multisample_coverage [16:04:23] GL_NV_geometry_shader4 [16:04:23] GL_NV_geometry_shader_passthrough [16:04:23] GL_NV_gpu_program4 [16:04:23] GL_NV_internalformat_sample_query [16:04:23] GL_NV_gpu_program4_1 [16:04:23] GL_NV_gpu_program5 [16:04:23] GL_NV_gpu_program5_mem_extended [16:04:23] GL_NV_gpu_program_fp64 [16:04:23] GL_NV_gpu_shader5 [16:04:23] GL_NV_half_float [16:04:23] GL_NV_light_max_exponent [16:04:23] GL_NV_memory_attachment [16:04:23] GL_NV_mesh_shader [16:04:23] GL_NV_multisample_coverage [16:04:23] GL_NV_multisample_filter_hint [16:04:23] GL_NV_occlusion_query [16:04:23] GL_NV_packed_depth_stencil [16:04:23] GL_NV_parameter_buffer_object [16:04:23] GL_NV_parameter_buffer_object2 [16:04:23] GL_NV_path_rendering [16:04:23] GL_NV_path_rendering_shared_edge [16:04:23] GL_NV_pixel_data_range [16:04:23] GL_NV_point_sprite [16:04:23] GL_NV_primitive_restart [16:04:23] GL_NV_query_resource [16:04:23] GL_NV_query_resource_tag [16:04:23] GL_NV_register_combiners [16:04:23] GL_NV_register_combiners2 [16:04:23] GL_NV_representative_fragment_test [16:04:23] GL_NV_sample_locations [16:04:23] GL_NV_sample_mask_override_coverage [16:04:23] GL_NV_scissor_exclusive [16:04:23] GL_NV_shader_atomic_counters [16:04:23] GL_NV_shader_atomic_float [16:04:23] GL_NV_shader_atomic_float64 [16:04:23] GL_NV_shader_atomic_fp16_vector [16:04:23] GL_NV_shader_atomic_int64 [16:04:23] GL_NV_shader_buffer_load [16:04:23] GL_NV_shader_storage_buffer_object [16:04:23] GL_NV_shader_subgroup_partitioned [16:04:23] GL_NV_shader_texture_footprint [16:04:23] GL_NV_shading_rate_image [16:04:23] GL_NV_stereo_view_rendering [16:04:23] GL_NV_texgen_reflection [16:04:23] GL_NV_texture_barrier [16:04:23] GL_NV_texture_compression_vtc [16:04:23] GL_NV_texture_env_combine4 [16:04:23] GL_NV_texture_multisample [16:04:23] GL_NV_texture_rectangle [16:04:23] GL_NV_texture_rectangle_compressed [16:04:23] GL_NV_texture_shader [16:04:23] GL_NV_texture_shader2 [16:04:23] GL_NV_texture_shader3 [16:04:23] GL_NV_transform_feedback [16:04:23] GL_NV_transform_feedback2 [16:04:23] GL_NV_uniform_buffer_unified_memory [16:04:23] GL_NV_vertex_array_range [16:04:23] GL_NV_vertex_array_range2 [16:04:23] GL_NV_vertex_attrib_integer_64bit [16:04:23] GL_NV_vertex_buffer_unified_memory [16:04:23] GL_NV_vertex_program [16:04:23] GL_NV_vertex_program1_1 [16:04:23] GL_NV_vertex_program2 [16:04:23] GL_NV_vertex_program2_option [16:04:23] GL_NV_vertex_program3 [16:04:23] GL_NV_viewport_array2 [16:04:23] GL_NV_viewport_swizzle [16:04:23] GL_NVX_conditional_render [16:04:23] GL_NVX_linked_gpu_multicast [16:04:23] GL_NV_gpu_multicast [16:04:23] GL_NVX_gpu_multicast2 [16:04:23] GL_NVX_progress_fence [16:04:23] GL_NVX_gpu_memory_info [16:04:23] GL_NVX_multigpu_info [16:04:23] GL_NVX_nvenc_interop [16:04:23] GL_NV_shader_thread_group [16:04:23] GL_NV_shader_thread_shuffle [16:04:23] GL_KHR_blend_equation_advanced [16:04:23] GL_KHR_blend_equation_advanced_coherent [16:04:23] GL_OVR_multiview [16:04:23] GL_OVR_multiview2 [16:04:23] GL_SGIS_generate_mipmap [16:04:23] GL_SGIS_texture_lod [16:04:23] GL_SGIX_depth_texture [16:04:23] GL_SGIX_shadow [16:04:23] GL_SUN_slice_accum [16:04:23] GL_WIN_swap_hint [16:04:23] WGL_EXT_swap_control [16:04:23] OpenGL pixel format: 8:8:8:8 [16:04:23] OpenGL depth format: 24:8 [16:04:23] [16:04:23] GLSL version: 4.60 NVIDIA [16:04:23] GLSL max vertex uniforms: 4096 (4096) [16:04:23] GLSL max fragment uniforms: 4096 (4096) [16:04:23] GLSL max varyings: 124 (124) [16:04:23] GLSL max lights: 8 (8) [16:04:23] GLSL defines (4.6): #define USE_CLIP_VERTEX 1 [16:04:23] [16:04:23] Vertex/index buffer memory limit: 4096MiB [16:04:24] Word filter loaded: 23 [16:04:24] Starting global frame job manager with 16 worker threads [16:04:24] Starting global lazy job manager with 8 worker threads [16:04:24] Starting workaround for fast running clocks [16:04:24] Using LWJGL timer. [16:04:25] Startup Phase - Initializing.. [16:04:25] Preloading builtin materials [16:04:25] Preloading builtin materials done [16:04:25] Setting up Collada Model Loader [16:04:25] Launching Collada Model Loader threads [16:04:25] Launching WOM Loader threads [16:04:25] Startup Phase - Setting up.. [16:04:25] Loading window positions from C:\Users\USERNAME\wurm\players\Gorgian\windows_1360x749.txt [16:04:25] Loading props file C:\Users\USERNAME\wurm\players\Gorgian\windows_1360x749.txt [16:04:25] Gui initialized [16:04:25] Startup Phase - Preparing terrain... [16:04:26] Could not complete FBO with format (0x1908): 36054 (0x8cd6) [16:04:26] Could not complete FBO with format (0x1908): 36054 (0x8cd6) [16:04:26] Startup Phase - Connecting .. [16:04:27] Disabling Nagles [16:04:27] Writing to C:\Users\USERNAME\wurm\players\Gorgian\logs\_Event.2022-08.txt [16:04:27] Disabling Nagles [16:04:28] Writing to C:\Users\USERNAME\wurm\players\Gorgian\logs\CA_HELP.2022-08.txt [16:04:28] Writing to C:\Users\USERNAME\wurm\players\Gorgian\logs\GL-Freedom.2022-08.txt [16:04:28] Writing to C:\Users\USERNAME\wurm\players\Gorgian\logs\Freedom.2022-08.txt [16:04:28] Writing to C:\Users\USERNAME\wurm\players\Gorgian\logs\Trade.2022-08.txt [16:04:28] Login successful [16:04:29] Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt [16:04:29] Starting update of login splash image... [16:04:29] Initializing font texture for Cry Uncial (64). Texture Size: 2048 [16:04:29] Finished loading new login splash image! [16:04:32] Execution aborted at connection 1, iteration 1 [16:04:32] Run time 1s, local time Tue Aug 16 16:04:32 NDT 2022 [16:04:32] Destroying game window [16:04:32] ====== CLIENT CRASH ====== [16:04:32] Unexpected crash while playing [16:04:32] java.lang.ArithmeticException: / by zero [16:04:32] at class.DcmgeThf0J.FZOk5L6Gfy(SourceFile:285) [16:04:32] at class.O4L23jFkBS.FZOk5L6Gfy(SourceFile:110) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:228) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:231) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:217) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:228) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:231) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:217) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:228) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:231) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:217) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:228) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:231) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:217) [16:04:32] at class.O4L23jFkBS.FZOk5L6Gfy(SourceFile:110) [16:04:32] at class.C3coF88Xq.FZOk5L6Gfy(SourceFile:853) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:228) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:231) [16:04:32] at class.DO15cqfsrg.FZOk5L6Gfy(SourceFile:217) [16:04:32] at class.DZ49Jye73b.FZOk5L6Gfy(SourceFile:979) [16:04:32] at class.pDY08sE4h.FZOk5L6Gfy(SourceFile:224) [16:04:32] at class.pDY08sE4h.XwhlvVTrl(SourceFile:233) [16:04:32] at class.u1RqpWnEjW.XwhlvVTrl(SourceFile:328) [16:04:32] at class.TkWzy31rTm.XwhlvVTrl(SourceFile:1235) [16:04:32] at com.wurmonline.client.WurmClientBase.yuix3IabUz(SourceFile:12668) [16:04:32] at com.wurmonline.client.WurmClientBase.run(SourceFile:37398) [16:04:32] at java.lang.Thread.run(Unknown Source)
  21. Revert back to old driver, seeing those worked.
  22. 1182, 1270 community map posting(On page 21 posted by me(Gorgain) & 1639,1451 (on page 24 by Wulfmaer) Sailed out and road out to both places: - 1639,1461 is incorrect no tower there. - 1182, 1270 confirmed this tower is correct. Also player named (Corner Stower)
  23. The decay system is a bit funny, I’m sure a lot of you know of items off deed that are waiting for a decay tick to come after have a decade or more. I think things should get a decay tick every time server reboots. This way things don’t last what seem like for ever on thing that should be decaying naturally.