TheRealBohdan

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About TheRealBohdan

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  1. I lost gold,silver,copper and tin. All i have is iron atm.
  2. +1 This should have been a no brainer from the start imho. The frustration issues are readily apparent in the chats. I love being able to chat with people cross server but it is very frustrating to have to listen to our many trolls without a means to just shut them off.
  3. Clicked on a tree stump to destroy it and got the bug found box. Congratulations, you found a bug in the test client: <Inverted volume: class.bJ@1ac69f1> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Time is Fri Jul 13 08:04:25 CDT 2012 Running client version 3.1.72-3937 [unstable] === System information === Executing from C:\Windows\system32\ Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.6.0_31 (Sun Microsystems Inc.) &lt;http://java.sun.com/> Jvm version: 20.6-b01 (Sun Microsystems Inc.) [Java HotSpot Client VM] Available CPUs: 4 >>> Main thread exiting. Loading character Alderon Loading config alderon Loading props file C:\Users\USERNAME\wurm\configs\alderon\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Alderon\password.txt >>> LoginFrame queue entry exiting. Loading character Bohdan Loading config 2nd test Loading props file C:\Users\USERNAME\wurm\configs\2nd test\gamesettings.txt Saving props file C:\Users\USERNAME\wurm\players\Bohdan\password.txt Saving props file C:\Users\USERNAME\wurm\configs\2nd test\gamesettings.txt Loaded pack test_experimental.jar (r1) Loaded pack test_sound.jar (r1) Loaded pack test_graphics.jar (r1) Options up-to-date! Loading props file C:\Users\USERNAME\wurm\players\Bohdan\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Bohdan.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 cavedetail = 1 censor_chat = false cloud_shadows = true collada_animations = 3 compressed_textures = false compressed_textures_S3TC = true customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false display_settings = false:false:0:1900:1180:32:-1:false:true eigc_enabled = false enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 19 font_header = 29 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 35 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 1 gui_skin = 1 has_read_eula = true hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 0 irc_notif = 0 item_creature_render_distance = 2 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 = 5 model_loader_thread_priority = 2 model_loading_threads = 3 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 = 0 outline_picking = true pbuffer_enabled = false player_guest = false reflection_texture_size = 1 reflections = 4 release_context = false release_context_on_jogl_sleep = false remember_password = false render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 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 = 2 sound_buzzlevel = 0 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 0 sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 togglePushToTalk = true toolSlot1 = 2282572432278786 toolSlot10 = -1 toolSlot2 = 345314967945474 toolSlot3 = 282063924102402 toolSlot4 = 250342218401026 toolSlot5 = 150902048556290 toolSlot6 = 1945118596662530 toolSlot7 = -1 toolSlot8 = -1 toolSlot9 = -1 treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 3 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_smooth_lines = false use_smooth_points = true use_smooth_polygons = true use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 1 Setting up dotXSI Model Loader Executing C:\Users\USERNAME\wurm\configs\2nd test\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 >>> Launch queue entry exiting. Using LWJGL display 1920:1200:32:59 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.13 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW 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_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFTX_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_loop_points AL_SOFTX_non_virtual_channels Generating: 128 source channels. === OpenGL information === LWJGL version: 2.8.3 Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 460/PCI/SSE2 OpenGL version: 4.0.0 OpenGL extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility 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_indirect GL_ARB_draw_elements_base_vertex 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_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_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_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shadow 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_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_shader_image_load_store 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_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_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_rasterpos_clip 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_depth_buffer_float GL_NV_depth_clamp 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_gpu_program4_1 GL_NV_gpu_program5 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_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_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_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_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.00 NVIDIA via Cg compiler Server response: Internal error. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 16 buttons. Startup Phase - Setting up.. Initializing font texture for SansSerif (19). Texture Size: 1024 Initializing font texture for SansSerif (19, italic). Texture Size: 256 Loading window positions from C:\Users\USERNAME\wurm\players\Bohdan\windows_1900x1180.txt Loading props file C:\Users\USERNAME\wurm\players\Bohdan\windows_1900x1180.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Disabling Nagles Setting up Collada Model Loader Null XSI_Image for "" in RootTemplate . Loading model anyway.. Login successful Executing C:\Users\USERNAME\wurm\configs\2nd test\autorun.txt Starting update of login splash image... Finished loading new login splash image! Initializing font texture for SansSerif (11). Texture Size: 128 Initializing font texture for SansSerif (19, bold). Texture Size: 256 Execution aborted at connection 1, iteration 321263 Run time 3h 57m, local time Fri Jul 13 12:02:56 CDT 2012 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.e: Inverted volume: class.bJ@1ac69f1 at com.wurmonline.client.e.b(SourceFile:60) at com.wurmonline.client.e.a(SourceFile:34) at class.bJ.a(SourceFile:291) at class.bF.a(SourceFile:523) at class.bq.b(SourceFile:715) at class.bs.a(SourceFile:426) at class.bd.b(SourceFile:2170) at class.bd.a(SourceFile:2036) at class.bd.d(SourceFile:1356) at com.wurmonline.client.j.e(SourceFile:304) at com.wurmonline.client.j.run(SourceFile:1300) at java.lang.Thread.run(Unknown Source)
  4. If you die in combat you should lose everything on your corpse since I highly doubt your corpse is gonna clutch onto anything until you can get back. If you don't want to lose that highly valuable [insert item here] then you shouldn't have brought it to a fight/ gone out into the wilderness with it. With the level of realism wurm brings to the table this should be a no brainer. It sucks when you're on the losing side,but it's great when you're on the winning side,that's how it is. You decide what equipment you go out with,choose wisely. I really want to enjoy wurm combat,I really really do, but at this stage of development I just can't get into it. A bunch of avatars that look exactly alike walk/ride up to another group of avatars that look exactly like they do and stand in front of each other and ....... read a combat window to see if they hit or miss o.O Now, before anyone gets their tighty whities all knotted up, let me say that this is just my opinion and my opinion only. I'm not knocking anybody or anything. I realize that there is a certain rush that comes with seeing who wins, a great deal of satisfaction when a plan comes together and victory is yours. But,speaking for myself,I need more to induce me into risking what I spend time creating. I need to be able to see two sides charging at each other with arrows streaming overhead,cavalry racing for the flanks. I need to see avatars swinging weapons wildly in valiant attempts to bust through the line. A bit of blood maybe? Is a few driblets to much to ask for? I'm not saying I want to see a battlefield littered with bodyparts and blood,although it would be wicked kool,I'm saying I need visuals. Something to get me excited to the point where I'm willing to spend my time preparing and engaging in combat. I'm not only speaking of PvP but combat in general. I realize Wurm is in heavy development and I can't wait to see where the dev team go with their combat system. o/