Tyarra

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Everything posted by Tyarra

  1. Hi, wonderful tool - I mostly use Granger, but I have a few triggers in place as well. My current issue is with Granger ... Occasionally, it tries to report my horses as the opposite gender. (Using WA Unlimited (3.3 stable-win R126 P:Windows)) My smilexamine - using a GM character, so it gives all the stats: The info from the WA log file: Of note, I used a regular character to smilexamine the same creature, and the gender was recorded properly: Player has AH of 51.470276, GM has AH of 99.000008 Additional experimentation: Older horses seem to keep their gender. (Adolescent Foal, regular Young, regular Adolescent, Mature, Aged, Old and Venerable.) Apparently it's just the Young Foals that are gender unsure. Thanks!
  2. It looks like you installed the Server mod into your Client mod. Previous lines indicate mods that I recognize as being Client Mods, so this is presumably the Client Log. That last line has "Server" in the name, so probably shouldn't be in your client mods folder.
  3. Er, this is basically the same thing as removing the mod, yes? It doesn't change things in-game. I'd have to rename the properties file, and relog the character. Right? Or am I missing something? What I was hoping for was an option to disable it in-game, like the timelock mod, with 'timelock off' turning off the 'always the same time' setting - so that 'lockSeason off' would turn off the 'always this season' or 'all seasons, except winter' setting. Ah, well, it was a thought! I still love the mod, and have been converting many of my keybinds over to the action numbers. Especially the vanilla binds that don't consistently work with objects that come from mods (notably the move commands and 'take').
  4. How about an option to disable the mod - I know just removing it will disable it, of course, but sometimes I would like a certain season, but sometimes I want the normal seasons to be in effect. Sort of like "timelock off", maybe "lockSeason off"? Thanks! (Also, any thoughts on the Action mod about adding a 'wait' action?)
  5. Discovered a reversion, perhaps, to some earlier items mentioned in earlier posts about the Delivery Contracts. (Sorry, I seem to be all gloomy news for you here.) 1. Delivery notes can't be mailed. Get the message that you can't drop that. 2. I packed up 20 logs into a delivery note, and went to grab 20 more, and I was told that I couldn't carry that much weight. Also, not sure, but, I thought a container of things could be put into a delivery note? If so, how is this done? I tried putting a Large crate, with it both on a cart, and on the ground. If it's supposed to be able to be done, and this is how it is supposed to be done, then we have three re-bugs. Sorry. Edit: Forgot to mention - the "no decay" works wonderfully! Thank you again for that!! Chagrined Edit: Glitched character. Traded off the contract to someone else, and was able to continue to pack up logs - trading it off right away. But, even after handing them all off, she was still was moving as though encumbered. The other person was able to move unencumbered, AND was able to mail the contracts. Logged off the glitched character, logged back on, moving freely. Off to buy some more contracts, so I can verify the rest of it. I think what happened was that I had the contracts in a satchel in my backpack, and the delivery note also ended up in the satchel in my backpack - which made for extra layers. Checking it outside of the backpack now. And ... 1. is working now - I can mail a delivery note! But ... 2. is still a problem. nothing displays as me holding 20 logs worth of weight, but I /move/ as though I am holding 20 logs worth of weight, and I can't bring another 20 logs into my inventory. This is with the delivery contracts in my regular, open inventory, not inside of something. And, this is after mailing the delivery note as well. I had to relog to clear the character. I'll have the other character try it, it might just be the one character. 😕 And, the other character has the same issue, still having 'ghost' weight once packing up a large weight into a delivery contract. Sorry. I was hoping it was just my character glitching for it all. At least the mailbox part works!
  6. THANK YOU! All (apparently) fixed now, no decay showing up on the food in the delivery notes. Got a late start, but it's been several hours, and no damage yet. If there's anything other issues, I'll be sure to let you know. Thank you again!!
  7. Thanks for the update! It will take a few hours before finding out if it works or not. Yes, at one point, I used the Update Restrictions on these meals, and marked them "Decay disabled", but they decayed anyway. The current trial with the latest update (0.5.9-beta) has both 'decay' options set to true, and half the meals in Delivery Notes have been "decay disabled" ... I'll report back in about 6 hours or so. *fingers crossed* As far as I know, we have no other mods that relate to decay rates. I'll go over them carefully, but the only other one that I even know about is bdew's "no damage", and since it stops EVERYTHING from taking damage, I didn't even bother downloading it. And thank you for the java lesson. I really should get into it, since I have ideas about mods of my own. Isn't that a scary thought?! Edit: Alas, it still is decaying. Here's the display on the merchant: *sigh*
  8. You can set the quantity to a fairly high number in the .properties file (max_items). Also, if you don't need the stuff that it being sold to the buyer, you can also set it to destroy the goods in that .properties file (destroy_bought_items). But, you did say for building infrastructure, so I would recommend setting that 'max_items' to a number that'll be big enough to hold what it buys until you can come and collect it.
  9. Thanks for your mods! Used the Buyer for an Easter event I ran -- the server is still new, so the guys were happy to have something to keep them amused. Just to clarify - if I don't want food to take damage, BOTH no_decay_in_contract and no_decay_food must be set to 'true'? This is what I'm getting from the "overridden' comment - that if the former is set 'false', it doesn't matter what the latter is set to. Don't know why you need both, if this is the case. Couple of questions, beyond the one I already asked. . Is there a minimum weight something needs to be to go in a contract? I have a player who set up a personal merchant to sell affinity food (we have the mod that lets food give the same affinity to everyone), but the food would decay very quickly (even if cooked with salt, and wrapped) - so I went looking to see if there was a mod that could be set to keep food (or even other things) from decaying on a merchant, and ran across this delivery contract with the setting that should (presumably) take care of the issue. I'm not positive of what the setting was before, but the food was decaying anyway. I might have not set both items 'true'. Trying once again, with the settings definitely set this way. Will try other settings, if you tell me this isn't right. Or if there needs to be something bigger than a 2kg portion of a meal in a contract. Also, the food is 'renamed' with the affinity it is for, and it is visible on the merchant when the + is clicked to open each contract. These have a * at the end of the 'rename' (not put on at the time of renaming) in the window. Does this mean anything in particular? Thanks for any light you might be able to shed on this! Edit: With both 'decay' parameters marked as "true", the food is still decaying. I can try another combination, but I'm leery of that 'Overridden by no_decay_in_contract' comment. 2nd Edit: With no_decay_in_contract set 'false', and no_decay_food set 'true', the food decays. The only other combination I have left is no_decay_in_contract set to 'true' and no_decay_food to 'false', but that seems counter-intuitive. I will attempt it, nonetheless. 3rd Edit: Still the food decays. I don't really know Java (my expertise is in mush code, and doing some minor scripting), but I took at look at the source files, and the DeliveryContractMod.java file does reference the 'no_decay_in_contract' and 'no_decay_food', and it sets 'setNoDecay' and 'setNoDecayFood' as appropriate to 'true', but I don't see anywhere else in that file that takes it into consideration. Admittedly, those could be system variables, and theoretically it knows what to do with them, but given the behavior, I would say not.
  10. We have a player who can't 'cultivate' - the option doesn't show up on his right-click menu at all. When we removed the mod, he could cultivate again. Everyone else could cultivate, both singly and areas, but not him. Only thing that we think is different about him is that he doesn't have a deity, he doesn't even follow one, let alone being a priest. Though, this seems extremely unlikely to affect this, I should think. Also, this player may not have any client mods - does Ago's client basic modloader need to be in use? EDIT: Okay, took a backup of the server, and set it up locally. Changed the player's "password" to my Steam ID, and I logged in, to see if there was anything I could see from his character's POV. There was nothing wrong. I even went so far as to rename my Wurm Unlimited folder to something else, and redownloaded the client through Steam, thinking that if he has no mods, my mods could be an issue. Nope, still get the 'Cultivate' action (as well as the 3x3, 5x5, etc additional actions) on the right click menu. I'm starting to think it's client issue, and he'll need to 'verify', or just download it again.
  11. I'm curious, and am not sure where else to look, but how does one 'reload during server runtime'? A few other mods have an option on the right-click menu to do this, but this one doesn't have an apparent menu option ... Is it something that needs to be run via the console, or # command? Or am I just not looking in the right place?
  12. Knarr description says that its side rudder is on the starboard side (which is the right), but it's actually on the port (which is left). Assuming you're facing the front.
  13. We've been working on a new server for a couple of weeks or so now, and we're getting ready to open. We're moving characters over from another server, by hand ... long story, we just figured that it would be easier to get new characters on line, and GMs could update their skills, etc. We're also setting up new mods, which are being scrupulously tested beforehand, to make sure nothing breaks other things, etc. So, I logged in a character late night before last (or possibly very early yesterday morning...) and with the GM character, did the skill --> learn thing, and adjusted stats. Did the faith thing from the wand -> server -> set faith bit, and made her a priest of Vynora. Gave her a statuette of Vynora, silver. Logged both characters off, and went to bed. When I logged in the character, she had absolutely nothing. Nothing. No inventory, no backpack, no armor, nor weapon. The upper left mouseover on the paperdoll reported 0 weight for both equipment and inventory. The GM seemed to have all the stuff she had when she logged off. So, just for the hell of it, I attempted to see what I could do from nothing. I foraged/botanized. sold what the trader would buy to said trader, got a few coins. The merchant that had been set up, sold me a carving knife that I could afford. One of the GMs had set out some treasure chests (which he had commented that some seemed to have disappeared), and found one with some goodies: a hammer and a chain jacket. And a tabard. Few other bits of stuff. Frost salve, sleep powder, brown common wool hat. There were logs laying about, so I could make some pottery tools, but I had nothing to dig the clay with. So, I cheated, logged on a tester character that was being used to test the login foo, and traded the starter gear from one to the other. So, now had a shovel, and could dig clay. Made a few clay things, and even imped them a bit. Went over to the forge that is part of the starting area, and fired them up to have pottery stuff. Then, another GM wanted to do a restart for some reason. So, logged off, and the server was restarted. Came back ... all the pottery items were gone. Still had clay in my inventory, though. Still had the starter gear. Oh, I'd also made a pendulum, and located water, and the GM dropped a well. The well was missing, as was the character's pendulum. I did a few more clay/pottery items, but no idea if they disappeared, because we did a restore from backup, to the point where the character had the starter gear (taken from a tester character), and the "found" gear from the GM dropped chest, and the bought carving knife, and a handful of coins. Needed to adjust the stats again, so I did that, handed over a silver Vynora statuette, and some studded leather gear, and a steel maul. With the GM character, I visited the trader, and with a gold five-coin, bought one each small and large magic chests. Stimulate the economy, and all that. Gave an additional gold to him as well. So, it was reported at the time: [13:46:31] Trader_Jeaux says, 'I have 1g, 68s, 35c, 98i.' Excellent. And GM had 3 gold, 25 silver. A mod that I'd been testing was ready to move to the production server, so I did that, restarted, and it failed, because I forgot to also move the required additional mod needed. Did that, game started up. I bet you know what happened when logging in. Yep, character was missing all her new goodies. Still had the starter gear, but the studded armor, the maul and the statuette were missing. On the GM? a gold five-coin. Initial impression was the the chests were gone, and the trader only had two each, but they resorted themselves to the top of the inventory list. The trader? [15:59:57] Trader_Jeaux says, 'I have 1g, 68s, 35c, 98i.' Oh, and the well is missing again. And, one of the other GMs reported having his ebony wand go missing. The test server, I'm not having any disappearing item issues at all. The only thing different, is that we went from a non-home server on Production, to a home server. The test server is still a non-home server. And, we made that change earlier this week. Also, all logging off has been via the "quit" button (or the server closing), since we don't have any beds set up. Not sure if that would have anything to do with it, either. I would appreciate any insight anyone might have into this, since we plan to let the players start logging in and get their stats updated ... would hate for them to start losing stuff right off the bat. Thanks!
  14. Has anyone attempted to use the #timemod command? From the description, it adjusts the game's date, by plus or minus 100 hours (except, it won't accept 100, you have to give it 99.) ([16:08:43] #timemod <hours> - modifies your current time with the number of hours. Can be negative.) What I've tried, my results. So, five minutes later, and the time has gone forward, normally, not back. Is this even supposed to work? If not, is there a work around? We've spent some time in getting the server ready for players, but we'd like it to start in spring, not in the middle of stuff ready for harvest. Any insight on this would be appreciated!
  15. Been using the 'action' mod a LOT since I discovered it, not all that long ago. I have a couple of questions, that I didn't see after reading the thread. 1. Is there a way to put in a comment that shows when you check a binding? Because while 'bind shift+z mine_forward' tells you exactly what that binding does, 'bind alt+g "act 223 hover|224 hover|109 hover|645 hover"' doesn't. (In this case, it does 'forage, botanize, track, gather') Using // after the bind statement sort of works - it writes it to the keybindings.txt file, but when you are in the console, checking 'bind alt+g' gives only the actions, not the comment. Referring to the keybindings.txt file is a workaround, but I'd really like being able to pull it up in the console. 2. This one is a bit more puzzling to me. I've got a bind for 'lead and ride', but I get a message that I'm not allowed to ride on the mount as a driver ... I can run the bind again which will put me on the mount's back. From this I infer that 'ride' isn't queued. Is there a way to add a "wait" to the action statement? EG: bind SHIFT+R "act 106 hover | wait 2 | 11 hover" .. would let you lead what you're hovering over, wait two seconds, then ride what you're hovering over. Thanks!
  16. Thanks for the info, Cuddles! I suspected that there'd be some differences, but a front-end doesn't actually change the code, does it? I mean, locally, I get the UI that has been described, and on Citadel, there's a different UI, but it should tap into the same bit of code/db tables, etc ... right? Though, I expect it doesn't make a lot of difference - bottom line is that I can't give our admin the step by step from my viewpoint. I'll have to convince him to follow the instructions given here.
  17. The server I play on has this issue. I'm not the admin, but I have been given copies of the db files, so that I can play with it, and provide the specific step by step instructions. (The admin has been pointed here, but is still leery. He has had issues before.) So, to that end, I have set up a local server, so that I can run the instructions and see if there are any specific issues that need to be addressed for our server. Loaded in the db files as appropriate, and launched the server, set up the various settings (removed the password since I was running it locally, set up a local IP for the 'external' IP, etc). Saved it all, and 'started offline server' .... (btw, this was BEFORE messing with the database at all - I needed to be sure I was starting with the proper circumstances) Logged in a character, and was flabbergasted to discover that I could send mail. Well, that wasn't supposed to happen. I ran the sqlite browser, checked both the original files (the ones that the admin provided) and the ones that I copied over to the game folder I set up. The original files show '0' as the server ID in all the expected places. The copied over files show a different number (I've run though this many times, they're always different) in the same places, EXCEPT for "LASTSERVER", which shows '0'. I ran the setup with changing the "Server ID' on the 'Local Server' tab, second section to '0', to replicate what was happening on the live server, and that did work (copied over the originals first, etc.) My issue is that I can never get to the point where I NEED to run these SQL commands. If I forget to reset the 'Server ID' on the dialogue to launch the server, it sets itself with a non-zero Server ID. Is this something new, and I haven't found a patch note for it, or is it because it's totally local, and not being run on a host 'out there'? I could see about setting it up on a non-local server - it's Linux, so not sure if that would be any issue at all in trying to figure this thing out. Thanks for any help anyone can provide! Edit: Additional info - My local machine is Windows 10, and the live server is hosted at Citadel. In case that info is needed. Thanks again!
  18. I'm not using a laptop. I'm using a desk top, with a trackball. And apparently, using the mouse once was enough to let me log in with the trackball, and not get the weird message anymore.
  19. Well, I found a workaround. I have a wireless mouse that I picked up for a laptop originally, since I can't stand touch pads. Anyway, plugged this thing in, disabled my trackball, and it let me log in. I then enabled the trackball, turned off the wireless mouse, and the trackball works just fine. Works until I can find out more of why this isn't working. And I'd still like to find out how to hide stuff, like that huge log entry. Thanks for the help!
  20. So ... restart my computer? Is this what you mean by "log out of windows and back in"? I did try after the latest power outage (which I brought down my computer, hence, logged out of Windows), then when the power was back, logged back in. That log was the one I got from trying to log in after the restart. I'm also not connecting remotely.
  21. Okay, so I tried to log on, and once I entered the server password, I got a crash window ... well, several of them, over many attempts to fix the issue. Basic message is that my mouse was initialized with 0 buttons (at least two required), and it immediately exited, providing me with the log that is below. Well, the one below is the latest. A few things: 1. I just had Windows 10 force an update on me. 2. I did have the mouse (which is a Kensington Expert Mouse Trackball, with the driver from Kensington) not register at first, so did the whole bit with unplugging it, plugged it back in, update the driver, etc. It seems to be working just fine now. I used it (and the buttons) to launch the interface to log in, in fact. 3. Updated Java, though it seemed to be up to date already. 4. Had two power outages happen in the last 18 hours. I have a UPS, so I was able to turn off the system gracefully. Also ... how do I hide content? I've seen this in various posts, and can't seem to find any help files ... nor any button on the window that would do it (with the possible exception of "Spoiler", but it doesn't seem to do anything when I look at the preview, but add a header that says "Spoiler". So, anyway... The Log: Unfortunately, the Wurm Unlimited client crashed. The error was: <Only 0 mouse buttons detected, at least two required.> 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 unlimited forums, and someone else might be able to help you. Contents of console.log: Time is Thu Jun 15 18:54:30 CDT 2017 Running client version === System information === Executing from I:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_121 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.121-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 6 Jun 15, 2017 6:54:31 PM java.util.prefs.WindowsPreferences <init> WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5. Loading character Tyarra Loading config default Loading props file PlayerFiles\configs\default\gamesettings.txt Executing PlayerFiles\configs\default\keybindings.txt Keybinds UI: Secondary keybind for MOVE_BACK: DOWN Keybinds UI: Secondary keybind for MOVE_FORWARD: UP Keybinds UI: Secondary keybind for "toggle inventory": I Keybinds UI: Secondary keybind for IMPROVE: X Keybinds UI: Secondary keybind for REPAIR: CTRL+Z Keybinds UI: Secondary keybind for TURN_RIGHT: RIGHT Keybinds UI: Secondary keybind for TURN_LEFT: LEFT Keybinds UI: Secondary keybind for TOGGLE_CHAT: T >>> Main thread exiting. Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) Loading props file PlayerFiles\players\Tyarra\playerdata_test.txt Loading props file PlayerFiles\players\Tyarra\stats.txt Preparing to enable console logging. Now logging to PlayerFiles\console.Tyarra.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true connectByIpIp = 127.0.0.1 connectByIpport = 3724 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 = 2 disable_select_all_shortcut = false display_settings = false:false:0:1680:900:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 100 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 = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = false hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true 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 = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 6 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 = 2 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true 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 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 4 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 1 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 1 sound_music_level = 5 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 start_dedicated_server = false stipple_enabled = true structure_render_distance = 3 submit_client_data = 0 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing PlayerFiles\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 Starting job manager with 5 worker threads Using LWJGL display 1680:900:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 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_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: aticfx64 (8.17.10.1534) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: AMD Radeon R7 200 Series OpenGL version: 4.5.13474 Compatibility Profile Context 22.19.162.4 OpenGL extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding 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_stencil_export 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_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.50 GLSL max vertex uniforms: 4096 (16384) GLSL max fragment uniforms: 4096 (16384) GLSL max varyings: 128 (128) Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 0 buttons. Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 15 18:54:56 CDT 2017 Destroying game window ====== CLIENT CRASH ====== null com.wurmonline.client.GameCrashedException: Only 0 mouse buttons detected, at least two required. at com.wurmonline.client.GameCrashedException.forCrash(GameCrashedException.java:47) at com.wurmonline.client.WurmEventHandler.<init>(WurmEventHandler.java:75) at com.wurmonline.client.LwjglClient.createEventHandler(LwjglClient.java:543) at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:280) at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1485) at java.lang.Thread.run(Thread.java:745)