Petrius

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Everything posted by Petrius

  1. After today's update, I attempted to move both my Settlement deed and 7 sleep powders from my inventory into my backpack. I was unable to do so whereas this was previously possible. Most other things, that are possible to be moved, were able to be but not these two items. To ensure I was not mistaken, I moved all items into the inventory, unequipped the backpack and re-equipped it. Moved all the items back into the backpack successfully, however, both the deed and powders would not move. Good luck figuring this one out.
  2. Oops: [ the following 4 lines are copied from full error report below] WARNING: Unable to compile vertex shader (shader.skin_gbuffer.vertex): class.FVrblJfle7: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES WARNING: Unable to compile pixel shader (shader.player_gbuffer.fragment): class.FVrblJfle7: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES Unable to load material program: material.gbuffer.player : program.player_gbuffer Execution aborted at connection 1, iteration 1 ===== error report ===== Unexpected crash while playing The error was: <null> 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: Preparing to enable console logging. Now logging to /home/USERNAME/wurm/console.Petrius.log Time is Wed Mar 27 09:06:34 MDT 2019 Running client version 4.0.88 client build# 045c383ae8a6c0c2f6e03c2ad38caf2003438b97 client build time 2019-03-27 14:45 === System information === Executing from /home/USERNAME/ Operating system: Linux (arch: amd64, version: 4.15.0-46-generic) Java version: 1.8.0_181 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.181-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 2 === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 1 auto_run_source = 0 cavedetail = 1 censor_chat = false collada_animations = 2 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_enchant_desc = 0.5,0.5,1.0,1.0 color_enchant_name = 0.0,0.5,0.5,1.0 color_enchant_power = 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 = 0.4,0.72,0.47,1.0 color_grey = 0.5,0.75,1.0,1.0 color_lime = 0.5,1.0,0.5,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.58,0.04,1.0 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 = 0.5,0.5,1.0,1.0 color_salve_acid = 1.0,1.0,0.0,1.0 color_salve_fire = 1.0,0.0,0.0,1.0 color_salve_frost = 0.0,0.0,1.0,1.0 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = true depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1600:1200:32:60:true:false 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 = 80 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 = true head_bob = 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 = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = true log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 1 max_shader_lights = 8 max_texture_size = 2 mega_texture_size = 2 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false multicolor_usage = 1 multidraw_enabled = 1 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 1 normal_maps = false occlusion_queries_enabled = 0 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 2 quick_keybinds = true reflection_texture_size = 1 reflections = 0 remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = false render_vignette = false renderer_type = 1 resident_models = false save_skills_on_quit = false screen_brightness = 0.0 screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 9 shadow_level = 0 shadow_mapsize = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 5 sound_play_PMAlert = true sound_play_ambients = false sound_play_buzz = true sound_play_combat = true sound_play_door = false sound_play_emotes = false sound_play_footsteps = true sound_play_music = false sound_play_weather = false sound_play_work = false structure_render_distance = 2 submit_client_data = 1 supersampling = 0 terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 4 use_antialiasing = 1 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 = 1 viewport_bob = true water_detail = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing /home/USERNAME/wurm/configs/default/keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 2 worker threads Using LWJGL display 1600:1200:24:60 (true) 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: null (null) OpenGL vendor: nouveau OpenGL renderer: NV92 OpenGL version: 3.0 Mesa 18.0.5 OpenGL extensions: GL_AMD_conservative_depth GL_AMD_performance_monitor GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_compressed_texture_pixel_storage 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_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_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_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_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_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_objects 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_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_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_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_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object 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_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers 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_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_texture GL_EXT_depth_bounds_test 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_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters 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 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_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer 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_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vdpau_interop GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 GLSL version: 1.30 GLSL max vertex uniforms: 16384 (16384) GLSL max fragment uniforms: 16384 (16384) GLSL max varyings: 60 (60) GLSL max lights: 7 (8) GLSL defines (1.3): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 0MiB Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 16 buttons. Increasing image buffer to 4194304 Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from /home/USERNAME/wurm/players/Petrius/windows_1600x1200.txt Loading props file /home/USERNAME/wurm/players/Petrius/windows_1600x1200.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to /home/USERNAME/wurm/players/Petrius/logs/_Event.2019-03.txt Disabling Nagles WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 WARNING: add on missing window 53354574832140307 Writing to /home/USERNAME/wurm/players/Petrius/logs/_Friends.2019-03.txt Writing to /home/USERNAME/wurm/players/Petrius/logs/Alliance.2019-03.txt Mar 27, 2019 9:06:45 AM class.RtTz7eHB8K FZOk5L6Gfy WARNING: Can't set attitude of creature 104208153968896 because it doesn't exist Writing to /home/USERNAME/wurm/players/Petrius/logs/CA_HELP.2019-03.txt Login successful Executing /home/USERNAME/wurm/configs/default/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 WARNING: Unable to compile vertex shader (shader.skin_gbuffer.vertex): class.FVrblJfle7: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES WARNING: Unable to compile pixel shader (shader.player_gbuffer.fragment): class.FVrblJfle7: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES Unable to load material program: material.gbuffer.player : program.player_gbuffer Execution aborted at connection 1, iteration 1 Run time 1s, local time Wed Mar 27 09:06:48 MDT 2019 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.NullPointerException at class.cwdLOlLwC.<init>(SourceFile:29) at class.cwdLOlLwC.FZOk5L6Gfy(SourceFile:268) at class.yAtkMekMQd.fgtPPuD8uC(SourceFile:50330) at class.rOiM2PwZHn.fgtPPuD8uC(SourceFile:882) at class.py4lRUSyXc.FZOk5L6Gfy(SourceFile:213) at com.wurmonline.client.WurmClientBase.fgtPPuD8uC(SourceFile:11404) at com.wurmonline.client.WurmClientBase.run(SourceFile:38301) at java.lang.Thread.run(Thread.java:748)
  3. Same on Linux as of abou8t 8 minutes ago but I am not getting the Client Update....sooooooo...................... not goign to get fixed until that gets downloaded ===== Error Report ===== Unexpected crash while playing The error was: <null> 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: Preparing to enable console logging. Now logging to /home/USERNAME/wurm/console.Petrius.log Time is Wed Mar 27 08:50:17 MDT 2019 Running client version 4.0.88 client build# 045c383ae8a6c0c2f6e03c2ad38caf2003438b97 client build time 2019-03-27 14:45 === System information === Executing from /home/USERNAME/ Operating system: Linux (arch: amd64, version: 4.15.0-46-generic) Java version: 1.8.0_181 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.181-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 2 [snip ......] Login successful Executing /home/USERNAME/wurm/configs/default/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 Execution aborted at connection 1, iteration 1 Run time 1s, local time Wed Mar 27 08:50:29 MDT 2019 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.NullPointerException at class.cwdLOlLwC.<init>(SourceFile:29) at class.cwdLOlLwC.FZOk5L6Gfy(SourceFile:268) at class.yAtkMekMQd.fgtPPuD8uC(SourceFile:50330) at class.rOiM2PwZHn.fgtPPuD8uC(SourceFile:882) at class.py4lRUSyXc.FZOk5L6Gfy(SourceFile:213) at com.wurmonline.client.WurmClientBase.fgtPPuD8uC(SourceFile:11404) at com.wurmonline.client.WurmClientBase.run(SourceFile:38301) at java.lang.Thread.run(Thread.java:748)
  4. Sorry you "feel" that way. The institution as a whole (Game Managing!!! not Mastering, which is often the incorrect "Label" expressed) is designed in such a way as to try to avoid labelling and just make decisions. Albeit, some people have a hard time switching their mode of operation from a labelling mechanism to an assessment mechanism. The "institution as a whole", as you refer to it as, is a set of decision making algorithms, and if I understand correctly, what you are saying in your "example" is that you didn't like the outcome. So much so that you've labelled "the team" as "poor" and you "lost faith in it". "Bad" move, in my opinion. The individuals may be "kind, polite, understanding and generally fair" (or not) but in the end, they need to make a decision or a number of decisions, sometimes favourable and sometimes not, individually and as a group. In the end, those decisions are bounded by what Rolf and the Development Team allow or disallow and/or what the game dynamics allow or disallow and/or the community/players, as a whole, allows or disallows and/or the Game Manager Team allow or disallow. Enjoy!
  5. Sounds like you might be trying to make a point. I wasn't. It's called humor...but a legitimate player can get confused....
  6. Sorry elentari, got to totally disagree with that blanket statement. There are people who are doing the GM job who "make a decision": They are neither good or bad GM's because of their decisions. We need to stop using the "good" and "bad" labels here! The person they help (or not) makes "a decision" to label them "good" or "bad" but the truth is you either like or dislike the outcome. A GM either: can get to your problem right away or not cannot or can help you choose not to or choose to help you choose to do it in the manner in which you'd like it to be done or choose not to. You may or may not like any one of those outcomes.... BUT labelling the GM's as "good" or "bad", regardless of the outcome, is A BAD DECISION!!! The alternative is? You don't get help or it takes a relatively long time to get help (from a busy or unavailable developer).
  7. Thank Fo! I'd really be perturbed if I saw all the event messages for all the stupid things I do!!!
  8. PS: Stork is the correct answer because stools have from 3 to as many legs as can fit which can be as many as 6 legs and occasionally more.
  9. Ha ha, soft macroing...ok? macroing [sic] is programming! It's trivial to provide randomization within scripts/macros to make it look like it's not a script. It's trivial to watch fatigue and adjust settings based upon higher things like fatique or Too low Stamina. It's trivial to answer the question(s). It's trivial to logout and back into the game. You'll never catch the great programmers only the sloppy or lazy ones. The one's who are in it to make RL $$$'s are unlikely to ever get caught. They're also most likely to not be enjoying the game
  10. Yes! I'm going to "bump" a 3 1/2 year old post. I hope you don't mind Keenan. I found this to be an interesting collection of player's perspectives. The saying goes that "hindsight give us 20/20 vision" (or something similar)... A recurring theme back then was that people were searching for untouched territory on which to make their mark. I too had that desire, so off I went. I intentionally chose the newest server, Xanadu, which also happened to be the largest, after completing my tutorial lessons. After dying numerous times in various ways during my first week and resurrecting in several of the spawn towns, including Greymead, I noticed a pattern. The coastal areas seemed crowded in comparison and therefore, I ultimately chose the Greymead area. After several months learning things from a veteran player, I chose to venture off to find my own untouched area. I found what I thought was a relatively untouched spot and proceeded to create a deed the hard way. I've succeeded now but discovered the truth after playing now for 1 1/2 years. There really is no untouched space! That being said, my definition of relatively untouched would be walking (not riding anything), for at least 10 RL minutes (preferably 20) in most directions and not finding evidence that someone has been there already and done something to the landscape in some way. I would LOVE to see a new server/island/continent open up. That New Server would mean to me, "I finally have a real challenge of taming the wild! That's what "my server" would mean to me!!!
  11. [08:49:28] 6 other players are online. You are on Xanadu (108 totally in Wurm). Why do some players want compensation? 90 - 99 % up time is enjoyable
  12. I'm content that the servers are up again...why be greedy? *wink*
  13. That point in most SysAdmin's lives when they wish they would have learned how to and implemented: remote shadowing and mirroring (saved my hide on more than one occasion) Pet