Ohforf

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Posts posted by Ohforf


  1. My logs after resetting FBO back to core (was extension before):

    No Crashing.

    Time is Fri Sep 04 13:22:27 CEST 2009Running client version 2.6.8-1545, testclient=true
    === System information ===Operating system: Windows 7 (arch: x86, version: 6.1)Java version: 1.6.0_16 (Sun Microsystems Inc.) <http://java.sun.com/>Jvm version: 14.2-b01 (Sun Microsystems Inc.) [Java HotSpot Client VM]Available CPUs: 1
    Loading character OhforfLoading config defaultLoading props file C:\Users\Thomas\Documents\wurm\configs\default\gamesettings.txt>>> Main thread exiting.Loading props file C:\Users\Thomas\Documents\wurm\players\Ohforf\password.txt>>> LoginFrame queue entry exiting.Saving props file C:\Users\Thomas\Documents\wurm\players\Ohforf\password.txtSaving props file C:\Users\Thomas\Documents\wurm\configs\default\gamesettings.txtLoading props file C:\Users\Thomas\Documents\wurm\players\Ohforf\stats.txt
    Preparing to enable console logging.Now logging to C:\Users\Thomas\Documents\wurm\console.Ohforf.log
    === Wurm options ===advanced_select_items = falseanimation_playback_self = 1auto_mipmaps = truecavedetail = 3censor_chat = falsecloud_shadows = falsecompressed_textures = falsecompressed_textures_S3TC = truedebug_mode = falsedisplay_settings = false:false:0:1280:720:-1:-1:falseengine_multithreaded = 0event_log_rotation = 2fast_yield = falsefbo_enabled = 2fog_coord_src = 1font_bold = 11font_default = 11font_header = 24font_huge_header = 36font_italian = 11font_monospaced = 11fps_limit = 60fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gui_opacity = 3has_read_eula = truehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = truehide_menu_stop = falsehigh_res_binoculars = truehint_fog = 0hint_linesmooth = 0hint_mipmap = 0hint_perspective = 0hint_pointsmooth = 0hint_polygonsmooth = 0hint_texture_compression = 1hint_texture_scaling = 0impColumn = trueinverse_mouse = falseirc_log_rotation = 2item_creature_render_distance = 1loadInventoryStartup = truelog_extra_errors = falsemax_texture_size = 3model_loader_thread_priority = 2model_loading_threads = 2multidraw_enabled = 2no_brightness = falseno_terrain_render = falseno_world_render = falsenon_power_of_two = trueoffscreen_texture_size = 2other_log_rotation = 2outline_picking = trueplayer_guest = falsereflection_texture_size = 1reflections = 2release_context = trueremember_password = truerender_distant_terrain = truerender_glow = falseresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 0setting_timestamps = trueshadow_level = 2showKChat = trueskillgain_minimum = 2skydetail = 1sound_al_gain = 10sound_buzzlevel = 2sound_engine = 0sound_footstepslevel = 10sound_play_ambients = truesound_play_buzz = truesound_play_footsteps = truesound_play_music = truesound_play_weather = truestructure_render_distance = 2submit_client_data = 0temporary_jogl_maximize_override = falseterrain_bump = falseterrain_res = 2tile_transitions = falsetiledecorations = 2toolSlot1 = 315657883222530toolSlot2 = 35509162213634toolSlot3 = 332562824167938toolSlot4 = 17209581634818toolSlot5 = 43194569982210trees = 1update_optional = trueuse_anisotropic_filtering = 3use_color_picking = falseuse_fast_clock_work_around = trueuse_fbo_color_picking = falseuse_frustrum_optimisation_experiment = falseuse_legacy_openurl = falseuse_linked_queue_model_loader = trueuse_nagles_algorithm = falseuse_nano_timer = trueuse_non_alpha_particles = trueuse_non_alpha_particles_experiment = falseuse_occlusion_culling = trueuse_outline_picking_experiment = falseuse_smooth_lines = falseuse_smooth_points = falseuse_smooth_polygons = falseuse_tree_models = trueuse_weather_particles = truevbo_enabled = 2viewport_bob = false
    Setting up dotXSI Model LoaderExecuting C:\Users\Thomas\Documents\wurm\configs\default\keybindings.txtKeybindings saved.>>> Game launcher thread exiting.Using LWJGL display 1280:720:0:0 (false)
    Setting debug gl
    === OpenGL information ===JOGL version: 1.1.1LWJGL version: 2.1.0OpenGL vendor: NVIDIA CorporationOpenGL renderer: GeForce 8600 GT/PCI/SSE2OpenGL version: 3.0.0Colorbits: 8, 8, 8, 0Stencilbits: 0Depthbits: 24Texture units: 4AUX buffers: 4Max GLWrapper Lights: 8OpenGL extensions:    GL_ARB_color_buffer_float    GL_ARB_depth_buffer_float    GL_ARB_depth_texture    GL_ARB_draw_buffers    GL_ARB_draw_instanced    GL_ARB_fragment_program    GL_ARB_fragment_program_shadow    GL_ARB_fragment_shader    GL_ARB_half_float_pixel    GL_ARB_half_float_vertex    GL_ARB_framebuffer_object    GL_ARB_geometry_shader4    GL_ARB_imaging    GL_ARB_map_buffer_range    GL_ARB_multisample    GL_ARB_multitexture    GL_ARB_occlusion_query    GL_ARB_pixel_buffer_object    GL_ARB_point_parameters    GL_ARB_point_sprite    GL_ARB_shadow    GL_ARB_shader_objects    GL_ARB_shading_language_100    GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object    GL_ARB_texture_compression    GL_ARB_texture_cube_map    GL_ARB_texture_env_add    GL_ARB_texture_env_combine    GL_ARB_texture_env_dot3    GL_ARB_texture_float    GL_ARB_texture_mirrored_repeat    GL_ARB_texture_non_power_of_two    GL_ARB_texture_rectangle    GL_ARB_texture_rg    GL_ARB_transpose_matrix    GL_ARB_vertex_array_object    GL_ARB_vertex_buffer_object    GL_ARB_vertex_program    GL_ARB_vertex_shader    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_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_bindable_uniform    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_EXTX_framebuffer_mixed_formats    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_specular_color    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_sRGB    GL_EXT_texture_swizzle    GL_EXT_texture_shared_exponent    GL_EXT_timer_query    GL_EXT_vertex_array    GL_EXT_vertex_array_bgra    GL_IBM_rasterpos_clip    GL_IBM_texture_mirrored_repeat    GL_KTX_buffer_region    GL_NV_blend_square    GL_NV_copy_depth_to_color    GL_NV_depth_buffer_float    GL_NV_conditional_render    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_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_pixel_data_range    GL_NV_point_sprite    GL_NV_primitive_restart    GL_NV_register_combiners    GL_NV_register_combiners2    GL_NV_texgen_reflection    GL_NV_texture_compression_vtc    GL_NV_texture_env_combine4    GL_NV_texture_expand_normal    GL_NV_texture_rectangle    GL_NV_texture_shader    GL_NV_texture_shader2    GL_NV_texture_shader3    GL_NV_transform_feedback    GL_NV_vertex_array_range    GL_NV_vertex_array_range2    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_NV_vertex_buffer_unified_memory    GL_NV_shader_buffer_load    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
    use auto mipmap generation trueuse compressed textures falseuse S3TC compression: falseuse non power of two textures: trueGLSL version: 1.30 NVIDIA via Cg compilerStarting workaround for fast running clocksUsing nano timer.Showing Onetoofree Splash ScreenSetting up Anti-AliasingSetting up graphic hintsSetting up Anisotropic Texture FilteringStartup Phase - Setting up..Loading window positions from C:\Users\Thomas\Documents\wurm\players\Ohforf\windows_1280x720.txtLoading props file C:\Users\Thomas\Documents\wurm\players\Ohforf\windows_1280x720.txtGui initializedWord filter loaded: 26Startup Phase - Preparing terrainStartup Phase - Connecting ..Disabling NaglesWriting to C:\Users\Thomas\Documents\wurm\players\Ohforf\test_logs\_Event.2009-09.txtLogin successfulExecuting C:\Users\Thomas\Documents\wurm\configs\default\autorun.txtKeybindings saved.Starting update of login splash image...Finished loading new login splash image!Writing to C:\Users\Thomas\Documents\wurm\players\Ohforf\test_logs\_Local.2009-09.txtWriting to C:\Users\Thomas\Documents\wurm\players\Ohforf\test_logs\_Skills.2009-09.txt


  2. who cares game wasn't worth buying once i got into the game a bit i saw that if i bought it id have wasted 100 bucks

    fm u should see the rest on my pc and then u can cough all u want :P

    Hah that's nothing, 120gb of just the game install images here ;)


  3. Elwood = Epic;

    if(Elwood == Epic){

        while(true){

              votesforpresident++;

        }

    } else {

        while(true){

              votesforpresident--;

        }

    }

    You know it'll fail to compile, right? ;)


  4. trumpet(?) - 5kg of iron/copper is made of brass ;)

    Lute - 5kg of wood, 3 instrument strings strings made of hair/intestine were used back then, i believe

    simple Drumbs(?) - 10kg of wood, 1 pelt Drums use animal skin, not pelts

    flute - 2kg of wood

    violin - 6kg of wood, 3 instrument strings violins usually have four strings ;)

    cymbl - 3kg of iron/silver they dont look like they're made out of iron/silver, more like copper i guess

    bagpipes - 5kg of wood, bladder

    gamba - 10kg of wood *not even really sure what it is* is a violin-like instrument according to wikipedia

    harp - 10kg of wood, 5-6 instrument strings needs more strings

    tambourine - 3kg of wood, 10 bells

    didgereedoos - 10kg of wood, LOTS of carving

    banjo - 5kg of wood, 3 instrument strings *basically a high pitch lute* also needs a skin i think