Search the Community

Showing results for tags 'bugs'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 64 results

  1. I call tower guards and despite the usual "I see ... " and "I will help with ..." nothing happens. They stand where they are and don't move. You can call them ten times, they answer, but don't run to help. Spirits are saying "I will take care of...." every few seconds, and nothing happens. They keep saying it over and again, despite there being other dangerous mobs right at the token of my deed. (Lava spider on the token, deed is huge). The spirit is not taking care of the mob he is spamming local with, let alone the ones on deed. I have had several lagging sessions, seriously lagging. I have been booted and crashed several times tonight. I have had an issue where I was booted off straight after connecting. This happened on three different clients. My animals are still not moving to graze, they stand in fields of grass on a pack tile as if they have a saddle on. When can we expect these things to be sorted? Thanks.
  2. I've seen more than one mission where BL has to sacrifice 0 calves. Does this mean that until the mission expires nobody must sacrifice a calf? Is this a bug?
  3. Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0_rare): class.iT: Fragment info ------------- (0) : fatal error C9999: *** exception during compilation *** > 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 Mon Nov 11 21:03:24 GMT 2013 Running client version 3.29-5412 [unstable] === System information === Executing from C:\Documents and Settings\USERNAME\Desktop\ Operating system: Windows XP (arch: x86, version: 5.1) Java version: 1.7.0_45 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 24.45-b08 (Oracle Corporation) [Java HotSpot Client VM] Available CPUs: 2 >>> Main thread exiting. Loading character biggibbo Loading config default Loading props file C:\Documents and Settings\USERNAME\wurm\configs\default\gamesettings.txt Loading props file C:\Documents and Settings\USERNAME\wurm\players\biggibbo\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Documents and Settings\USERNAME\wurm\players\biggibbo\password.txt Saving props file C:\Documents and Settings\USERNAME\wurm\configs\default\gamesettings.txt Loaded pack experimental.jar (r1) Loaded pack sound.jar (r1) Loaded pack pmk.jar (r1428) Loaded pack graphics.jar (r1572) Options up-to-date! Loading props file C:\Documents and Settings\USERNAME\wurm\players\biggibbo\playerdata.txt Loading props file C:\Documents and Settings\USERNAME\wurm\players\biggibbo\stats.txt Preparing to enable console logging. Now logging to C:\Documents and Settings\USERNAME\wurm\console.biggibbo.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false cloud_shadows = false 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 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 = 0 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:false enable_debugs = false 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 = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 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 = 2 outline_picking = true pbuffer_enabled = 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 = true 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 = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 3 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_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 stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 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_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Documents and Settings\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 job manager with 2 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (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: 2.9.0 Adapter info: nv4_disp (6.14.11.9045) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GT 220/PCI/SSE2 OpenGL version: 3.1.0 OpenGL extensions: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer 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_shader_objects 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_copy_image 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_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_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_transform_feedback2 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 Depth clamping disabled, enabling to allow capability test. Core Depth clamping not available. Extension Depth clamping not available. GLSL version: 1.40 NVIDIA via Cg compiler GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 60 (60) Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Updated attributes for 'program.white': 1 active Updating uniforms for 'program.white' Updated uniforms for 'program.white': 0 active (1) Loaded program program.white Loaded material material.mesh.default Loaded vertex shader shader.skin_tex0.vertex Loaded pixel shader shader.tex0+light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0': 6 active Updating uniforms for 'program.skin_tex0' Single: bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0': 2 active (24) Loaded program program.skin_tex0 Loaded material material.mesh.skin Loaded vertex shader shader.skin_solid.vertex Loaded pixel shader shader.col.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_solid': 4 active Updating uniforms for 'program.skin_solid' Single: bones : loc 0 : type 35666 : size 200 Updated uniforms for 'program.skin_solid': 1 active (2) Loaded program program.skin_solid Loaded material material.mesh.skin_solid Loaded pixel shader shader.tex0+light+rarity.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare': 6 active Updating uniforms for 'program.skin_tex0_rare' Single: bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare': 4 active (26) Execution aborted at connection 0, iteration 0 Run time 0s, local time Mon Nov 11 21:25:57 GMT 2013 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.d: Unable to link program (program.skin_tex0_rare): class.iT: Fragment info ------------- (0) : fatal error C9999: *** exception during compilation *** at com.wurmonline.client.d.b(SourceFile:61) at com.wurmonline.client.d.a(SourceFile:35) at class.iS.a(SourceFile:129) at class.by.a(SourceFile:83) at class.by.c(SourceFile:65) at com.wurmonline.client.h.run(SourceFile:1464) at java.lang.Thread.run(Unknown Source)
  4. Horseback riding takes a certain amount of stamina. The most I recall is the strain of just controlling the ornery beast to keep it from eating everything on the trail. It did not reduce my stamina in any meaningful way. However in Wurm stamina drains swiftly while riding, just as fast it would were it you (and not the horse) running. This is not natural and not realistic. The horse might grow tired, certainly, but they do not tire as men tire or at the same rate. It would seem more apparent that when horses were added the code was simply not altered in any way to prevent stamina loss as though a player had been running. Sailing does take a smaller amount of stamina. I have sailed and while handling lines and tacking all while attempting to get in what is almost always every other direction other than the wind is blowing to - it is not as draining as say - running. As it is in Wurm. People have told me that, again, this is a feature - not a bug. I believe that it boats where just added, as horses were - without any thought to reducing stamina loss/distance traveled - either the coder did not care or did not know that horseback riding and sailing are generally less strenuous activities than running 9kmh in platemail. The fix is simple - dig down in that spaghetti code of travel for boats and horses and add a coefficient for them. They can still drain stamina, but the should not drain anywhere near the amount they do. This is not a feature request this is a bug report. There is no way in any universe that so closely resembles are own that such a glaring incredulity could have been overlooked. There are many instances were fantasy can be invoked to bring about a greater level of game and a lesser degree of realism, but when it is in contravention to known strenous levels it begins to smack of 'fantasy as a crutch'. TL;DR Boats and horses should not use the vast amounts of stamina they currently do. It is a bug.
  5. So I got a crash a while ago and I don't know how to fix it. Here is the console file: Time is Wed Oct 02 19:44:53 CDT 2013 Running client version 3.29 === System information === Executing from C:\Users\USERNAME\Desktop\ Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.7.0_40 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 24.0-b56 (Oracle Corporation) [Java HotSpot Client VM] Available CPUs: 2 >>> Main thread exiting. Loading character Billysteel Loading config default Loading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Billysteel\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\USERNAME\wurm\players\Billysteel\password.txt Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack pmk.jar (r1428) Loaded pack graphics.jar (r1508) Options up-to-date! Loading props file C:\Users\USERNAME\wurm\players\Billysteel\playerdata.txt Loading props file C:\Users\USERNAME\wurm\players\Billysteel\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Billysteel.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true cloud_shadows = false 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 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 = 1 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:false enable_debugs = false 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 = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 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 = 4 model_loader_thread_priority = 2 model_loading_threads = 1 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 = 2 outline_picking = true pbuffer_enabled = 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 = true 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 = 3 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_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 = true sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 0 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 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_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Users\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 job manager with 2 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (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: 2.9.0 Adapter info: igdumd64 (null) OpenGL vendor: Intel OpenGL renderer: Intel® HD Graphics Family OpenGL version: 3.1.0 - Build 8.15.10.2598 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_vertex_array_object GL_ARB_provoking_vertex GLSL version: 1.40 - Intel Build 8.15.10.2598 GLSL max vertex uniforms: 1024 (1024) GLSL max fragment uniforms: 1024 (1024) GLSL max varyings: 41 (41) Intel hardware, enabling experimental GLSL problem workarounds Shader 'shader.white.vertex' log: No errors. Loaded vertex shader shader.white.vertex Shader 'shader.white.fragment' log: No errors. Loaded pixel shader shader.white.fragment Program 'program.white' link: No errors. Updated attributes for 'program.white': 1 active Updating uniforms for 'program.white' Updated uniforms for 'program.white': 0 active (1) Loaded program program.white Loaded material material.mesh.default Shader 'shader.skin_tex0.vertex' log: No errors. Loaded vertex shader shader.skin_tex0.vertex Shader 'shader.tex0+light.fragment' log: No errors. Loaded pixel shader shader.tex0+light.fragment Program 'program.skin_tex0' link: No errors. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0': 6 active Updating uniforms for 'program.skin_tex0' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0': 2 active (136) Loaded program program.skin_tex0 Loaded material material.mesh.skin Shader 'shader.skin_solid.vertex' log: No errors. Loaded vertex shader shader.skin_solid.vertex Shader 'shader.col.fragment' log: No errors. Loaded pixel shader shader.col.fragment Program 'program.skin_solid' link: No errors. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_solid': 4 active Updating uniforms for 'program.skin_solid' Single: bones : loc 23724032 : type 35666 : size 200 Updated uniforms for 'program.skin_solid': 1 active (2) Loaded program program.skin_solid Loaded material material.mesh.skin_solid Shader 'shader.tex0+light+rarity.fragment' log: WARNING: 0:88: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:111: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.tex0+light+rarity.fragment Program 'program.skin_tex0_rare' link: No errors. Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare': 6 active Updating uniforms for 'program.skin_tex0_rare' Single: bones : loc 23724032 : type 35666 : size 200 Single: tex0 : loc 23789568 : type 35678 : size 1 Single: time : loc 23855104 : type 35666 : size 1 Single: rarity : loc 23920640 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare': 4 active (138) Loaded program program.skin_tex0_rare Loaded material material.mesh.skin_rare Shader 'shader.static_tex0.vertex' log: No errors. Loaded vertex shader shader.static_tex0.vertex Program 'program.static_tex0' link: No errors. Updated attributes for 'program.static_tex0': 4 active Updating uniforms for 'program.static_tex0' Single: tex0 : loc 23724032 : type 35678 : size 1 Updated uniforms for 'program.static_tex0': 1 active (135) Loaded program program.static_tex0 Loaded material material.mesh.static Shader 'shader.static_solid.vertex' log: No errors. Loaded vertex shader shader.static_solid.vertex Program 'program.static_solid' link: No errors. Updated attributes for 'program.static_solid': 2 active Updating uniforms for 'program.static_solid' Updated uniforms for 'program.static_solid': 0 active (1) Loaded program program.static_solid Loaded material material.mesh.static_solid Program 'program.static_tex0_rare' link: No errors. Updated attributes for 'program.static_tex0_rare': 4 active Updating uniforms for 'program.static_tex0_rare' Single: tex0 : loc 23724032 : type 35678 : size 1 Single: time : loc 23789568 : type 35666 : size 1 Single: rarity : loc 23855104 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare': 3 active (137) Loaded program program.static_tex0_rare Loaded material material.mesh.static_rare Shader 'shader.tex0.vertex' log: No errors. Loaded vertex shader shader.tex0.vertex Shader 'shader.tex0.fragment' log: No errors. Loaded pixel shader shader.tex0.fragment Program 'program.tex0' link: No errors. Updated attributes for 'program.tex0': 2 active Updating uniforms for 'program.tex0' Single: tex0 : loc 23724032 : type 35678 : size 1 Updated uniforms for 'program.tex0': 1 active (2) Loaded program program.tex0 Loaded material material.mesh.tex0 Shader 'shader.static_tex0_vertexlight.vertex' log: No errors. Loaded vertex shader shader.static_tex0_vertexlight.vertex Shader 'shader.tex0+col.fragment' log: No errors. Loaded pixel shader shader.tex0+col.fragment Program 'program.vegetation' link: No errors. Updated attributes for 'program.vegetation': 4 active Updating uniforms for 'program.vegetation' Single: tex0 : loc 23724032 : type 35678 : size 1 Updated uniforms for 'program.vegetation': 1 active (130) Loaded program program.vegetation Loaded material material.mesh.vegetation Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 3 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\wurm\players\Billysteel\windows_1024x768.txt Loading props file C:\Users\USERNAME\wurm\players\Billysteel\windows_1024x768.txt Gui initialized Startup Phase - Preparing terrain Shader 'shader.water.vertex' log: No errors. Loaded vertex shader shader.water.vertex Shader 'shader.water.fragment' log: WARNING: 0:25: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. Loaded pixel shader shader.water.fragment Program 'program.water' link: No errors. Updated attributes for 'program.water': 1 active Updating uniforms for 'program.water' Single: eyeCoord : loc 23724032 : type 35665 : size 1 Single: windDirAndForce : loc 23789568 : type 35665 : size 1 Single: normalTex : loc 23855104 : type 35678 : size 1 Single: reflectionTex : loc 23920640 : type 35678 : size 1 Updated uniforms for 'program.water': 4 active (6) Loaded program program.water Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Billysteel\logs\_Event.2013-10.txt Login successful Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt Starting update of login splash image... Finished loading new login splash image! Writing to C:\Users\USERNAME\wurm\players\Billysteel\logs\CA_HELP.2013-10.txt Writing to C:\Users\USERNAME\wurm\players\Billysteel\logs\GL-Freedom.2013-10.txt No mapping found for hair0 No mapping found for hair7 No mapping found for hair7 Game loop broken due to exception java.io.IOException: An existing connection was forcibly closed by the remote host at sun.nio.ch.SocketDispatcher.write0(Native Method) at sun.nio.ch.SocketDispatcher.write(Unknown Source) at sun.nio.ch.IOUtil.writeFromNativeBuffer(Unknown Source) at sun.nio.ch.IOUtil.write(Unknown Source) at sun.nio.ch.SocketChannelImpl.write(Unknown Source) at class.mH.a(SourceFile:582) at class.mH.c(SourceFile:485) at class.k.a(SourceFile:197) at com.wurmonline.client.h.e(SourceFile:328) at com.wurmonline.client.h.run(SourceFile:1464) at java.lang.Thread.run(Unknown Source) Execution aborted at connection 1, iteration 136 Run time 51s, local time Wed Oct 02 19:46:13 CDT 2013 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocateDirect(Unknown Source) at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60) at class.mr.a(SourceFile:107) at class.kv.a(SourceFile:215) at class.ki.a(SourceFile:66) at class.ki.c(SourceFile:49) at class.mc.a(SourceFile:283) at class.mc.<init>(SourceFile:208) at com.wurmonline.client.h.e(SourceFile:341) at com.wurmonline.client.h.run(SourceFile:1464) at java.lang.Thread.run(Unknown Source) Exception in thread "Sound Loader 0" java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocateDirect(Unknown Source) at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60) at class.mr.a(SourceFile:107) at class.ll.<init>(SourceFile:54) at class.ln.a(SourceFile:246) at class.ln.a(SourceFile:34) at class.kU.run(SourceFile:342) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Exiting Wurm after an Error Time is Wed Oct 02 19:48:59 CDT 2013 Performing final cleanup after playing 51s Saving props file C:\Users\USERNAME\wurm\players\Billysteel\playerdata.txt Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Saving props file C:\Users\USERNAME\wurm\players\Billysteel\stats.txt Saving window positions to C:\Users\USERNAME\wurm\players\Billysteel\windows_1024x768.txt Saving props file C:\Users\USERNAME\wurm\players\Billysteel\windows_1024x768.txt Destroying game window Shutting down OpenAL subsystem. XSI Model Loader Thread exited. Job executor 0 terminating Collada Model Loader exited. XSI Model Loader Thread exited. Collada Model Loader exited. Job executor 1 terminating Running garbage collector... Fast Clock Workaround Thread exited. Running finalization... Goodbye. Exit. WARNING: OpenAL was already stopped.
  6. Shark Fillets

    Today I noticed when filleting White Shark , regardless of the size I got 50 fillets. I tested this on various sizes the smallest being 15 kg and the largest 166. this is certainly not the norm. The same thing is Not happening with catfish and other species I tried.
  7. Today after patch i wanted to grind some WS and got surprised by very low skillgain. Got only 0.67 for 2.5 hours with SB on. That's very strange because only a few days ago i was getting around 1.5 WS in a hour doing the same. My skill is low (just 24) so i don't think that it's just slowing curve. When i looked in skill tab closely i've seen that i'm getting WS ticks only for damaging items or improving them with lumps. All other actions give only smithing , hammer or chars. Looks like a bug for me.
  8. First Random Discovery, I was just off the coast, Sailing The day away, When whats this under the sea, I thought I had seen this the other day. A closer look and yes. The alter of three, under the ocean, on the wrong server. The Next Wonderful Find is literally Breathtaking in Moving at light speed way. I was strolling along the desert headed home, after a bit I left that desert, and went into a Forested area, that eventually turned into The steppe which I proudly call home. Upon reaching the hill right by my village i was shocked and amazed to see the desert I just left, 10 minutes a go, not 2 tiles from me, where my village should be... Wurm Hole powers ACTIVATE!!! Normal Steppe I crossed seconds ago. And what apears to be the desert I crossed before..... Truley Breath taking Dont forget about the Ghost lights !!!!!! or these ones well... they might be the same
  9. Hello, I've got a few bugs I've noticed in the UNSTABLE client. Now, perhaps I don't need to report these but whatever. I came upon a BSB inside a house and tried to drag items into my inventory, said I needed to right-click steal to take the items. Funny, there's no option to right-click-> steal on items in a BSB afaik. The house had no lock and even had arched wall openings to the outside. I tried pushing it outside but apparently I need to click Steal to take the BSB, which I am unable to do since it contains a few thousand kgs of crap. I get duplicate skills in my Skills window. I have the skills I logged in with at the top and a second entry at the bottom, of every skill, that updates properly while the ones at the top stays the same. Sometimes the icons of lumps and stuff show up as scissors and whatnot. I might be wrong about the BSB one, and I would be happy to know how to do it, hehe. Also, this is on the Epic cluster. EDIT: Also, as a suggestion. Sometimes my internet disconnects me for a few seconds and when this happens the client crashes claiming it cant resolve the hostname (duh). This is pretty annoying since I have to relaunch the client. Maybe I'm wrong, but didn't it usually sit there and wait until it was able to reconnect? Or perhaps that only applies when it is ABLE to resolve the hostname but the server denies the connection. Either way, waiting to reconnect even if it cannot locate the server would be nice for those, including me, having internet problems. EDIT2: I can also access the contents of a cart at the bottom of my house when I'm a few levels up.
  10. The Client Update that took place after normal scheduled DT on 12/19. introduced graphics and Client UI problems that I had not seen before today, My Client now "Halts and Starts" in behavior as if it is a webcam taking pics on very slow speed and low bandwidth. When I attempt to move many times it will "lock up" my screen and I have to sit and wait 5 seconds or so before I can attempt to move again. Playing the game has now become very problematic. OS: Windows 7 Home Prem 64bit 6.1 build 7601 AMD Phenom IIX4 960T Processor (4cpu) ~3.0 Ghz 8192 MB ram NVIDIA GeForce 9500 GT OpenGL 3.1 4gb total memory Java 6 Update 31 (build 1.6.0_31-b05) let me know if additional specs are needed.
  11. It's a minor bug, but still kinda annoying.
  12. I was standing between two tiles and i dropped bricks from cart to ground. Bricks split to two piles on ground and more bricks dropped to second pile than to pile on my feet. after i dropped all from cart, i picked up pile that had less bricks from pile on my feet and i dropped them and it did same splitting and eventually all 123 bricks was in same pile.
  13. I started this game about a month ago on Epic (after having taken a 4-5 year break.. but that's another story, this is my first real go at the game ) and started a settlement with a few buds. Anyway, I've noticed that the crafting for bulk items can be very tedious, and thought this up. A menu that shows all the craftable items for the item you started on (Clicking a rock shard with a chisel activated would show the normal options for that, but in a nicer menu) and next to each item name on the list would be a little icon for the item. Then once you selected an item from said menu list, there would be a "Create" button at the bottom and you could just click that button after each craft to create a new one until you ran out of usable resource or your inventory weighed too much. Here's a picture taken from another game that shows what I mean. Any thoughts on this?
  14. Recently upon doing some very thrilling and nail-biting missions that have made me enter enemy lands and risk everything I own, I realized there's one big drawback. Only one person really gets the rewards from doing the mission, at least in certain missions. For instance: Doing a "ritual" on a tower mission, only one player can do the ritual (unless it calls for two), so even if you go with 3-5 people, only one person gets the reward (1000 karma + rank + sleep bonus). Doing a "kill traitor _____" is a single-reward also, even if 2 people hit the same traitor target, it only gives 1 person the reward. Normally this isn't bad if it's something simple like a deer, or pig, but if it's an enemy tower guard you're likely needing the assistance of others to get there safely and kill it, but then they aren't rewarded. As far as I know the only "group" missions there are like kill 40 pigs, or sacrifice 500 woad is mainly on Home servers, not Elevation. I think it would just be nicer if it gave the karma reward to everyone in the 3x3 area who participated, because merely being the guy who does the Ritual or lands the kill shot doesn't mean they did ALL the work, and it pretty much makes going out in a group to do missions a waste.