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Found 61 results

  1. Hello, Frist of all i will start this topic about explaining the bug. If you and someone else dig on the same corner and you by chance get a lag there is a bug that can instakill you. Now this is rather known bug to GM-s and it has not so far been fixed. I did happen to run across this bug and after dieing to it, losing a resstone and skills including 0,25fs and some body i filed a support. The person answering me was a GM on a CM account who told me that the skill and resstones are not to be reimbursted. If i die to a problem with a game (lag - Server, client lag) i am the one to blame? Or is Wurm a game where there is bugs known to GM-s, devs and they decide to not change nor reimburst those deaths? I know that people has gotten reimburstments in the past for this bug and i am interested, how this works. Who gets reimbursts, who makes the decision and based on what are these decisions made? Now you might wonder why am i asking this? I actually found the fact that dieing to bug from game is my fault. If its not my fault, then why am i the one who is losing something. Now as i am above 85 fs then gaining the 0,25 FS is not that fun and just losing 5s on a resstone is also some monetery value lost. Addition to that i was lucky and died on deed, but if i would have died in the middle of nowhere just because lag..I might have lost much more. If there is a guidline how it is dealt, maybe it can be written here so we, as the players, will know if this is up for reimburstment or not.
  2. There are so many bugs I don't know where to begin. First bug. Boat desync is ###### awful and has been in the game since boats. Boat desync for those that don't know, is when you cross a server on a boat and don't relog afterwards which causes your client side boat position to be incorrect. Enemy boat position can sometimes be up to thirty tiles off and you can still be in combat, its that bad. So now, into the second part. Second, after crossing servers, you must relog because of boat desync. After relogging you are (client side) thrown out of the boat, but really on the server side you're still in the boat. (this probably ties into #3) Third, boat perms are still not fixed. Upon crossing servers we had to disembark and wait for the (same captain) of the boat to fix the settings. Upon recrossing back home we had to jump off (because of bug #1/2) and then again, wait for bug#3 to be fixed by the (same captain) in order for us to get back on the boat.
  3. I will check replies and update this post. N.B. - Post is being re-built / updated as I figure out what Rolf has broken (Seriously, good job, I am back because you did so much bug hunting. Well done!) With all the really exciting big changes, I thought that we should start requesting some features to polish and smooth out the experience, only improvements or alternation of what we already have: Deeds: Permission change for allies with item pick up. (Implemented) Ability to allow individuals to build. Designating tiles to individuals with individual permissions (**). Individual specific roles for people on a deed. (Implemented) Perimeter in one direction Activity / production indexes to give bonuses to villages with multiple players (look at ways to discount alts from this.) Creatures could be more aggressive toward and do damage to small deeds at night to discourage 0-1 populations. (**) This means you can create parcels of land, like a sub-deed to lease our or give to friends. As an option for leasing: Upkeep can go directly to that parcel and decay to the rest of the deed if the parcel holder is paying. Ships: Reduce the cargo of Knarrs, they will still be fast raiding ships and party transports. Give caravals the ability to load animals and to have an inbuilt forge / oven to work while sailing + bed to get SB. How many crates you can load could depend on quality up to the maximum. Number of animals you can tow or load can depend on quality. There can be a minimum quality to enable animal loading. Ships lower sails and have speed based on quality level. - "Run" + "x speed" + "hit land" = "Push boat / dig it out causes QL damage" Ocean creatures cause damage when fighting them, like trolls to carts Crossing servers damages ships. Ships need new sails, oars and ropes time to time to be added to their ships as part of repairs. I believe the building of ships is a village goal and should remain as difficult as it is. See above for ideas on making villages viable. There are two main things you can use with ships to help fix their economy. Damage and quality level. Not that the quality changes are listed first and recommended in that order. Damage penalises bad navigators. Why were you "running" your ship at land or shallow canal with a gale behind you? Why were you doing that in a caraval or cog? This may also mean that large ships need to be moored further out with smaller ones being needed to get to and from them. Dragging a flotilla of rafts full of crates and such might be an option. However, caution! This could be a real nuisance, more complexity without real depth added to the game. Animals: [Domesticated] trait. Move cows about more for less packing. (Attempts and changes seem to have been made.) Fix NE corner of field gathering bug Names for all domesticated animals. Can not target the horse you are riding. (Implemented) Horse health bar. Allow newbies to hitch a cow to a small cart and lead it. Pretty pretty please!!! This would be so cute!!! Bridles actually improve turning circles (and maybe reversing?) (Better idea : used to lead animals now.) Saddles, barding, shoes for cows and bulls - war-cow!!! Animals being lead clip through houses. Pops out if left as a surprise. (Pass door flag) Armour, weapons and combat: Repair all weapons and armour option. Cloth, leather & studded boost / don't penalise bow rate of fire and huge weapons offensive. (Implemented) Weapon balancing and formations Other tools as weapons, example: butcher's knife could be quicker than a small sword with less damage and parry. Key binds for archery. Armour racks display different types of armour depending on the highest QL item in them. Miscellanous: Watch bars - right click someone or an animal get a little bar with their health and name under or next to it (similar to target window in function but like timers in appearance) Bound "Take" key works on crates and brings up the amount menu or it default to as many as we can carry. Unloading the half of the server you passed through three hours ago. Getting off a cart as a passenger even in your own home and getting stuck in the building's walls. Lighten up mines. (? Need info, seems it has happened?) Inventory auto scrolls to see newest item at the bottom / put it at the top. Allow body stat gains on de-prems, suppress their abilities. They have paid and will in all likelihood pay again. Chaos dragon armour needs to be improved with dragon hides. (1) (Chaos dragon armour drops when you log out?) (1) Vynora characteristics are going up 10% faster, consider other faiths. (2) The follower bonuses need to be normalized Sell to token part of tutorial that ends with new players getting a mallet from a merchant. Please soften crossing tiles diagonally, using a % and previous tile, so horses don't get stuck so much. Metallurgy + Jewelry = priest statuettes with mixed metal textures and better details. Ash from forges / ovens etc, quanties by time burning or kgs of fuel used. Wood typing all items, either all pine or all the varieties. Change the side the ladders up in houses are displayed. Using cutlery means you can eat meals sooner. Ability to kick/jettison someone out of the cart/boat Keys - only make copies from iron, only iron can unlock, copper keys can only be given by iron key holder. Seasoning, HFC and meals. Grass, sand, steppe textures for concealed mine doors. Name (Implemented) and alliance permissions for carts and boats. One passenger for wagons. /bank command Character names defining different clients. Crops take longer to become ripe and give the right yield for time on deeds. Align push and pull to grid Add friends from chat window. Roof planning Title bonuses, such as weapon smithing Player versus Monster: Troll King drops something more useful. Raids - use "champ" named creatures that require teams to kill them. Dragons re-spawn randomly as uniques across the server after death. (This has changed?) Nathan + Nahjo gives BL pretty much a full set of spells except for Nimbleness. Please either add Nimbleness to Tosiek or make BoTD's speed bonus apply to weapons in the same way. The following are legacy to explain responses in this thread and have no present value: (1) - "the end result is that dragon armour is rare as [-----] and still great, but prohibitively difficult to maintain or field with any regularity so most folks fight in full plate. "and what do you know, when dying doesn't mean you lose over $137 USD in equipment that you can't get back through normal means, people are more prone to PVPing" (2) - "Magranon has +25% to all things archery and all things shields, which is nice and all, but that's only to the skills themselves but if I'm grinding archery, I'll take +10% archery +10% bow skill +10% BODY CONTROL over +25% archery +25% bow skill" (3) - "We have NO EQUIVALENT to Locate Soul, so blacklighter villages have to log in to a [---- (cursed)] "Vyn priest alt just to track enemy movement from afar. "NO EQUIVALENT to Nimbleness but for Truehit, a [------] combat buff that any enemy priest can dispel "if a Libila village tries to go purist and have no WL alts, they are [------ (in trouble)] because their weapons can't hit for [---- (with any effectiveness)], they can't grind [skills] [---- (as well as the others)], they can't track enemy movement [----- (with the same ease or ability)] "Nothing stops a white-lighter from pumping his stats & skills as a Vyn follower before converting to Mag/Fo, going priest, and reaping the benefits of a well-developed character" Legacy threads: FarmerBob for additional items/previous conversations Propheteer - (Theater Thread) Changes suggested from the Epic server - Currently inactive but a great list from another perspective Lockehalfblood - General suggestion thread looking for (a lot of contested) ideas to address Chaos/Wild "end-game" gameplay Hussars - Tarting Wurm to attract players.
  4. Since the new patch 11/10/15 where we received the (wonderful, thanks) ability to soft push, soft pull items, planted BSBs seem to have acquired a bug. I am mayor of a village, and as such have ownership of all structures within, with the permissions given to each resident set to full so they have all the abilities I have in that structure. In a structure, I have a villager that isn't able to plant BSBs yet, digging skill too low, and I was asked to come plant them for him. I did, and he wasn't able to push/pull/turn them in any form, nor pick them back up, even when double checking the permissions for his structure and making sure they're all there properly. I then had him get his digging to 10.2 to check and see if that was the issue, and it didn't change anything. Thanks, Lothens
  5. Attempted to: Improve Courier cast on Strange Device What happened: Dispelled courier cast successfully and then could not re-cast courier spell on Strange device [04:17:25] The spell will not work on that. Steps to reproduce: Non-caster player places turret by water tile. Courier spell cast [25], Dispel cast on Courier successfully, wait 5 minutes, attempt to re-cast Courier. Steps to try and fix: 1. Player traded strange device to me. Attempted to drop/pick-up/drop and recast ... nothing 2. Picked item back up, dropped on ground. Attempted to dispel again (with no current cast on) and recast Courier... nothing 3. Attempted to move the Strange device 15 tiles and drop and cast Courier.... nothing 4. Same as attempt 3 only attempted to dispel and then cast courier... nothing 5. Re-attempted step 3 on this time tried blessing before dispelling .. nothing If have any other questions lemme know.
  6. I don't know if all of this would fall under collision detection. I think it does. I've had mobs moving between bridge ends and building walls. I've had mobs attacking through doors. Here are some screen shots. Ahzz is an alt of Clatius. R.I.P. Ahzz. The Hell Hound is in the roadway. Now I go to the entry below the floor the Hell Hound is on. You can barely see his fire coming out below where it's standing upstairs. And now you can see the Hell Hound attacking through the door as I stand down the ladder from it. It should not be able to pass through the door to attack down the ladder shaft. Now for the real fun. Mobs passing through the bridge wall. Not something you want to see a Troll doing if you are a Noob. Part way through. Here's Johnny. Panic time. Methinks these are definite bugs, hmmm?
  7. Can't cast spells/meditation abilities on enemy deed get message "guards kindly inform that you are not allowed to do that here" etc. This should not be the case on a pvp server. Fix please, thanks.
  8. Ran into a weird bug today. I've been making hundreds of wooden shafts for yoyos. No problems, no issues. Then, all of the sudden, on this particular batch...some of the shafts come out as birchwood...even though I only pulled pinewood logs from my BSB, have pinewood showing in my inventory and crafting interface....very strange. Only a few random shafts of the whole came out as being made from birch. Reproduced a second time (see 1st time screenshot and 2nd time screenshots in spoilers below). Process: Grabbed "all I can carry" pinewood logs from my BSB (14 logs). Drop into crafting interface window. Drop carving knife into window. Choose "shaft" from menu. Spam "create" over and over, periodically emptying inventory into BSB. I could not find any rhyme or reason for the quantity, frequency, etc. with which they would randomly come out as birch instead of pine. Also, I didn't have any birch of sufficient QL to produce shafts of the QL that came out, so it was like a phantom portion of a birch log. Though, as you can see in both images - all pine.
  9. So around 2 weeks ago I found a champion Mature Black Bear. Taming skill was low and I lure him into a 10tiles mine and door it after he was in. Went back to my business and started grinding taming when I could. 1 week and a half later I go back to the mine and the bear is gone! I checked no colapses and no corpse. Rock mine door 52ql in place. So the bear kind of evaporated from the mine leaving no traces. Just decided to let go and forget. Yesterday the bear was near the entrance of my deed and targeted me, not sure if it was the same one, but it was a aged champ black bear. I went to get some nice ql meat and tamed the bear, draged him on deed, inside a locked pen, feed him, cared for him, set him to stay online and logged off. Today the bear is dead inside the pen, and I get this message soon after logging: [03:25:18] Your pet is nowhere to be found. It may have died of old age. I got a templar on deed, but hes set to ignore, got other agressive animals there. Pen was locked to every1 and permissions are correct, not even my alliance can target them. So what did happen to my tamed Aged Champion Black Bear?
  10. It is well known that we have a positioning bug in this game of two tiles back and one to the right. It is evident when people cannot hit the mobs from the back of your cart, get stuck in buildings, fall through walls and so forth. It is incredibly annoying and has been reported time and again. I believe it seeped into game around wagons came and were two tiles wide and then were changed back to being one tile wide to allow for travel though gates and in between walled one tile wide roads. Now this bug is probably causing heaps of other problems too. My wagon horses must also be experiencing the exact same bug. How do I know? They stand inside a doughnut house on all enchanted grass inside my deed and they pack tiles inside my actual house (where I have just normal grass) two tiles behind and one tile to the right of the horses. Last week, two of my horses - cared for btw - got diseases while on the enchanted grass. One died. They were never off the enchanted grass, they were always on it yet got skinny and diseased. This is while being cared for and on enchanted grass their whole lives. The positioning bug most probably caused them to eat grass, which then wasnt there as they were looking for it two tiles behind and one tile to the right of where they were standing. I have heard others tell stories of how horses pack tiles in adjacent locked camps through walls. This needs to be addressed urgently. Note that you also cannot examine hitched animals in wagons, even though it looks like you are standing right inside of them, you get error message "you are too far to do this". More proof that wagon horses are not in the server where the client shows them to be. This bug also causes the same issue with our bugged bridges, as the client thinks you are on the bridge (and shows it on your screen) yet the server knows you are not and most probably floating in mid air next to the actual bridge, two tiles behind and one tile to the right of where the client shows you: You cannot lead horses on a bridge, you lose them and cannot relead them. You are not on the same bridge as them yet you are... You cannot drop stuff and pick it back up from a bridge, you are not on the same bridge as dropped item, yet you are.... You cannot dismount and remount on a bridge, you are not on the same bridge as your cart or horse, yet you are.... PLEASE FIX THE ANNOYING POSITIONING BUG URGENTLY ON BOTH PLAYERS AND ANIMALS (I think horses/bison in wagons are affected here).
  11. I have been getting disconnected almost every time I come out of my mine. That alone would be annoying but what is worse it often crashes 2-3 times when logging back in. One disconnect was the falling through the world type where when I was finally able to get back in I was on top of the mountain. I was wondering if others were having the same mine related problem. I know some of my friends are having the lag-out D/C much more often lately. Is this a result of some bug they are fixing which caused another bug?
  12. I have made 3 bridges, 1 of which has 3 sections. Every single bridge and section is now saying [04:59:09] You need to be on the same bridge in order to do that. when something is dropped on them. Other issues on all of them. 1) I was unable to reembark on my cart and also my wagon on one of them. A friend also got stuck on the same bridge. 2) Building them, I had to use an alt as a driver for the cart that had the materials and that driver had to keep the builder in range because once the access to the cart was lost, it could not be reacquired while on the bridge. Same message. You need to be on the same bridge in order to do that. 3) Lead animals drop off where the bridges meet a structure.
  13. Which bugs (or "features" which you consider bugs) would you like to see worked on? The intention of this post is to give the game developers an idea of what bugs/changes we (the players) would like to see. No rants, please provide feedback in a positive manner. Let's keep the replies on topic and refrain from commenting on others opinions. Their opinions are their own, and they are entitled to them just as you are entitled to yours. In no particular order...(will add more as they come back to me...please feel free to do the same with your posts) Harvesting maple sap and milking cows both use a bucket, one overflows without any warnings while the other stops the action and gives a warning. This should be standardized. Taste: Either give it a use or remove it from the game. Or at least reveal the idea/plan behind it. Spawns (on Pristine at least) are off. Haven't seen unicorns or horses in over half a year. There's far fewer players (and I imagine far fewer captive bred animals) than there used to be. There are loads of bison, bulls, cows, etc spawning. I continue to cull all mobs I cross, so I don't "think" this is related to the non-aggressive cap otherwise we would see them spawning with all the cattle and such. I'd like to see wooden short and/or medium spears added that could be used with a shield. Ability to plant flowers on tiles and ensure they will not be overwritten by trees and bushes. (Example: Just move the flower tile status over to the grass indicator. So there could be flowers on the same tile as trees and bushes. aka we can have grass growing under trees now, why not flowers? Ability to cut flowers like grass therefore harvesting them would be a major bonus.) My wife may actually come back to the game if this happened. And the longer she plays, the longer I get to play. Temporary buffs from meals made with meat from mobs. Example: Using anaconda meat grants body control buff. (This would add value to hunting for fresh meat as stored meat loses its information.) Use salt on fish to cure and allow storage in FSBs More interesting mobs would be nice. Anything D&Dish would be a plus in my book. more to come... Hopefully a dev will find value in some of what we post and make a list.
  14. Today when i wanted to meditate. I was like where did i drop my rug. After some minutes of searching and using my Sherlock skills i found it. Can we make it visible please. Thanks
  15. In keeping with the theme of Wassoo's news today, I would suggest we keep a "bugs/fix/work around" thread running, that is updated by either PR or Devs on a weekly basis. I don't care if the list is a mile long. We already know there are many, so it won't scare us away. But think of how useful the info will be for players? Knowing in advance that getting out of your boat for a quick compass read, then reembarking, will leave you with splashing sounds for the remainder of your voyage (and so on) So lets get that list going, so we can all see the fix progress and all be forwarned of what not to do, so we can avoid getting into GM assist situations, or doing things that ruin months of hard work, simply because we were unaware of a bug?
  16. If this forum (buildings/maint) should be where bugs are managed, then GMs who receive support tickets should be adding/updating threads here with the information on /support tickets. Note: They can always ask the user to do this themselves, but users aren't always going to do that.. in which case the responsibility of a valid ticket opened in game being properly managed should seem to fall on the GM handling that ticket. No? PS - I would have posted this on Enki's town thread but he locked it for some reason... apparently worried it might get the wrong attention? enki post here: http://forum.wurmonline.com/index.php?/topic/97059-where-to-properly-submit-a-general-bug-report/
  17. Just found out that our kingdom champ slots and Black Legion's are shared slots. Apparently Enki is aware of this problem and it is part of game mechanics but it is completely unfair for Ebonaura as well as Black Legion and any other PMK that might emerge. Every other PMK on Chaos is allowed to have 3 per kingdom template so why are Black Lighters being held to another standard. If it is a bug please fix and if it is not please make it the same as the White Light kingdoms. Edit: corrected kingdom - template. Reasoning is still there; Black Lighters only have one template while White Lighters have three. Do the math, BL = 3 champs/WL = 9 champs.
  18. Hi - several client bugs: - had to relog several times yesterday to get over various bugs, e.g. suddenly not being able to go through farm gates. - not being able to see a visitor in his cart - relogged and then could see him. This happens quite often. - now today selecting 10 onions from FSB to put in satchel in inventory - and it does not happen. [16:07:32] You selected 10. - but they dont leave the FSB and appear in my inventory However, once i put some onions into the FSB, i can then select 10 and put them in inventory and also directly into satchel - weird. So a minor glitch but annoying nonetheless... Thanks
  19. http://imgur.com/IPgatDM I'm not sure if intel machines just have problems with wurm, but I've got a bunch of bugs, that green stuff, the water on packed tiles, and just weird... Everything, the textures are broken... I've disabled gl core, that fixes the models, but thats it.
  20. Here's a couple of suggestions that I and some others were discussing in Global. New items for example a decoration that can be used in houses like a Chinese folding partition or a glass wall. Something besides walls to add to the empty space in between on houses would be nice. Paintings to hang on walls or even a chalkboard to add lists and menus in game for the house. Cabinets for kitchens or even just for "looks" to make a home seem like a real home. Bookcases to put books in that players could create, trade, and sell. Making a real use for those table and chairs, sitting down to eat or drink would increase a particular character trait for a short amount of time. Coolers for raw meat and meals storage. Ducks, frogs, dragonflies, would be nice additions. You hear them in marshes, but never see them. Maybe even a pesky cloud of mosquitoes to chase you around? Simple yet adds more realism. Instead of using global chat to advertise items for sale, why not create a specialized chat just for selling and buying? This way people could use that instead of doing so in global. Movement of items needs to be allowed to skill up. This way moving could become quicker and easier then the current setup. Pushing and pulling at this time are very slow. While more precise then some games, still needs work. Need a way to increase distance or even pickup more items that are put down. In another game you could pack up your entire house into a suitcase (make it multiple if you want), and move then unpack. This, of course, is for longer distances then small. Small distance the pushing and pulling should be allowed to be set by the player for a certain distance instead of just small per tile. Maybe, a couple of tiles if necessary. This is all for today. I'm sure I will come up with more as I continue to play.
  21. As titles says, and if they reocurr, not a bad place methinks. Kind of a fix repository. My +2 1.5 to the devs for today... Release seems stable so far. MY BOAT ISN'T SHAKING ANYMORE <3 (that one was spooky, was waiting for reality to tear and blow up my boat and myself any second, apart from the eye pain) Edit: Moored a sec to fish and tame a bearshark for transport, when i raised anchor again, started shaking again. Had worked smooth at first when coming in from Release. Relogged with boat anchored, and boat unanchored and me disembarked, didn't fix it. Shake itself is now only myself, not the whole boat. Boat still does stutter but way way less. More data: Supreme Rowboat, really hoping rarity isn't at fault here or I may cry salty pirate tears. At least the initial success when sailing in from Release (where it doesn't happen, or Pristine) means devs are apparently on the right track.
  22. I found a variety of bugs which vary from basic texture bugs till instant client crash bugs the list is as following: 1. The Basic Texture Glitches - sometimes the game tends to 'borrow' textures from places it shouldn't like for example the sign post gets the texture of the butchered lions but still maintains its original form. This can happen to crops, buildings and other basic objects that fall under decoration like sign posts, lamps and other objects it doesn't crash the game but it makes it more unstable since it does contribute since it appears to be an early sign of a crash. 2. The Black Object Glitch - Some objects(mostly anything which stands still and is not considered 'alive') can turn completely black once in a while and this stays the same yet it changes back when getting really close and turns back black once you get out of range again. this stays the same till client restart. Note: i suspect this has to do with the shadow mechanics which are in the game. 3. The Screenshot Issues - When trying to take a screenshot the client tends to have high change of crashing and on top of that it doesn't save the screenshot. even when not crashing for me it didn't give me any screenshot only batman on a rare occasion. 4. "Connection i thought i had connection?" Glitch - This glitch is the only one which i didn't have happen to caught myself which means i cant help to much. All i know of it is that people log in and they get the world loaded and everything yet for other people they do not show up or in worse cases do but don't do anything and then the char bugs up and kicks the client out and the in game character. There might be more glitches more regarding gameplay yet i didn't find those myself.
  23. 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.
  24. 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?
  25. 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)