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Found 25 results

  1. Eckerrun is a hero. He's testing how stationary trait works and if strong diet and will could cause death. Test area have plenty of tiles to graze from, but trait also proves to provide strong will to not eat from other than that 1 tile(no feeders, that's cheating), tile is packed on purpose as often stationary horses in big farm end up in similar or identical situation.. This turns into a babysitting game of checking on such traited horses, idea here is to see if this test will eventually kill it from starvation and if that happens Eckerrun's life wont be in vain, it should alarm that ai could be probably updated somehow.. as these misc traits are now common and there's no way to manage the adding or removing of such. TODO: Will update once Eckerrun passes, so far the initially fat creature lost the fat status and is obviously hungry now. --edit this will take a while.. notice the graceful eater and slow metabolism traits
  2. New renderer performance seems pretty good for me, mostly better than the old one, especially when around a bunch of dynamic light sources. I'm getting 60fps (vsync'd) in most places, which is neat. ... Then if I go near trees, it goes completely to hell. Seriously, standing inside a single almost-mature young fir tree drops it from 60+ down to 45. Being in a fir forest brings it down to 10-15. Disabled transparency AA in NVidia Control Panel to see if that was the problem, but that didn't help. Also occurs at night, so I don't think it's shadow-related. System info: I'm 370% willing to help test what might be causing this, if anybody has any ideas or wants me to test anything.
  3. Hello What is test option when as implementator right click on ground and i have test option and: "Create an a armour set...." But when i want studded and click send nothing happens. P.S To close . I now have this link
  4. I hit 65.00 mining and wanted to see what veins would give me the best gains regardless of what mining guides or what other people say and based on the equipment I had on hand at the time. These were my findings: Mining skill: 65.00 Tool used: 19QL pickaxe, steel (C85) Best result: Normal copper (+/-0.09 skill gain per 25 ore; +/-0.37 skill gain per 100 ore; +/-26 minutes per 100 actions) Comparisons: Good lead (0.30 skill gain per 100 ore) and Normal silver (0.30 skill gain per 100 ore) Conclusion: I calculated it would take me +/-5 hours to reach 70 mining by the time I hit 66.24 mining. I realized that if I was mining the wrong vein (e.g., the lead or silver shown above) I would end up wasting over an hour. This means that if you use sleep bonus when mining, you can end up wasting a significant amount of SB and silver (if you pay for sleep powders) over time. Finally, take into consideration all the time you would lose from say 0-90 mining if you end up picking the wrong veins along the way. While my tests are limited, it's enough of an eye opener at least for me. Would have been neat to see the skill gain difference with a 1QL pickaxe, steel (C85). Just for kicks, I used my 89QL rare pickaxe, iron (W100C90) and came up with these results even though I knew this would happen ahead of time: Rare Pick: 0.03 skill gain in 65 ore and 372s spent mining Skiller Pick: 0.09 skill gain in 25 ore and 375s spent mining Conclusion: Using my rare pick was 67% worse than using my skiller. This is why I only use my rare pick for what it's really intended for and not for skilling. It was still fun to see just how much worse it would be though. EDIT: I forgot to mention I was using sleep bonus the entire time when doing these tests.
  5. Sure it would be awesome if every little change was tested backwards and forwards, and even 80% of bugs were ruthlessly hunted down and smashed (preferably with a can of Emoo's Fosters beer). However, even AAA titles with literal armies of people can hardly manage such. In Wurm one particular issue can be getting enough people to test things out voluntarily, let alone seeing how a change impacts live gameplay before going live. I recommend utilizing the Challenge concept in this manner, especially for testing new pvp features. For example seeing how removing local list would actually play out instead of forum discussions with rampant speculation. Players get a little something to help encourage testing, and the devs get a isolated, temporary, and accelerated sandbox to help get a better idea of how a change will impact live gameplay.
  6. With skills set to 90, a player cannot plant crops on the PvP Land (Onashores) server. When you plant pumpkins, for example, it appears to plant and then immediately grow ready to harvest, then disappears while accompanied with a weird bird-chirping sound effect. I tried reducing my skills back down to 20, but the same thing happens. I am not sure if this happens on the Bridges Test Server or not.
  7. Post Test

    Could a forum moderator please update my profile picture for me It doesn't seem to work for me. I'd be very greatful. Thank you. My profile pic i want uploading.. -> http://imgur.com/ZPLYDb6
  8. I learned the new permissions system is on test server already, and I went over there to test it. I note here some tests and thoughts as it goes. I made an offdeed house, and a deed with an ondeed house. First thing I tried, giving 'Kingdom' or to a player permissions to pickup items and pickup planted on the offdeed house (because topkos reminded me of it) didn't do anything: my alt wasn't able to pick up from the house. This was solved very quickly (thank you Pifa ). It works now. Permissions for a building Pickup items permission granted to Kingdom: works for offdeed houses and ondeed houses, overriding pickup perm on deed. Pickup items granted to named character: same as above. No need to be a friend to add them, they can be friends too. Pickup items granted to village for ondeed house: villager can take (by default, no custom changes made yet), non-villager can't. For ondeed house: Pickup planted granted to kingdom: without also pickup items, someone can't pick planted either; with pickup items, they can do both. Pickup planted granted to village: 'citizens' can take, non-'citizens' can't. It overrides deed permission: villager with no pickup planted on deed can't pickup lamp on deed outside houses, but can take a planted lamp inside. This works as intended. Pickup planted granted by name: ondeed house, without pickup permission in the house, can't pick up planted lamp; with also pickup items, they can. This works as intended. Probably bug: players in a group that 'may manage' don't seem able to select the house at all. Added 'manage allowed objects' to 'citizen' role on the deed, then added 'citizen' to the offdeed house with 'may manage'. Result: the villager Spotter sees the house now in its buildings list, but can't select it. Same for 'kingdom' with 'may manage'. Selected 'settlement may manage' for the offdeed house. Result: Spotter still can't select it: This happens even when Spotter ('citizen' group) has all assignable other permissions. (except 'deny all') Spotter is able to select the house when he was added by name, not by group. Of course I had to test what happens when Spotter removes his own permission to 'manage' (I noted this somewhere in Tich's threads, it's one of them corner cases that isn't game breaking but it can lead to surprising results). So, he removed his own permission, then applied changes: Please remove the red warning on 'all doors are not locked' as it has nothing to do with anything. It's confusing (see also below). There is also again the issue above: citizens group clearly remained selected but Spotter lost his permission. I think otherwise results of this are decent. Spotter couldn't add his permission back nor change anything else. The game asked him to save his changes because it has unsaved, and of course he can't save them, but that's okay. Bug: can't remove the 'settlement may manage' check, as both owner of the house and mayor of the deed, from an offdeed house. I can remove it for an ondeed house, as mayor. (I can take these bugs to bugs forum if wanted, they're on test only, though) The red warning on house management form: I don't think this red all-caps warning is warranted, for a house. Please remove it. Unlike objects, a building is secure from pickup etc, no matter if unlocked or locked. The only things locking is useful for, are humanoid chasing you (they can enter unlocked doors) and avoiding someone drinks your wine (unless that changed lately). Or simply preference, if you don't want anyone to enter, lock and make sure you don't allow entry, for example when you use it as gatehouse. These are not worth, imo, a big red warning. A house is supposed to be safe for everything else. That's what we're testing here, right? Moreover, you can lock a door but have arched walls, same effect. Are you going to introduce a big red warning when making an arched wall? I hope not. It's overkill, scary for no reason, and I suggest to remove it. All it does is make players uncertain if their house is secure (mainly from picking up and loading), and that's not a good consequence. Proximity Looks like proximity ownership works at about 3 tiles around the character, so if you drop an item offdeed, someone else can't take it as long as you're this near. If you go on the 4th tile (if I counted right...) then they are able to take it. This happens when you dropped the items in a house with 'kingdom may pickup' enabled. Logging off enables taking of items as soon as you leave the world (not when you lose link). Proximity doesn't seem to work at all on-deed between villagers (and mayor). Mayor or villagers can take items dropped by a co-villager even from the same tile they're standing with their dropped item, in a house or not, in a container or not. This seems to be as it currently works too (iirc? not sure), and I presume it's intended. Proximity works on-deed for a non-villager: mayor and villagers don't seem able to take a "stranger"'s dropped items from the deed, house ondeed, a forge in a house ondeed, as long as the non-villager owner is like 3 tiles nearby. They are able to take them once the owner gets away. I tested proximity mainly to make sure it wasn't broken by them changes. (but this testing wasn't exhaustive really, for example allies or more kinds of items) Misc When you start to manage deed roles, you get a warning:"Note that you will need at least 1 guard to enforce these rules on deed!" << I don't know what this means. [00:55:43] Spotter may not change village until 23 hours and 59 minutes has elapsed. Spotter is new villager, and I was trying to trade the deed to it. The message is odd because he's not changing village. Deny All setting: I assume this setting means you can deny everything to someone named, despite them having permissions inherited from a group? It seems a good idea, I have just a cosmetic suggestion on it: color it or display in a different font, something visually different from the rest. Looking at forums, I don't really know where is a good place for random testing on test server, Town Square seems intended for discussions on release notes and mechanics, so I assume it's close enough, unless you want to move it to bugs.
  9. I went to test server tonight and the bridge planning there is not working. I was there a few weeks before and there was trouble with building past the first floor because you could not add any walls. There is some kind of blue line highlights in the inventory window that was not there before (classic light). House writs do not have any names showing on them.... I guess the moral of the story is that the test server needs some help we can not even use it right now to test things with. Edit: Well looks like the wall thing was fixed since i looked last and the writ name thing is just a highlight box over the name but the blue is still there. As far as the bridge goes i have no idea why it will not let me plan a bridge it was between two buildings and the ground was level and at the same height. There was no error message in the event that showed why the thing was stopped.. [20:22:59] You carefully place the dioptra on its tripod in front of you. [20:23:01] looks like bridge would be 1x3 (North-South) [20:23:01] The tile border to your North is level [20:23:01] You make sure the dioptra is level.
  10. Nothing for sale. Testing how this works.
  11. Is the test server down? I am getting an error with the update.. "Update failed!(Error:All attempts failed for META-INF/MANIFEST.MF)" Then it has this error in the error log. Contents of temporary launch log: Time is Fri May 29 19:18:07 CDT 2015 Running client version [bridges] === System information === Executing from C:\Users\USERNAME\Desktop\ Operating system: Windows 8 (arch: amd64, version: 6.2) Java version: 1.8.0_25 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.25-b02 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 4 >>> Main thread exiting. Loading character Kegan Loading config Kegan Loading props file C:\Users\USERNAME\wurm\configs\Kegan\gamesettings.txt Executing C:\Users\USERNAME\wurm\configs\Kegan\keybindings.txt Loading props file C:\Users\USERNAME\wurm\players\Kegan\password.txt >>> LoginFrame queue entry exiting. Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=4187712065 actual=1454983071) 50 4B 03 04 0A 00 00 08 08 00 AC 73 BB 46 9F 47 B9 56 C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 3F 0B C2 30 10 C5 F7 40 BE C3 8D 3A A4 B4 A1 A5 35 5B 5B 17 07 71 B0 E8 28 69 73 62 20 FD 43 4C 05 BF BD B1 83 68 45 70 7D EF 77 EF DE DD 56 76 FA 8C 57 C7 0E 68 AF BA EF 04 44 41 48 49 DE BD 29 F9 20 9B 0B 82 D7 BC 99 05 31 25 A5 45 E9 50 B1 E2 2E 26 29 3C F1 84 D5 51 06 8B 9D 95 8D 41 28 7B 3B F4 56 3A 3F BF A4 A4 18 B5 71 13 7C 1C 6D 0B A5 D1 E8 B3 D6 78 83 0A 65 4B C9 7E C0 46 9F 75 33 F1 AC D2 CE E0 07 3A 27 5E CD 2C 4F E2 F4 DB ED 54 6F 85 EF A0 7C 11 33 D6 90 17 01 25 9B 76 30 D8 FA B4 DF 5B 66 C8 7F 41 F3 32 CF 63 15 53 FE 3F 02 78 CA C2 84 F1 30 4A 20 8A 05 5F 51 42 C9 03 Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=4187712065 actual=1454983071) 50 4B 03 04 0A 00 00 08 08 00 AC 73 BB 46 9F 47 B9 56 C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 3F 0B C2 30 10 C5 F7 40 BE C3 8D 3A A4 B4 A1 A5 35 5B 5B 17 07 71 B0 E8 28 69 73 62 20 FD 43 4C 05 BF BD B1 83 68 45 70 7D EF 77 EF DE DD 56 76 FA 8C 57 C7 0E 68 AF BA EF 04 44 41 48 49 DE BD 29 F9 20 9B 0B 82 D7 BC 99 05 31 25 A5 45 E9 50 B1 E2 2E 26 29 3C F1 84 D5 51 06 8B 9D 95 8D 41 28 7B 3B F4 56 3A 3F BF A4 A4 18 B5 71 13 7C 1C 6D 0B A5 D1 E8 B3 D6 78 83 0A 65 4B C9 7E C0 46 9F 75 33 F1 AC D2 CE E0 07 3A 27 5E CD 2C 4F E2 F4 DB ED 54 6F 85 EF A0 7C 11 33 D6 90 17 01 25 9B 76 30 D8 FA B4 DF 5B 66 C8 7F 41 F3 32 CF 63 15 53 FE 3F 02 78 CA C2 84 F1 30 4A 20 8A 05 5F 51 42 C9 03 Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=4187712065 actual=1454983071) 50 4B 03 04 0A 00 00 08 08 00 AC 73 BB 46 9F 47 B9 56 C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 3F 0B C2 30 10 C5 F7 40 BE C3 8D 3A A4 B4 A1 A5 35 5B 5B 17 07 71 B0 E8 28 69 73 62 20 FD 43 4C 05 BF BD B1 83 68 45 70 7D EF 77 EF DE DD 56 76 FA 8C 57 C7 0E 68 AF BA EF 04 44 41 48 49 DE BD 29 F9 20 9B 0B 82 D7 BC 99 05 31 25 A5 45 E9 50 B1 E2 2E 26 29 3C F1 84 D5 51 06 8B 9D 95 8D 41 28 7B 3B F4 56 3A 3F BF A4 A4 18 B5 71 13 7C 1C 6D 0B A5 D1 E8 B3 D6 78 83 0A 65 4B C9 7E C0 46 9F 75 33 F1 AC D2 CE E0 07 3A 27 5E CD 2C 4F E2 F4 DB ED 54 6F 85 EF A0 7C 11 33 D6 90 17 01 25 9B 76 30 D8 FA B4 DF 5B 66 C8 7F 41 F3 32 CF 63 15 53 FE 3F 02 78 CA C2 84 F1 30 4A 20 8A 05 5F 51 42 C9 03 All retries failed for META-INF/MANIFEST.MF with bytes=43-290 class.OYBqnaeGJB: All attempts failed for META-INF/MANIFEST.MF
  12. Been getting this of late when attempting to load the test client launcher. test_graphics.jar gets stuck at 0% Update failed! (Error: All attempts failed for META-INF/MANIFEST.MF) Other clients loadup and start fine. EDIT: Havent seen this one before, so haven't attempted repairs or flushing the java cache yet. Contents of temporary launch log: Time is Wed May 06 16:42:43 PDT 2015 Running client version [bridges] === System information === Executing from E:\F_Games\Wurm\ Operating system: Windows 8 (arch: amd64, version: 6.2) Java version: 1.8.0_45 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.45-b02 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 4 May 06, 2015 4:42:43 PM java.util.prefs.WindowsPreferences <init> WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5. >>> Main thread exiting. Loading character XXXX Loading config nos_default_XXXX Loading props file E:\F_Games\Wurm\configs\nos_default_XXXX\gamesettings.txt Executing E:\F_Games\Wurm\configs\nos_default_XXXX\keybindings.txt Loading props file E:\F_Games\Wurm\players\XXXX\password.txt >>> LoginFrame queue entry exiting. Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=1700265892 actual=3127639761) 50 4B 03 04 0A 00 00 08 08 00 A2 7C 9E 46 D1 FE 6B BA C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 BD 0B C2 30 10 C5 F7 40 FE 87 1B 75 48 49 FA 81 92 AD AD 8B 83 38 58 74 94 D8 9C 18 48 3F 88 A9 E0 7F 6F EC 20 5A 11 5C DF FB DD BB 77 B7 51 AD 39 E3 D5 B3 3D BA AB E9 5A 09 22 E2 94 E4 ED 9B 92 F7 AA BE 20 04 2D 98 CB 28 A5 A4 74 A8 3C 6A 56 DC E5 28 F1 63 9C B1 93 58 C2 6C EB 54 6D 11 CA CE F5 9D 53 3E CC CF 29 29 06 63 FD 08 1F 06 D7 40 69 0D 86 AC 15 DE A0 42 D5 50 B2 EB B1 36 67 53 8F 3C AB 8C B7 F8 81 4E 89 57 33 17 67 22 F9 76 5B DD 39 19 3A E8 50 C4 0E 27 C8 8B 88 92 75 D3 5B 6C 42 DA EF 2D 13 E4 BF A0 69 99 E7 B1 9A E9 F0 1F 09 09 67 3C 65 31 17 19 88 4C 26 0B 4A 28 79 Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=1700265892 actual=3127639761) 50 4B 03 04 0A 00 00 08 08 00 A2 7C 9E 46 D1 FE 6B BA C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 BD 0B C2 30 10 C5 F7 40 FE 87 1B 75 48 49 FA 81 92 AD AD 8B 83 38 58 74 94 D8 9C 18 48 3F 88 A9 E0 7F 6F EC 20 5A 11 5C DF FB DD BB 77 B7 51 AD 39 E3 D5 B3 3D BA AB E9 5A 09 22 E2 94 E4 ED 9B 92 F7 AA BE 20 04 2D 98 CB 28 A5 A4 74 A8 3C 6A 56 DC E5 28 F1 63 9C B1 93 58 C2 6C EB 54 6D 11 CA CE F5 9D 53 3E CC CF 29 29 06 63 FD 08 1F 06 D7 40 69 0D 86 AC 15 DE A0 42 D5 50 B2 EB B1 36 67 53 8F 3C AB 8C B7 F8 81 4E 89 57 33 17 67 22 F9 76 5B DD 39 19 3A E8 50 C4 0E 27 C8 8B 88 92 75 D3 5B 6C 42 DA EF 2D 13 E4 BF A0 69 99 E7 B1 9A E9 F0 1F 09 09 67 3C 65 31 17 19 88 4C 26 0B 4A 28 79 Incorrect CRC from remote copy for META-INF/MANIFEST.MF (expected=1700265892 actual=3127639761) 50 4B 03 04 0A 00 00 08 08 00 A2 7C 9E 46 D1 FE 6B BA C6 00 00 00 72 01 00 00 14 00 00 00 4D 45 54 41 2D 49 4E 46 2F 4D 41 4E 49 46 45 53 54 2E 4D 46 8D 90 BD 0B C2 30 10 C5 F7 40 FE 87 1B 75 48 49 FA 81 92 AD AD 8B 83 38 58 74 94 D8 9C 18 48 3F 88 A9 E0 7F 6F EC 20 5A 11 5C DF FB DD BB 77 B7 51 AD 39 E3 D5 B3 3D BA AB E9 5A 09 22 E2 94 E4 ED 9B 92 F7 AA BE 20 04 2D 98 CB 28 A5 A4 74 A8 3C 6A 56 DC E5 28 F1 63 9C B1 93 58 C2 6C EB 54 6D 11 CA CE F5 9D 53 3E CC CF 29 29 06 63 FD 08 1F 06 D7 40 69 0D 86 AC 15 DE A0 42 D5 50 B2 EB B1 36 67 53 8F 3C AB 8C B7 F8 81 4E 89 57 33 17 67 22 F9 76 5B DD 39 19 3A E8 50 C4 0E 27 C8 8B 88 92 75 D3 5B 6C 42 DA EF 2D 13 E4 BF A0 69 99 E7 B1 9A E9 F0 1F 09 09 67 3C 65 31 17 19 88 4C 26 0B 4A 28 79 All retries failed for META-INF/MANIFEST.MF with bytes=43-289 class.lf2bAcZSjf: All attempts failed for META-INF/MANIFEST.MF
  13. Was not sure where to put this and i know it is on test still but wanted to post about it anyway. I was checking out the new wall types and the new "wooden wide window" has a gap at the top.. Note: While i have you here a small suggestion on them as well. Maybe you can make them so that the pliers will work on them to select the roofing material that is used over the window? ( on all new wall types that have roofing for that matter)
  14. Going up..

    Well i am not sure why we have not seen this in the news yet but i was on test tonight and look at what i found..
  15. Well in another topic there was talk about if the tool was oak or not and it got me wondering has anyone ever tested the oak vs the other woods? I would guess they must have since it is in the wiki but is it really that big of a difference and is this test posted someplace? I have just always preferred the oak on just blind faith in that the wiki is right and that there must have been some test done at some point on it. I never have given it much thought but it seems to me it would be like the ships and you would hardly ever notice anything anyway. We are so keen on it now though that if the item is not oak it becomes less valuable and sometimes not deemed as having any value to some players. It just makes me wonder how big of a difference it really does make.
  16. I was not sure where to post this at but there are a few things i think needs to be addressed on the new furnishings that are coming out. I have been making a bunch of the new things on test and the biggest trouble i am having is with the hodgepodge of different colors and wood textures. I was thinking it would be a set and all the wood would match at least if we could not have it showing the wood we choose like barrels. The bed, wardrobe, and bedside tables all match but then the bookshelves and chairs are all different and the two bookshelves don't even look like they match all that well. I know they are not in the game yet but lets hope they get a makeover...granted the chairs and bookshelves look better i think so the bedroom set needs to be changed to match more with them. Also the chairs and bookshelves do not have any move function to them and the bookshelves are extremely hard to get lined up trying to drop them in the right spot. I have not even started with tables but if we don't have any new tables then the ones we have are not going to go with any of the new chairs...lets just hope they give us a set and not this hodgepodge job. Edit: I don't want to seem ungrateful but i have just been waiting for this kind of stuff to be added to the game for a long time and want it to be good.
  17. Not sure if this was the MR version or for freedom but it has a red cross and looks amazing. I sure hope they get the depth sorted on them so they can be more usable because they are really nice... Now the rest of the boats are on test too but i am just posting the caravel as it is my favorite one.
  18. Test002 - Not sure if this is the correct place for this, please move it not. traveling along on cart with two horses, being pursued by a croc. All of a sudden I stop like i've reached the end of a rope and the cart and horses keep going for two to three cart lengths. I catch up to them and re-mount, steering is all messed up, I get tossed off the cart again. I try this three or four times before trying to approach the cart from a different angle, same issue. By this time the croc has caught up to me so logging is not a viable option. Then an enemy guard from way way back down the road catches up, i mean the last place I saw this guard was a ten minute cart ride ago. Between him and the croc I'm dead because every time i move I am randomly teleporting back to the same spot. I die. When I leave the starting point everything seems fine, so I log and restart the game to make sure. I progress towards the coast to try and find my gear, I have only the slightest idea where it is but I go looking, dieing on the way to the goblin leader, lol. Anyway I find my way out near the coast and I find another of these spots. I walk in any direction I make it a random distance then teleport back to the same spot over and over. If I travel in straight line along the same direction as the tiles, not crossing diagonally I can sometimes make it 15 tiles or more then right back to the same tile. When I do make it a reasonable distance before tele I take falling damage, the further away the more damage. It is almost like the server thinks I'm in a hole or something. Ayway, have to get to work perhaps I can help troubleshoot later, but that's after 7pm Pacific Time, which I think is middle of the night or so for the devs.
  19. Back a few weeks ago when the wagons were first put on the test server i made one and a lg and sm crate to test it out. Well today when i logged on the sm crate had turned into the wagon and the wagon into a mountain lion rug. olivewood wagon.. [20:48:49] A thick mountain lion rug. It is made from olivewood. It could be improved with a log. Ql: 36.182964, Dam: 0.0. small olivewood crate.. [20:49:08] A fairly large wagon designed to be dragged by four animals. It is made from olivewood. It could be improved with a log. Ql: 72.69382, Dam: 0.0. The name of the owner, Silas, has been etched in the stern. The two were on the same tile but i have moved the sm crate/wagon since then. It is located by the lake with the sea serpent in a 2x2 wood house named cottage on test2 if you want to go look at it.
  20. Test Server

    Did the Testing servers really just go down too?
  21. Was not sure where to post this as it is on the test server but I have been trying to get on the test server and i keep getting this crash.. (The error was: </ by zero>) I am not sure what is causing this but have posted the report below for you guys. Unexpected crash while setting up game The error was: </ by zero> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Time is Tue Sep 17 21:45:37 CDT 2013 Running client version 3.26-5323 [test] === System information === Executing from C:\Users\USERNAME\Downloads\ Operating system: Windows 8 (arch: amd64, version: 6.2) Java version: 1.7.0_25 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 23.25-b01 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 4 >>> Main thread exiting. Loading character Silas Loading config Silas Loading props file C:\Users\USERNAME\wurm\configs\Silas\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Silas\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\USERNAME\wurm\players\Silas\password.txt Saving props file C:\Users\USERNAME\wurm\configs\Silas\gamesettings.txt Loaded pack test_experimental.jar (r1355) Loaded pack test_sound.jar (r1) Loaded pack test_pmk.jar (r1160) Loaded pack test_graphics.jar (r1508) Options up-to-date! Loading props file C:\Users\USERNAME\wurm\players\Silas\playerdata.txt Loading props file C:\Users\USERNAME\wurm\players\Silas\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Silas.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 0 censor_chat = true cloud_shadows = false collada_animations = 4 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 = 2 disable_select_all_shortcut = false display_settings = false:false:0:0:0:32:-1:false:true 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 = 15 font_header = 27 font_italian = 11 font_monospaced = 11 font_static = 15 fov_horizontal = 90 fps_limit = 75 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 2 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 = true hint_texture_scaling = 2 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 = 5 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 = 2 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_texture_size = 3 reflection_texture_size = 2 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = true silent_friends_update = false skillgain_minimum = 3 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 0 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 = false sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 2 terrain_bump = false terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 4 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 2 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 = false 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\Silas\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT ====== CLIENT CRASH ====== Unexpected crash while setting up game java.lang.ArithmeticException: / by zero at class.gG.d(SourceFile:321) at class.eg.a(SourceFile:53) at class.gX.f(SourceFile:587) at class.dF.e(SourceFile:36) at class.dF.d(SourceFile:24) at class.eg.a(SourceFile:53) at class.gx.f(SourceFile:157) at class.dF.e(SourceFile:36) at class.dF.d(SourceFile:24) at class.eg.a(SourceFile:53) at class.gx.f(SourceFile:157) at class.dF.e(SourceFile:36) at class.dF.d(SourceFile:24) at class.eg.a(SourceFile:53) at class.gx.f(SourceFile:157) at class.dF.e(SourceFile:36) at class.gx.a(SourceFile:63) at class.fQ.<init>(SourceFile:130) at class.eo.<init>(SourceFile:285) at com.wurmonline.client.h.<init>(SourceFile:175) at com.wurmonline.client.h.a(SourceFile:1447) at class.lH.c(SourceFile:873) at class.lM.actionPerformed(SourceFile:1067) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
  22. Currently they are testing some changes to the friendlist: http://forum.wurmonline.com/index.php?/topic/85238-friendlist-change/ As that topic is for bugs only, here one for some discussion: The event window is a log window, but the friendlist is a status window. I think the two don't belong together. The friends tab in the event window should display messages such as "Marco connected to Deliverance" "Tony moved from Deliverance to Chaos" "Silvia lost Connection" "Silvia left the game" The friendlist window should remain as it is or have an option to integrate it into the frieend log tab, like it can be done with the local player list.
  23. I went on test to test something out and seen this when i logged in.. Shame Memento - [10:04:04] This monumental structure is said to represent two hills between which the sun rises and sets. It is commonly associated with recreation and birth. It could be improved with a rock shards. Ql: 50.0, Dam: 0.0.
  24. Came across this topic recently: http://forum.wurmonl...rotection-info/ There was some interesting discussion going on in there about the effectiveness of different armor types. As the test server gives exact number which is useful from a statistical view I decided to figure out a formula to determine the effectiveness of armor. A line on the combat tab on the test server looks something like this: [12:14:57] Damage=2043.4200261523176*0.30655867=626.4281226352826 crit=false where the bold part is the armor "multiplier". The damage done on any hit is the damage it would be without armor * the armor multiplier. I started of by testing the multipliers at varying QL for drake armor: QL(x)...Multiplier(y) 01......0.9175 25......0.665625 50......0.4625 75......0.340625 90......0.3065 Putting those numbers into formulize and giving it a few minutes spat out this equation: y = 0.9291 + 4.813e-5*x^2 + 5.214e-9*x^4 - 0.01165*x - 2.687e-7*x^3 - 2.066e-13*x^6 I then tested it with scale armor: QL(x)...Multiplier(y) 01......0.915 25......0.64374995 50......0.425 75......0.2938025 90......0.257 Putting those into formulize gave this equation: y = 0.9271 + 2.101e-5*x^2 + 5.796e-7*x^3 + 4.38e-11*x^5 - 0.01217*x - 2.32e-13*x^6 - 4.623e-9*x^4 Both these equations look incredibly over complicated for what they do, and probably are ridiculous compared to what Rolf uses in the server code, but they are very accurate given the data supplied (Less than 0.0000000000000002 maximum error). Having different equations for every armor type would be redundant, so I assumed that they used the same equation and had a separate modifier applied either to the QL before putting it through the equation or to the multiplier given by the equation. A quick division of the two equations can help out here: y = (0.9271 + 2.101e-5*x^2 + 5.796e-7*x^3 + 4.38e-11*x^5 - 0.01217*x - 2.32e-13*x^6 - 4.623e-9*x^4)/(0.9291 + 4.813e-5*x^2 + 5.214e-9*x^4 - 0.01165*x - 2.687e-7*x^3 - 2.066e-13*x^6) Plotting that on a graph gives this: Ignore the 90+ area, I don't have data for that so it does crazy things. From this graph you can see that the damage reduction does differ between the two sets at different qualities, but not by much. A 1ql drake set is very similar to a 1ql scale set, a 90ql drake set it roughly 85% as good as a 90ql scale set. The multipliers for each armor type at QL 1 are as follows: cloth: 0.9325 leather: 0.93 studded: 0.9275 chain: 0.925 plate: 0.9175 drake: 0.9175 scale: 0.915 I might look into glance rates too, but that is probably dependent on many more variables such as weapon QL, weapon skill, fighting skill etc... Edit: fixed graph, wasn't straight line, ignore what I said previously about that...
  25. When building the outside walls on the second story, if the second floor outside wall is over a first floor internal wall you can't get into the outside room on the first floor. It's like there is a wall blocking you on the first floor.