Search the Community

Showing results for tags 'bug'.



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 474 results

  1. Hey guys, I'm not sure where to ask this, as I don't know if this is a bug or a feature, but every time I load up the game I get these strange smiley buttons on random areas of the screen (image below). They persist after relogging, are always in the same place, and when I mouse over them, display the text "Add Reaction." How do I rid myself of these things, they are infuriating. Clicking and right clicking them does nothing, and I can't find any info on them online, in the wiki, or in the settings. Thanks. https://imgur.com/kPp8ZZJ
  2. Possible bug found. I logged into the game this evening and made 3 blind cats eyes to imp to raise my paving skill, and I kept getting the message "[14:44:30] The stone shards is in too poor shape to improve the blind catseye.". And this is regardless of the quality of the stone shards being 15.27 which is higher than the quality of the Blind catseye and the stone shards being not damaged, and the blind catseyes not being damaged and only being 1 quality. I have a screen shot but I do not know how I can share it in this post since there is no way to copy and paste it here, other then adding the image to an unknown image URL service which is new to me. I hope this get fixed soon so I can get to 20 paving so I can start building the second floor to me house when I get to 20 paving since the game requires you to be level 20 paving to build on the second floor of your house for whatever reason. Thank for the assistance. Update: The issue seems to have fixed itself, please remove this post.
  3. Hello! I am experiencing a bug with the interface where I get numbers cutoff in the volume column when in the 1000's. It is present in when higher than UI Scale 80%. Running 2k resolution on windows 11. Images of the bug in the imgur gallery. https://imgur.com/a/5cwsDWJ
  4. Not sure if its a known bug, but I have a bridge on my deed going down a mountain and at the bottom it has a locked gate. When i go down the bridge and through the gate the mob follows me and also goes through the locked gate. All kinds aggressive mobs seem to be able to get through when they have targeted me. The gate is supposed to keep my defenseless noob alts safe lol
  5. Hello team, I have an odd issue my pig pens. Both are 3x4 (12 tiles) with 1 trough each at 20+ql. One pen is recognized by the animals, The other is not. Spent many hours attempting to get the game to recognize that the area is a pen. Cadence, Buske's Cove. East side of town near the tower, Pen beside the deed edge. Methods tried: Rebuilding the pens, Making them smaller. Moving the troughs, Unloading/loading, remaking the troughs. Leading the pigs out of the pen, unleading them 20 tiles away, releading, putting them back in the pen. https://i2.paste.pics/fce14a3e3cb474cd1c1cca46477c78df.png
  6. I seem to have run into a bug regarding Sleep Bonus, I have logged out the past few days using a bed for 6 hours yesterday and 8 the day before but my SB doesn't seem to accumulate my current bank is 34 minutes which is what I have left from my sleep powders. My toon is on Xanadu the account name is Voidhunter.
  7. Breeding animals bugs since June 30 update (please add to this if you find more) Leading male horse to female after male has recently bred - notice the male animal's name is missing: [18:56:17] doesn't seem to be in the mood right now: He is not ready to breed again yet.
  8. [21:46:51] doesn't seem to be in the mood right now: He is not ready to breed again yet. Danceabbas is offended that his name was missed out.
  9. Hello! I crossed from the Release to Xanadu by corbita with cages inside which there were horses. I came to my deed and pulled the horses out of their cages. Then I returned to the Release and saw one of my horses in the water. I can interract with it like a normal horse. So I lead the horse and put it in a cage. I checked if the horse is in my deed (with the help of alt) and it was in deed. I returned from the Release to Xanadu again with the horse. When I pulled it out of the cage, the first horse disappeared, and this one remained. Also today I found two other horses in the water (they were not branded) and took them with me from the Release to Xanadu. It turns out that they could also have disappeared from their previous owners? I think this could be a big problem for the first owners of horses. Especially if these horses have, for example, rare traits. I am ready to return these two horses to their first owners. But I don't even know who they are. Horses names: Maxraid (ebony black colour) and Whinnymaestro (brown colour).
  10. I must have learned quickly where i was stuck on the programation for propely installing the wurm online Launcher. When I though i was done i read and i read and i have kept doing this (looking all the new stuff was all over the place! some dates din't heaving match but i kept feeling prosper and yelld to my nest mini (OK google play me Louis Armstrong... then i figured out it was solve in under 6 minute and i was inside Wurm after struggling 4 hours ontoo the files i had put everywhere my pc even crash when the core of all the brain i put'd in to it!! first time i actually find myself some mmorpg too install on dabian thanx guys!
  11. I need help or clarifications I guess because this seems to be bugged. Made a ballista. Made bolts. Imped ballista to q50+ ...and tried to shoot it >.< -I set a practice target and a pig in front of a wall at 5 tiles away- Bolt after bolt after bolt Everything fails! The darts shatter, hit nothing -not the pig not the target not the wall- and on top of it seems useless to do anything with it!!! If you carry that much weight, do so many slow actions, so restricted by tile distance measurement and angle management, you are basically a fool that moves weights around. What's the point? To hit what? IF something remains on the tile you are aiming at by the time you're done, and IF it worked properly. You see, the winch actions are also bugged. They don't work as described in wiki (1 winch-1 tile, 5 winch-5 tiles, etc) (example of bad winching) [03:53:00] You load the ballista with a ballista dart. [03:53:16] The ballista creaks as you put strain on the ropes. (1 winch action) [03:53:17] The ballista will now shoot approximately 1 tiles with 1 winches and an angle of around 45.0 degrees. [03:53:26] The ballista creaks as you put strain on the ropes. (5 winch action) [03:53:30] The ballista will now shoot approximately 1 tiles with 6 winches and an angle of around 45.0 degrees. [03:53:39] The ballista creaks as you put strain on the ropes. (10 winch action) [03:53:48] The ballista will now shoot approximately 7 tiles with 16 winches and an angle of around 45.0 degrees. [03:54:08] You target a venerable pig. (I thought I might as well have a target too) [03:54:18] The ballista dart shatters. (ofc) Nothing was EVER hit and No dart recovered. All shattered and no dmg was done to anything, even after many tries with correct tile winches and varying angles tested. Either it is bugged or we need better explanation of use in wiki please. Anyone who has mastered this can share info.
  12. Steps to reproduce in my situation: 1. Start destroying wooden fence. 2. Use repeat action button (R). 3. Finish destroying wooden fence. 4. Start destroying another wooden fence. 5. You can't use repeat action button, label is not displayed. How to avoid this - use another action, for example "Track" on an tile, than start destroying wooden fence again and now you can use repeat action button.
  13. Noticed this graphical issue with multiple people, but I did see one person with a working head model (I do not have a screenshot of that, sorry) Imgur image of missing head
  14. What Happens: When clicking the "Hotkey" Button it brings up the settings, "Gameplay" tab. Expected: When clicking the "'Hotkey" Button, It should bring up the settings, "Keybinds" tab.
  15. while standing on clay tile and moss tile is south-east from the clay S E W N *this is with full inventory of clay and tile where I stand is full with 100x clay Only noted issue is .. I am clearly not interacting with the tile(moss) behind me.. it shouldn't be referring to random tile/resource unrelated to the action I'm doing, check is doing the typical corner/direction check and reply for some reason.
  16. https://imgur.com/a/cUzhm08 Inspected a newbie character by clicking the character and selecting the eyeball and it says
  17. I was experimenting with coffee and following feature: Figured out, that you can log into game, drink coffee, you will get free bonus as expected. If you jump by PvP portal to Defiance and back, drink coffee you will get another 10 minutes of sleep bonus. P.S. already discussed via in game ticket and is allowed to share it in this section
  18. Trying to reinstall client, but I and all my mates no texture for Temple (build by gods quest) So.. Why item added without model?) Or why it used into quests?
  19. I received this text when I logged in for the 2nd time: Congratulations, you found a bug in the test client: <Unable to link program (program.white): class.eXXVb2yegY: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: [23:54:51] [23:54:51] Preparing to enable console logging. [23:54:51] Now logging to C:\Users\USERNAME\wurm\console.SubutexSampo.log [23:54:51] Time is Fri Oct 07 23:54:51 EEST 2022 [23:54:51] Running client version 4.2.61 [23:54:51] client build# 0ae4841bbd55a124936d84947326b397d3baf13d [23:54:51] client build time 2022-09-28 12:57 [23:54:51] [23:54:51] === System information === [23:54:51] Executing from C:\Users\USERNAME\AppData\Local\Programs\Wurm Online\ [23:54:51] Operating system: Windows 10 (arch: amd64, version: 10.0) [23:54:51] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> [23:54:51] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] [23:54:51] Available CPUs: 8 [23:54:51] [23:54:51] [23:54:51] === Wurm options === [23:54:51] animation_playback_self = 0 [23:54:51] ao_level = 1 [23:54:51] auto_mipmaps_enabled = 1 [23:54:51] auto_run_source = 0 [23:54:51] cavedetail = 2 [23:54:51] censor_chat = true [23:54:51] collada_animations = 3 [23:54:51] colorItemsDamage = true [23:54:51] color_black = 0.0,0.0,0.0,1.0 [23:54:51] color_cyan = 0.0,1.0,1.0,1.0 [23:54:51] color_enchant_desc = 0.5,0.5,1.0,1.0 [23:54:51] color_enchant_name = 0.0,0.5,0.5,1.0 [23:54:51] color_enchant_power = 0.0,1.0,1.0,1.0 [23:54:51] color_error = 1.0,0.3,0.3,1.0 [23:54:51] color_fuchsia = 1.0,0.0,1.0,1.0 [23:54:51] color_green = 0.4,0.72,0.47,1.0 [23:54:51] color_grey = 0.5,0.75,1.0,1.0 [23:54:51] color_lime = 0.5,1.0,0.5,1.0 [23:54:51] color_maroon = 0.5,0.0,0.0,1.0 [23:54:51] color_navy_blue = 0.23,0.39,1.0,1.0 [23:54:51] color_orange = 1.0,0.58,0.04,1.0 [23:54:51] color_outline_ally = 0.5,1.0,0.5,1.0 [23:54:51] color_outline_friend = 0.5,0.75,1.0,1.0 [23:54:51] color_outline_hostile = 1.0,0.0,0.0,1.0 [23:54:51] color_outline_neutral = 0.5,0.5,1.0,1.0 [23:54:51] color_purple = 0.5,0.0,0.5,1.0 [23:54:51] color_red = 1.0,0.0,0.0,1.0 [23:54:51] color_royal_blue = 0.5,0.5,1.0,1.0 [23:54:51] color_salve_acid = 1.0,1.0,0.0,1.0 [23:54:51] color_salve_fire = 1.0,0.0,0.0,1.0 [23:54:51] color_salve_frost = 0.0,0.0,1.0,1.0 [23:54:51] color_silver = 0.75,0.75,0.75,1.0 [23:54:51] color_system = 0.5,1.0,0.5,1.0 [23:54:51] color_teal = 0.0,0.5,0.5,1.0 [23:54:51] color_white = 1.0,1.0,1.0,1.0 [23:54:51] color_yellow = 1.0,1.0,0.0,1.0 [23:54:51] combat_world_text = true [23:54:51] compressed_textures = false [23:54:51] compressed_textures_S3TC = true [23:54:51] contribution_culling = 200 [23:54:51] custim_timer_source = 1 [23:54:51] customTimer1 = -1|-1 [23:54:51] customTimer2 = -1|-1 [23:54:51] customTimer3 = -1|-1 [23:54:51] customTimer4 = -1|-1 [23:54:51] customTimer5 = -1|-1 [23:54:51] debug_mode = false [23:54:51] defaultActions_source = 0 [23:54:51] depth_clamp_enabled = 2 [23:54:51] disable_select_all_shortcut = false [23:54:51] display_settings = false:true:0:1024:768:32:-1:false:false [23:54:51] enable_contribution_culling = false [23:54:51] enable_debugs = false [23:54:51] enable_ingame_wurmpedia = true [23:54:51] enable_lod = true [23:54:51] enable_seasonal_mappings = true [23:54:51] enable_shift_drag = false [23:54:51] enable_volumetric_fog = true [23:54:51] enable_vsync = false [23:54:51] enable_world_drag = true [23:54:51] event_log_rotation = 2 [23:54:51] exec_source = 0 [23:54:51] fast_yield = false [23:54:51] fbo_enabled = 2 [23:54:51] flashAssist_climbing = true [23:54:51] flashAssist_inventory = true [23:54:51] flashAssist_stamina_low = true [23:54:51] flashAssist_stamina_water = true [23:54:51] fog_coord_src = 0 [23:54:51] font_antialias = 2 [23:54:51] font_bold = 11 [23:54:51] font_default = 11 [23:54:51] font_header = 24 [23:54:51] font_italian = 11 [23:54:51] font_monospaced = 11 [23:54:51] font_static = 11 [23:54:51] fov_horizontal = 80 [23:54:51] fps_limit = 60 [23:54:51] fps_limit_background = 30 [23:54:51] fps_limit_enabled = true [23:54:51] fps_ui_buffer = 30 [23:54:51] fps_uilimit_enabled = false [23:54:51] free_look_mode_disable_on_close_component = false [23:54:51] free_look_mode_disable_on_combat = false [23:54:51] free_look_mode_disable_on_open_component = false [23:54:51] free_look_mode_sensitivity = 10 [23:54:51] game_client_thread_priority = 2 [23:54:51] glsl_debug_loading = false [23:54:51] glsl_enabled = 1 [23:54:51] gpu_skinning = true [23:54:51] graphics_profile = 1 [23:54:51] gui_opacity = 3 [23:54:51] gui_skin = 1 [23:54:51] hard_mode = false [23:54:51] has_read_eula = true [23:54:51] head_bob = false [23:54:51] hide_cursor_with_ui = false [23:54:51] hide_inactive_friends = false [23:54:51] hide_menu_examine = false [23:54:51] hide_menu_no_target = false [23:54:51] hide_menu_spam_mode = true [23:54:51] hide_menu_stop = false [23:54:51] hide_onscreen_fail_messages = false [23:54:51] hide_onscreen_hostile_messages = false [23:54:51] hide_onscreen_info_messages = false [23:54:51] hide_personal_goal = false [23:54:51] high_res_binoculars = true [23:54:51] hint_texture_scaling = 2 [23:54:51] impColumn = true [23:54:51] inverse_mouse = false [23:54:51] irc_log_rotation = 2 [23:54:51] irc_notif = 0 [23:54:51] item_creature_render_distance = 3 [23:54:51] keep_fightwindow_hidden = false [23:54:51] key_bindings_source = 0 [23:54:51] keyboard_layout = 0 [23:54:51] limit_dynamic_lights = true [23:54:51] loadInventoryStartup = true [23:54:51] local_list_in_event = false [23:54:51] lod = 1 [23:54:51] log_extra_errors = false [23:54:51] log_gl_errors = false [23:54:51] mark_text_read = true [23:54:51] material_as_suffix = true [23:54:51] max_dynamic_lights = 8 [23:54:51] max_shader_lights = 8 [23:54:51] max_texture_size = 2 [23:54:51] mega_texture_size = 5 [23:54:51] model_loader_thread_priority = 2 [23:54:51] model_loading_threads = 3 [23:54:51] mount_control_mode = 0 [23:54:51] mount_rotation = false [23:54:51] mouse_camera_sensitivity = 7.027027 [23:54:51] mouse_smoothing = 0.0 [23:54:51] multicolor_usage = 1 [23:54:51] multidraw_enabled = 1 [23:54:51] no_brightness = false [23:54:51] no_terrain_render = false [23:54:51] no_world_render = false [23:54:51] non_power_of_two = 1 [23:54:51] normal_maps = true [23:54:51] occlusion_queries_enabled = 2 [23:54:51] offscreen_texture_size = 2 [23:54:51] other_log_rotation = 2 [23:54:51] outline_picking = true [23:54:51] player_texture_size = 2 [23:54:51] quick_keybinds = true [23:54:51] reflection_texture_size = 2 [23:54:51] reflections = 2 [23:54:51] remember_password = true [23:54:51] render_bloom = false [23:54:51] render_distant_terrain = true [23:54:51] render_fxaa = true [23:54:51] render_sun_glare = false [23:54:51] render_vignette = false [23:54:51] renderer_type = 1 [23:54:51] resident_models = false [23:54:51] save_skills_on_quit = false [23:54:51] screen_brightness = 0.0 [23:54:51] screen_shake = true [23:54:51] screenshot_file_format = 1 [23:54:51] season_override = 0 [23:54:51] send_extra_tile_data = false [23:54:51] setting_timestamps = true [23:54:51] settings_version = 15 [23:54:51] shadow_level = 2 [23:54:51] shadow_mapsize = 1 [23:54:51] shift_drag_default = 10 [23:54:51] showKChat = true [23:54:51] show_body_in_inventory = false [23:54:51] show_creature_overlay = true [23:54:51] show_detailed_hover = true [23:54:51] show_examine_world_text = true [23:54:51] show_hit_direction_indicator = true [23:54:51] show_inventory_filters = true [23:54:51] show_local_world_text = true [23:54:51] show_old_menu = false [23:54:51] show_old_quickbar = false [23:54:51] show_tab_blinking = true [23:54:51] silent_friends_update = false [23:54:51] skillgain_minimum = 2 [23:54:51] skillgain_no_alignment = false [23:54:51] skillgain_no_favor = false [23:54:51] skydetail = 1 [23:54:51] sound_al_gain = 5 [23:54:51] sound_buzzlevel = 2 [23:54:51] sound_cache_enabled = true [23:54:51] sound_doppler_enabled = false [23:54:51] sound_engine = 2 [23:54:51] sound_footstepslevel = 10 [23:54:51] sound_music_level = 4 [23:54:51] sound_play_PMAlert = false [23:54:51] sound_play_UIsounds = true [23:54:51] sound_play_ambients = true [23:54:51] sound_play_buzz = true [23:54:51] sound_play_combat = true [23:54:51] sound_play_door = true [23:54:51] sound_play_emotes = true [23:54:51] sound_play_footsteps = true [23:54:51] sound_play_music = true [23:54:51] sound_play_weather = true [23:54:51] sound_play_work = true [23:54:51] structure_render_distance = 3 [23:54:51] submit_client_data = 1 [23:54:51] supersampling = 0 [23:54:51] swap_mouse_buttons = false [23:54:51] terrain_res = 2 [23:54:51] test_attach_equipment = false [23:54:51] test_mode = 0 [23:54:51] thirdPerson = false [23:54:51] tile_transitions = true [23:54:51] tiledecorations = 2 [23:54:51] togglePushToTalk = true [23:54:51] treelist_outline = true [23:54:51] trees = 3 [23:54:51] ui_font_scale = 100 [23:54:51] ui_scale = 110 [23:54:51] update_optional = true [23:54:51] use_alpha_particles = true [23:54:51] use_anisotropic_filtering = 4 [23:54:51] use_antialiasing = 1 [23:54:51] use_default_action = true [23:54:51] use_fast_clock_work_around = true [23:54:51] use_nano_timer = false [23:54:51] use_non_alpha_particles = true [23:54:51] use_phobia_models = false [23:54:51] use_tree_models = true [23:54:51] use_weather_particles = true [23:54:51] vbo_enabled = 1 [23:54:51] vg_ui_theme = 1 [23:54:51] viewport_bob = true [23:54:51] water_detail = 2 [23:54:51] water_transparency = false [23:54:51] [23:54:51] CachedOption: use_antialiasing : 1 [23:54:52] CachedOption: model_loading_threads : 1 [23:54:52] Setting up WurmModel Model Loader [23:54:52] Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt [23:54:52] Translating legacy key NUMPAD7 to KP_7 [23:54:52] Translating legacy key NUMPAD9 to KP_9 [23:54:52] Translating legacy key SUBTRACT to KP_SUBTRACT [23:54:52] Translating legacy key EQUALS to EQUAL [23:54:52] Translating legacy key ADD to KP_ADD [23:54:52] Translating legacy key NUMPAD8 to KP_8 [23:54:52] Translating legacy key NUMPAD5 to KP_5 [23:54:52] Translating legacy key MULTIPLY to KP_MULTIPLY [23:54:52] Translating legacy key NUMPAD1 to KP_1 [23:54:52] Translating legacy key NUMPAD0 to KP_0 [23:54:52] Translating legacy key NUMPAD3 to KP_3 [23:54:52] Translating legacy key NUMPAD2 to KP_2 [23:54:52] Translating legacy key DECIMAL to KP_DECIMAL [23:54:52] Translating legacy key DIVIDE to KP_DIVIDE [23:54:52] Translating legacy key NUMPAD6 to KP_6 [23:54:52] Translating legacy key NUMPAD4 to KP_4 [23:54:52] Setting up OpenAL Sound Engine [23:54:53] OpenAL version: 1.1 ALSOFT 1.19.1 [23:54:53] OpenAL renderer: OpenAL Soft [23:54:53] OpenAL vendor: OpenAL Community [23:54:53] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize [23:54:53] Generating: 128 source channels. [23:54:53] [23:54:53] === OpenGL information === [23:54:53] LWJGL version: 3.2.3 1.2.0 [23:54:53] OpenGL vendor: ATI Technologies Inc. [23:54:53] OpenGL renderer: AMD Radeon(TM) Vega 8 Graphics [23:54:53] OpenGL version: 4.6.13560 Compatibility Profile Context 26.20.11030.22001 [23:54:53] OpenGL extensions: [23:54:53] GL_AMDX_debug_output [23:54:53] GL_AMD_blend_minmax_factor [23:54:53] GL_AMD_conservative_depth [23:54:53] GL_AMD_debug_output [23:54:53] GL_AMD_depth_clamp_separate [23:54:53] GL_AMD_draw_buffers_blend [23:54:53] GL_AMD_framebuffer_sample_positions [23:54:53] GL_AMD_gcn_shader [23:54:53] GL_AMD_gpu_shader_half_float [23:54:53] GL_AMD_gpu_shader_half_float_fetch [23:54:53] GL_AMD_gpu_shader_int16 [23:54:53] GL_AMD_gpu_shader_int64 [23:54:53] GL_AMD_interleaved_elements [23:54:53] GL_AMD_multi_draw_indirect [23:54:53] GL_AMD_name_gen_delete [23:54:53] GL_AMD_occlusion_query_event [23:54:53] GL_AMD_performance_monitor [23:54:53] GL_AMD_pinned_memory [23:54:53] GL_AMD_query_buffer_object [23:54:53] GL_AMD_sample_positions [23:54:53] GL_AMD_seamless_cubemap_per_texture [23:54:53] GL_AMD_shader_atomic_counter_ops [23:54:53] GL_AMD_shader_stencil_export [23:54:53] GL_AMD_shader_stencil_value_export [23:54:53] GL_AMD_shader_trace [23:54:53] GL_AMD_shader_trinary_minmax [23:54:53] GL_AMD_sparse_texture [23:54:53] GL_AMD_sparse_texture_pool [23:54:53] GL_AMD_stencil_operation_extended [23:54:53] GL_AMD_texture_cube_map_array [23:54:53] GL_AMD_texture_texture4 [23:54:53] GL_AMD_transform_feedback3_lines_triangles [23:54:53] GL_AMD_transform_feedback4 [23:54:53] GL_AMD_vertex_shader_layer [23:54:53] GL_AMD_vertex_shader_viewport_index [23:54:53] GL_ARB_ES2_compatibility [23:54:53] GL_ARB_ES3_1_compatibility [23:54:53] GL_ARB_ES3_compatibility [23:54:53] GL_ARB_arrays_of_arrays [23:54:53] GL_ARB_base_instance [23:54:53] GL_ARB_bindless_texture [23:54:53] GL_ARB_blend_func_extended [23:54:53] GL_ARB_buffer_storage [23:54:53] GL_ARB_clear_buffer_object [23:54:53] GL_ARB_clear_texture [23:54:53] GL_ARB_clip_control [23:54:53] GL_ARB_color_buffer_float [23:54:53] GL_ARB_compatibility [23:54:53] GL_ARB_compressed_texture_pixel_storage [23:54:53] GL_ARB_compute_shader [23:54:53] GL_ARB_conditional_render_inverted [23:54:53] GL_ARB_conservative_depth [23:54:53] GL_ARB_copy_buffer [23:54:53] GL_ARB_copy_image [23:54:53] GL_ARB_cull_distance [23:54:53] GL_ARB_debug_output [23:54:53] GL_ARB_depth_buffer_float [23:54:53] GL_ARB_depth_clamp [23:54:53] GL_ARB_depth_texture [23:54:53] GL_ARB_derivative_control [23:54:53] GL_ARB_direct_state_access [23:54:53] GL_ARB_draw_buffers [23:54:53] GL_ARB_draw_buffers_blend [23:54:53] GL_ARB_draw_elements_base_vertex [23:54:53] GL_ARB_draw_indirect [23:54:53] GL_ARB_draw_instanced [23:54:53] GL_ARB_enhanced_layouts [23:54:53] GL_ARB_explicit_attrib_location [23:54:53] GL_ARB_explicit_uniform_location [23:54:53] GL_ARB_fragment_coord_conventions [23:54:53] GL_ARB_fragment_layer_viewport [23:54:53] GL_ARB_fragment_program [23:54:53] GL_ARB_fragment_program_shadow [23:54:53] GL_ARB_fragment_shader [23:54:53] GL_ARB_framebuffer_no_attachments [23:54:53] GL_ARB_framebuffer_object [23:54:53] GL_ARB_framebuffer_sRGB [23:54:53] GL_ARB_geometry_shader4 [23:54:53] GL_ARB_get_program_binary [23:54:53] GL_ARB_get_texture_sub_image [23:54:53] GL_ARB_gl_spirv [23:54:53] GL_ARB_gpu_shader5 [23:54:53] GL_ARB_gpu_shader_fp64 [23:54:53] GL_ARB_half_float_pixel [23:54:53] GL_ARB_half_float_vertex [23:54:53] GL_ARB_imaging [23:54:53] GL_ARB_indirect_parameters [23:54:53] GL_ARB_instanced_arrays [23:54:53] GL_ARB_internalformat_query [23:54:53] GL_ARB_internalformat_query2 [23:54:53] GL_ARB_invalidate_subdata [23:54:53] GL_ARB_map_buffer_alignment [23:54:53] GL_ARB_map_buffer_range [23:54:53] GL_ARB_multi_bind [23:54:53] GL_ARB_multi_draw_indirect [23:54:53] GL_ARB_multisample [23:54:53] GL_ARB_multitexture [23:54:53] GL_ARB_occlusion_query [23:54:53] GL_ARB_occlusion_query2 [23:54:53] GL_ARB_parallel_shader_compile [23:54:53] GL_ARB_pipeline_statistics_query [23:54:53] GL_ARB_pixel_buffer_object [23:54:53] GL_ARB_point_parameters [23:54:53] GL_ARB_point_sprite [23:54:53] GL_ARB_polygon_offset_clamp [23:54:53] GL_ARB_program_interface_query [23:54:53] GL_ARB_provoking_vertex [23:54:53] GL_ARB_query_buffer_object [23:54:53] GL_ARB_robust_buffer_access_behavior [23:54:53] GL_ARB_sample_shading [23:54:53] GL_ARB_sampler_objects [23:54:53] GL_ARB_seamless_cube_map [23:54:53] GL_ARB_seamless_cubemap_per_texture [23:54:53] GL_ARB_separate_shader_objects [23:54:53] GL_ARB_shader_atomic_counters [23:54:53] GL_ARB_shader_ballot [23:54:53] GL_ARB_shader_bit_encoding [23:54:53] GL_ARB_shader_draw_parameters [23:54:53] GL_ARB_shader_group_vote [23:54:53] GL_ARB_shader_image_load_store [23:54:53] GL_ARB_shader_image_size [23:54:53] GL_ARB_shader_objects [23:54:53] GL_ARB_shader_precision [23:54:53] GL_ARB_shader_stencil_export [23:54:53] GL_ARB_shader_storage_buffer_object [23:54:53] GL_ARB_shader_subroutine [23:54:53] GL_ARB_shader_texture_image_samples [23:54:53] GL_ARB_shader_texture_lod [23:54:53] GL_ARB_shader_viewport_layer_array [23:54:53] GL_ARB_shading_language_100 [23:54:53] GL_ARB_shading_language_420pack [23:54:53] GL_ARB_shading_language_packing [23:54:53] GL_ARB_shadow [23:54:53] GL_ARB_shadow_ambient [23:54:53] GL_ARB_sparse_buffer [23:54:53] GL_ARB_sparse_texture [23:54:53] GL_ARB_spirv_extensions [23:54:53] GL_ARB_stencil_texturing [23:54:53] GL_ARB_sync [23:54:53] GL_ARB_tessellation_shader [23:54:53] GL_ARB_texture_barrier [23:54:53] GL_ARB_texture_border_clamp [23:54:53] GL_ARB_texture_buffer_object [23:54:53] GL_ARB_texture_buffer_object_rgb32 [23:54:53] GL_ARB_texture_buffer_range [23:54:53] GL_ARB_texture_compression [23:54:53] GL_ARB_texture_compression_bptc [23:54:53] GL_ARB_texture_compression_rgtc [23:54:53] GL_ARB_texture_cube_map [23:54:53] GL_ARB_texture_cube_map_array [23:54:53] GL_ARB_texture_env_add [23:54:53] GL_ARB_texture_env_combine [23:54:53] GL_ARB_texture_env_crossbar [23:54:53] GL_ARB_texture_env_dot3 [23:54:53] GL_ARB_texture_float [23:54:53] GL_ARB_texture_gather [23:54:53] GL_ARB_texture_mirror_clamp_to_edge [23:54:53] GL_ARB_texture_mirrored_repeat [23:54:53] GL_ARB_texture_multisample [23:54:53] GL_ARB_texture_non_power_of_two [23:54:53] GL_ARB_texture_query_levels [23:54:53] GL_ARB_texture_query_lod [23:54:53] GL_ARB_texture_rectangle [23:54:53] GL_ARB_texture_rg [23:54:53] GL_ARB_texture_rgb10_a2ui [23:54:53] GL_ARB_texture_snorm [23:54:53] GL_ARB_texture_stencil8 [23:54:53] GL_ARB_texture_storage [23:54:53] GL_ARB_texture_storage_multisample [23:54:53] GL_ARB_texture_swizzle [23:54:53] GL_ARB_texture_view [23:54:53] GL_ARB_timer_query [23:54:53] GL_ARB_transform_feedback2 [23:54:53] GL_ARB_transform_feedback3 [23:54:53] GL_ARB_transform_feedback_instanced [23:54:53] GL_ARB_transform_feedback_overflow_query [23:54:53] GL_ARB_transpose_matrix [23:54:53] GL_ARB_uniform_buffer_object [23:54:53] GL_ARB_vertex_array_bgra [23:54:53] GL_ARB_vertex_array_object [23:54:53] GL_ARB_vertex_attrib_64bit [23:54:53] GL_ARB_vertex_attrib_binding [23:54:53] GL_ARB_vertex_buffer_object [23:54:53] GL_ARB_vertex_program [23:54:53] GL_ARB_vertex_shader [23:54:53] GL_ARB_vertex_type_10f_11f_11f_rev [23:54:53] GL_ARB_vertex_type_2_10_10_10_rev [23:54:53] GL_ARB_viewport_array [23:54:53] GL_ARB_window_pos [23:54:53] GL_ATI_draw_buffers [23:54:53] GL_ATI_envmap_bumpmap [23:54:53] GL_ATI_fragment_shader [23:54:53] GL_ATI_separate_stencil [23:54:53] GL_ATI_texture_compression_3dc [23:54:53] GL_ATI_texture_env_combine3 [23:54:53] GL_ATI_texture_float [23:54:53] GL_ATI_texture_mirror_once [23:54:53] GL_EXT_abgr [23:54:53] GL_EXT_bgra [23:54:53] GL_EXT_bindable_uniform [23:54:53] GL_EXT_blend_color [23:54:53] GL_EXT_blend_equation_separate [23:54:53] GL_EXT_blend_func_separate [23:54:53] GL_EXT_blend_minmax [23:54:53] GL_EXT_blend_subtract [23:54:53] GL_EXT_compiled_vertex_array [23:54:53] GL_EXT_copy_buffer [23:54:53] GL_EXT_copy_texture [23:54:53] GL_EXT_depth_bounds_test [23:54:53] GL_EXT_direct_state_access [23:54:53] GL_EXT_draw_buffers2 [23:54:53] GL_EXT_draw_instanced [23:54:53] GL_EXT_draw_range_elements [23:54:53] GL_EXT_fog_coord [23:54:53] GL_EXT_framebuffer_blit [23:54:53] GL_EXT_framebuffer_multisample [23:54:53] GL_EXT_framebuffer_object [23:54:53] GL_EXT_framebuffer_sRGB [23:54:53] GL_EXT_geometry_shader4 [23:54:53] GL_EXT_gpu_program_parameters [23:54:53] GL_EXT_gpu_shader4 [23:54:53] GL_EXT_histogram [23:54:53] GL_EXT_memory_object [23:54:53] GL_EXT_memory_object_win32 [23:54:53] GL_EXT_multi_draw_arrays [23:54:53] GL_EXT_packed_depth_stencil [23:54:53] GL_EXT_packed_float [23:54:53] GL_EXT_packed_pixels [23:54:53] GL_EXT_pixel_buffer_object [23:54:53] GL_EXT_point_parameters [23:54:53] GL_EXT_polygon_offset_clamp [23:54:53] GL_EXT_provoking_vertex [23:54:53] GL_EXT_rescale_normal [23:54:53] GL_EXT_secondary_color [23:54:53] GL_EXT_semaphore [23:54:53] GL_EXT_semaphore_win32 [23:54:53] GL_EXT_separate_specular_color [23:54:53] GL_EXT_shader_image_load_store [23:54:53] GL_EXT_shader_integer_mix [23:54:53] GL_EXT_shadow_funcs [23:54:53] GL_EXT_stencil_wrap [23:54:53] GL_EXT_subtexture [23:54:53] GL_EXT_texgen_reflection [23:54:53] GL_EXT_texture3D [23:54:53] GL_EXT_texture_array [23:54:53] GL_EXT_texture_buffer_object [23:54:53] GL_EXT_texture_compression_bptc [23:54:53] GL_EXT_texture_compression_latc [23:54:53] GL_EXT_texture_compression_rgtc [23:54:53] GL_EXT_texture_compression_s3tc [23:54:53] GL_EXT_texture_cube_map [23:54:53] GL_EXT_texture_edge_clamp [23:54:53] GL_EXT_texture_env_add [23:54:53] GL_EXT_texture_env_combine [23:54:53] GL_EXT_texture_env_dot3 [23:54:53] GL_EXT_texture_filter_anisotropic [23:54:53] GL_EXT_texture_integer [23:54:53] GL_EXT_texture_lod [23:54:53] GL_EXT_texture_lod_bias [23:54:53] GL_EXT_texture_mirror_clamp [23:54:53] GL_EXT_texture_object [23:54:53] GL_EXT_texture_rectangle [23:54:53] GL_EXT_texture_sRGB [23:54:53] GL_EXT_texture_sRGB_decode [23:54:53] GL_EXT_texture_shared_exponent [23:54:53] GL_EXT_texture_snorm [23:54:53] GL_EXT_texture_storage [23:54:53] GL_EXT_texture_swizzle [23:54:53] GL_EXT_timer_query [23:54:53] GL_EXT_transform_feedback [23:54:53] GL_EXT_vertex_array [23:54:53] GL_EXT_vertex_array_bgra [23:54:53] GL_EXT_vertex_attrib_64bit [23:54:53] GL_IBM_texture_mirrored_repeat [23:54:53] GL_INTEL_fragment_shader_ordering [23:54:53] GL_KHR_context_flush_control [23:54:53] GL_KHR_debug [23:54:53] GL_KHR_no_error [23:54:53] GL_KHR_parallel_shader_compile [23:54:53] GL_KHR_robust_buffer_access_behavior [23:54:53] GL_KHR_robustness [23:54:53] GL_KTX_buffer_region [23:54:53] GL_NV_alpha_to_coverage_dither_control [23:54:53] GL_NV_blend_square [23:54:53] GL_NV_conditional_render [23:54:53] GL_NV_copy_depth_to_color [23:54:53] GL_NV_copy_image [23:54:53] GL_NV_depth_buffer_float [23:54:53] GL_NV_explicit_multisample [23:54:53] GL_NV_float_buffer [23:54:53] GL_NV_half_float [23:54:53] GL_NV_primitive_restart [23:54:53] GL_NV_shader_atomic_int64 [23:54:53] GL_NV_texgen_reflection [23:54:53] GL_NV_texture_barrier [23:54:53] GL_OES_EGL_image [23:54:53] GL_SGIS_generate_mipmap [23:54:53] GL_SGIS_texture_edge_clamp [23:54:53] GL_SGIS_texture_lod [23:54:53] GL_SUN_multi_draw_arrays [23:54:53] GL_WIN_swap_hint [23:54:53] WGL_EXT_swap_control [23:54:53] OpenGL pixel format: 8:8:8:8 [23:54:53] OpenGL depth format: 24:8 [23:54:53] [23:54:53] CachedOption: mega_texture_size : 1 [23:54:53] GLSL version: 4.60 [23:54:53] GLSL max vertex uniforms: 4096 (16384) [23:54:53] GLSL max fragment uniforms: 4096 (16384) [23:54:53] GLSL max varyings: 128 (128) [23:54:53] CachedOption: max_shader_lights : 1 [23:54:53] GLSL max lights: 6 (6) [23:54:53] GLSL defines (4.6): #define USE_CLIP_VERTEX 1 [23:54:53] [23:54:53] Vertex/index buffer memory limit: 0MiB [23:54:55] Word filter loaded: 23 [23:54:56] Starting global frame job manager with 8 worker threads [23:54:56] Starting global lazy job manager with 4 worker threads [23:54:56] Starting workaround for fast running clocks [23:54:56] Using LWJGL timer. [23:54:57] Startup Phase - Initializing.. [23:54:57] Preloading builtin materials [23:54:57] Failed linking program: program.white [23:54:57] Execution aborted at connection 0, iteration 0 [23:54:57] Run time 0s, local time Fri Oct 07 23:54:57 EEST 2022 [23:54:57] Destroying game window [23:54:57] ====== FAILED ASSERT ====== [23:54:57] com.wurmonline.client.fgtPPuD8uC: Unable to link program (program.white): class.eXXVb2yegY: <no message> [23:54:57] at com.wurmonline.client.fgtPPuD8uC.mMV5oPkCW(SourceFile:63) [23:54:57] at class.cbvNayZq8l.FZOk5L6Gfy(SourceFile:241) [23:54:57] at class.cbvNayZq8l.FZOk5L6Gfy(SourceFile:159) [23:54:57] at class.MSNI8ZZrqn.iHOS3zg1KL(SourceFile:158) [23:54:57] at class.MSNI8ZZrqn.FZOk5L6Gfy(SourceFile:86) [23:54:57] at class.MSNI8ZZrqn.XwhlvVTrl(SourceFile:1068) [23:54:57] at com.wurmonline.client.WurmClientBase.run(SourceFile:38354) [23:54:57] at java.lang.Thread.run(Unknown Source)
  20. Hi, I attempted to move all my Tabs into the Event Tab Section so I could have 1 Area on the HUD with text boxes and when I did i noticed that when you speak in any of the chats it doesn't show any words in those chats. - I then tested with local because it shows text above your head naturally and the same thing happened, only this time the text did show above the head, just not in the Local Chat Tab. - Also when this was done, I was not able to open a Private Message with anyone. Even right clicking Friends List > Open Chat did not open the chat anywhere. Event tab is NOT able to be moved into other Tabs, but moving tabs into event tab causes this ^ - Devorn
  21. So I've had two horses born in the past week that haven't shown their fathers in either inspect or examine. For the first one I thought maybe it was because their father had died (I had a male from that pen die of old age and he could have been the father) but I'm sure that isn't the case with the one I had born today! The foals are unrelated, one is a female buckskin 4 speed, and the other is a male blood bay 2 draft. Born today and on the 21st respectively. I've had others born in between that show their parents as normal, so far it's just these two.
  22. randomly disappear and/or escape the pen they were in. Even if it is reinforced cave wall!
  23. Hi, i found some kind of bug that didn't allow me to finnish task in Journal - Basic training: Nature. You have to find by foraging/botanizing nettles, sassafras, nutmeg and COCOA beans (that doesn't exist anymore).
  24. I have been playing for hours and food bar is not going down. While this may be e benefit for new players older players want to use thier affinity foods. I have been relying on drinks for affinities but not many will have that option and many of us rely on selling affinity CCFP foods; so please fix soon.
  25. # What happened Have a 1x1 tower in the pasture with a rope bridge going from the 2nd floor level over to another tower on top a building, so the bridge is between two almost flat points while the pasture is on a hillside and slopes down below the bridge. Animals would end up on the bridge every now and then, at one point even wandering to the building tower end of the bridge then falling down onto a roof section.# What you expected to happen Not have cows and bulls climbing ladders, in this case "jumping" up onto the bridge Some quick notes, bug is likely same one causing an animal to go through locked doors etc. like in Horse jumps on bridge. - Server Bugs - Wurm Online Forum, except I'm solely looking at how the animals end up on the bridge itself as there are not gates/doors at either end of the bridge. Bridge setup is seen by first image in https://imgur.com/a/cdEELUK # Steps to reproduce For all images refer to above link. Have a rope bridge connected to 2nd floor level of a structure above someplace animals roam such as a pasture. Is my case there's a 6 tile long rope bridge going west from a 1x1 tower, all walls on 1st floor of tower are arched wooden with a ladder to climb up the bridge. No fences/gates on 1st floor. The 2nd floor where the eastern end of the bridge connects, has fences along the north/east/south sides, and no gate along the western edge going onto the bridge. Referring to image #5 from above link, (pretend the wooden fences don't exist for now) north is off behind my character as seen by yellow annotation, the blue numbers are the tile slope, and blue square is problem area. If an animal wanders into that blue square from any direction except due east(the green arrow) they will end up on the bridge as seen in image #2. When using a tamed animal commanding them to go from point A to B, such as north to south through that blue square, unicorn would "jump" onto the bridge then "fall" back down on the other side. Same thing would occur when animal is being lead, player could walk away causing animal to "fall" back to the ground. This can even happen when animal is being ridden seen in image #3, and as prior examples after riding out from under bridge animal goes back to under the player. Important note: When being lead or ridden the animal would still be "tethered" to the player and not remain on the bridge even after "jumping" up there long as player got out from under the bridge, unless the player stopped leading or riding the animal while the animal was on the bridge above the player, then the "tether" gets broken. It's when the animal wanders on their own they remain on the bridge. # Fixes Adding the wooden fences as seen in image #5 as the problem in my case is a portion of a tile not just the border between two. Adding the first fence section under the arched wall of the tower reduced the number of directions an animal could come from to get on the bridge, but not all of them. Only by fencing the entire tile was I unable to get my unicorn to "jump" up there either when riding or when commanding "go from A to B" as she'd go around the newly fenced tile. A bison was wandering around shortly after I added the fences and was stopped by them on what otherwise would have been a path resulting on him getting onto the bridge. Exception, if I was leading an animal and ran around to other side of fences making them clip through then "jump" up then "fall" back down as I kept walking, but this required player involvement to cause and would immediately fix itself. Not an issue for the grazing cow as she wanders about. Another fix would be a steeper slow seen in image #4 as once halfway into the tile heading down the slope, the bridge is now high enough the unicorn wouldn't "jump" up there like back in image #3. There is a different, and shorter rope bridge off the 2nd floor of another building with the tile below 1st tile of rope bridge is a slope of 25 on one side and 40 on the other, between that slope and a solid wall under end of the bridge I was never able to get an animal to "jump" onto the bridge even when riding around right next to the wall. #Prevention/conclusion Not use rope style bridge over animals unless it's high enough above the ground. There's a 2nd rope bridge off that same 1x1 tower but up on the 6th floor and I've never found an animal on that 2nd bridge. If the ground is steep enough below the bridge it does look like a rope bridge could go from a 2nd floor and be fine. Problem does seem to be unique to rope bridges, with arched wooden/stone ones I couldn't get an animal to "jump" onto it but didn't spend a ton of time testing those bridge types. #Additional info that may/may not be relevant. Slope between pasture tower and tower on building is -94 down across 6 tiles. The western end of the bridge as it connects to the building is -4 dirts lower than the eastern end. When walking through blue square in image #5 along north/south path, animal still "jumps" up even after adding fence below the arched wall, makes me think wall type (open or solid) doesn't matter and it's simply height of rope bridge above the ground as determined by what floor bridge connects to, length of bridge and slack, and ground slope below.