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Sindusk

Sindusk Server Mods

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12 hours ago, Batta said:

Yes, reliably.  We have tested it both directions.

Now you know my next question has to be to make sure you're running the same Discord Relay here and not from elsewhere. :P

 

And Specifically the CA Help channel(s).
Nevermind the Freedom Channels, Trade Channels or otherwise but specifically CA Help.

Edited by Zera

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On 5/15/2020 at 9:54 PM, Zera said:

Now you know my next question has to be to make sure you're running the same Discord Relay here and not from elsewhere. :P

 

...There's more than one Discord Relay mod?  Here is the first line of mine:

Quote

classname=org.nyxcode.wurm.discordrelay.DiscordRelay

Does that give any info that might say whether mine is the same as the one here?  Sorry, I don't really know how to tell.

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5 hours ago, Batta said:

...There's more than one Discord Relay mod?  Here is the first line of mine:

Does that give any info that might say whether mine is the same as the one here?  Sorry, I don't really know how to tell.

One can never be too certain. :P
Had to be certain after the TimedPay vs Vote Reward confusion a few days ago.

 

Yes, that's this Discord Relay.

 

Still doesn't exactly explain why apparently your CA Help channel will display in both directions without problems, but apparently no one else's will.

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34 minutes ago, Zera said:

Still doesn't exactly explain why apparently your CA Help channel will display in both directions without problems, but apparently no one else's will.

It's not "no one else's will" though.  I've played on lots of servers where it is also working fine.  

 

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18 minutes ago, Batta said:

It's not "no one else's will" though.  I've played on lots of servers where it is also working fine.  

 

Okay, well Mine isn't for some unknown reason and neither is @Ayluin apparently. 

 

And you still haven't specifically clarified if yes "CA Help" works both directions. Since that is the ONLY channel that doesn't appear to go both directions:

Ingame > Discord 
Discord > Ingame 

 

And yes, I'm 100% certain it's not a conflict of mods.. No "Conflict of mods" would prevent only 1 channel from not sending data in both directions, nor occur when it's the only active mod either. xD

Edited by Zera

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10 hours ago, Zera said:

And you still haven't specifically clarified if yes "CA Help" works both directions.

See previous responses above. 😉

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Well I guess Im glad it magically seems to work 100% in both directions for you and apparently a lot of other servers, and those of us who dont have 2 way CAHelp are just screwed on the matter.

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17 hours ago, Zera said:

No "Conflict of mods" would prevent only 1 channel from not sending data in both directions,

of course a mod conflict can do that, I am not saying it is but that is 100% possible....

There are a lot of factors in this, it's not the kind of thing you just download and plop in a folder and forget about.

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1 hour ago, Cuddles said:

of course a mod conflict can do that, I am not saying it is but that is 100% possible....

There are a lot of factors in this, it's not the kind of thing you just download and plop in a folder and forget about.

Considering that only CAHelp is affected in this way and no other channel the only other mod I could think that in anyway would cause something like this to occur would be ServerTweaks as that's the only mod I have that effects chat directly.
 

#When true, will put players into CA HELP by default, instaed of requiring it to be turned on through profile.
# Note: This method might not work all the time!
# If you want a sure-fire way to enable it always, set PAWINDOW to true by default in your wurmplayers.db
caHelpDefault=true

Although considering that this is also one of Sin's other mods and likely another well-used mod for servers, I have my doubts that it would be the cause of the problem in any way.

What do I know though?

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11 hours ago, Zera said:

Well I guess Im glad it magically seems to work 100% in both directions for you and apparently a lot of other servers, and those of us who dont have 2 way CAHelp are just screwed on the matter.

I don't think it's magically working for me, just that it's working as intended, and as it is for most people.  You're likely not "just screwed on the matter" -- just need to find out what's affecting it, and my input was intended to help you out by clarifying that the source of the problem isn't the mod itself.  It's most likely an interaction with another mod, unless you have been editing the game code in ways that might make mod responses unpredictable.  

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MMyPacj.png

 

Tested it myself in real-time on Lyra, it does not work. Confirmation that it worked was based on someone in discord reading the discord message and saying they saw that and it was interpreted as working as intended. No disrespect intended by testing it myself, just had to see it to believe it. Unfortunately the person who replied wasn't understanding what you were saying about the message apparently. Nice looking server though.

 

NAlWcCM.png

 

This was from Sin back in March. It doesn't work. He was aware. So unless someone is going to take over DIscordRelay and update it to the current JDA version and fix the bugs, best off just using a general help channel with bdew's mod or just understanding that the CA Help window does not sync as it is written for release. It isn't just you, and I don't think there's any version of it public that works as intended because of the way CA Help works and checks for a user being on the server being able to see the CA Help window. It could be adjusted, but taking over this mod would be a bit of work to update

 

@Zera

Edited by Ayluin

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42 minutes ago, Ayluin said:

Tested it myself in real-time on Lyra, it does not work. Confirmation that it worked was based on someone in discord reading the discord message and saying they saw that and it was interpreted as working as intended. No disrespect intended by testing it myself, just had to see it to believe it.

We did multiple tests both ways, just deleted what we didn't have any use for.  Not sure why it didn't work for you?  We had 3 players test it both ways.

However, I guess it's unimportant in the big scheme of things.  I was just trying to be helpful to Zera, to help in tracking down the source of the problem.  If you say the problem is in the mod itself, I'm not inclined to argue.  Just trying to help.

 

Ywe9pXl.jpg

Edited by Batta

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41 minutes ago, Ayluin said:

MMyPacj.png

 

Tested it myself in real-time on Lyra, it does not work. Confirmation that it worked was based on someone in discord reading the discord message and saying they saw that and it was interpreted as working as intended. No disrespect intended by testing it myself, just had to see it to believe it. Unfortunately the person who replied wasn't understanding what you were saying about the message apparently. Nice looking server though.

 

NAlWcCM.png

 

This was from Sin back in March. It doesn't work. He was aware. So unless someone is going to take over DIscordRelay and update it to the current JDA version and fix the bugs, best off just using a general help channel with bdew's mod or just understanding that the CA Help window does not sync as it is written for release. It isn't just you, and I don't think there's any version of it public that works as intended because of the way CA Help works and checks for a user being on the server being able to see the CA Help window. It could be adjusted, but taking over this mod would be a bit of work to update

 

@Zera

Thank you for that @Ayluin, it's nice to know I'm not completely crazy and am just not "out of luck" when it doesn't work despite having nothing else going on. Which apparently is hard for some folks to believe when you tell them that too. It's always a case of "Something else is wrong" as a way of making it your fault somehow.

Not my first rodeo with incompatible software and it won't be my last. :P I'm not a newbie when it comes to mods, plugins and what-ever else you wanna call game-modifying alterations. I'm well aware of what can and cannot possibly be a cause. 

If the thing still don't work when it's the only thing there is.. Something tells me there's something wrong with that thing specifically. Considering there is nothing else that could possibly interfere with it.


It is awfully interesting though that you went to Lyria to test for yourself and couldn't reproduce the insistent "It's working" statements previously made. Maybe the mod just simply doesn't like you or I directly since it works specifically for everyone else but the moment we try to get it to send to in-game there's nothing. I can't begin to explain that one at all... Not logically anyway. xD

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29 minutes ago, Zera said:

the insistent "It's working" statements

Just attempting to help you track down the source of the issue.  I was clarifying that it's working for US, wasn't trying to say it's working for you.

But I'll stop now that others are positive it is the mod's fault.  

Edited by Batta

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just logged on Genesis, which is Ayluin's server and it worked fine.

 

BE594C442228F0771890588D904F98F88E996D7B

 

unknown.png

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28 minutes ago, Cuddles said:

just logged on Genesis, which is Ayluin's server and it worked fine.

 

BE594C442228F0771890588D904F98F88E996D7B

 

unknown.png

That's because he's using a modified version of the mod, not the original version you find here on the forum thread.
Messages using the original version have Discord names that look like this:
<@Coldie> instead of <Coldie> (Dis)

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RE: Server Tweaks

I'd love to see a companion to addBankCheckAction that gives a line about where your bank is currently located.

Quote

[11:44:58] You currently have 9 gold, 88 silver, 87 copper and 40 iron on your bank account.

[11:44:58] Your bank is currently situated in Sitheil.

 

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Currently playing around with Spellcraft, and I can't figure out if its worth having multiples of the jewellery enchants or if it just takes the highest value. Anyone able to shed any light on this for me?

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Hi @Sindusk! We've noticed that treasure maps generate well over the max distance set in the properties file. I think I have the solution, could you check on github?

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I can't use the Starter Gear mod, for some reason when I have it running on the server new players can't connect past the "male or female" option box. I have not messed with the Mirror at all. It's a "Steam could not authenticate the user" error yet already existing players join fine. Also, I confirmed it is this mod that is causing the error because removing it causes everything to work a-okay.

My properties file:

Quote

classname=org.gotti.wurmunlimited.mods.startergear.StarterGear
classpath=StarterGear.jar
#Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter)
# internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value.
# templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want.
# quality - The quality you want the item to spawn in. Floating point values accepted.
# amount - It will give this many of the item to the player.
# isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally.

#After weapons and armour are created, the player attempts to "equip" everything available.
weapon-1=swordLong,50.0,1,true
weapon-2=shieldMediumWood,20.0,1,true
armour-1=leatherGlove,30.0,2,true
armour-2=leatherBoot,30.0,2,true
armour-3=leatherSleeve,30.0,2,true
armour-4=leatherJacket,30.0,1,true
armour-5=leatherCap,30.0,1,true
armour-6=leatherHose,20.0,1,true
armour-7=toolbelt,40.0,1,true
armour-8=backPack,10.0,1,true
#Recommend keeping the mirror as-is.
item-1=handMirror,20.0,1,false
item-2=flintSteel,50.0,1,true
item-3=bowlPottery,2.0,1,true
item-4=rope,10.0,1,true
item-5=compass,30.0,1,true
item-6=tent,30.0,1,true
item-7=deedStake,30.0,1,true
item-8=hatchet,30.0,1,true
item-9=knifeCarving,30.0,1,true
item-10=shovel,30.0,1,true
item-11=saw,30.0,1,true
item-12=pickAxe,30.0,1,true
item-13=rake,30.0,1,true
item-14=pendulum,30.0,1,true
item-15=skinWater,30.0,1,true
item-16=cookedMeat,99,2,false
item-17=breadWheat,99,2,false

#Some example configs past the defaults:
# 1 mallet, 10ql
#item-14=hammerWood,30.0,1,true
# 5 small iron nails, 10ql
#item-15=nailsIronSmall,10.0,5,false

#Template ID Reference Paste:
# http://pastebin.com/teC3pYsD

#If true, will print debug messages and log heavily.
debug=true



The error it throws after selecting male / female for a new character [launcher settings removed because that's not important. The error persists for all new users]

Quote

The server denied your connection attempt for the following reason: <Steam could not authenticate the user>

If you need help resolving this, please visit the wurm unlimited forums.

Contents of console.log:
java.library.path: G:\Game Libraries\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\nativelibs
Time is Wed Jan 27 13:48:42 EST 2021
Running client version

=== System information ===
Executing from G:\Game Libraries\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\
Operating system: Windows 10 (arch: amd64, version: 10.0)
Java version: 1.8.0_172 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.172-b11 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 6

WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.
Loading character CocoAdmin
Loading config default
Loading props file PlayerFiles\configs\default\gamesettings.txt
Executing PlayerFiles\configs\default\keybindings.txt
Keybinds UI: Secondary keybind for MOVE_BACK: DOWN
Keybinds UI: Secondary keybind for MOVE_FORWARD: UP
Keybinds UI: Secondary keybind for "toggle inventory": F3
Keybinds UI: Secondary keybind for TOGGLE_CHARACTER: P
Keybinds UI: Secondary keybind for TURN_RIGHT: RIGHT
Keybinds UI: Secondary keybind for TURN_LEFT: LEFT
Keybinds UI: Secondary keybind for TOGGLE_CHAT: T
Keybinds UI: Secondary keybind for "toggle skills": F2
Options up-to-date!
Loaded pack sound.jar (null)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (null)
>>> Main thread exiting.
Changed profile CocoTesting
Loading character CocoTesting
Loaded pack sound.jar (null)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (null)
Loading props file PlayerFiles\players\CocoTesting\playerdata.txt
Loading props file PlayerFiles\players\CocoTesting\stats.txt

Preparing to enable console logging.
Now logging to PlayerFiles\console.CocoTesting.log

Setting up Collada Model Loader
Setting up WurmModel Model Loader
Executing PlayerFiles\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 global job manager with 6 worker threads
Using LWJGL display 1920:1080:0:0 (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: 2.9.1
Adapter info: C:\WINDOWS\System32\DriverStore\FileRepository\nvgbdi.inf_amd64_d47090ec8f5b7bb4\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvgbdi.inf_amd64_d47090ec8f5b7bb4\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvgbdi.inf_amd64_d47090ec8f5b7bb4\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvgbdi.inf_amd64_d47090ec8f5b7bb4\nvldumdx.dll (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 452.06
OpenGL extensions:
    GL_AMD_multi_draw_indirect
    GL_AMD_seamless_cubemap_per_texture
    GL_AMD_vertex_shader_viewport_index
    GL_AMD_vertex_shader_layer
    GL_ARB_arrays_of_arrays
    GL_ARB_base_instance
    GL_ARB_bindless_texture
    GL_ARB_blend_func_extended
    GL_ARB_buffer_storage
    GL_ARB_clear_buffer_object
    GL_ARB_clear_texture
    GL_ARB_clip_control
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_conservative_depth
    GL_ARB_compute_shader
    GL_ARB_compute_variable_group_size
    GL_ARB_conditional_render_inverted
    GL_ARB_copy_buffer
    GL_ARB_copy_image
    GL_ARB_cull_distance
    GL_ARB_debug_output
    GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp
    GL_ARB_depth_texture
    GL_ARB_derivative_control
    GL_ARB_direct_state_access
    GL_ARB_draw_buffers
    GL_ARB_draw_buffers_blend
    GL_ARB_draw_indirect
    GL_ARB_draw_elements_base_vertex
    GL_ARB_draw_instanced
    GL_ARB_enhanced_layouts
    GL_ARB_ES2_compatibility
    GL_ARB_ES3_compatibility
    GL_ARB_ES3_1_compatibility
    GL_ARB_ES3_2_compatibility
    GL_ARB_explicit_attrib_location
    GL_ARB_explicit_uniform_location
    GL_ARB_fragment_coord_conventions
    GL_ARB_fragment_layer_viewport
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_fragment_shader_interlock
    GL_ARB_framebuffer_no_attachments
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_geometry_shader4
    GL_ARB_get_program_binary
    GL_ARB_get_texture_sub_image
    GL_ARB_gl_spirv
    GL_ARB_gpu_shader5
    GL_ARB_gpu_shader_fp64
    GL_ARB_gpu_shader_int64
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_indirect_parameters
    GL_ARB_instanced_arrays
    GL_ARB_internalformat_query
    GL_ARB_internalformat_query2
    GL_ARB_invalidate_subdata
    GL_ARB_map_buffer_alignment
    GL_ARB_map_buffer_range
    GL_ARB_multi_bind
    GL_ARB_multi_draw_indirect
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_occlusion_query2
    GL_ARB_parallel_shader_compile
    GL_ARB_pipeline_statistics_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_polygon_offset_clamp
    GL_ARB_post_depth_coverage
    GL_ARB_program_interface_query
    GL_ARB_provoking_vertex
    GL_ARB_query_buffer_object
    GL_ARB_robust_buffer_access_behavior
    GL_ARB_robustness
    GL_ARB_sample_locations
    GL_ARB_sample_shading
    GL_ARB_sampler_objects
    GL_ARB_seamless_cube_map
    GL_ARB_seamless_cubemap_per_texture
    GL_ARB_separate_shader_objects
    GL_ARB_shader_atomic_counter_ops
    GL_ARB_shader_atomic_counters
    GL_ARB_shader_ballot
    GL_ARB_shader_bit_encoding
    GL_ARB_shader_clock
    GL_ARB_shader_draw_parameters
    GL_ARB_shader_group_vote
    GL_ARB_shader_image_load_store
    GL_ARB_shader_image_size
    GL_ARB_shader_objects
    GL_ARB_shader_precision
    GL_ARB_shader_storage_buffer_object
    GL_ARB_shader_subroutine
    GL_ARB_shader_texture_image_samples
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shader_viewport_layer_array
    GL_ARB_shading_language_420pack
    GL_ARB_shading_language_include
    GL_ARB_shading_language_packing
    GL_ARB_shadow
    GL_ARB_sparse_buffer
    GL_ARB_sparse_texture
    GL_ARB_sparse_texture2
    GL_ARB_sparse_texture_clamp
    GL_ARB_spirv_extensions
    GL_ARB_stencil_texturing
    GL_ARB_sync
    GL_ARB_tessellation_shader
    GL_ARB_texture_barrier
    GL_ARB_texture_border_clamp
    GL_ARB_texture_buffer_object
    GL_ARB_texture_buffer_object_rgb32
    GL_ARB_texture_buffer_range
    GL_ARB_texture_compression
    GL_ARB_texture_compression_bptc
    GL_ARB_texture_compression_rgtc
    GL_ARB_texture_cube_map
    GL_ARB_texture_cube_map_array
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_filter_anisotropic
    GL_ARB_texture_filter_minmax
    GL_ARB_texture_float
    GL_ARB_texture_gather
    GL_ARB_texture_mirror_clamp_to_edge
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_multisample
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_query_levels
    GL_ARB_texture_query_lod
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_texture_rgb10_a2ui
    GL_ARB_texture_stencil8
    GL_ARB_texture_storage
    GL_ARB_texture_storage_multisample
    GL_ARB_texture_swizzle
    GL_ARB_texture_view
    GL_ARB_timer_query
    GL_ARB_transform_feedback2
    GL_ARB_transform_feedback3
    GL_ARB_transform_feedback_instanced
    GL_ARB_transform_feedback_overflow_query
    GL_ARB_transpose_matrix
    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_array_object
    GL_ARB_vertex_attrib_64bit
    GL_ARB_vertex_attrib_binding
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_vertex_type_10f_11f_11f_rev
    GL_ARB_vertex_type_2_10_10_10_rev
    GL_ARB_viewport_array
    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_bindable_uniform
    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_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_EXTX_framebuffer_mixed_formats
    GL_EXT_framebuffer_multisample_blit_scaled
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays
    GL_EXT_multiview_texture_multisample
    GL_EXT_multiview_timer_query
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_polygon_offset_clamp
    GL_EXT_post_depth_coverage
    GL_EXT_provoking_vertex
    GL_EXT_raster_multisample
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_formatted
    GL_EXT_shader_image_load_store
    GL_EXT_shader_integer_mix
    GL_EXT_shadow_funcs
    GL_EXT_sparse_texture2
    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_dxt1
    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_filter_minmax
    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_shadow_lod
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_R8
    GL_EXT_texture_sRGB_decode
    GL_EXT_texture_storage
    GL_EXT_texture_swizzle
    GL_EXT_timer_query
    GL_EXT_transform_feedback2
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_EXT_vertex_attrib_64bit
    GL_EXT_window_rectangles
    GL_EXT_import_sync_object
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KHR_context_flush_control
    GL_KHR_debug
    GL_EXT_memory_object
    GL_EXT_memory_object_win32
    GL_EXT_win32_keyed_mutex
    GL_KHR_parallel_shader_compile
    GL_KHR_no_error
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    GL_EXT_semaphore
    GL_EXT_semaphore_win32
    GL_KHR_shader_subgroup
    GL_KTX_buffer_region
    GL_NV_alpha_to_coverage_dither_control
    GL_NV_bindless_multi_draw_indirect
    GL_NV_bindless_multi_draw_indirect_count
    GL_NV_bindless_texture
    GL_NV_blend_equation_advanced
    GL_NV_blend_equation_advanced_coherent
    GL_NVX_blend_equation_advanced_multi_draw_buffers
    GL_NV_blend_minmax_factor
    GL_NV_blend_square
    GL_NV_clip_space_w_scaling
    GL_NV_command_list
    GL_NV_compute_program5
    GL_NV_conditional_render
    GL_NV_conservative_raster
    GL_NV_conservative_raster_dilate
    GL_NV_conservative_raster_pre_snap_triangles
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_draw_texture
    GL_NV_draw_vulkan_image
    GL_NV_ES1_1_compatibility
    GL_NV_ES3_1_compatibility
    GL_NV_explicit_multisample
    GL_NV_feature_query
    GL_NV_fence
    GL_NV_fill_rectangle
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragment_coverage_to_color
    GL_NV_fragment_program
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_fragment_shader_interlock
    GL_NV_framebuffer_mixed_samples
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_geometry_shader_passthrough
    GL_NV_gpu_program4
    GL_NV_internalformat_sample_query
    GL_NV_gpu_program4_1
    GL_NV_gpu_program5
    GL_NV_gpu_program5_mem_extended
    GL_NV_gpu_program_fp64
    GL_NV_gpu_shader5
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_memory_attachment
    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_path_rendering
    GL_NV_path_rendering_shared_edge
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_query_resource
    GL_NV_query_resource_tag
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_sample_locations
    GL_NV_sample_mask_override_coverage
    GL_NV_shader_atomic_counters
    GL_NV_shader_atomic_float
    GL_NV_shader_atomic_float64
    GL_NV_shader_atomic_fp16_vector
    GL_NV_shader_atomic_int64
    GL_NV_shader_buffer_load
    GL_NV_shader_storage_buffer_object
    GL_NV_shader_subgroup_partitioned
    GL_NV_stereo_view_rendering
    GL_NV_texgen_reflection
    GL_NV_texture_barrier
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_multisample
    GL_NV_texture_rectangle
    GL_NV_texture_rectangle_compressed
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_transform_feedback2
    GL_NV_uniform_buffer_unified_memory
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_attrib_integer_64bit
    GL_NV_vertex_buffer_unified_memory
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NV_viewport_array2
    GL_NV_viewport_swizzle
    GL_NVX_conditional_render
    GL_NVX_linked_gpu_multicast
    GL_NV_gpu_multicast
    GL_NVX_gpu_multicast2
    GL_NVX_progress_fence
    GL_NVX_gpu_memory_info
    GL_NVX_multigpu_info
    GL_NVX_nvenc_interop
    GL_NV_shader_thread_group
    GL_NV_shader_thread_shuffle
    GL_KHR_blend_equation_advanced
    GL_KHR_blend_equation_advanced_coherent
    GL_OVR_multiview
    GL_OVR_multiview2
    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
OpenGL pixel format: 8:8:8:0
OpenGL depth format: 24:0

GLSL version: 4.60 NVIDIA
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 4096 (4096)
GLSL max varyings: 124 (124)
GLSL max lights: 8 (8)
GLSL defines (4.6): #define USE_CLIP_VERTEX 1

Vertex/index buffer memory limit: 4096MiB
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Startup Phase - Initializing..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 128
Experimental direct buffer cleaner init successful
Preloading builtin materials
Preloading builtin materials done
Launching Collada Model Loader threads
Launching WOM Loader threads
Startup Phase - Setting up..
Loading window positions from PlayerFiles\players\CocoTesting\windows_1920x1080.txt
Loading props file PlayerFiles\players\CocoTesting\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain...
Startup Phase - Connecting ..
Disabling Nagles
Writing to PlayerFiles\players\CocoTesting\logs\_Event.2021-01.txt
Login successful
Executing PlayerFiles\configs\default\autorun.txt
Initializing font texture for SansSerif (11, bold). Texture Size: 128
Water reflection offscreen size 512x512
No mapping found for hair0
Saving window positions to PlayerFiles\players\CocoTesting\windows_1920x1080.txt
Saving props file PlayerFiles\players\CocoTesting\windows_1920x1080.txt
Loading window positions from PlayerFiles\players\CocoTesting\windows_1920x1017.txt
Loading props file PlayerFiles\players\CocoTesting\windows_1920x1017.txt
Initializing font texture for SansSerif (12). Texture Size: 128
Game loop broken due to exception
java.io.IOException: An existing connection was forcibly closed by the remote host
    at sun.nio.ch.SocketDispatcher.read0(Native Method)
    at sun.nio.ch.SocketDispatcher.read(SocketDispatcher.java:43)
    at sun.nio.ch.IOUtil.readIntoNativeBuffer(IOUtil.java:223)
    at sun.nio.ch.IOUtil.read(IOUtil.java:197)
    at sun.nio.ch.SocketChannelImpl.read(SocketChannelImpl.java:380)
    at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:564)
    at com.wurmonline.client.comm.SimpleServerConnectionClass.update(SimpleServerConnectionClass.java:277)
    at com.wurmonline.client.WurmClientBase.serverUpdate(WurmClientBase.java:1539)
    at com.wurmonline.client.WurmClientBase.preUpdate(WurmClientBase.java:353)
    at com.wurmonline.client.WurmClientBase.runGameLoop(WurmClientBase.java:529)
    at com.wurmonline.client.WurmClientBase.runConnectionLoop(WurmClientBase.java:325)
    at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:304)
    at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1601)
    at java.lang.Thread.run(Thread.java:748)
Startup Phase - Disconnected, trying to reconnect...
java.net.ConnectException: Connection refused: connect
    at sun.nio.ch.Net.connect0(Native Method)
    at sun.nio.ch.Net.connect(Net.java:454)
    at sun.nio.ch.Net.connect(Net.java:446)
    at sun.nio.ch.SocketChannelImpl.connect(SocketChannelImpl.java:648)
    at com.wurmonline.communication.SocketConnection.<init>(SocketConnection.java:166)
    at com.wurmonline.client.comm.SimpleServerConnectionClass$SocketConnection2.<init>(SimpleServerConnectionClass.java:245)
    at com.wurmonline.client.comm.SimpleServerConnectionClass.disconnectAndConnectTo(SimpleServerConnectionClass.java:342)
    at com.wurmonline.client.WurmClientBase.performConnection(WurmClientBase.java:816)
    at com.wurmonline.client.WurmClientBase.runConnectionLoop(WurmClientBase.java:341)
    at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:304)
    at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1601)
    at java.lang.Thread.run(Thread.java:748)
Disabling Nagles
Execution aborted at connection 1, iteration 577
Run time 12s, local time Wed Jan 27 13:49:35 EST 2021
Destroying game window
====== CONNECT DENIED ======
Steam could not authenticate the user


 

Edited by Coconutsales
more info

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I asked this on the other thread and then saw it was outdated. With the spellcraft mod, how do I actually do the configuring, for example changing the maximum faith?  When I ask "how" to do it, I mean literally how do I do it? 

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@SinduskIs it possible to somehow connect Discord Relay mod with support tickets?  I would LOVE to not have to always check in-game to know if there are tickets.  Would be so cool if these just went to a GM-only Discord channel.

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I'm trying to add a personal merchant contract to the starter gear, but it's not working. Does anyone know which code to use for it?

 

Quote

item-15=personalMerchantContract,100.0,1,true

 

doesn't work.

-----------------

UPDATE:  Got it working!  For the next guy, the correct code is just merchantContract without the "personal"  🙂

Edited by Batta

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Hello

 

Because the Spellcraft system, the enchant grouping is not working at my side, as i see in the properties file, the grouping is enabled, but its not possible to stack eg. webarmor and aosp

 

Eject

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I saw now, in the spellcraft mod are nw spells (i downloaded now the newest version)

Enchantgrouping still dont work at my side

 

there are some new spells:

Enchant Group 7 (Custom Jewelry Enchants): Prowess [116], Industry [117], Endurance [118], Acuity [119]

 

where can i find an explanation of this spells?

Eject

Edited by Eject

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