Samool

New UI Public Testing

Recommended Posts

1 hour ago, Delone said:

The main thing that I noticed when trying to arrange the UI elements is the inconsistency in the size and layout of the elements, which makes it difficult to lay them out neatly so as to minimize the amount of screen they occupy.

 

You worded very exactly what has been bugging me.

The screen is full of boxes and other elements in different sizes and styles (buttons, borders, etc).

This makes the screen look patchy and clunky.

It's not really a critical functionality issue, but in my opinion it's pretty high on the user-friendliness ladder.

  • Like 1

Share this post


Link to post
Share on other sites

Haven portals are still broken:

The Freedom server portal:
unknown.png?width=964&height=658

 

The Epic server portal:

unknown.png

Share this post


Link to post
Share on other sites

Here is the full output for an error I'm getting when trying to use the Live Preview client that includes the new UI updates:

Spoiler

 

Unexpected crash while playing The error was: <null>

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:
[10:10:09] 
[10:10:09] Preparing to enable console logging.
[10:10:09] Now logging to C:\Users\USERNAME\wurm\console.Evryn.log
[10:10:09] Time is Fri Jul 10 10:10:09 EDT 2020
[10:10:09] Running client version 4.2.5
[10:10:09]          client build# 8566fe1c4a3c231a971a3176584eed57a0b7c63e
[10:10:09]      client build time 2020-07-10 05:40
[10:10:09] 
[10:10:09] === System information ===
[10:10:09] Executing from C:\Users\USERNAME\AppData\Local\Programs\Wurm Online\
[10:10:09] Operating system: Windows 10 (arch: amd64, version: 10.0)
[10:10:09] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/>
[10:10:09] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
[10:10:09] Available CPUs: 8
[10:10:09] 
[10:10:09] 
[10:10:09] === Wurm options ===
[10:10:09] animation_playback_self = 0
[10:10:09] ao_level = 1
[10:10:09] auto_mipmaps_enabled = 1
[10:10:09] auto_run_source = 0
[10:10:09] cavedetail = 2
[10:10:09] censor_chat = true
[10:10:09] collada_animations = 3
[10:10:09] colorItemsDamage = true
[10:10:09] color_black = 0.0,0.0,0.0,1.0
[10:10:09] color_cyan = 0.0,1.0,1.0,1.0
[10:10:09] color_enchant_desc = 0.5,0.5,1.0,1.0
[10:10:09] color_enchant_name = 0.0,0.5,0.5,1.0
[10:10:09] color_enchant_power = 0.0,1.0,1.0,1.0
[10:10:09] color_error = 1.0,0.3,0.3,1.0
[10:10:09] color_fuchsia = 1.0,0.0,1.0,1.0
[10:10:09] color_green = 0.4,0.72,0.47,1.0
[10:10:09] color_grey = 0.5,0.75,1.0,1.0
[10:10:09] color_lime = 0.5,1.0,0.5,1.0
[10:10:09] color_maroon = 0.5,0.0,0.0,1.0
[10:10:09] color_navy_blue = 0.23,0.39,1.0,1.0
[10:10:09] color_orange = 1.0,0.58,0.04,1.0
[10:10:09] color_outline_ally = 0.5,1.0,0.5,1.0
[10:10:09] color_outline_friend = 0.5,0.75,1.0,1.0
[10:10:09] color_outline_hostile = 1.0,0.0,0.0,1.0
[10:10:09] color_outline_neutral = 0.5,0.5,1.0,1.0
[10:10:09] color_purple = 0.5,0.0,0.5,1.0
[10:10:09] color_red = 1.0,0.0,0.0,1.0
[10:10:09] color_royal_blue = 0.5,0.5,1.0,1.0
[10:10:09] color_salve_acid = 1.0,1.0,0.0,1.0
[10:10:09] color_salve_fire = 1.0,0.0,0.0,1.0
[10:10:09] color_salve_frost = 0.0,0.0,1.0,1.0
[10:10:09] color_silver = 0.75,0.75,0.75,1.0
[10:10:09] color_system = 0.5,1.0,0.5,1.0
[10:10:09] color_teal = 0.0,0.5,0.5,1.0
[10:10:09] color_white = 1.0,1.0,1.0,1.0
[10:10:09] color_yellow = 1.0,1.0,0.0,1.0
[10:10:09] compressed_textures = false
[10:10:09] compressed_textures_S3TC = true
[10:10:09] contribution_culling = 200
[10:10:09] custim_timer_source = 1
[10:10:09] customTimer1 = -1|-1
[10:10:09] customTimer2 = -1|-1
[10:10:09] customTimer3 = -1|-1
[10:10:09] customTimer4 = -1|-1
[10:10:09] customTimer5 = -1|-1
[10:10:09] debug_mode = false
[10:10:09] defaultActions_source = 0
[10:10:09] depth_clamp_enabled = 2
[10:10:09] disable_select_all_shortcut = false
[10:10:09] display_settings = false:true:0:1024:768:32:-1:false:true
[10:10:09] enable_contribution_culling = false
[10:10:09] enable_debugs = false
[10:10:09] enable_lod = true
[10:10:09] enable_shift_drag = false
[10:10:09] enable_volumetric_fog = true
[10:10:09] enable_vsync = false
[10:10:09] enable_world_drag = true
[10:10:09] event_log_rotation = 2
[10:10:09] exec_source = 0
[10:10:09] fast_yield = false
[10:10:09] fbo_enabled = 2
[10:10:09] fog_coord_src = 0
[10:10:09] font_antialias = 2
[10:10:09] font_bold = 11
[10:10:09] font_default = 11
[10:10:09] font_header = 24
[10:10:09] font_italian = 11
[10:10:09] font_monospaced = 11
[10:10:09] font_static = 11
[10:10:09] fov_horizontal = 80
[10:10:09] fps_limit = 60
[10:10:09] fps_limit_background = 30
[10:10:09] fps_limit_enabled = true
[10:10:09] free_look_mode_disable_on_close_component = false
[10:10:09] free_look_mode_disable_on_combat = false
[10:10:09] free_look_mode_disable_on_open_component = false
[10:10:09] free_look_mode_sensitivity = 10
[10:10:09] game_client_thread_priority = 2
[10:10:09] glsl_debug_loading = false
[10:10:09] glsl_enabled = 2
[10:10:09] gpu_skinning = true
[10:10:09] gui_opacity = 3
[10:10:09] gui_skin = 1
[10:10:09] has_read_eula = true
[10:10:09] head_bob = false
[10:10:09] hide_cursor_with_ui = false
[10:10:09] hide_inactive_friends = false
[10:10:09] hide_menu_examine = false
[10:10:09] hide_menu_no_target = false
[10:10:09] hide_menu_spam_mode = true
[10:10:09] hide_menu_stop = false
[10:10:09] hide_onscreen_fail_messages = false
[10:10:09] hide_onscreen_hostile_messages = false
[10:10:09] hide_onscreen_info_messages = false
[10:10:09] hide_personal_goal = false
[10:10:09] high_res_binoculars = true
[10:10:09] hint_texture_scaling = 2
[10:10:09] impColumn = true
[10:10:09] inverse_mouse = false
[10:10:09] irc_log_rotation = 2
[10:10:09] irc_notif = 0
[10:10:09] item_creature_render_distance = 3
[10:10:09] key_bindings_source = 0
[10:10:09] keyboard_layout = 0
[10:10:09] limit_dynamic_lights = true
[10:10:09] loadInventoryStartup = true
[10:10:09] local_list_in_event = false
[10:10:09] lod = 1
[10:10:09] log_extra_errors = false
[10:10:09] log_gl_errors = false
[10:10:09] mark_text_read = true
[10:10:09] material_as_suffix = true
[10:10:09] max_dynamic_lights = 8
[10:10:09] max_shader_lights = 8
[10:10:09] max_texture_size = 2
[10:10:09] mega_texture_size = 6
[10:10:09] model_loader_thread_priority = 2
[10:10:09] model_loading_threads = 3
[10:10:09] mount_control_mode = 0
[10:10:09] mount_rotation = false
[10:10:09] mouse_camera_sensitivity = 10.0
[10:10:09] mouse_smoothing = 0.0
[10:10:09] multicolor_usage = 1
[10:10:09] multidraw_enabled = 1
[10:10:09] no_brightness = false
[10:10:09] no_terrain_render = false
[10:10:09] no_world_render = false
[10:10:09] non_power_of_two = 1
[10:10:09] normal_maps = true
[10:10:09] occlusion_queries_enabled = 2
[10:10:09] offscreen_texture_size = 2
[10:10:09] other_log_rotation = 2
[10:10:09] outline_picking = true
[10:10:09] player_texture_size = 2
[10:10:09] quick_keybinds = true
[10:10:09] reflection_texture_size = 2
[10:10:09] reflections = 2
[10:10:09] remember_password = true
[10:10:09] render_bloom = false
[10:10:09] render_distant_terrain = true
[10:10:09] render_fxaa = true
[10:10:09] render_sun_glare = false
[10:10:09] render_vignette = false
[10:10:09] renderer_type = 1
[10:10:09] resident_models = false
[10:10:09] save_skills_on_quit = false
[10:10:09] screen_brightness = 0.0
[10:10:09] screenshot_file_format = 1
[10:10:09] season_override = 0
[10:10:09] send_extra_tile_data = false
[10:10:09] setting_timestamps = true
[10:10:09] settings_version = 14
[10:10:09] shadow_level = 0
[10:10:09] shadow_mapsize = 1
[10:10:09] shift_drag_default = 10
[10:10:09] showKChat = true
[10:10:09] show_body_in_inventory = false
[10:10:09] show_creature_overlay = true
[10:10:09] show_examine_world_text = true
[10:10:09] show_local_world_text = true
[10:10:09] show_old_menu = false
[10:10:09] show_old_quickbar = false
[10:10:09] silent_friends_update = false
[10:10:09] skillgain_minimum = 1
[10:10:09] skillgain_no_alignment = true
[10:10:09] skillgain_no_favor = true
[10:10:09] skydetail = 1
[10:10:09] sound_al_gain = 5
[10:10:09] sound_buzzlevel = 2
[10:10:09] sound_cache_enabled = true
[10:10:09] sound_doppler_enabled = false
[10:10:09] sound_engine = 2
[10:10:09] sound_footstepslevel = 10
[10:10:09] sound_music_level = 4
[10:10:09] sound_play_PMAlert = false
[10:10:09] sound_play_UIsounds = true
[10:10:09] sound_play_ambients = true
[10:10:09] sound_play_buzz = true
[10:10:09] sound_play_combat = true
[10:10:09] sound_play_door = true
[10:10:09] sound_play_emotes = true
[10:10:09] sound_play_footsteps = true
[10:10:09] sound_play_music = true
[10:10:09] sound_play_weather = true
[10:10:09] sound_play_work = true
[10:10:09] structure_render_distance = 3
[10:10:09] submit_client_data = 1
[10:10:09] supersampling = 0
[10:10:09] swap_mouse_buttons = false
[10:10:09] terrain_res = 2
[10:10:09] test_attach_equipment = false
[10:10:09] test_mode = 0
[10:10:09] thirdPerson = false
[10:10:09] tile_transitions = true
[10:10:09] tiledecorations = 2
[10:10:09] togglePushToTalk = true
[10:10:09] treelist_outline = true
[10:10:09] trees = 3
[10:10:09] ui_scale = 110
[10:10:09] update_optional = true
[10:10:09] use_alpha_particles = true
[10:10:09] use_anisotropic_filtering = 4
[10:10:09] use_antialiasing = 1
[10:10:09] use_default_action = true
[10:10:09] use_fast_clock_work_around = true
[10:10:09] use_nano_timer = false
[10:10:09] use_non_alpha_particles = true
[10:10:09] use_phobia_models = false
[10:10:09] use_tree_models = true
[10:10:09] use_weather_particles = true
[10:10:09] vbo_enabled = 1
[10:10:09] vg_ui_theme = 1
[10:10:09] viewport_bob = true
[10:10:09] water_detail = 2
[10:10:09] 
[10:10:10] Setting up WurmModel Model Loader
[10:10:10] Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt
[10:10:10] Translating legacy key NUMPAD7 to KP_7
[10:10:10] Translating legacy key NUMPAD9 to KP_9
[10:10:10] Translating legacy key SUBTRACT to KP_SUBTRACT
[10:10:10] Translating legacy key ADD to KP_ADD
[10:10:10] Translating legacy key EQUALS to EQUAL
[10:10:10] Translating legacy key NUMPAD8 to KP_8
[10:10:10] Translating legacy key NUMPAD5 to KP_5
[10:10:10] Translating legacy key MULTIPLY to KP_MULTIPLY
[10:10:10] Translating legacy key NUMPAD1 to KP_1
[10:10:10] Translating legacy key NUMPAD0 to KP_0
[10:10:10] Translating legacy key NUMPAD3 to KP_3
[10:10:10] Translating legacy key NUMPAD2 to KP_2
[10:10:10] Translating legacy key DECIMAL to KP_DECIMAL
[10:10:10] Translating legacy key DIVIDE to KP_DIVIDE
[10:10:10] Translating legacy key NUMPAD6 to KP_6
[10:10:10] Translating legacy key NUMPAD4 to KP_4
[10:10:12] Word filter loaded: 23
[10:10:12] Starting global frame job manager with 8 worker threads
[10:10:12] Starting global lazy job manager with 4 worker threads
[10:10:12] Setting up OpenAL Sound Engine
[10:10:12] OpenAL version: 1.1 ALSOFT 1.19.1
[10:10:12] OpenAL renderer: OpenAL Soft
[10:10:12] OpenAL vendor: OpenAL Community
[10:10:12] 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
[10:10:12] Generating: 128 source channels.
[10:10:12] 
[10:10:12] === OpenGL information ===
[10:10:12] LWJGL version: 3.2.3 1.2.0
[10:10:12] OpenGL vendor: NVIDIA Corporation
[10:10:12] OpenGL renderer: GeForce GTX 1070/PCIe/SSE2
[10:10:12] OpenGL version: 4.6.0 NVIDIA 451.67
[10:10:12] OpenGL extensions:
[10:10:12]     GL_AMD_multi_draw_indirect
[10:10:12]     GL_AMD_seamless_cubemap_per_texture
[10:10:12]     GL_AMD_vertex_shader_viewport_index
[10:10:12]     GL_AMD_vertex_shader_layer
[10:10:12]     GL_ARB_arrays_of_arrays
[10:10:12]     GL_ARB_base_instance
[10:10:12]     GL_ARB_bindless_texture
[10:10:12]     GL_ARB_blend_func_extended
[10:10:12]     GL_ARB_buffer_storage
[10:10:12]     GL_ARB_clear_buffer_object
[10:10:12]     GL_ARB_clear_texture
[10:10:12]     GL_ARB_clip_control
[10:10:12]     GL_ARB_color_buffer_float
[10:10:12]     GL_ARB_compatibility
[10:10:12]     GL_ARB_compressed_texture_pixel_storage
[10:10:12]     GL_ARB_conservative_depth
[10:10:12]     GL_ARB_compute_shader
[10:10:12]     GL_ARB_compute_variable_group_size
[10:10:12]     GL_ARB_conditional_render_inverted
[10:10:12]     GL_ARB_copy_buffer
[10:10:12]     GL_ARB_copy_image
[10:10:12]     GL_ARB_cull_distance
[10:10:12]     GL_ARB_debug_output
[10:10:12]     GL_ARB_depth_buffer_float
[10:10:12]     GL_ARB_depth_clamp
[10:10:12]     GL_ARB_depth_texture
[10:10:12]     GL_ARB_derivative_control
[10:10:12]     GL_ARB_direct_state_access
[10:10:12]     GL_ARB_draw_buffers
[10:10:12]     GL_ARB_draw_buffers_blend
[10:10:12]     GL_ARB_draw_indirect
[10:10:12]     GL_ARB_draw_elements_base_vertex
[10:10:12]     GL_ARB_draw_instanced
[10:10:12]     GL_ARB_enhanced_layouts
[10:10:12]     GL_ARB_ES2_compatibility
[10:10:12]     GL_ARB_ES3_compatibility
[10:10:12]     GL_ARB_ES3_1_compatibility
[10:10:12]     GL_ARB_ES3_2_compatibility
[10:10:12]     GL_ARB_explicit_attrib_location
[10:10:12]     GL_ARB_explicit_uniform_location
[10:10:12]     GL_ARB_fragment_coord_conventions
[10:10:12]     GL_ARB_fragment_layer_viewport
[10:10:12]     GL_ARB_fragment_program
[10:10:12]     GL_ARB_fragment_program_shadow
[10:10:12]     GL_ARB_fragment_shader
[10:10:12]     GL_ARB_fragment_shader_interlock
[10:10:12]     GL_ARB_framebuffer_no_attachments
[10:10:12]     GL_ARB_framebuffer_object
[10:10:12]     GL_ARB_framebuffer_sRGB
[10:10:12]     GL_ARB_geometry_shader4
[10:10:12]     GL_ARB_get_program_binary
[10:10:12]     GL_ARB_get_texture_sub_image
[10:10:12]     GL_ARB_gl_spirv
[10:10:12]     GL_ARB_gpu_shader5
[10:10:12]     GL_ARB_gpu_shader_fp64
[10:10:12]     GL_ARB_gpu_shader_int64
[10:10:12]     GL_ARB_half_float_pixel
[10:10:12]     GL_ARB_half_float_vertex
[10:10:12]     GL_ARB_imaging
[10:10:12]     GL_ARB_indirect_parameters
[10:10:12]     GL_ARB_instanced_arrays
[10:10:12]     GL_ARB_internalformat_query
[10:10:12]     GL_ARB_internalformat_query2
[10:10:12]     GL_ARB_invalidate_subdata
[10:10:12]     GL_ARB_map_buffer_alignment
[10:10:12]     GL_ARB_map_buffer_range
[10:10:12]     GL_ARB_multi_bind
[10:10:12]     GL_ARB_multi_draw_indirect
[10:10:12]     GL_ARB_multisample
[10:10:12]     GL_ARB_multitexture
[10:10:12]     GL_ARB_occlusion_query
[10:10:12]     GL_ARB_occlusion_query2
[10:10:12]     GL_ARB_parallel_shader_compile
[10:10:12]     GL_ARB_pipeline_statistics_query
[10:10:12]     GL_ARB_pixel_buffer_object
[10:10:12]     GL_ARB_point_parameters
[10:10:12]     GL_ARB_point_sprite
[10:10:12]     GL_ARB_polygon_offset_clamp
[10:10:12]     GL_ARB_post_depth_coverage
[10:10:12]     GL_ARB_program_interface_query
[10:10:12]     GL_ARB_provoking_vertex
[10:10:12]     GL_ARB_query_buffer_object
[10:10:12]     GL_ARB_robust_buffer_access_behavior
[10:10:12]     GL_ARB_robustness
[10:10:12]     GL_ARB_sample_locations
[10:10:12]     GL_ARB_sample_shading
[10:10:12]     GL_ARB_sampler_objects
[10:10:12]     GL_ARB_seamless_cube_map
[10:10:12]     GL_ARB_seamless_cubemap_per_texture
[10:10:12]     GL_ARB_separate_shader_objects
[10:10:12]     GL_ARB_shader_atomic_counter_ops
[10:10:12]     GL_ARB_shader_atomic_counters
[10:10:12]     GL_ARB_shader_ballot
[10:10:12]     GL_ARB_shader_bit_encoding
[10:10:12]     GL_ARB_shader_clock
[10:10:12]     GL_ARB_shader_draw_parameters
[10:10:12]     GL_ARB_shader_group_vote
[10:10:12]     GL_ARB_shader_image_load_store
[10:10:12]     GL_ARB_shader_image_size
[10:10:12]     GL_ARB_shader_objects
[10:10:12]     GL_ARB_shader_precision
[10:10:12]     GL_ARB_shader_storage_buffer_object
[10:10:12]     GL_ARB_shader_subroutine
[10:10:12]     GL_ARB_shader_texture_image_samples
[10:10:12]     GL_ARB_shader_texture_lod
[10:10:12]     GL_ARB_shading_language_100
[10:10:12]     GL_ARB_shader_viewport_layer_array
[10:10:12]     GL_ARB_shading_language_420pack
[10:10:12]     GL_ARB_shading_language_include
[10:10:12]     GL_ARB_shading_language_packing
[10:10:12]     GL_ARB_shadow
[10:10:12]     GL_ARB_sparse_buffer
[10:10:12]     GL_ARB_sparse_texture
[10:10:12]     GL_ARB_sparse_texture2
[10:10:12]     GL_ARB_sparse_texture_clamp
[10:10:12]     GL_ARB_spirv_extensions
[10:10:12]     GL_ARB_stencil_texturing
[10:10:12]     GL_ARB_sync
[10:10:12]     GL_ARB_tessellation_shader
[10:10:12]     GL_ARB_texture_barrier
[10:10:12]     GL_ARB_texture_border_clamp
[10:10:12]     GL_ARB_texture_buffer_object
[10:10:12]     GL_ARB_texture_buffer_object_rgb32
[10:10:12]     GL_ARB_texture_buffer_range
[10:10:12]     GL_ARB_texture_compression
[10:10:12]     GL_ARB_texture_compression_bptc
[10:10:12]     GL_ARB_texture_compression_rgtc
[10:10:12]     GL_ARB_texture_cube_map
[10:10:12]     GL_ARB_texture_cube_map_array
[10:10:12]     GL_ARB_texture_env_add
[10:10:12]     GL_ARB_texture_env_combine
[10:10:12]     GL_ARB_texture_env_crossbar
[10:10:12]     GL_ARB_texture_env_dot3
[10:10:12]     GL_ARB_texture_filter_anisotropic
[10:10:12]     GL_ARB_texture_filter_minmax
[10:10:12]     GL_ARB_texture_float
[10:10:12]     GL_ARB_texture_gather
[10:10:12]     GL_ARB_texture_mirror_clamp_to_edge
[10:10:12]     GL_ARB_texture_mirrored_repeat
[10:10:12]     GL_ARB_texture_multisample
[10:10:12]     GL_ARB_texture_non_power_of_two
[10:10:12]     GL_ARB_texture_query_levels
[10:10:12]     GL_ARB_texture_query_lod
[10:10:12]     GL_ARB_texture_rectangle
[10:10:12]     GL_ARB_texture_rg
[10:10:12]     GL_ARB_texture_rgb10_a2ui
[10:10:12]     GL_ARB_texture_stencil8
[10:10:12]     GL_ARB_texture_storage
[10:10:12]     GL_ARB_texture_storage_multisample
[10:10:12]     GL_ARB_texture_swizzle
[10:10:12]     GL_ARB_texture_view
[10:10:12]     GL_ARB_timer_query
[10:10:12]     GL_ARB_transform_feedback2
[10:10:12]     GL_ARB_transform_feedback3
[10:10:12]     GL_ARB_transform_feedback_instanced
[10:10:12]     GL_ARB_transform_feedback_overflow_query
[10:10:12]     GL_ARB_transpose_matrix
[10:10:12]     GL_ARB_uniform_buffer_object
[10:10:12]     GL_ARB_vertex_array_bgra
[10:10:12]     GL_ARB_vertex_array_object
[10:10:12]     GL_ARB_vertex_attrib_64bit
[10:10:12]     GL_ARB_vertex_attrib_binding
[10:10:12]     GL_ARB_vertex_buffer_object
[10:10:12]     GL_ARB_vertex_program
[10:10:12]     GL_ARB_vertex_shader
[10:10:12]     GL_ARB_vertex_type_10f_11f_11f_rev
[10:10:12]     GL_ARB_vertex_type_2_10_10_10_rev
[10:10:12]     GL_ARB_viewport_array
[10:10:12]     GL_ARB_window_pos
[10:10:12]     GL_ATI_draw_buffers
[10:10:12]     GL_ATI_texture_float
[10:10:12]     GL_ATI_texture_mirror_once
[10:10:12]     GL_S3_s3tc
[10:10:12]     GL_EXT_texture_env_add
[10:10:12]     GL_EXT_abgr
[10:10:12]     GL_EXT_bgra
[10:10:12]     GL_EXT_bindable_uniform
[10:10:12]     GL_EXT_blend_color
[10:10:12]     GL_EXT_blend_equation_separate
[10:10:12]     GL_EXT_blend_func_separate
[10:10:12]     GL_EXT_blend_minmax
[10:10:12]     GL_EXT_blend_subtract
[10:10:12]     GL_EXT_compiled_vertex_array
[10:10:12]     GL_EXT_Cg_shader
[10:10:12]     GL_EXT_depth_bounds_test
[10:10:12]     GL_EXT_direct_state_access
[10:10:12]     GL_EXT_draw_buffers2
[10:10:12]     GL_EXT_draw_instanced
[10:10:12]     GL_EXT_draw_range_elements
[10:10:12]     GL_EXT_fog_coord
[10:10:12]     GL_EXT_framebuffer_blit
[10:10:12]     GL_EXT_framebuffer_multisample
[10:10:12]     GL_EXTX_framebuffer_mixed_formats
[10:10:12]     GL_EXT_framebuffer_multisample_blit_scaled
[10:10:12]     GL_EXT_framebuffer_object
[10:10:12]     GL_EXT_framebuffer_sRGB
[10:10:12]     GL_EXT_geometry_shader4
[10:10:12]     GL_EXT_gpu_program_parameters
[10:10:12]     GL_EXT_gpu_shader4
[10:10:12]     GL_EXT_multi_draw_arrays
[10:10:12]     GL_EXT_multiview_texture_multisample
[10:10:12]     GL_EXT_multiview_timer_query
[10:10:12]     GL_EXT_packed_depth_stencil
[10:10:12]     GL_EXT_packed_float
[10:10:12]     GL_EXT_packed_pixels
[10:10:12]     GL_EXT_pixel_buffer_object
[10:10:12]     GL_EXT_point_parameters
[10:10:12]     GL_EXT_polygon_offset_clamp
[10:10:12]     GL_EXT_post_depth_coverage
[10:10:12]     GL_EXT_provoking_vertex
[10:10:12]     GL_EXT_raster_multisample
[10:10:12]     GL_EXT_rescale_normal
[10:10:12]     GL_EXT_secondary_color
[10:10:12]     GL_EXT_separate_shader_objects
[10:10:12]     GL_EXT_separate_specular_color
[10:10:12]     GL_EXT_shader_image_load_formatted
[10:10:12]     GL_EXT_shader_image_load_store
[10:10:12]     GL_EXT_shader_integer_mix
[10:10:12]     GL_EXT_shadow_funcs
[10:10:12]     GL_EXT_sparse_texture2
[10:10:12]     GL_EXT_stencil_two_side
[10:10:12]     GL_EXT_stencil_wrap
[10:10:12]     GL_EXT_texture3D
[10:10:12]     GL_EXT_texture_array
[10:10:12]     GL_EXT_texture_buffer_object
[10:10:12]     GL_EXT_texture_compression_dxt1
[10:10:12]     GL_EXT_texture_compression_latc
[10:10:12]     GL_EXT_texture_compression_rgtc
[10:10:12]     GL_EXT_texture_compression_s3tc
[10:10:12]     GL_EXT_texture_cube_map
[10:10:12]     GL_EXT_texture_edge_clamp
[10:10:12]     GL_EXT_texture_env_combine
[10:10:12]     GL_EXT_texture_env_dot3
[10:10:12]     GL_EXT_texture_filter_anisotropic
[10:10:12]     GL_EXT_texture_filter_minmax
[10:10:12]     GL_EXT_texture_integer
[10:10:12]     GL_EXT_texture_lod
[10:10:12]     GL_EXT_texture_lod_bias
[10:10:12]     GL_EXT_texture_mirror_clamp
[10:10:12]     GL_EXT_texture_object
[10:10:12]     GL_EXT_texture_shadow_lod
[10:10:12]     GL_EXT_texture_shared_exponent
[10:10:12]     GL_EXT_texture_sRGB
[10:10:12]     GL_EXT_texture_sRGB_R8
[10:10:12]     GL_EXT_texture_sRGB_decode
[10:10:12]     GL_EXT_texture_storage
[10:10:12]     GL_EXT_texture_swizzle
[10:10:12]     GL_EXT_timer_query
[10:10:12]     GL_EXT_transform_feedback2
[10:10:12]     GL_EXT_vertex_array
[10:10:12]     GL_EXT_vertex_array_bgra
[10:10:12]     GL_EXT_vertex_attrib_64bit
[10:10:12]     GL_EXT_window_rectangles
[10:10:12]     GL_EXT_import_sync_object
[10:10:12]     GL_IBM_rasterpos_clip
[10:10:12]     GL_IBM_texture_mirrored_repeat
[10:10:12]     GL_KHR_context_flush_control
[10:10:12]     GL_KHR_debug
[10:10:12]     GL_EXT_memory_object
[10:10:12]     GL_EXT_memory_object_win32
[10:10:12]     GL_EXT_win32_keyed_mutex
[10:10:12]     GL_KHR_parallel_shader_compile
[10:10:12]     GL_KHR_no_error
[10:10:12]     GL_KHR_robust_buffer_access_behavior
[10:10:12]     GL_KHR_robustness
[10:10:12]     GL_EXT_semaphore
[10:10:12]     GL_EXT_semaphore_win32
[10:10:12]     GL_KHR_shader_subgroup
[10:10:12]     GL_KTX_buffer_region
[10:10:12]     GL_NV_alpha_to_coverage_dither_control
[10:10:12]     GL_NV_bindless_multi_draw_indirect
[10:10:12]     GL_NV_bindless_multi_draw_indirect_count
[10:10:12]     GL_NV_bindless_texture
[10:10:12]     GL_NV_blend_equation_advanced
[10:10:12]     GL_NV_blend_equation_advanced_coherent
[10:10:12]     GL_NVX_blend_equation_advanced_multi_draw_buffers
[10:10:12]     GL_NV_blend_minmax_factor
[10:10:12]     GL_NV_blend_square
[10:10:12]     GL_NV_clip_space_w_scaling
[10:10:12]     GL_NV_command_list
[10:10:12]     GL_NV_compute_program5
[10:10:12]     GL_NV_conditional_render
[10:10:12]     GL_NV_conservative_raster
[10:10:12]     GL_NV_conservative_raster_dilate
[10:10:12]     GL_NV_conservative_raster_pre_snap_triangles
[10:10:12]     GL_NV_copy_depth_to_color
[10:10:12]     GL_NV_copy_image
[10:10:12]     GL_NV_depth_buffer_float
[10:10:12]     GL_NV_depth_clamp
[10:10:12]     GL_NV_draw_texture
[10:10:12]     GL_NV_draw_vulkan_image
[10:10:12]     GL_NV_ES1_1_compatibility
[10:10:12]     GL_NV_ES3_1_compatibility
[10:10:12]     GL_NV_explicit_multisample
[10:10:12]     GL_NV_feature_query
[10:10:12]     GL_NV_fence
[10:10:12]     GL_NV_fill_rectangle
[10:10:12]     GL_NV_float_buffer
[10:10:12]     GL_NV_fog_distance
[10:10:12]     GL_NV_fragment_coverage_to_color
[10:10:12]     GL_NV_fragment_program
[10:10:12]     GL_NV_fragment_program_option
[10:10:12]     GL_NV_fragment_program2
[10:10:12]     GL_NV_fragment_shader_interlock
[10:10:12]     GL_NV_framebuffer_mixed_samples
[10:10:12]     GL_NV_framebuffer_multisample_coverage
[10:10:12]     GL_NV_geometry_shader4
[10:10:12]     GL_NV_geometry_shader_passthrough
[10:10:12]     GL_NV_gpu_program4
[10:10:12]     GL_NV_internalformat_sample_query
[10:10:12]     GL_NV_gpu_program4_1
[10:10:12]     GL_NV_gpu_program5
[10:10:12]     GL_NV_gpu_program5_mem_extended
[10:10:12]     GL_NV_gpu_program_fp64
[10:10:12]     GL_NV_gpu_shader5
[10:10:12]     GL_NV_half_float
[10:10:12]     GL_NV_light_max_exponent
[10:10:12]     GL_NV_memory_attachment
[10:10:12]     GL_NV_multisample_coverage
[10:10:12]     GL_NV_multisample_filter_hint
[10:10:12]     GL_NV_occlusion_query
[10:10:12]     GL_NV_packed_depth_stencil
[10:10:12]     GL_NV_parameter_buffer_object
[10:10:12]     GL_NV_parameter_buffer_object2
[10:10:12]     GL_NV_path_rendering
[10:10:12]     GL_NV_path_rendering_shared_edge
[10:10:12]     GL_NV_pixel_data_range
[10:10:12]     GL_NV_point_sprite
[10:10:12]     GL_NV_primitive_restart
[10:10:12]     GL_NV_query_resource
[10:10:12]     GL_NV_query_resource_tag
[10:10:12]     GL_NV_register_combiners
[10:10:12]     GL_NV_register_combiners2
[10:10:12]     GL_NV_sample_locations
[10:10:12]     GL_NV_sample_mask_override_coverage
[10:10:12]     GL_NV_shader_atomic_counters
[10:10:12]     GL_NV_shader_atomic_float
[10:10:12]     GL_NV_shader_atomic_float64
[10:10:12]     GL_NV_shader_atomic_fp16_vector
[10:10:12]     GL_NV_shader_atomic_int64
[10:10:12]     GL_NV_shader_buffer_load
[10:10:12]     GL_NV_shader_storage_buffer_object
[10:10:12]     GL_NV_shader_subgroup_partitioned
[10:10:12]     GL_NV_stereo_view_rendering
[10:10:12]     GL_NV_texgen_reflection
[10:10:12]     GL_NV_texture_barrier
[10:10:12]     GL_NV_texture_compression_vtc
[10:10:12]     GL_NV_texture_env_combine4
[10:10:12]     GL_NV_texture_multisample
[10:10:12]     GL_NV_texture_rectangle
[10:10:12]     GL_NV_texture_rectangle_compressed
[10:10:12]     GL_NV_texture_shader
[10:10:12]     GL_NV_texture_shader2
[10:10:12]     GL_NV_texture_shader3
[10:10:12]     GL_NV_transform_feedback
[10:10:12]     GL_NV_transform_feedback2
[10:10:12]     GL_NV_uniform_buffer_unified_memory
[10:10:12]     GL_NV_vertex_array_range
[10:10:12]     GL_NV_vertex_array_range2
[10:10:12]     GL_NV_vertex_attrib_integer_64bit
[10:10:12]     GL_NV_vertex_buffer_unified_memory
[10:10:12]     GL_NV_vertex_program
[10:10:12]     GL_NV_vertex_program1_1
[10:10:12]     GL_NV_vertex_program2
[10:10:12]     GL_NV_vertex_program2_option
[10:10:12]     GL_NV_vertex_program3
[10:10:12]     GL_NV_viewport_array2
[10:10:12]     GL_NV_viewport_swizzle
[10:10:12]     GL_NVX_conditional_render
[10:10:12]     GL_NVX_linked_gpu_multicast
[10:10:12]     GL_NV_gpu_multicast
[10:10:12]     GL_NVX_gpu_multicast2
[10:10:12]     GL_NVX_progress_fence
[10:10:12]     GL_NVX_gpu_memory_info
[10:10:12]     GL_NVX_multigpu_info
[10:10:12]     GL_NVX_nvenc_interop
[10:10:12]     GL_NV_shader_thread_group
[10:10:12]     GL_NV_shader_thread_shuffle
[10:10:12]     GL_KHR_blend_equation_advanced
[10:10:12]     GL_KHR_blend_equation_advanced_coherent
[10:10:12]     GL_OVR_multiview
[10:10:12]     GL_OVR_multiview2
[10:10:12]     GL_SGIS_generate_mipmap
[10:10:12]     GL_SGIS_texture_lod
[10:10:12]     GL_SGIX_depth_texture
[10:10:12]     GL_SGIX_shadow
[10:10:12]     GL_SUN_slice_accum
[10:10:12]     GL_WIN_swap_hint
[10:10:12]     WGL_EXT_swap_control
[10:10:12] OpenGL pixel format: 8:8:8:8
[10:10:12] OpenGL depth format: 24:8
[10:10:12] 
[10:10:12] GLSL version: 4.60 NVIDIA
[10:10:12] GLSL max vertex uniforms: 4096 (4096)
[10:10:12] GLSL max fragment uniforms: 4096 (4096)
[10:10:12] GLSL max varyings: 124 (124)
[10:10:12] GLSL max lights: 8 (8)
[10:10:12] GLSL defines (4.6): #define USE_CLIP_VERTEX 1
[10:10:12] 
[10:10:12] Vertex/index buffer memory limit: 4096MiB
[10:10:12] Starting workaround for fast running clocks
[10:10:12] Using LWJGL timer.
[10:10:12] Could not load splash image, using fallback.
[10:10:13] Startup Phase - Initializing..
[10:10:13] Execution aborted at connection 0, iteration 0
[10:10:13] Run time 0s, local time Fri Jul 10 10:10:13 EDT 2020
[10:10:13] Destroying game window
[10:10:13] ====== CLIENT CRASH ======
[10:10:13] Unexpected crash while playing
[10:10:13] java.lang.NullPointerException
[10:10:13]     at class.GijpRtOb4T.FZOk5L6Gfy(SourceFile:339)
[10:10:13]     at com.wurmonline.client.WurmClientBase.iHOS3zg1KL(SourceFile:216)
[10:10:13]     at com.wurmonline.client.WurmClientBase.iHOS3zg1KL(SourceFile:186)
[10:10:13]     at com.wurmonline.client.WurmClientBase.run(SourceFile:36282)
[10:10:13]     at java.lang.Thread.run(Unknown Source)

 


 

I hope there is an easy fix for this one since the UI changes sound exciting to try.

Share this post


Link to post
Share on other sites

Inside the skilltracker options there is a checkbox that says "Show progress to next level"

This box still doesn't do anything.

Share this post


Link to post
Share on other sites

I'd like to suggest something for the filter on inventory. When I for example type "Ring" I would like to add other things with a separator of some kind. Like Ring, hammer, file, and so forth. so the during improving things only the things I need to do the job is visible. 

ty for a great game.

 

Share this post


Link to post
Share on other sites

Not a fan of the new GUI.  At all.  I hate 😠 the huge fonts, and all the fancy window decorations.  Even down to 90% scaling, way too big.  Yeah, I get it... steam launch - you think you have to make the GUI look sexy... but this is *NOT* more immersive - it's anti-immersive adding lots of large fonts and window decorations that get between me and the scene.

 

I think it's perfectly fine to offer this as a CHOICE to players, and even make it the default.  But I think serious players get tired of all the "fluff" and want just the "stuff".  I am in favor of a more transparent GUI, absent of unnecessary window decorations, and the option to use small fonts.  A GUI that doesn't get between you and the scene, and/or add "artificial" elements to the scene gives more immersion, in my opinion.  Darkfall had this - you could make the GUI (window decorations) almost completely transparent.  Give me that option.  Please 🙂

 

I do like the filtering and search on windows.  But I will rarely use that.  Maybe on some full BSBs.  But I like the option.  Again with the "lightweight" GUI concept, maybe make that a button (or key bind) that pulls up the option for a window - maybe a magnifying glass icon up by the "X" to close the window.  It really does not need to be there all the time.

 

I didn't think I'd like the health bars in the scene (on mouseover).  But I actually found that more immersive and engaging.  I am not sure why I like it, but I do.  It makes me want to go fight that mob and not just look at it. ;)   But I hate 😠showing the key presses in the scene ("press F for ...").  That should be a "tutorial mode" or such toggle.

 

After a short look, back to classic GUI and small fonts for me.  Please don't remove them!

  • Like 2

Share this post


Link to post
Share on other sites
14 minutes ago, Arindor said:

But I hate 😠showing the key presses in the scene ("press F for ...").  That should be a "tutorial mode" or such toggle.

 

 

I could have sworn there was a toggle specifically for this, but you can disable it right now as is by just unbinding Default Action and Repeat Action.

Personally, I'm a huge fan of most of the UI, but you're absolutely right, the new fonts and even window borders are larger (I've been measuring them against the default and they occupy more of the screen and more of the players attention), and I hope they maintain the ability for people to toggle between legacy and modern UI

Share this post


Link to post
Share on other sites
2 hours ago, rgterry49 said:

I'd like to suggest something for the filter on inventory. When I for example type "Ring" I would like to add other things with a separator of some kind. Like Ring, hammer, file, and so forth. so the during improving things only the things I need to do the job is visible. 

ty for a great game.

 

Create an inventory group in your inventory, put everything in your inventory into it except for ring, hammer, file, lump, barrel of water, whetstone.
Voila, problem solved. Admittedly, I am quite curious though why you'd want the ring in your inventory, and not in the forge where it stays hot. But seriously, inventory groups are your friend and will already solve this problem

Share this post


Link to post
Share on other sites

While there is work being done on the UI, how could I have forgotten to bring up the universally annoying interaction where you get a pop up asking you how many items you want when accessing bulk containers...… and only afterwards does it then tell you that you were too far away.

 

Can we PLEASE get the distance check before the pop up. I (and also many others I have interacted with in game) have often left a container not seeing the event window message telling me I didn't get the items I was dragging, and then had to go back an get them again, sometimes after having left the area where they were by considerable distance, making this more than just a minor annoyance. Even changing the fail message to on screen text rather than event window would be an improvement, as much as I don't particularly like that method.

  • Like 4

Share this post


Link to post
Share on other sites
2 hours ago, Arindor said:

But I hate 😠showing the key presses in the scene ("press F for ...").  That should be a "tutorial mode" or such toggle

Settings UI disable default action.

Share this post


Link to post
Share on other sites

  

17 hours ago, Arronicus said:

Haven portals are still broken:

The Freedom server portal:
unknown.png?width=964&height=658

 

The Epic server portal:

unknown.png

Can you expalin what's broken there? I seem to be missing that.

 

12 hours ago, Evryn said:

Here is the full output for an error I'm getting when trying to use the Live Preview client that includes the new UI updates:

  Reveal hidden contents


 

I hope there is an easy fix for this one since the UI changes sound exciting to try.

Try verifying the packs in the launcher, that seems to be a corrupt graphics packs issue. You can do that by using the gear button next to the progress bar in the launcher and pressing Verify in the window that pops up.

Share this post


Link to post
Share on other sites
21 hours ago, Delone said:

Pop up target window

k35NUqE.jpg

 

 

GIVE IT TO ME NOW, PLS

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, Arronicus said:

Create an inventory group in your inventory, put everything in your inventory into it except for ring, hammer, file, lump, barrel of water, whetstone.
Voila, problem solved. Admittedly, I am quite curious though why you'd want the ring in your inventory, and not in the forge where it stays hot. But seriously, inventory groups are your friend and will already solve this problem

Hi. lol, not starting anything just trying to reason it out here.  I do leave the rings in the forge. I was just using it as an example cause I'm presently working on my jewelry skills. But, I could not see having a search feature in the inventory, and not have that feature. Yes, I do what you said to do. Been doing it for years. I have a group called working for just that. I just wonder how well someone can walk if his or her inventory has that many items in it that you have to search for something. a BSB I can understand. lol. Anyway, just a suggestion. Didn't thinks someone was going to criticize it. Take care.

Share this post


Link to post
Share on other sites
6 hours ago, Samool said:

  

Can you expalin what's broken there? I seem to be missing that.

 

Looks like the Freedom portal is showing Epic instead of Freedom?

Share this post


Link to post
Share on other sites
1 hour ago, Ecrir said:

 

Looks like the Freedom portal is showing Epic instead of Freedom?

There's an arrow to go back to the cluster selection screen in the top right corner, when you open the portal it should show both clusters.

Share this post


Link to post
Share on other sites

I haven't really played in the last couple of years but  i logged in to try the new UI, and for me personally it is an huge improvment over the old one. Just wanted to give some postive input.

  • Like 1

Share this post


Link to post
Share on other sites

I am also crashing when I try to set my keybind on the new preview client.

Share this post


Link to post
Share on other sites
Posted (edited)

Just found this.  In the character screen, the new UI does not show the wound type.  I fall off of mountains all the time and use a lot of necro-cream, err farmer's salve.  Had to look at body in inventory to see wound type (not really, I knew I just fell again).  It would be nice to have the wound type show in the new UI on the character window.

 

Thanks again for all the amazing fast fixes that have been added.  Hope you all are getting some sleep.

 

EDIT:   I guess it does show the wound type.  I just had to click on the body part damaged.  I don't remember having to do this in old client.   I am too lazy to load the old client, so if it's just me being stupid, please ignore.


 

NecroFizzle 

Edited by NecroFizzle
Clarify

Share this post


Link to post
Share on other sites
Posted (edited)
9 hours ago, Samool said:

There's an arrow to go back to the cluster selection screen in the top right corner, when you open the portal it should show both clusters.

Thing is, I never selected either, the freedom portal opened the epic cluster map by default, on a brand new account that has never connected to wurm before. Also on the epic portal, the second image, there's no map, just the text.

That's great to know about the arrow, but if someone joins and doesn't know that they have to back up a tab before seeing the freedom servers, it's going to be very confusing for them

Edited by Arronicus

Share this post


Link to post
Share on other sites

Can we have it so that when mounted on horse the default action shouldnt be disembark many annoying moments where I disembark thinking i was going to do a harvest this specially sucks during combat.  At least let us choose it to something else like examine or open.  

Share this post


Link to post
Share on other sites

The new UI is missing the save as option when setting up keybinds for different characters, and making profiles with the old UI and using load in the new UI doesn't seem to work.

Share this post


Link to post
Share on other sites
Posted (edited)
15 hours ago, Jollibee said:

Can we have it so that when mounted on horse the default action shouldnt be disembark many annoying moments where I disembark thinking i was going to do a harvest this specially sucks during combat.  At least let us choose it to something else like examine or open.  

My vote goes toward Open as default when mounted. If I'm mounted chances are I'm on my cart, I open it far more than disembark it. 

 

Also checking if an action can be done for the repeat button would be nice. It's not great to see R: Drink(repeat) on every tile after drinking once. Repeat seems to be a bit wonky on walls as well, you don't get a repeat action on most walls you continue, continuing a second story wall from the ground is a guaranteed way to run into the problem.

 

And last double clicking to target has caused more annoyance for me than not. If you have hellies attached to a cart or your bread any kind of agro. mob anytime you double click them to get info you target them. I slap my poor hellies with my axe enough without assistance. They rarely make it :(

 

Other then that I think it's fantastic,  I've been here since beta and this GUI has damn near everything I've ever felt I wanted in the wurm GUI. Damn fine job. 

 

Edit:

Oh, an option to go back to the old font would be nice as well. I find it more legible, the smoothing on the current font makes me feel like I have to squint.  

Edited by morbiddog
  • Like 1

Share this post


Link to post
Share on other sites

would be nice if the chat tabs that have new content could be a little bit more jarring, the light blue is so passive I don't even notice it

  • Like 6

Share this post


Link to post
Share on other sites
  • Target and Fight windows are way too big
    Specially when fighting and the whole fight bar expands it takes up too much screen real estate
    I do like the new footing and distance icons tho, as well as the no target when you click on the creature picture -  very nice!
     
  • Can't adjust the font size anymore
    Only way I see to increase text size is to scale the UI bigger but I don't want or need the rest bigger, just want to increase the text size pretty please  
     
  • Being able to dock the event tab to the same window as the local tab would be fantastic
    I can move all the other tabs around and if I can just have one window for all the text tabs will also give me less windows and more game space, which makes it far more engaging and immersive for me

    Nevermind, I just successfully dragged the local to the event tab, so I can just have one window \o/   Not sure why it didn't want to work other way around...
     
  • The examine pop up text appears on very few items, I think it would be great if it worked on everything  
    (and as with most things not everyone would like that so a toggle in the settings to have it / not have it would be great)

 

Looking nice so far, will need some time to adjust to it but it makes it so I can turn off object outlining, which is great. With some tweaking I think this will work very nicely indeed ^_^  

  • Like 1

Share this post


Link to post
Share on other sites

Just a nit-pick. In "Settings", there's a big line of red text at the bottom saying "Some settings won't apply until a game restart". Could it be possible to have those maybe marked with a red asterisk or something so people would know which settings those are?

  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now