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  1. The game runs unplayably slow at night time, which I think is due to the bloom glow because the FPS almost always lags or freezes completely whenever I look at a lamp. The only way i can move around during this is by looking straight at the ground, and even then, it often freezes. The game occasionally runs well enough to play during the day, but this only lasts for so long, usually until the sun sets and the lamps turn on. Countless times i have died and lost everything in this way; one frame i am standing in a perceivably safe place, in the next i am being attacked, and in the next, I am dead. i have tried to turn off the bloom glow, but even though the setting is unchecked, the game continues to render blooms regardless. I have also heard that turning off the GLSL shading, might fix the problem. And so I searched the settings menu thoroughly, (logged out), but I found no such setting. I worry that maybe i have an incorrect version of the client, and so I tried deleting the game completely from my machine, (which is a Mac OSX Mavericks, maybe a bit on the low end), and re-installing it. But nothing changed, not even the fact that it no longer plays start up music like it used to. (by the way, is that normal?). I appreciate any help.
  2. This is a slightly different thread than my request for performance tuning the client. Here, I would like to ask for advice on what things people notice as causing the most FPS drop and CPU/GPU/RAM use increase on their deeds. Is planting lighting worse than planting lots of trees? Are animals worse than lights or trees? How about fences - gates worse than non-gates (yes, swinging animation would do something, but how about at a distance)? How about items? Pile of rafts, next to a cart, worse than pile of rafts in a cart? Should I build a bunch of ships to keep all my crates stored? How about building a big building in the far corner of my deed, for storage of less used things, where I can stock pile junk? Supposedly, if more than 4 tiles away, the client doesn't try drawing any items inside buildings. Any clever thoughts on low-lag deed design? I've always built a central workshop, that contains all bulk storage, cookers/forges, chests, armor/tool/weapon racks, etc. But now I'm starting to think having so much in one place is hurting me more than helping. Running one alt generally is fine, but I fire up 2 or 3 and the hair dryer mode kicks in. 7+ and I worry my laptop will detonate, causing Trump to blame NK and start WW3.
  3. Ok, Since coming back, I've noticed the extra work my CPU & GPU have been doing, causing my fan to go into full on hair dryer mode. In the past, I used to run 8-10 clients with ease on moderate settings, but now 2-3 on the lowest settings can start the hair dryer. After a bit more research, I've noticed it is magnified around large settlements. That was also a factor before, but with whatever graphics update we had while I was away, it really is a pain to get near a large settlement/deed. So, how do we address it? I'm not a programmer, but I do like to imagine solutions from a layman's perspective, so please forgive me if my ideas are silly or impossible - or already attempted with no success. 1. Lights. We make deeds to show them off, as well as be functional. Lights bring them to life and we want them to reach far distances. Sadly lighting is really hard on GPU, with the color, intensity, bloom, shadow and whatnot. Allow us to choose the range we wish to see any lighting in client settings. 2. creatures. I use a long distance range for creature draw distance, because I want to know if I'm heading into a den of trolls. I also want to see the dragon from long range, but not the 100 blood catching alts. I don't care so much if I can see sheep and pigs from 3 servers away. Allow us to set the draw distance for human (NPCs and players), to make hunts and Impalongs much better and for agro or non-agro critters. I don't want to have my client draw the 500 horses living next door, but I do want to see that hell hound in the middle of my vineyard. 3. Inside Items. If there are 500,000 items in buildings, in the deed next to me, I don't want to know. I don't want my client to know. If I get within 1 tile of the building, go ahead and draw the items, so I can see them through the windows. "Draw items inside buildings when outside" (on or off toggle) Probably need the on toggle for pvp or something. 4. Outside items. How about we also set a range for the draw distance of these? Separate item and building draw distances. 5. Buildings. A large building is most likely being rendered by the client as hundreds of individual parts. If so, is there some way we can replace all those parts with a 3d rendering of the building as a single object? I'm sure this is some kind of programming voodoo that isn't possible, but if it were, we could eliminate 90% of building lag and still have long distance viewing of all the awesome buildings in Wurm. (also see #4) 6. Water. I generally end up using the lowest settings, with no reflections and low detail, which means there is a slightly opaque skin over the bottom of the lake/ocean, looking nothing like water. Yes, this is handy for finding out what you are sailing over and spotting lost items/clay/tar. However,it looks really lame. Could we also have a toggle for low QL water that gives a completely opaque slightly choppy water surface, with darker or lighter color to designate water depth? I can't imagine it would take much CPU/GPU to draw that and water would gain so much over what we have now. You could even have different levels of chop/waves, based on the wind speeds. Right now, sailing in a gale with glassy water is silly. For the distance settings in all options above, Please allow very granular settings in tiles: 1,2,5,10,15,20,30,50,75,100,150,200, etc. I think this would solve performance for 95% of all issues we have now, that aren't brought on by slow servers or slow internet. Boss hunts would be a breeze Exploration would probably not need relogging every 15 minutes Living next to the mega deed, or in a busy neighborhood would be fun again Sailing would seem much more realistic. I'm probably missing many great things that could be done to improve performance, but hopefully at least 1 thing above sparks an idea that turns into a better client experience. There are a ton of brilliant folks in Wurm, devs and players, so PLEASE pitch in with any fixes to my silliness above, or additions. Devs have busted their butts to make some great features in this game, so let's give them some ideas that helps us all enjoy those features better.
  4. The last action I attempted before this crash was moving a frying pan in a large cart into a barrel (nearly full of water) in the same cart. While in a cave. After logging back in I tried moving it again which correctly didn't succeed since there is water in the barrel. Just before trying to move the frying pan I had dragged a pile of zinc ore into the cart and it is possible that the transfer wasn't fully complete. Execution aborted at connection 1, iteration 498914 Run time 3h 24m, local time Wed Dec 28 11:51:55 CST 2016 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.NullPointerException at class.LLcoLsSEvf.FZOk5L6Gfy(SourceFile:1224) at class.k0KWrhcCI.FZOk5L6Gfy(SourceFile:467) at class.PdIrXh4DbV.FZOk5L6Gfy(SourceFile:85) at class.k0KWrhcCI.FZOk5L6Gfy(SourceFile:467) at class.PdIrXh4DbV.FZOk5L6Gfy(SourceFile:85) at class.k0KWrhcCI.FZOk5L6Gfy(SourceFile:467) at class.PdIrXh4DbV.FZOk5L6Gfy(SourceFile:85) at class.k0KWrhcCI.FZOk5L6Gfy(SourceFile:467) at class.PdIrXh4DbV.FZOk5L6Gfy(SourceFile:85) at class.k0KWrhcCI.FZOk5L6Gfy(SourceFile:467) at class.PdIrXh4DbV.FZOk5L6Gfy(SourceFile:85) at class.c0M7sksFGW.FZOk5L6Gfy(SourceFile:1725) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:293) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:3537) at com.wurmonline.client.BILF1iey6X.fgtPPuD8uC(SourceFile:8952) at com.wurmonline.client.BILF1iey6X.run(SourceFile:32312) at java.lang.Thread.run(Unknown Source)
  5. client crash

    Nvm, i have to try and see if I can reproduce, and will get back..
  6. crossposted from here: http://steamcommunity.com/app/366220/discussions/4/152392549357753161/ Hello. My friend is hosting a server over Tunngle in Canada while my other friend and I are in Australia, my other friend cannot join his server at all, while I am sometimes able to join, and when I do, I see this: We can see the server in the LAN tab. We can also direct connect sometimes. It's not very stable so we can't see a pattern. To make things work, my Canadian friend has an American friend who CAN connect properly without any problems at all. Any ideas on how to fix this? I can provide information about the server setup on request. Also recently, another Australian friend of ours tried joining and it worked perfectly! We have no idea. UPDATE: I joined as a different name, selected a kingdom but the character select form didnt show up. But I did retrieve this crash report, as the game crashed immediately after. I hope this helps. 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 unlimited forums, and someone else might be able to help you. Contents of console.log: Time is Thu Dec 22 15:14:39 AEST 2016 Running client version === System information === Executing from C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\ Operating system: Windows 7 (arch: amd64, version: 6.1) Java version: 1.8.0_60 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.60-b23 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 Loading character why wont my game work 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": I 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 >>> Main thread exiting. Dec 22, 2016 3:22:09 PM com.sun.javafx.css.StyleManager getCachedImage WARNING: Error loading image: jar:file:/C:/Program%20Files%20(x86)/Steam/SteamApps/common/Wurm%20Unlimited/WurmLauncher/client.jar!/gear_hover.png Changed profile someone Loading character someone Could not find character 'someone', creating it. true Saving props file PlayerFiles\configs\default\gamesettings.txt Keybindings saved. Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) Preparing to enable console logging. Now logging to PlayerFiles\console.someone.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 4 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true connectByIpIp = 7.34.104.106 connectByIpport = 11155 contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:true:0:1920:1080:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 3 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = false hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 6 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = true multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 2 reflections = 4 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = true render_sun_glare = true resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 4 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 2 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 0 sound_play_PMAlert = false sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = true sound_play_work = true start_dedicated_server = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 0 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 4 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up 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 job manager with 7 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: aticfx64 (8.17.10.1484) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: AMD Radeon HD 7800 Series OpenGL version: 4.5.14008 Compatibility Profile Context 21.19.137.1 OpenGL extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding 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_stencil_export 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_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.50 GLSL max vertex uniforms: 4096 (16384) GLSL max fragment uniforms: 4096 (16384) GLSL max varyings: 128 (128) Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 No positions file for 1920x1080 No position data stored for fightwindow No position data stored for skills No position data stored for spelleffects No position data stored for missions No position data stored for achievementWindow No position data stored for chat No position data stored for event No position data stored for inventory No position data stored for equipment No position data stored for wikisearch No position data stored for stats No position data stored for healthbar No position data stored for missionprogress No position data stored for target No position data stored for selected No position data stored for toolbelt No position data stored for compass No position data stored for timers No position data stored for helpbutton No position data stored for skillTracker No position data stored for quickbar No position data stored for Character No position data stored for personalGoalsWindow No position data stored for friend No position data stored for support No position data stored for notification No position data stored for statusEffect No position data stored for menuwindow No position data stored for trade Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to PlayerFiles\players\someone\test_logs\_Event.2016-12.txt Login successful Executing PlayerFiles\configs\default\autorun.txt Resized terrain FBOs to 1024 Now using reflection FBO (1024) Initializing font texture for SansSerif (12). Texture Size: 128 Initializing font texture for SansSerif (11, bold). Texture Size: 128 No mapping found for hair0 Execution aborted at connection 1, iteration 409 Run time 22s, local time Thu Dec 22 15:23:04 AEST 2016 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.nio.BufferUnderflowException at java.nio.HeapByteBuffer.get(Unknown Source) at com.wurmonline.client.comm.SimpleServerConnectionClass.readStringGivenLength(SimpleServerConnectionClass.java:4952) at com.wurmonline.client.comm.SimpleServerConnectionClass.readStringByteLength(SimpleServerConnectionClass.java:4967) at com.wurmonline.client.comm.SimpleServerConnectionClass.reallyHandleCmdSetSkill(SimpleServerConnectionClass.java:2730) at com.wurmonline.client.comm.SimpleServerConnectionClass.reallyHandle(SimpleServerConnectionClass.java:1554) at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:615) at com.wurmonline.client.comm.SimpleServerConnectionClass.update(SimpleServerConnectionClass.java:270) at com.wurmonline.client.WurmClientBase.serverUpdate(WurmClientBase.java:1423) at com.wurmonline.client.WurmClientBase.runGameLoop(WurmClientBase.java:370) at com.wurmonline.client.WurmClientBase.runConnectionLoop(WurmClientBase.java:330) at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:312) at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1485) at java.lang.Thread.run(Unknown Source)
  7. I am running on a mac with Os x 10.11 I have not been able to get the patch update (not sure there is one right now) as of this morning, yesterday everything was fine. here is my error log:
  8. You no longer are required to have a compass in your inventory, this will just give you a 100ql one by default. For use with Ago's Client Modloader. Download (Google Drive)
  9. hey there, i was wondering if it would be possible to create a mod, that allows you to drop concrete like dirt? and i have been fantasizing about a mod, that provides a bsb with 5-10 separate compartments (drawers) within? it would be great to be able to sort 5-10 different qualities within one single bsb.
  10. Client side mod that disables tree collision. No settings or commands required just slap it in your mods directory and go. Download/Source https://github.com/ausimus/wurmunlimited-disabletreecollisions/releases
  11. http://pcgamingwiki.com/wiki/Wurm_Unlimited This site has a few ideas. Not sure if they will help anyone but thought I would post it.
  12. I've taken some screenshots of various lighting problems in the new renderer. Strange indoor light mapping: There are no lights inside this building, but there is one on the outside, on the other side of the wall from the red "X". Somehow, this is lighting up the floor and ceiling on the inside of the building, but is not lighting up the interior of the wall. Lights disappearing over a relatively short distance: Light effects disappear when not very far from them. These screenshots were taken just before and beyond the radius where this happens (note the torch light in the distance). This may just be a limitation of the system, and I'm not sure how it compares to previous versions, but it's still kind of jarring. Lights dimmer when camera is closer to them: Note that the lighting on the wall from this torch is somehow getting less bright as I approach it. This may just be another case of other nearby lights disappearing as I move away from them, but I'm not sure. Lights flickering in and out like crazy over a short distance: These three screenshots were taken within the same half-tile of distance or so along the roadway, as I approach the stone building. Despite the short distance, you can see the lighting is distinctly different in each one. As I walk, the lighting keeps changing, leading to a sort of strobe effect, presumably as different lighting effects flicker in and out. This is especially noticeable on the trees, hedge, and buildings. Similar situation indoors: If you switch between these quickly in an image viewer, the color temperature is very different. I'm aware the flickering/disappearing lights issue possibly exists in the older version of the renderer as well, particularly when a lot of dynamic light sources are around, but the effect certainly seems to be worse now. I understand the effect isn't as pronounced in still screenshots, but on some places on my deed, it almost looks like lightning is flashing, because the image is rapidly changing from one set of lights to another. It definitely wasn't this bad before, and now it keeps making me think that lights are turning off or flickering or something. I know some of this may also seem a bit nickpicky, but most of it is pretty glaringly obvious in-game, worse than in the past, and now seems like the time to address concerns like these anyway.
  13. Every attempt to deposit a hundred iron coins (dragging from an inventory pile of 4600+) into bank on both stable and unstable client results in a crash and the client reloading. Unsure if client or server persay tbh. EDIT: Occurs when trying to drag into any container window, not just bank. Also found having shift down to toggle shift drag helps avoid the crash.
  14. Hello! There is a feature of using different configuration sets for different characters. When I create a profile, let's say "priest", and add this profile as default one to one of my character, then try to log in into game with different profile selected, character still uses "priest" profile, not one I have selected in GUI. I hope this is understandable, if not I will add screenshots.
  15. Hi Everyone, It's been another busy week, with testing and taking feedback. I'd like to thank you all for providing me with your thoughts, time and bugs, we've made huge steps this week, and it's on with the news! Patch Notes Wurm Unlimited Feedback and fun The test server as you all know has had the new client renderer as well as rifts on it this week, and there’s been a lot of enormous feedback, which we’d like to thank you all for, this unfortunately does mean that there’s several things we need to address PvP and rift loot With the introduction of the rift loot, some pvpers showed concern about how the loot and the bonuses it gives would affect balance. Most shoulders give bonuses to lighter armours, but we have made the decision to make them vanity only in PvP pending further discussion. We wish to ensure that any bonuses they do bring are balanced, and don’t set a new requirement to enter pvp. We’ll release the full bonus info on the 24th with the update. Unstable client So after a long period of dev and in-house testing, we unleashed the new client renderer on test this week, and have received valuable feedback. As a result we have decided to delay the renderers release, until we are sure that this client works for players and that major bugs are squashed, the expected release date for the new client will be on the 6th of June, Wurms Anniversary. That doesn’t mean you can’t use it on the 24th! It will be available as our unstable client from then, and we’ll continue to take feedback. Wurm turns ten! And we’re giving away the presents! We’ll have random anniversary loot boxes, which contain a random item, including some pretty rare items such as the Staff of the Land or the Pale Mask! Every premium player will receive one on our June 6th update, so simply login to collect yours! We’ll also be giving out some during events and such too, so your chance of getting something cool goes up and up! Community Content A thread on the Independence forum raised an old piece of writing done by Aeris a few years ago, named Independence anthem. It’s a song dedicated to the brave settlers of Independence, and is quite awesome! So just to reiterate, cave dwellings and Rifts will go live on the 24th, at 12:00PM Server time (UTC+1) The new client will be available on unstable and we’ll continue to work on that for a release on June 6th. Until then though, keep on wurming!
  16. Hello All, The Steam Client stops downloading at 18.3mb. Then restarts the download at 0 again. Continuous loop of this. If I stop it after the 18.3mb then click on Play it crashes out. The download directory has all the file names and .jar files but they all say these are corrupted when I click on them. I have deleted the cache and download files and tried to start again but same issues. Can someone please suggest something?
  17. I can start wurm unlimited and i will click on settings to lower them. When i click on a graphics opiton to set on low the whole client freezes and stops repsonding. When i click connect to server it wont ever connect either. It will show the wurm unlimited icon on the bottom of my screen but wont connect at all.
  18. My suggestion is that there should be a place under settings to add java arguments. Many java games like WO, has a place in their client to add arguments so we can add more ram. This would be usefull so that we dont have to create new icons with our own arguments. This would make the client run smoother in my opinion. Another option could be to put sliders or a box in saying xx min amount of ram to use, and yy maximum amount of ram to use. The picture below is an example of MC, and shows what I am talking about. (In the red box)
  19. Fix: go to: control panel > java >general >networksetings and make sure its set to "direct connection". in my case it was set to browser settings, i changed it to direct connection and now everything is working fine. I hope this will also help others with similar problems. Thanks to all that helped! Rainbow ___________________ Original post: Hello, i have issues since is started again to play wurm ( ~3weeks ago). In these weeks it need to start wurm 5-20times until it worked but today i tried it arround 50 times and it doesnt worked. >I deinstalled java and the game already, didnt worked. Also updated to the new version, (java 8 update 65, 64-bit) >Game isnt starting ____________________ the problem: If I start Wurm Online it shows me an Error window: "Application Issues" "Application cannot start" Error: Connection reset ___________________ details: Log (startdata): (sorry didnt found the spoiler function^^) <?xml version="1.0" encoding="utf-8"?><jnlp spec="1.0" codebase="http://www.wurmonline.com/client/" href="wurmclient.jnlp"> <information> <title>Wurm Online</title> <vendor>Code Club AB</vendor> <homepage href="http://www.wurmonline.com/" /> <description>Wurm Online client</description> <icon href="wurm_icon_128.png" width="128" height="128" /> <icon href="wurm_icon_64.png" width="64" height="64" /> <icon href="wurm_icon_32.png" width="32" height="32" /> <icon href="wurm_icon_16.png" width="16" height="16" /> <icon kind="splash" href="splash.gif" /> <shortcut online="true"> <desktop /> <menu submenu="Wurm Online" /> </shortcut> </information> <!-- These are default values, but just to be clear --> <update check="timeout" policy="always" /> <security> <all-permissions /> </security> <resources> <!-- Java 1.5 is not supported starting from WurmClient 3.1 --> <j2se href="http://java.sun.com/products/autodl/j2se" version="1.8+" initial-heap-size="512M" max-heap-size="1024M" /> <property name="sun.java2d.noddraw" value="true" /> <property name="org.lwjgl.input.Mouse.allowNegativeMouseCoords" value="true" /> <jar href="wurmclient.jar" main="true" /> <jar href="wurmres.jar" /> <jar href="libraries-stable-2013/colladabind.jar" version="1.0.0" /> <jar href="libraries-stable-2013/irclib.jar" version="1.10" /> <jar href="libraries-stable-2013/jogg.jar" version="0.0.7" /> <jar href="libraries-stable-2013/jorbis.jar" version="0.0.15" /> <jar href="libraries-stable-2013/joXSI.jar" version="1.0.0" /> <jar href="libraries-stable-2013/jzipupdate.jar" version="0.9.1" /> <jar href="libraries-stable-2013/lwjgl.jar" version="2.9.1" /> <jar href="libraries-stable-2013/lwjgl_util.jar" version="2.9.1" /> <jar href="libraries-stable-2013/PNGDecoder.jar" version="0.0.1" /> <jar href="libraries-stable-2013/slick-util.jar" version="b208" /> <jar href="libraries-stable-2013/vecmath.jar" version="1.5.2" /> <jar href="libraries-stable-2013/jbullet.jar" version="1.0.0" /> <jar href="libraries-stable-2013/commons-codec.jar" version="1.4" /> <jar href="libraries-stable-2013/commons-httpclient.jar" version="3.1" /> <jar href="libraries-stable-2013/commons-logging.jar" version="1.1.3" /> </resources> <resources os="Win" arch="x86"><!-- Windows 32-bit java --> <nativelib href="libraries-stable-2013/lwjgl-natives-windows.jar" version="2.9.1"/> </resources> <resources os="Win" arch="amd64"><!-- Windows 64-bit java --> <nativelib href="libraries-stable-2013/lwjgl-natives-windows.jar" version="2.9.1"/> </resources> <resources os="Mac" arch="ppc"><!-- PowerPC Mac --> <nativelib href="libraries-stable-2013/lwjgl-natives-macosx.jar" version="2.9.1"/> </resources> <resources os="Mac" arch="i386"><!-- Intel Mac 32-bit java --> <nativelib href="libraries-stable-2013/lwjgl-natives-macosx.jar" version="2.9.1"/> </resources> <resources os="Mac" arch="x86_64"><!-- Intel Mac 64-bit java --> <nativelib href="libraries-stable-2013/lwjgl-natives-macosx.jar" version="2.9.1"/> </resources> <resources os="Linux" arch="i386"><!-- Linux 32-bit Sun java --> <nativelib href="libraries-stable-2013/lwjgl-natives-linux.jar" version="2.9.1"/> </resources> <resources os="Linux" arch="x86"><!-- UNKNOWN --> <nativelib href="libraries-stable-2013/lwjgl-natives-linux.jar" version="2.9.1"/> </resources> <resources os="Linux" arch="amd64"><!-- Linux 64-bit Sun java --> <nativelib href="libraries-stable-2013/lwjgl-natives-linux.jar" version="2.9.1"/> </resources> <resources os="Linux" arch="x86_64"><!-- UNKNOWN --> <nativelib href="libraries-stable-2013/lwjgl-natives-linux.jar" version="2.9.1"/> </resources> <resources os="SunOS" arch="sparc"><!-- UNKNOWN --> <nativelib href="libraries-stable-2013/lwjgl-natives-solaris.jar" version="2.9.1"/> </resources> <application-desc main-class="com.wurmonline.client.WurmLauncher" name="Wurm Online" /></jnlp> exception: java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at java.net.SocketInputStream.read(Unknown Source) at java.io.BufferedInputStream.fill(Unknown Source) at java.io.BufferedInputStream.read1(Unknown Source) at java.io.BufferedInputStream.read(Unknown Source) at sun.net.www.http.HttpClient.parseHTTPHeader(Unknown Source) at sun.net.www.http.HttpClient.parseHTTP(Unknown Source) at sun.net.www.http.HttpClient.parseHTTP(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.access$200(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection$9.run(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection$9.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessController.doPrivilegedWithCombiner(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at com.sun.deploy.net.HttpUtils.followRedirects(Unknown Source) at com.sun.deploy.net.BasicHttpRequest.doRequest(Unknown Source) at com.sun.deploy.net.BasicHttpRequest.doGetRequestEX(Unknown Source) at com.sun.deploy.cache.ResourceProviderImpl.checkUpdateAvailable(Unknown Source) at com.sun.deploy.cache.ResourceProviderImpl.isUpdateAvailable(Unknown Source) at com.sun.deploy.cache.ResourceProviderImpl.getResource(Unknown Source) at com.sun.deploy.cache.ResourceProviderImpl.getResource(Unknown Source) at com.sun.javaws.LaunchDownload$DownloadTask.call(Unknown Source) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) so it shows up connection error, but i have a connection to the internet. I hope anybody can help me, probably anyone had the same issue in the past. Thanks for help!
  20. My suggestion is when a player loads the game launcher, that instead of having a population of xx is online, to have each server listed individually. Also, this applies the forums and the main site. Same difference for example applies that we don't have Freedom cluster xx people online, each server is listed individually. The same list should apply to epic servers.
  21. Game has been running fine (even earlier today) but now after hitting Play it crashes immediately. I get the following log: if any of the stuff between those two sections of the log are important I can paste them in here too. Thanks for any kind of help--it's just strange to me that it happened suddenly when I have changed nothing and everything is up to date as far as I know.
  22. Hi, I am trying to get my game to work, but everything I have tried hasn't worked, i'm wondering if anyone can help. I click on it and nothing happens, no error message no nothing, I tried the java pathing, nothing, I tried letting my computer troubleshoot, nothing, I updated my java to the latest 8.66. Is there another program i have to check for an update, or what am i doing wrong here, any help is much appreciated. Thank you
  23. Repost: http://forum.wurmonline.com/index.php?/topic/131754-cant-start-client-anymore-connection-reset/#entry1353631
  24. Given the number of custom maps being produced by all and sundry, I have a request. Can someone please produce a handy tool that will inject the custom server map into the client jar? I have about as much coding ability as the average harvest mouse, otherwise I'd attempt something. I know how to do this by hand, but not everyone is happy about rooting around in .jar files, so a more automated process would be appreciated, even a CLI tool would be a good start.
  25. When I left click, e.g., to rotate the view, to activate something, etc., the cursor disappears then re-appears about 15cm (6in) straight down from where I clicked when I'm in windowed mode or at the bottom of the screen and about 5cm (2in) to the right when I'm in fullscreen mode. When two screens are available and I use fullscreen mode, the cursor is moved to the lowest point of all screens. Tested on MacBook Pro 11,3 using the built-in trackpad, a Magic Mouse, and a CST trackball (all gave identical results.) Log: https://gist.github.com/anonymous/67e9dd19c6bfeba6f663 While this sounds minor, it can lead to some fairly annoying deaths and UX problems due to either the mouse being over something unexpected upon a second click or more significantly, being over a different application window and therefore having moved focus for the keyboard input as well. For example, you're running along a ridge line that curves ahead, so you click to rotate the view a bit, then click again to rotate a bit more, but the second click moved focus away from Wurm and so over the cliff you go since your keyboard input is now going elsewhere.