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Found 137 results

  1. Hi! I've made a modification on top of Tomgr's third person mod (, mainly to address a couple personal gripes I had with it, but also with the intention of improving it further. Current improvements: Fixed headbob causing the camera to do funky dance moves (v1.2.1) The camera now rotates around the player, instead of the floor (v1.2.0) Stopped xoffset skewing towards the center when pointing the camera up and down (v1.2.0) Doubled the maximum zoom out range (v1.2.0) Possible future improvements: Save config (enabled, zoom level, xoffset) ? If you're coming from Tomgr's version: The toggle command has changed from `toggle tp` to `tp toggle`. These mods are not designed to work together, this mod is a replacement. Please remove the other third person mod when you install this one. Rotation preview: Source and download instructions:
  2. White Christmas Client Mod - Wurm Unlimited After changing seasons were implemented into Wurm there was only a small chance of white christmas anymore. Previously in the early days of Wurm it was only but always winter during christmas. White christmas in Wurm was a common thing and all players were looking forward to this time and were hyped for Santa to arrive at the spawn towns. Therefore, we want to bring this time back to Wurm Unlimited and introduce the White Christmas client mod to you. This mod will override the current season clientside with winter around christmas. We defined christmas time from 23rd of December to 1st of January (including start and end date) every year. Similar to how it was before changing seasons were implemented into Wurm. This mod requires Ago's client modloader that can be downloaded from GitHub: To install this mod simply put all files into your mod folder of your Wurm Unlimited Client, similar to every other Wurm Unlimited mod installation. This mod will have priority over bdew's no winter mod, therefore bdew's no winter mod will stop working after applying this mod. You are using this mod at your own risk! Please report any found problems as a GitLab issue, I will look into them. In case you find any problem please include as many details as possible and screenshots of the problem. Download client mod: Settings (optional) By default this mod will overwrite the season from 23rd of December to 1st of January (including start and end date) every year to Winter. Outside of this time range the normal season of the server will be used by default. However, there are multiple settings that can be used to lock the season outside of the christmas time range. The following settings can be adjusted in the properties file: #0...Mod disabled #1...White Christmas then normal seasons (default) #2...White Christmas otherwise locked season (eg. no winter). -> Lock season with seasonLockValue (default summer) seasonModificationValue=1 #This parameter requires the seasonModificationValue to have the value 2, otherwise it will have no effect. (Locks season outside of christmas time range) #0...Winter #1...Spring #2...Summer (default) #3...Fall seasonLockValue=2
  3. I guess I've probably held onto this privately for a bit too long, considering how relatively harmless it is. Here you go. Before After For use with Ago's Client Modloader. Download (Google Drive)
  4. Today alone my steam client has now crashed 5 times, each time with no notification, error message or error code. This happens almost daily and has been happening for months. Hopefully devs see this and work towards getting it fixed. EDIT: It just happened again. Log: end of edit.
  5. [RELEASED] Live Map Sponsored by Razors Edge (Ages of Urath Saga) server This is a client mod. Requires client modloader * Download livemap-<version>.zip * Extract livemap-<version>.zip into client folder (the jar should land in mods/livemap/livemap.jar). * Enjoy Issues * The buttons are ugly as hell * The 3D view may scroll out of range when walking up a high mountain * Your dot may end up behind a mountain in 3D view
  6. I am trying to launch the Test, Old UI, Live, Live low memory and all give me the same issue. I can not even close out fo the error box I have to kill the process.
  7. This kind of falls under suggestions and town square related. However, please allow client side modding, this allows something that in the future instead of the devs dealing with some simple visual thing it out sources it to an external modder. This way the dev team can deal with more important things like fixing bugs etc... I'm sure plenty of us here who do programming or have ideas for visual client side only features, but don't want to bother the devs with them; we could do them and share them with others. I understand the concern with not wanting to deal with people trying to do macro'ing but as a start, just make it where you can't activate an item with a client side mod and that would solve the issue (in my opinion), and see where it goes. 1 example of a mod I would create is adding a counter to stacks, so instead of opening up a window, it displays a number somewhere on the screen of a rock stack that I'm mining, or number of items in a tile. ( see my point, pointless for the dev team to implement, just a nice to have that I could throw together with a client mod in my free time... etc...)
  8. I may be well on the way to becoming the board's dunce here. Got another question, or series thereof. (Cross-posted to So I've got a couple of mods on my server, and have tried to install the necessary files on the client side. The mods are Bdew's Halloween, and the hitching post (not sure if it's his). They work fine on the server side, but I see only default graphics on the client. So I made sure to update the serverpacks and ago's modlauncher files from github. Then I ran patcher.bat. Yet I still see only the default graphics. After a post by someone helpful, I tried adding the relevant files to my \mods folder, but.... no luck. Things I tried: Adding, \halloween and \bdew_sever_mod_tools to the \mod directory, with in the \halloween directory. Patched, but game would not run. Last four lines of log: [06:08:15 PM] INFO org.gotti.wurmunlimited.modloader.ModLoaderShared: Reading mods\ [06:08:15 PM] INFO org.gotti.wurmunlimited.modloader.ModLoaderShared: Reading mods\bdew_server_mod_tools\bdew_server_mod_tools.jar!/META-INF/org.gotti.wurmunlimited.modloader/ [06:08:15 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\bdew_server_mod_tools\bdew_server_mod_tools.jar] [06:08:15 PM] SEVERE org.gotti.wurmunlimited.clientlauncher.DelegatedLauncher: org/gotti/wurmunlimited/modloader/interfaces/WurmServerMod Re-validated Steam files to clear the patch, then added, \halloween and \bdew_sever_mod_tools to the \mod directory, with and halloween.jar in the \halloween directory. Ran patcher.bat, but the game would not run when I tried it. Last four lines of log were exactly the same. Re-validated Steam files to clear the patch, then unzipped into the \halloween directory (and removed the zip file). Ran patcher.bat, but game would not run when I tried it. Last four lines of log were exactly the same. A screenshot of someone's working directories/files would probably help. I have a peculiar twist of mind that makes me ideal for writing precise instructions (I do it for a living), but following anyone else's less rigorous explanations leaves me floundering in a mess of "did they mean this or that?" or overlooking an assumed but unstated instruction. Here's my starting \mods directory before the sequence above.
  9. Client Mod Loader Installer I have put together an installer for @agoclient mod loader. I created it because a lot of player have issues trying to figure out how to install it and get mods running. I have some client mods included that you can choose from when installing. Let me know if you would like other client mods included with this installer. Updated as new mod loader versions are released. Features: Installer has been written from scratch using NSIS Supports many different languages Choose which mods you want to install (all mods checked by default) Automatically runs the patcher after install if you choose so (it is recommended that you choose to do so or the mods will not work) Uninstaller included Mods Included: Improved Compass Custom Keybind Time-Lock Live Map Improved Improve Custom Client Render 3rd Person View Scanner Bright Caves Archeology Groups Skill Gain Tracker Better Tooltips Future Release Plans: I plan to release a version that will automatically find the correct install path for you. If anyone knows how to do this already, send me a PM here. I have the NSIS script included on the GitHub page. Windows Download: HERE
  10. Sometimes when adding items to an unfinished complex item, the unfinished item disappears from the crafting window and you have to drag it back in again to queue more crafting actions. The already ongoing actions finish without the item in the crafting window. It doesn't happen every time, but often enough that it's noticeable.
  11. Sometimes I become unable to type in game, in the Steam client. I can still use hotkeys and even press Enter to focus the chat input field, but when I try to type nothing happens. I'm not sure, but I might have used the Steam overlay prior to the bug occuring. Restarting the client makes it work again.
  12. This is a client mod. Requires client modloader This mod transfers messages from arbitrary chat tab(Village chat for example) to Discord channel.. Also there is a way to print the list of online players to Discord. Setup instructions: Install mod following instructions of Ago's Client Mod Launcher Modify the file. This file must contain the discord bot token, the name of discord server and the transfer list. Example: discordTransfers=Village->villagechat;Alliance->alliancechat Messages from village or alliance chats will be transferred to corresponding Discord chat rooms - villagechat and alliancechat respectively 3. The Discord bot must be added to the discord server and have rights to read and write messages to the chat room. 4. Read online manuals of how to get Discord bot token. That seems to be a nice tutorial. 5. Download a java library from here and copy to the directory where WurmLauncher.exe file lies. How to use: In the game console type "discord on". Any messages you get in configured chats will be transferred to discord and vice versa. If someone will type "!who" in the discord chat room - the bot will answer with the list of online players in corresponding chat tab. The timeout is 10 seconds. "discord off" in game console will turn mod off. "discord info" will print out every transfers you configured
  13. Hey all, First up, full credit to the devs for winding back the minimum OS requirements. Awesome work. UPDATE: This issue has fixed via an update. After installing the new native 10.8+ Mac launcher that dropped this morning, I seem to get caught between the splash screen and the game world. I'm not even entirely sure how to explain it. All of the GUI elements appear, but instead of seeing the wonderful land of Xanadu, the splash screen remains. The cursor shows the text "Cave Wall" (as I am presently in a cave) but moving the cursor produces an effect very similar to the cascading cards on the win screen for MS Solitaire. Resizing the any of the GUI elements produces this same effect. Switching back to the purely Java launcher, I am able to successfully enter game. Even noting the moved and resized GUI windows. As yet I am unable to determine if this is a build issue or local computer problem. I've tried very little and I'm all out of ideas. Of note: This occurs in both Windowed, Windowed Fullscreen and full-screen modes. I've tested 2560x1440, 1920x1080, 1024x768 resolutions. Disabled GLSL support. Unselected 'Optional PMK Graphics' (Stabbing in the dark.) My dedicated Wurm Box: Mid 2010 iMac macOS High Sierra (10.13.6) with all current OS and Java updates. 2.93GHz Intel Core i7 8GB RAM ATI Radeon HD 5750 1024MB on-board graphics. Any thoughts?
  14. Hello everyone! After last update 1.6 my character's (and other players in my vision) textures become gray, and game map turns into white mess without any texture. When i click on "show player" button in character equpment window, game client always crashing. What i should do to fix that error? I really need your help with that problem! And forgive me for my english :3
  15. Goodday to all, As title mentions my client will crash with a javaerror, before further detail some pc info: Processor: Intel i7-4790k CPU 4GHz Ram: 16 GB, 64bit Nvidia Geforge GTX 970, latest build Java 8, latest build The client can run on the lowest settings (no animations, no glow of rares etc) untill a female toon pop up. Taking ingame screenshots will also crash the game. The link below has a crash log for F11 crash, crash log with female toon in local, a normal start and exit (without any toons in local) and a picture of the fps i get from a dxdiag and both setting folders i used during these crashes. This isnt the first post about this topic, several people already had a go at this, all previous methods had no succes in overcoming this error. The java version is 8 and on the latest build, drivers are on the latest build aswell, the error keeps happening when ever a female character loads in or the LoD is turned on or most of the otherwise disabled settings in the "med working" config are turned on.
  16. Ok, sometimes (seems random so far) the landscape and sky white out. Hard to reproduce. I just have to wonder around till it occurs. Or, in some cases, it just occurs when I don't have my Wurm window on top. The following vid happened only when my Wurm window was not on top. It occurred inside Teeebomb's Tall House, in Cornersville deed, on Indy server. This was since the update today, this sort of thing. When this was happening, I had a setting on my adv graphix tab named, 'use normal mapping' checked. I have since then unchecked that check box. Now am gonna monitor this, see if I get any further such white out flashes. Will post updates here. Thanks your time, TeeeBOMB Update. This does happen, even w/ m graphics setting 'use normal mapping' unchecked. Is quite disorientating when riding along on a horse.
  17. I cant download the game i press the play button on the website and then i download the client to my desktop. I checked my java according to suggestions on the forums and try to launch the client. It looks like its launching and i see a little box with a java icon showing. i see a java application on the task manager working. then both the box and the application disappears. I am using a Lenovo laptop. Could you please help me because i have been looking for a fix more than a year now and i realized i could ask here. Thank you. "Edit" By the way i dont know if its the right place for this topic or not i apologize if i am mistaken. "Edit"
  18. Hello, I have tried and tried to open my client that I downloaded from main page. All I get is another client. They are just explorer tags. Do not even look like a game client. I registered and created a character. What can I do? Thank you.
  19. Random and frequent crashes of java client. Many logs with random errors. Solved, when changing LaunchConfig.ini Added an option for java XX:+UseG1GC Here are all my LaunchConfig.ini: [Runtime] OverrideDefaultJavaPath=true JavaPath=C:\Program Files\Java\jre1.8.0_201\bin\server [Memory] InitialHeap=1024m MaxHeapSize=4096m [VMParams] JvmParam0=-XX:+UseG1GC JvmParam1=-XX:+AggressiveOpts
  20. basically places the item where it is showing, not accurate so would like to find a fix, will give any info when needed. So i changed resolution scaling to 200 when the update hit, didn't realize it would affect the placement overlay, realized this might be a reason and switched to 100% and is now working properly. Plz Fix
  21. It seems like right now the server doesn't communicate with the client about accessing locked gates/doors until you are on the same tile as the gate/door. Then after a delay, the door will unlock for you. I think this delay could be minimized if the client communicated with the server in advance, say access to all structures within 10 tiles should be rendered every time the player changes a tile, and the client will be ready to freely pass through a locked gate/door more readily without delay. It seems like the client waits until on the same tile as the locked structure to communicate with the server and check permissions for passage, then once the client hears back from the server it is unlocked. This type of "permissions rendering" could be done before you are on the same tile, to prevent the delay everyone outside of Europe often experiences when approaching a locked gate. Proposal: client pings server every time player changes tiles, for structure permissions within 10 tile radius so that the client already has permission to let you through the locked gates before you reach them.
  22. [Alpha] Waypoints

    NO MORE GETTING LOST IN THE WOODS! In order to use this mod, you must install the Client Modlauncher mod, and extract the mod to the mods folder! You can download the mod from here: To use the mod, ingame press escape, and click "Waypoint Manager" Then click "New Waypoint" Make sure the X, Y, and Z coordinates are what you want finally click Create Waypoint You should now see a waypoint where you specified The default position specified, is your player's current position A more formated post will come later, i just wanted to get this ready. Happy modding
  23. This is a client/server mod to add quality and damage information to the tooltip when hovering over structures (walls, fences, bridges, etc.) as well as ground items (forges, carts, tents, single dropped items, etc.) It requires Ago's client and server modloaders. Updated May 20, 2016 to version 0.4. Requires the newest client (0.4) and server (0.19) modloaders and uses bdew's ModComm API to send the data between the client/server so it no longer creates chat windows if you are missing the client. 0.3 still works with the older modloader if for some reason you can't update. Latest Release on github Readme on github Changelog on github Background I created it for my own benefit as I am new to Wurm and was annoyed having to hit examine to see how a structure I was imping was changing. I'm releasing it in case anyone else wants similar functionality. I don't have a ton of time but if you have change requests let me know. Special thanks to: ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. bdew for making several mods I use and also posting the code. Also for making the ModComm API and updating this mod for it. joedobo for posting useful information about modding wurm unlimited. Instructions (Copied from Readme link above) Client Installation Download Extract into wurm unlimited client folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited/WurmLauncher). The QualityDamageTooltipsClient.jar file should end up in mods/QualityDamageTooltipsClient/QualityDamageTooltipsClient.jar Server Installation Download Extract into wurm unlimited dedicated server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The QualityDamageTooltipsServer.jar file should end up in mods/QualityDamageTooltipsServer/QualityDamageTooltipsServer.jar. Startup Start the Wurm Dedicated Server and Wurm Client and enjoy! Youtube video showing usage: Have fun! -Tyson
  24. Hi there. I have 440+ hours in game, had no performance issue, 90+ fps, all fine (had minor visual glitch but nothing serious). Suddenly, yesterday, I closed a game, got back to it less than an hour later and it displays 1 frame every 30 seconds or so, sometimes freezes for several minutes, can't do anything about it. Cursor is responsive, I can use my system okay, but the game just renders frames extremely slow! I tried to remove player settings, reinstall the game, reinstall Steam, rolled back nvidia driver (it updated earlier that day but all worked fine for hours after reboot). Other games still run 60+ fps no issues (Shadow of Mordor, Dying Light, etc.). I'm clueless on what else I can try. The only "success" I had so far was switching to open source Nouveau driver, it let me run the game at about 5fps... Returning back to Nvidia driver 390.42 (current) didn't help. I'm on Manjaro.i3, up to date, using Steam runtime and java that comes with game - didn't change anything here. The only change I made was trying to set a number of model loading threads to 8 (even though my CPU has 4 cores) but I reversed that setting and it didn't help. My system is more than capable of running the game with high fps (as I said, it used to work). I'm pasting my rig, terminal output when running a game and console.log content below - any suggestions are appreciated. How do I debug this? Cheers. System: Host: blackshit Kernel: 4.14.27-1-MANJARO x86_64 bits: 64 Desktop: i3 Distro: Manjaro Linux CPU: Quad core Intel Core i5-6600K (-MCP-) cache: 6144 KB clock speeds: max: 3900 MHz 1: 800 MHz 2: 800 MHz 3: 800 MHz 4: 800 MHz Graphics: Card: NVIDIA GP104 [GeForce GTX 1070] Display Server: x11 (X.Org 1.19.6 ) driver: nvidia Resolution: 2560x1440@59.95hz OpenGL: renderer: GeForce GTX 1070/PCIe/SSE2 version: 4.6.0 NVIDIA 390.42 Sensors: System Temperatures: cpu: 29.8C mobo: 27.8C gpu: 40C Info: Processes: 170 Uptime: 54 min Memory: 2936.0/16005.1MB Running the game from terminal (can't see any issue here): $ ./WurmLauncher Starting: /home/cg/.local/share/Steam/SteamApps/common/Wurm Unlimited/WurmLauncher Args: 1 Runtime path: /home/cg/.local/share/Steam/SteamApps/common/Wurm Unlimited/WurmLauncher/../runtime/jre1.8.0_121/lib/amd64/server/ Working Directory: /home/cg/.local/share/Steam/SteamApps/common/Wurm Unlimited/WurmLauncher Number of options: 7 Create java VM! Time is Tue Mar 20 20:28:06 CET 2018 Running client version === System information === Executing from /home/USERNAME/.local/share/Steam/SteamApps/common/Wurm Unlimited/WurmLauncher/ Operating system: Linux (arch: amd64, version: 4.14.27-1-MANJARO) Java version: 1.8.0_121 (Oracle Corporation) <> Jvm version: 25.121-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 4 szCmd: /bin/sh -c '"/home/cg/.local/share/Steam/" "steam://run/366220"' & Time is Tue Mar 20 20:28:07 CET 2018 Performing final cleanup after playing 0s Running Steam on manjarolinux 17.1.6 64-bit STEAM_RUNTIME is enabled by the user Setting up Collada Model Loader Setting up WurmModel Model Loader Running garbage collector... Pins up-to-date! Running finalization... Goodbye. Exit. Content of console.log (can't see any issue either): Time is Tue Mar 20 20:28:07 CET 2018 Running client version === System information === Executing from /home/USERNAME/.local/share/Steam/SteamApps/common/Wurm Unlimited/WurmLauncher/ Operating system: Linux (arch: amd64, version: 4.14.27-1-MANJARO) Java version: 1.8.0_121 (Oracle Corporation) <> Jvm version: 25.121-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 4 Loading character Cyperez Loading config default Loading props file PlayerFiles/configs/default/gamesettings.txt Executing PlayerFiles/configs/default/keybindings.txt Keybinds UI: Secondary keybind for "toggle character": F9 Keybinds UI: Secondary keybind for QUICK_SHOT: MOUSE4 Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) >>> Main thread exiting. Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) Loading props file PlayerFiles/players/Cyperez/playerdata_test.txt Loading props file PlayerFiles/players/Cyperez/stats.txt Preparing to enable console logging. Now logging to PlayerFiles/console.Cyperez.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 4 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.4,0.72,0.47,1.0 color_grey = 0.5,0.75,1.0,1.0 color_lime = 0.5,1.0,0.5,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.58,0.04,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.5,0.5,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = true connectByIpIp = connectByIpport = 3724 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 = 1 disable_select_all_shortcut = false display_settings = false:true:0:2560:1440:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = false 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 = 110 fps_limit = 60 fps_limit_background = 15 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 = 9 game_client_thread_priority = 3 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = false hide_inactive_friends = true hide_menu_examine = true hide_menu_no_target = true hide_menu_spam_mode = true hide_menu_stop = true 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 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 8 max_shader_lights = 8 max_texture_size = 3 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 3 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 = 3 reflection_texture_size = 2 reflections = 4 release_context = false release_context_on_jogl_sleep = false remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = true render_vignette = false resident_models = false save_skills_on_quit = false screen_brightness = 0.0 screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 4 shadow_level = 4 shadow_mapsize = 3 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 = 5 sound_play_PMAlert = true 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 = false 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 = 4 use_antialiasing = 1 use_fast_clock_work_around = true 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 Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 2560:1440:0:0 (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: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1070/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 390.42 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_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_shared_exponent GL_EXT_texture_sRGB 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_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge 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_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd 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_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_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_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_vdpau_interop 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_gpu_memory_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_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 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 10 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/Cyperez/windows_2560x1440.txt Loading props file PlayerFiles/players/Cyperez/windows_2560x1440.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to PlayerFiles/players/Cyperez/test_logs/_Event.2018-03.txt Writing to PlayerFiles/players/Cyperez/test_logs/Alliance.2018-03.txt Login successful Executing PlayerFiles/configs/default/autorun.txt Initializing font texture for SansSerif (12). Texture Size: 128 Initializing font texture for Cry Uncial (64). Texture Size: 1024 No mapping found for hair6 Exception in thread "JavaFX Application Thread" java.lang.IncompatibleClassChangeError at Method) at$null$49( at Shutting down OpenAL subsystem.