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Fraeya

client whitescreen crash

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Just had this problem right now and it continued to crash every time I reloaded the client, tried all different profiles, eventually I got logged in by disabling sound.

 

Edit: I captured a dump from task manager if that helps anyone.

Edited by Threap
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Threap, I love you right now.  I read this and came back to try.  I am happy to say I have 10 clients running at everything max, except sound disabled.  Not one crash so far, doing everything I can to make it crash.  My fans are running hot, but I can live with this.  Now to see if I can enable sound on just one and see if it causes only that one to crash or if it can take them all out.  Will try both hardware and software sound engines.

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try also checking whether sound is running in HARDWARE or SOFTWARE mode

 

If I recall in the past WURM had problems with HARDWARE (OpenAL) mode and maybe that is back. 

 

Or just try whatever is opposite of what you used before.

 

 

Edited by Brash_Endeavors

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Been testing hardware sound on only 1 client, with all the others set to disabled sound and it ran a few hours just fine. Hardware is the default setting.  Now moved to a software sound setting and on 5 clients at once.  So far, it is working just fine - with one exception:  My sounds are muted considerably, as if I am hearing them from a distance, but I do get a normal sound once in a while.

 

If this continues working well, my next test will be for one client at hardware and the rest at software.

 

I'd completely forgotten this bug Brash.  Thank you for the reminder :)  Makes me think they grabbed some old code, when they started reintroducing the wood textures?  I've noticed barrels, chests and beds all now have the distinct wood type textures again.

 

Edit: almost an hour with 5 clients running software sound and not 1 lockup.  This has to be it, at least for my issues.  Hopefully others as well?

Edited by Wurmhole

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Another thing to check -- people often keep graphics drivers up to date but forget to check on sound drivers. Or sometimes microsoft likes to "update" drivers with something not openGL/OpenAL friendly. Or, sometimes people add  a fancy new USB headset which has a separate soundchip embedded and doesn't play well with generic drivers. Or old USB devices have left hidden drivers installed for hardware you no longer even have, that conflicts and causes crashes.   Some of the onboard motherboard soundchips even keep pretty decent montlhly updated drivers these days, like realtek -- though apparently some recent realtek drivers also cause crashing for someWin10 users. Also maybe see this thread.

 

Anyway  there might even be an easy fix that lets you go back to OpenAL on all clients, if you are in the mood for a bit more poking around.  If it is narrowed down to 'may be related to sound',  half the work is done.  

 

Would be interesting to know whether some of the other whitescreen crashes also experimented with whether disabling sound (not just setting to 0) makes any difference, since one of the common  issueswith the crashes is running multiple clients at one time,.  Would be marvelous if they finally found an easy fix. 

 

 

 

 

 

 

 

 

Edited by Brash_Endeavors
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I spoke too soon.  Logged out my alts and was just running my main solo, using software sound.  Was about to exit my mine and the client locked up.  Back to square 1.

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my console log fromm the last crash, after the new patch came out a couple hours ago, which isn't fixing anything for us white screen sufferers.

 

Spoiler


Preparing to enable console logging.
Now logging to C:\Users\USERNAME\wurm\console.shaylie.log
Time is Mon Jan 08 19:54:40 EST 2018
Running client version 4.0.22
         client build# 211d320477ecaa750b786e6f53559f9a0eb944d5
     client build time 2018-01-09 01:46

=== System information ===
Executing from C:\Users\USERNAME\Desktop\
Operating system: Windows 10 (arch: amd64, version: 10.0)
Java version: 1.8.0_151 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.151-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 8


=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 0
censor_chat = true
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
contribution_culling = 40
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:false:0:1280:720:32:-1:false:false
enable_contribution_culling = false
enable_debugs = false
enable_lod = false
enable_shift_drag = true
enable_vsync = true
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 = 30
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 = 10
game_client_thread_priority = 2
glsl_debug_loading = false
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 4
gui_skin = 2
has_read_eula = true
hide_inactive_friends = false
hide_menu_examine = true
hide_menu_no_target = false
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 = true
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 = false
loadInventoryStartup = true
local_list_in_event = true
lod = 1
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = false
max_dynamic_lights = 16
max_shader_lights = 8
max_texture_size = 3
mega_texture_size = 2
model_loader_thread_priority = 2
model_loading_threads = 4
mount_rotation = false
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 = false
render_vignette = false
resident_models = false
save_skills_on_quit = true
screen_brightness = 0.0
screenshot_file_format = 1
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 4
shadow_level = 4
shadow_mapsize = 3
shift_drag_default = 100
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 5
skillgain_no_alignment = false
skillgain_no_favor = true
skydetail = 2
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = true
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
structure_render_distance = 4
submit_client_data = 2
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 = 4
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 C:\Users\USERNAME\wurm\configs\1280x720 high sound\keybindings.txt
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_UP to PRIOR
Translating legacy key ENTER to RETURN
Translating legacy key PAGE_UP to PRIOR
Word filter loaded: 23
Starting global job manager with 8 worker threads
Using LWJGL display 1280:720:0:0 (false)

Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_40aceccb38b252dc\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_40aceccb38b252dc\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_40aceccb38b252dc\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvami.inf_amd64_40aceccb38b252dc\nvldumdx.dll (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 388.71
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_import_sync_object
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KHR_context_flush_control
    GL_KHR_debug
    GL_EXT_memory_object
    GL_EXT_memory_object_win32
    GL_EXT_win32_keyed_mutex
    GL_KHR_parallel_shader_compile
    GL_KHR_no_error
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    GL_EXT_semaphore
    GL_EXT_semaphore_win32
    GL_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_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_multigpu_info
    GL_NVX_nvenc_interop
    GL_NV_shader_thread_group
    GL_NV_shader_thread_shuffle
    GL_KHR_blend_equation_advanced
    GL_KHR_blend_equation_advanced_coherent
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control
OpenGL pixel format: 8:8:8:0
OpenGL depth format: 24:0

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

Vertex/index buffer memory limit: 4096MiB
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Startup Phase - Initializing..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 128
Experimental direct buffer cleaner init successful
Preloading builtin materials
Preloading builtin materials done
Launching Collada Model Loader threads
Launching WOM Loader threads
Startup Phase - Setting up..
Loading window positions from C:\Users\USERNAME\wurm\players\shaylie\windows_1280x720.txt
Loading props file C:\Users\USERNAME\wurm\players\shaylie\windows_1280x720.txt
Gui initialized
Startup Phase - Preparing terrain...
Startup Phase - Connecting ..
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\_Event.2018-01.txt
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\Alliance.2018-01.txt
Login successful
Executing C:\Users\USERNAME\wurm\configs\1280x720 high sound\autorun.txt
Starting update of login splash image...
Finished loading new login splash image!
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\CA_HELP.2018-01.txt
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\GL-Freedom.2018-01.txt
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\Freedom.2018-01.txt
Writing to C:\Users\USERNAME\wurm\players\shaylie\logs\Trade.2018-01.txt
Water reflection offscreen size 1024x1024
Initializing font texture for Cry Uncial (64). Texture Size: 1024

 

Posted as requested by Retrograde from the patch thread: 

 

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Any ideas on this?  I've run with GLSL shaders off, but it still locked up with white screen, now running with multidraw off and so far it is lasting longer than usual.  Could be something to this setting?

 

Anything specific any devs want me to try to help diagnose this issue?  Quite a few people in my alliance are all dealing with this same issue and just aren't bothering to report here.

 

Edit: 3 hours later and my 5 clients are running great with no multidraw disabled.  I did some googling on multidraw and it sounds like it is a feature to offload some CPU load to the GPU?  If so, not an issue, since my CPU is still under 25% with all 5 clients.  I will try leaving all the clients running over night.  Hopefully none get eaten by a troll...

 

Edit: Just woke up after a long nights sleep and all clients are running smoothly.  No bloated CPU, RAM or GPU on any of them.  Disabling Multidraw is now my best fix for whitescreen issues.

 

Edit: Been runninng those same 5 clients all morning and adding in 2-3 additional clients at times, using different configs and all running happy with Multidraw off.  I did have an ally try it and experience a crash on one of her alts (1 of 3), but she was also in local of a unique hunt crowd, which puts all kinds of additional stress on clients.  Hopefully she will have better success when logged in later, with no local crowding.

Edited by Wurmhole

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Had about 24 hours of uptime with 5-8 clients, Old Nvidia driver 387.92 and multidraw turned off.  Decided to reload the newest Nvidia driver and it crashed right away.  Went back to the old one and it crashes less, but is still crashing and almost always the same client taking the hit.  It is using the same exact settings as all the other 4.

 

Why did I get 24 hours of bliss and then back to crashing?  What would devs do if this were their own personal experience with the game?  I believe this is now going on 4 months since first posted as an issue.  Is there some internal progress?

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Multidraw setting literally doesn't do anything right now, it's not used in the 4.0 clients.

 

Just from that one fact you can see how random this issue is. We can look for logical reasons this is happening, but that's all guessing until we get a viable reproduction going.

From how this looks I am sure that this isn't a graphics driver issue either, as I think I stated earlier in the thread somewhere, but most likely a memory allocation one and some artificial limit we're reaching - we have a couple of things in the works to limit total memory used as well as reduce the jumps in memory usage you can often see.

 

If that won't help then I'll look for other reasons this could be happening, but again, that'll just be guessing without a reproduction.

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Ah, thank you for responding, even though it wasn't news I was hoping for.  Is there anything at all I can change on my end to manage memory allocation, or other things I can try to do to help pinpoint the issue?  Is running in windowed mode vs full screen at all connected?  I never ran in full for very long in my first tests, but never had the lockup then and a couple others I've talked to say Fullscreen helped them. 

 

What causes the CPU to jump from 3% to 17% when the lockup happens?

 

Why is it usually the same alts that get hit with the lockup?  Something about what window is on top? Order in which the clients were loaded?

 

I remember a long time ago, Keenan had some special parameter to use with the java launcher that set some java client memory limits - it was specifically for the clients crashing/stuttering from doing a long travel across the server.  Would some settings like that be helpful?

 

Do you all have a computer there that crashes this way for testing, or are you completely reliant on us to replicate the lockup?  We desperately want to help solve this :)

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Been doing a lot of switching back and forth with 2 settings: VBO and FBO.  When they are disabled, my single client runs for hours generally and sometimes never crashed at all for an entire day.  When I enable them (back to core), the client will almost always crash within a few minutes.  I still get the whitescreen crash when they are disabled, but it is so rare with a single client running that it is not much of an issue. 

 

Running with them disabled gives a lot of graphical issues though, like spikes growing out of people and creatures, poor texture detail, etc.  But at least it is playable for me this way.

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