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Client Update 9/JAN/18

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  • Addressed an issue causing intermittent crashes, most commonly at login.
  • Fixed issues with shaking hair and helmets.
  • Fixed shaking environment in places far from server borders.

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testing now with 10 clients to see if the white screen issue still exists...

 

Edit: 1st client locked by the time my 3rd had loaded up.  Back to the coding board.

Edited by Wurmhole

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That does not seem like this crash, more likely memory related

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Not seen an official response to this issue since Sept 30th.  Is Wurm over?  It sure feels like it for some of us.  I spent a lot of my days/weeks trying tons of combinations to discover a solution, yet there seems not to be one.  Hopefully the next patch is a solution?  In the mean time, several of us are off playing other functional games.  Don't get me wrong, I love the amazing progress devs are making, but at some point, it is really ok to slow down and focus on some game stopping bugs.

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I think maybe running ten clients on one machine might be pushing the limits of the machine more than anything else

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Bring back the client that lets us run 20 alts.

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46 minutes ago, Retrograde said:

I think maybe running ten clients on one machine might be pushing the limits of the machine more than anything else

Let me be absolutely clear - running just one client locks up all the time.  Running more than 1 locks it up much faster.  I just tried to fire up 10 to increase my odds of discovering if the issue was fixed or not.

 

I don't require 10 clients running all that often, but I used to run 35 a couple years ago.  With 10 clients on the low memory client, at max graphics, I'm well under 50% of CPU and about 60% or RAM, if I can ever get all 10 running.  I have a pretty beefy laptop now and it is easily 3-4x the compute power of my old one, which ran 35 clients at low settings.

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3 minutes ago, Wurmhole said:

Let me be absolutely clear - running just one client locks up all the time.  Running more than 1 locks it up much faster.  I just tried to fire up 10 to increase my odds of discovering if the issue was fixed or not.

 

I don't require 10 clients running all that often, but I used to run 35 a couple years ago.  With 10 clients on the low memory client, at max graphics, I'm well under 50% of CPU and about 60% or RAM, if I can ever get all 10 running.  I have a pretty beefy laptop now and it is easily 3-4x the compute power of my old one, which ran 35 clients at low settings.

Can you provide your client log info and more infoirmation? One issue was addressed but if there's more going on we can look at those too. 

 

the new client is much more modern, and you won't be running 35 clients, much like you couldnt expect to run 10 copies of any game released nowadays. 

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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

 

Console log from the last time I loaded this alt and it froze with the white screen issue.  I'm not seeing any errors, but I'm no expert at reading these.

Edited by Wurmhole

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This isnt the place for it. Please make a new thread in the client bugs section with full details 

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Done, except I just added it to the well aged existing thread, that needs some real attention.

 

 

Edited by Wurmhole

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1 hour ago, Wurmhole said:

Not seen an official response to this issue since Sept 30th.  Is Wurm over?  It sure feels like it for some of us.  I spent a lot of my days/weeks trying tons of combinations to discover a solution, yet there seems not to be one.  Hopefully the next patch is a solution?  In the mean time, several of us are off playing other functional games.  Don't get me wrong, I love the amazing progress devs are making, but at some point, it is really ok to slow down and focus on some game stopping bugs.

 

Since encountering this bug I've let my 40 or so months of consecutive premium slip and I've logged in once since xmas to pay upkeep. I've not had a response in that thread since sept 30th despite pming the staff member who was dealing with it with no reply and directing threads @ their forum names

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@Wurmhole

Your issue seems to be separate, white screening does not necessarily mean the same crash, please create a new thread with the info so we can investigate it separately.

 

@Fraeya

I don't see the info asked, about the location and such. This is important because you may be in an extremely built up area which forces the client to load a lot of things, knowing where you are when this happens is important, please provide that information.

 

 

We address many issues and have released multiple updates addressing many crashes reported. though yours seem to point towards a hardware issue,as always, make sure all drivers are updated and functioning correctly. 

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18 minutes ago, Retrograde said:

Can you provide your client log info and more infoirmation? One issue was addressed but if there's more going on we can look at those too. 

 

the new client is much more modern, and you won't be running 35 clients, much like you couldnt expect to run 10 copies of any game released nowadays. 

I'd like to also state the obvious: If we are stripped down in the number of clients you will allow us to run (due to client bugs or just processing requirements), there is no point in subbing multiple clients anymore.  No big deal, its only revenue...

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1 minute ago, Retrograde said:

@Wurmhole

Your issue seems to be separate, white screening does not necessarily mean the same crash, please create a new thread with the info so we can investigate it separately.

 

 

My client freezes with a white unresponsive screen.  I think this counts as the same issue?

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1 minute ago, Wurmhole said:

My client freezes with a white unresponsive screen.  I think this counts as the same issue?

white screening is a client locking up, what causes the locking up could be ANY number of issues, just like all crash to desktops aren't the same crash. 

 

Same result, different cause, lumping them together leads to situations in which your issue is not fixed because you've been posting in the wrong thread and it's not been addressed separately. If you post a new thread it's much more likely to be something we can address. 

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Ok, all my testing is in that thread already.  The way Freya is describing her crash is the same as I describe mine. They are tied.  If I make a new thread, Freya will just have to come repost her issue in my thread.  If starting more threads with the same bug is useful to getting a resolution, I'll be up all night making new threads ;)

 

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Just now, Wurmhole said:

Ok, all my testing is in that thread already.  The way Freya is describing her crash is the same as I describe mine. They are tied.  If I make a new thread, Freya will just have to come repost her issue in my thread.  If starting more threads with the same bug is useful to getting a resolution, I'll be up all night making new threads ;)

 

both crashes wind up up causing a white screen, they are NOT the same issue. 

 

Please post another thread and I'll see it gets looked at

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@RetrogradeI sent the info as a pm to samool I just added you to the convo so you can see that if that's how it works?

 

I appreciate you might not be a tech guy or know what is causing the problem but giving me the standard tech support spiel is pretty lame especially considering the amount of info posted into that thread would indicate it's not a simple turn it off and turn it back on again problem. Short of some hardware incompatibility with this software my hardware is running fine with everything else and is FAR above the required to be able to run the game at max settings

 

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6 hours ago, DevBlog said:

Addressed an issue causing intermittent crashes, most commonly at login.

Thank you! I was having that a lot during the Glasshollow Impalong.

Edited by Benie

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@Retrograde

happy new year first of all, secondly apologies for the hijack, just wonder if there is any news on when a new update comes forth for WU, just making sure you havent forgotten us lol..

 

thanks.

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Got no clue what this update did to my wurm

but I log in, then freeze

cant do my first step 

cant click on screen with mouse

screen comes white some sec later

all I can do is log out 

tried log in an alt with all low settings, same happend 

What do I need to do too be able log in again ????

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Also had same issue as Maiya. Had the update, and was fine, but then logged out for awhile and got an updated driver for graphics card (NVidia GeForce GTX 1080 Ti) and then could not play afterwards (white screen and totally frozen). I ended up having to roll back my graphics driver, and now I can play again. For what it's worth.

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