Shakatra

Client crashes upon recent Nvidia update

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Here is the crash long... Thank you!...

 

Unexpected crash while playing The error was: <null>

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm unlimited forums, and someone else might be able to help you.

Contents of console.log:
Time is Tue Jan 09 19:42:30 EST 2018
Running client version

=== System information ===
Executing from C:\Steam\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\
Operating system: Windows 7 (arch: amd64, version: 6.1)
Java version: 1.8.0_121 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 25.121-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
Available CPUs: 4

Jan 09, 2018 7:42:30 PM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.
Loading character Petunia
Loading config default
Loading props file PlayerFiles\configs\default\gamesettings.txt
Executing PlayerFiles\configs\default\keybindings.txt
Keybinds UI: Secondary keybind for MOVE_BACK: DOWN
Keybinds UI: Secondary keybind for MOVE_FORWARD: UP
Keybinds UI: Secondary keybind for TOGGLE_CHARACTER: P
Keybinds UI: Secondary keybind for TURN_RIGHT: RIGHT
Keybinds UI: Secondary keybind for TURN_LEFT: LEFT
Keybinds UI: Secondary keybind for TOGGLE_CHAT: T
Loaded pack sound.jar (null)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (null)
>>> Main thread exiting.
Jan 09, 2018 7:42:38 PM com.sun.javafx.css.StyleManager getCachedImage
WARNING: Error loading image: jar:file:/C:/Steam/Steam/steamapps/common/Wurm%20Unlimited/WurmLauncher/client.jar!/com/wurmonline/client/startup/gear_hover.png
Loaded pack sound.jar (null)
Loaded pack pmk.jar (null)
Loaded pack graphics.jar (null)
Loading props file PlayerFiles\players\Petunia\playerdata_test.txt
Loading props file PlayerFiles\players\Petunia\stats.txt

Preparing to enable console logging.
Now logging to PlayerFiles\console.Petunia.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 = 127.0.0.1
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 = 2
disable_select_all_shortcut = false
display_settings = false:true:0:1024:768:32:-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 = 0
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 24
font_header = 36
font_italian = 11
font_monospaced = 11
font_static = 24
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
free_look_mode_disable_on_close_component = false
free_look_mode_disable_on_combat = false
free_look_mode_disable_on_open_component = false
free_look_mode_sensitivity = 10
game_client_thread_priority = 2
glsl_debug_loading = false
glsl_enabled = 0
gpu_skinning = true
gui_opacity = 3
gui_skin = 1
has_read_eula = false
hide_inactive_friends = false
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = false
hide_onscreen_fail_messages = false
hide_onscreen_hostile_messages = false
hide_onscreen_info_messages = false
hide_personal_goal = false
high_res_binoculars = true
hint_texture_scaling = 2
impColumn = true
inverse_mouse = false
irc_log_rotation = 2
irc_notif = 0
item_creature_render_distance = 4
key_bindings_source = 0
keyboard_layout = 0
limit_dynamic_lights = true
loadInventoryStartup = true
local_list_in_event = false
lod = 1
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_dynamic_lights = 8
max_shader_lights = 8
max_texture_size = 3
mega_texture_size = 6
model_loader_thread_priority = 2
model_loading_threads = 3
mount_rotation = false
multidraw_enabled = 0
no_brightness = false
no_terrain_render = false
no_world_render = false
non_power_of_two = 0
occlusion_queries_enabled = 2
offscreen_texture_size = 2
other_log_rotation = 2
outline_picking = true
player_texture_size = 2
reflection_texture_size = 2
reflections = 4
release_context = false
release_context_on_jogl_sleep = false
remember_password = true
render_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 = 1
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 4
shadow_level = 0
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 = 4
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
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 = 0
viewport_bob = true
water_detail = 2

Setting up Collada Model Loader
Setting up WurmModel Model Loader
Executing PlayerFiles\configs\default\keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting global job manager with 4 worker threads
Using LWJGL display 1920:1080:0:0 (false)

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

=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (23.21.13.9065)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 390.65
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

Vertex/index buffer memory limit: 2048MiB
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Startup Phase - Initializing..
Initializing font texture for SansSerif (24). Texture Size: 1024
Initializing font texture for SansSerif (24, italic). Texture Size: 256
Experimental direct buffer cleaner init successful
Launching Collada Model Loader threads
Launching WOM Loader threads
Startup Phase - Setting up..
Loading window positions from PlayerFiles\players\Petunia\windows_1920x1080.txt
Loading props file PlayerFiles\players\Petunia\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain...
Startup Phase - Connecting ..
Disabling Nagles
Writing to PlayerFiles\players\Petunia\test_logs\_Event.2018-01.txt
Disabling Nagles
Writing to PlayerFiles\players\Petunia\test_logs\_Friends.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\Alliance.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\Freedom.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\Trade.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\_German.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\_Recruit.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\_Infos.2018-01.txt
Login successful
Executing PlayerFiles\configs\default\autorun.txt
Initializing font texture for SansSerif (12). Texture Size: 128
Initializing font texture for SansSerif (36, bold). Texture Size: 512
There were errors:
WARNING: Invalid pick 0x31363e (size 33)
WARNING: Invalid pick 0x323640 (size 33)
WARNING: Invalid pick 0x2e323b (size 33)
WARNING: Invalid pick 0x2e313a (size 33)
WARNING: Invalid pick 0x292f3b (size 33)
WARNING: Invalid pick 0x292f3b (size 33)
WARNING: Invalid pick 0x272c38 (size 33)
WARNING: Invalid pick 0x262b37 (size 33)
WARNING: Invalid pick 0x262c37 (size 33)
WARNING: Invalid pick 0x272c37 (size 33)
WARNING: Invalid pick 0x252a35 (size 33)
WARNING: Invalid pick 0x242934 (size 33)
WARNING: Invalid pick 0x2a303c (size 33)
WARNING: Invalid pick 0x2a303d (size 33)
WARNING: Invalid pick 0x252a35 (size 33)
WARNING: Invalid pick 0x252a35 (size 33)
Jan 09, 2018 7:44:00 PM com.wurmonline.client.sound.formats.OggInputStream getPageAndPacket
SEVERE: Input does not appear to be an Ogg bitstream.
Jan 09, 2018 7:44:00 PM com.wurmonline.client.sound.formats.OggInputStream getPageAndPacket
SEVERE: Input does not appear to be an Ogg bitstream.
Writing to PlayerFiles\players\Petunia\test_logs\_Combat.2018-01.txt
Writing to PlayerFiles\players\Petunia\test_logs\_Skills.2018-01.txt
Execution aborted at connection 1, iteration 52273
Run time  15m, local time Tue Jan 09 19:58:18 EST 2018
Destroying game window
====== CLIENT CRASH ======
Unexpected crash while playing
java.lang.IndexOutOfBoundsException
    at java.nio.Buffer.checkIndex(Buffer.java:540)
    at java.nio.DirectByteBuffer.get(DirectByteBuffer.java:253)
    at org.lwjgl.util.glu.MipMap.gluScaleImage(MipMap.java:239)
    at org.lwjgl.util.glu.MipMap.gluBuild2DMipmaps(MipMap.java:97)
    at org.lwjgl.util.glu.GLU.gluBuild2DMipmaps(GLU.java:384)
    at com.wurmonline.client.resources.textures.TextureLoader.initTexture(TextureLoader.java:337)
    at com.wurmonline.client.resources.textures.RawTextureLoader.newTexture(RawTextureLoader.java:85)
    at com.wurmonline.client.resources.textures.RawTextureLoader.newMipmapTexture(RawTextureLoader.java:67)
    at com.wurmonline.client.renderer.backend.Offscreen.verifyAndCreateTextureForBackBuffer(Offscreen.java:104)
    at com.wurmonline.client.renderer.backend.Offscreen.init(Offscreen.java:150)
    at com.wurmonline.client.renderer.gui.PaperDollRenderer.endRender(PaperDollRenderer.java:85)
    at com.wurmonline.client.renderer.gui.HeadsUpDisplay.endRender(HeadsUpDisplay.java:975)
    at com.wurmonline.client.WurmClientBase.renderFrame(WurmClientBase.java:514)
    at com.wurmonline.client.WurmClientBase.runGameLoop(WurmClientBase.java:554)
    at com.wurmonline.client.WurmClientBase.runConnectionLoop(WurmClientBase.java:321)
    at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:301)
    at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1624)
    at java.lang.Thread.run(Thread.java:745)

 

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Oops! My mistake, this is WU

 

If you're experiencing these crashes it is known, and will be fixed in the next WU update aimed around mid-late January. 

 

In the meantime, you may need to roll back your nvidia drivers to an earlier version. 

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It's not likely that this is something Code Club can or will patch, since it is a change made in the NVidia drivers.

 

In another thread here, it was found rolling back your nvidia driver to an earlier date would solve the issue. 

 

At some point NVidia might resolve the issue but my guess is that Wurm players are not high on their priority lists.

 

Edited by Brash_Endeavors

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6 hours ago, Norwulf said:

Any update on a patch date to fix the issue with the latest NVidia driver?

 

There was a mention about "fixing a crash caused by the latest Nvidia driver update" in the patch notes on client update 4.0.23:

 

Not sure if this fixes your issue.

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That's great news if it is the same issue.

 

WU usually gets its updates 3-5 weeks after WO (maybe a bit longer for really complex ones like the cooking update)

 

 

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On 10.1.2018 at 4:05 AM, Retrograde said:

Oops! My mistake, this is WU

 

If you're experiencing these crashes it is known, and will be fixed in the next WU update aimed around mid-late January. 

 

In the meantime, you may need to roll back your nvidia drivers to an earlier version. 

 

Definitely "mid-late" January now.

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So...It's been a month now...This is pretty not-cool for players to be unable to play without downgrading their drivers..

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On 1/10/2018 at 4:05 AM, Retrograde said:

Oops! My mistake, this is WU

 

If you're experiencing these crashes it is known, and will be fixed in the next WU update aimed around mid-late January. 

 

In the meantime, you may need to roll back your nvidia drivers to an earlier version. 

 

Any update yet? Mid-late January has passed.

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On 10.1.2018 at 4:05 AM, Retrograde said:

Oops! My mistake, this is WU

 

If you're experiencing these crashes it is known, and will be fixed in the next WU update aimed around mid-late January. 

 

In the meantime, you may need to roll back your nvidia drivers to an earlier version. 

 

 

https://www.timeanddate.com/

We really need to speak about your definition of timeframes. So mid-late january next year??

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Some kind of word about it would be nice at least, even if you don't release a fix now. I am not going to rollback my driver because of only 1 of my games dont work. Please give us more info about what's going on with these sort of things. We don't like to be kept in the dark.

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On 2/13/2018 at 9:45 AM, Governor said:

Some kind of word about it would be nice at least, even if you don't release a fix now. I am not going to rollback my driver because of only 1 of my games dont work. Please give us more info about what's going on with these sort of things. We don't like to be kept in the dark.

 

exactly what i said two weeks ago, i was met with "fix it yourself" by the devs pretty much, pretty bad considering WU updates happen every 2-3 months, so don't expect a hotfix, don't expect any amount of support, they'd rather you fix it yourself instead of push any sort of compatibility hotfix for their broken game lol

 

On 1/26/2018 at 6:57 PM, Keenan said:

If @Huntardoesn't wish to do this, that's up to him. I'm sure he did read my post but is choosing to be difficult. It's no matter, it'll be done when I said I'll get it done. :)

 

^ was the response I got when I told them I wouldn't rollback my drivers because they refuse to fix the game, I'm not risking the stability of other games OR the features nvidia experience provides (Shadowplay, etc) that rely on update-to-date nvidia drivers for 2-3 months because of their lack of support and incompetence much less at the EXPENSE of WU.

 

but i guess thats on us players lol, go home friends, you won't get a fix for this until March.

 

Edited by Huntar

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Incompetence in Wurm?? I have never heard of that.

Edited by Sklo:D

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@Codeclub

The form you support  WU is not that i like, i think about not to buy more steamkeys for new players or tell people to play wurm.

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8 hours ago, Sklo:D said:

Incompetence in Wurm?

 

You mean like that time they relased drivers that broke thermoregulation in firmware and literally fried people PCs? Oh wait that wasn't CC.

 

You guys sound like bunch of whiny female dogs that never had to deal with broken drivers and rolling back before, especially in games with a lot more money behind them than wurm.

 

Chill.

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2 hours ago, bdew said:

 

You mean like that time they relased drivers that broke thermoregulation in firmware and literally fried people PCs? Oh wait that wasn't CC.

 

You guys sound like bunch of whiny female dogs that never had to deal with broken drivers and rolling back before, especially in games with a lot more money behind them than wurm.

 

Chill.

 

It's almost like those games immediately push hotfixes and compatibility updates for those that cannot play. Go on, tell me I'm wrong when I say we should be expecting the same treatment or at least a fix within a week or two of the reported issue.

 

It also feels like you didn't read what any of us said about rolling back drivers, potential compatibility issues with other games and the loss of support for Nvidia experience features like Shadowplay (Which I personally use all the time). Not like I haven't had serious frame rate or graphical seizures from outdated drivers before with games, nope.

 

Also the analogy you've presented is literally nothing more than a juxtaposition to discredit our current situation when in reality it has nothing to do with our inability to play. 

 

Chill and walk away if you've nothing to offer but "CODECLUB DOES NO WRONG"

Edited by Huntar

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@Huntar

Shadowplay does still work on older drivers, the "game ready" drivers are mostly useless, and older ones don't cause any framerate or graphical stuttering issues. Compatibility issues are very rare and I'm betting you won't encounter any when you rollback, but I see you don't even want to try that for some other odd unexplained reason.

You willingly create your own "inability" to play.

 

The compatibility fix will come with the WU update, it's not something we'll be doing a hotfix for as a player can solve it easily in a few minutes time.

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3 hours ago, Samool said:

@Huntar

Shadowplay does still work on older drivers, the "game ready" drivers are mostly useless, and older ones don't cause any framerate or graphical stuttering issues. Compatibility issues are very rare and I'm betting you won't encounter any when you rollback, but I see you don't even want to try that for some other odd unexplained reason.

You willingly create your own "inability" to play.

 

The compatibility fix will come with the WU update, it's not something we'll be doing a hotfix for as a player can solve it easily in a few minutes time.

 

Address the numerous others in the thread here as well and not just me as I'm not the only one creating the "inability" here, apparently

 

 

And actually you're wrong about Shadowplay, because I just tried and it doesn't even show anymore. Why is it so difficult to create a hotfix for your game? Why are you ignoring the fact that this fix isn't coming to us for at least one more month?

Edited by Huntar

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So still no fix? I dont care to wait for Features a few Months but Bugfixes should be out as fast as possible. Why should i have to change to an old driver and have lower FPS on Kingdome Come just to play one!! other game?

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I honestly don't have an issue with rolling back my drivers.  But this was fixed in WO weeks ago. Why would you not hot fix something that you have a fix for, that your community has been upset over? I might understand if an update was coming right after you fixed it. But clearly that has not been the case.

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On 20.2.2018 at 10:54 PM, Samool said:

The compatibility fix will come with the WU update, it's not something we'll be doing a hotfix for as a player can solve it easily in a few minutes time.

 

That is the most stupid argument I have heard this week.

 

Players can fix it easily... WHAT? Alright let's say you are buying a game on Steam and it doesn't work, it always crashes with the error <null>. Well of course everyone will know to roll back the NVidia drivers. It is so obviously!! NULL, the new answer for all problems in the world! Let's roll back our drivers together.

 

Edited by Sklo:D

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