Posted May 3, 2020 not sure what I am doing wrong but everything is floating? Share this post Link to post Share on other sites
Posted May 3, 2020 (edited) do you mean the deed is at the wrong altitude? (submerged) if that is the case, export a new .map .. that's an old export error that has been fixed Edited May 3, 2020 by Steveleeb Share this post Link to post Share on other sites
Posted May 4, 2020 (edited) 10 hours ago, Steveleeb said: do you mean the deed is at the wrong altitude? (submerged) if that is the case, export a new .map .. that's an old export error that has been fixed Actually, everything is floating above the ground and I just exported the deed yesterday. I looked at it closer and my deed is mostly flat but there is an area that is 13 slope lower than the rest. this is the height the deed is set at and everything else is floating above that 13 slope. So trees, hedges, buildings are all in the air. I finally was able to get it to load properly. Not sure why that happened but I guess the old bug is still persisting. Edited May 4, 2020 by Cymmy 1 Share this post Link to post Share on other sites
Posted May 5, 2020 (edited) There is an issue with freedom guard towers and marble planters. They are showing up with a pink texture and snapping a copy to the bottom left corner of the map. If you try it on a new map it will not let you place it down it just snaps it to the corner. Edited May 5, 2020 by Kegan Share this post Link to post Share on other sites
Posted May 5, 2020 2 hours ago, Kegan said: There is an issue with freedom guard towers and marble planters. They are showing up with a pink texture and snapping a copy to the bottom left corner of the map. If you try it on a new map it will not let you place it down it just snaps it to the corner. It was bug related to materials caching combined with memory management, will be fixed in the next minor release. Share this post Link to post Share on other sites
Posted May 14, 2020 I've got a little issue when I export my deed into deedplanner. Everything seems to work fine besides that none of my sandstone roads come over, they remain grass. This is sandstone bricks and slabs. Share this post Link to post Share on other sites
Posted May 19, 2020 Gud'morning Warlander, Tuesday, May 19th, 2020 at 12:14 GMT Was given a link to the new 3.1 Alpha this morning . So I decided to try the Browser version this morning to see if it was easier to use then the old version 2 series. Also aware it is in Alpha Test so I am working with an in development version which is still getting the wrinkles worked out but thought I would have a look. First thoughts... Impressive interface on the side bar to the right. But I immediately noted No Slider Bars at the bottom to move around in a large MAP image. So I thought "keep going, its an Alpha and he needs input from testing". Decided to try and Load the latest MAP Export I just did of my Deed. Clicked on the Load button, opens the Load window okay. Clicked on Load from File and Nothing happens. Thought you should know. SO I Closed the browser window and decided to retry 2.8.0. with an older map. Once again experienced the extreme frustration of trying to zoom in to a building I want to edit on top right of the Map and it only zooms in to the bottom left corner. Once again found No obvious way to move or drag the map to the top right where the building I want to edit is located. No slider bars. SO......... Why is it one has to Puzzle solve and go thru a painful "how do we make this work" relearning process every time one decides to use it? Having to got thru a frustrating, hair tearing Relearning Curve every time one wants to use this software is a definite disincentive to what is a lovely piece of deed planning software. Can these ordinary features (map slider bars) found in every other piece of Mapping software I have ever used over the past 30 plus years of using surveying and mapping software please be included. Thank you for your time and trouble. Kindest regards, Hughmongus Cartographer of Indy Co-Administrator - The Ablia Roads Map of Indy Share this post Link to post Share on other sites
Posted May 19, 2020 On 5/14/2020 at 8:55 PM, Timoca said: I've got a little issue when I export my deed into deedplanner. Everything seems to work fine besides that none of my sandstone roads come over, they remain grass. This is sandstone bricks and slabs. Export issue with in-game exporter. I will need to update it to export the sandstone roads properly. 1 hour ago, HughMongus said: <snap> (long post, right above) Hmm... I never thought about scrollbars right inside map view. Obviously they don't make sense in 3d and could be problematic in isometric view, but sound like something very useful for 2d and shouldn't be difficult to add as optional feature (likely on by default). I also need to add more in-program help in general, currently even basic controls aren't explained at all. 1 Share this post Link to post Share on other sites
Posted May 31, 2020 Browser UI freezes, details below. Before getting into the details I want to praise the work you have done. Version 3 is really first class, and being able to run it in a browser with no download is beyond first class. I added myself as a Patron and I urge other heavy users to do so if they are able. Program version: 3.1.0 in Chrome Browser How to reproduce: open Walls panel expand Fences What happened: The list of available Fences is displayed but an error popup is also displayed. After dismissing the popup the UI is frozen. Expected behavior: UI should not freeze Share this post Link to post Share on other sites
Posted May 31, 2020 4 hours ago, Gaffer said: Browser UI freezes, details below. Before getting into the details I want to praise the work you have done. Version 3 is really first class, and being able to run it in a browser with no download is beyond first class. I added myself as a Patron and I urge other heavy users to do so if they are able. Program version: 3.1.0 in Chrome Browser How to reproduce: open Walls panel expand Fences What happened: The list of available Fences is displayed but an error popup is also displayed. After dismissing the popup the UI is frozen. Expected behavior: UI should not freeze I will look into this immediately, hoping to get the fix done and released tonight or late afternoon tomorrow. Edit: Bugfix ready, will do next release tomorrow afternoon. Share this post Link to post Share on other sites
Posted June 1, 2020 DeedPlanner 3.1.1 bugfix is released! This is bugfix release to fix common WebGL crash and some objects not having textures. Web version: https://warlander.github.io/DeedPlanner-3-web/ Changelog: Fixed some objects with LOD's having invalid texturing Fixed materials calculator floor-depending modes only working on floor 0 Fixed unfinished palisade gates WebGL crash 1 Share this post Link to post Share on other sites
Posted June 21, 2020 (edited) Hey, sorry pester you, but I'm having deed planner issues. I have a deed planner version 3.0.7_alpha, am trying to use this. I have issues with it and want to ask about it. But when I go to forums I am not finding this version anywhere. Has that issue been superseded? I found this link for version 3.1.1. And I see on this page a link to the browser version for 3.1.1. Well that browser version don't seem to work for internet explorer. Is that normal? I get this error when I try to open that browser version in internet explorer (since I can not get past this error, I can not use the browser version in internet explorer, please help here, thanks): That is my internet explorer not working w/ ur browser version. Next. Also. that browser version will not 'load from file' correctly when I click it (when using mozilla firefox browser). Is that normal? From this place (in the following) I am trying to 'load from file' (I click that big 'Load from File' button): So when I click 'Load from File' , the button does seem to depress, but nothing else happens. I am not seeing how to 'load from file' since there is no 'next thing' no 'new window' no way to search around for my on computer file. So I can not get your browser version to work over here. The fact is, I'd rather not use any 'browser version' since it is so darned finicky for me. Is there a 'NON browser' version of 3.1.1? Ok that is my issues w/ this version of deed planner. Thanks your time. I will post my issues w/ version 3.0.7_alpha once I find out if that is a supported version still or not. Again, thanks your time and thanks for making such a useful thing for Wurm, and thanks all your hard work on it. Edited June 21, 2020 by TeeeBOMB added a mia letter Share this post Link to post Share on other sites
Posted June 21, 2020 Program is known to not work on Internet Explorer due to it lacking WebGL 2 support required for rendering optimizations used in the program. I'm officially supporting Chromium based browsers like Chrome or Vivaldi, but Firefox should work as well. Yes, there is an offline version of DeedPlanner 3.1.1, available here: https://github.com/Warlander/DeedPlanner-3/releases I will check what's wrong with saving to file in WebGL version. Share this post Link to post Share on other sites
Posted June 21, 2020 2 hours ago, Warlander said: I will check what's wrong with saving to file in WebGL version. Thanks the update and link 🙂 Share this post Link to post Share on other sites
Posted July 2, 2020 Is it possible to load the structures from another file into the current map design? That would be hella cool. Then it would be easy to use designs from other people and incorporate them into a main settlement layout. Share this post Link to post Share on other sites
Posted July 2, 2020 16 minutes ago, Hammer said: Is it possible to load the structures from another file into the current map design? That would be hella cool. Then it would be easy to use designs from other people and incorporate them into a main settlement layout. Currently it's not possible out of the box, but there is a tool made by @Yagawhich does exactly that. Share this post Link to post Share on other sites
Posted July 15, 2020 Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist? Share this post Link to post Share on other sites
Posted July 15, 2020 9 minutes ago, Hammer said: Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist? Unfortunately I don't know answer to this question - @Yagashould be able to say more about this issue. Share this post Link to post Share on other sites
Posted July 15, 2020 43 minutes ago, Hammer said: Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist? I am sorry, but DPMapAssist is rather old and has never been updated to work with DP3. I *may* find some time to work on it, but tbh I am not sure if I can. (That tool never had more than a handful of users, so I kind of abandoned the project a while ago. Sorry ) Share this post Link to post Share on other sites
Posted July 19, 2020 (edited) I started to use DP3 recently after being a long time DP2 user and had a few random comments / feature suggestions for you @Warlander Make it possible to hide the shadows in 2D view - I've found compared to DP2 it makes it super difficult to work in this view because it's hard to see the tiles clearly Speed up the 2D WASD camera movement a bit more as you zoom out - it seems to keep a constant speed no matter the zoom level but I think it would feel nicer if it scaled with the zoom level too else it takes ages to pan across a large map without using MMB dragging. I love the new height editing in 3D view, but it would be great if there was a way to select by tile and not only the corner handles, as it's quite awkward sometimes to try and get all the corners you need and I find you need to keep shifting around the camera to try and avoid grabbing handles of other tiles that you don't want. If I could e.g. set the target height in the level area function and just click through each tile, or use the select + drag and be able to drag by tile face selection, that would save a lot of time. Basically like an option between vertex and face selection. Not sure if there is one already, but a shortcut for moving up and down layers would be really useful too, something like ctrl + mousewheel up/down and secondary of pageup/down? A way to speed up frequent saving would be a major time saver, though I realise this isn't quite how DP is treating the map files at the moment, but usually you'd open a document, and then that's the active one and you could just ctrl-s and it'll save over it, whereas here you need to constantly go to menu->save map-> save to file -> pick the same file that's already open-> yes I want to overwrite. Being able to place objects in specific places now is great but I noticed right click removal is still wiping the whole tile of objects, would it be possible to change that to per-object removal as well? Add a small delay to detecting the right button mouse button being held down to delete multiple walls, because this triggers now even if you only perform a click, so if you are looking at a wall and there's other walls behind it in the distance, if you right click to delete the near wall, it's like shooting a laser through the whole map and nuking every wall along the path. Edited July 19, 2020 by Substr Share this post Link to post Share on other sites
Posted July 19, 2020 Quote Make it possible to hide the shadows in 2D view - I've found compared to DP2 it makes it super difficult to work in this view because it's hard to see the tiles clearly This should be easy to add, the biggest problem is putting it somewhere visible in GUI. I will likely add it it in top bar and assign keybind to it. Quote Speed up the 2D WASD camera movement a bit more as you zoom out - it seems to keep a constant speed no matter the zoom level but I think it would feel nicer if it scaled with the zoom level too else it takes ages to pan across a large map without using MMB dragging. Easy fix, I will make it scale dependent instead of constant speed. Quote I love the new height editing in 3D view, but it would be great if there was a way to select by tile and not only the corner handles, as it's quite awkward sometimes to try and get all the corners you need and I find you need to keep shifting around the camera to try and avoid grabbing handles of other tiles that you don't want. If I could e.g. set the target height in the level area function and just click through each tile, or use the select + drag and be able to drag by tile face selection, that would save a lot of time. Basically like an option between vertex and face selection. Good idea, will likely require a lot of work. I will get to it after bridges and heightmap optimization are done. Quote Not sure if there is one already, but a shortcut for moving up and down layers would be really useful too, something like ctrl + mousewheel up/down and secondary of pageup/down? For moving up/down the floors? Good idea and something I will add as well. Quote A way to speed up frequent saving would be a major time saver, though I realise this isn't quite how DP is treating the map files at the moment, but usually you'd open a document, and then that's the active one and you could just ctrl-s and it'll save over it, whereas here you need to constantly go to menu->save map-> save to file -> pick the same file that's already open-> yes I want to overwrite. This one will unfortunately require a lot of work, but needs to be done - this is one of these things that can't work the same way on desktop and web, so I'm thinking about typical "open and edit save like in document editing programs" approach for desktop version and "store last edited map in browser memory" for WebGL. Quote Being able to place objects in specific places now is great but I noticed right click removal is still wiping the whole tile of objects, would it be possible to change that to per-object removal as well? Not possible without huge performance impact and/or a lot of extra work due to most objects not having their own simple collision boxes, so that's out of scope. I might add smaller brush-like eraser, but you will still need to target ground below object instead of object itself. Quote Add a small delay to detecting the right button mouse button being held down to delete multiple walls, because this triggers now even if you only perform a click, so if you are looking at a wall and there's other walls behind it in the distance, if you right click to delete the near wall, it's like shooting a laser through the whole map and nuking every wall along the path. Good idea, and something that is easy to add under new input system. I will be on 2 week vacations starting tomorrow so all development will be halted, but I want to dedicate more time to DeedPlanner once I will come back from vacations and catch up everything at home and work. Share this post Link to post Share on other sites
Posted August 1, 2020 Hi there! I haven't been able to export DeedPlanner files for a while now. I didn't care too much, but now I have a new deed on Harmony and really want to be able to use it again, with the shape of my new spot. DP 3.0 opens and loads old files just fine. The problem is exporting it from Wurm, in the first place, always causes a client crash. Share this post Link to post Share on other sites
Posted August 1, 2020 29 minutes ago, Hypatia said: Hi there! I haven't been able to export DeedPlanner files for a while now. I didn't care too much, but now I have a new deed on Harmony and really want to be able to use it again, with the shape of my new spot. DP 3.0 opens and loads old files just fine. The problem is exporting it from Wurm, in the first place, always causes a client crash. Is the problem occurring with Steam WO or standalone WO? Share this post Link to post Share on other sites
Posted August 1, 2020 1 hour ago, Warlander said: Is the problem occurring with Steam WO or standalone WO? It has happened on both now. I had hoped the switch to Steam would fix it. Share this post Link to post Share on other sites
Posted August 1, 2020 (edited) The in-game Villlage Plan map also displays incorrectly on the Steam version and normally on the old client. Both crash the game as I try to export, regardless.... Here is the crash info logged from the Steam version: Spoiler Unexpected crash Trying to save deed plan The error was: <C:\Users\theBlack\Documents\MistyCliffs.MAP (The system cannot find the file specified)> 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 online forums, and someone else might be able to help you. Contents of console.log: [20:28:38] [20:28:38] Preparing to enable console logging. [20:28:38] Now logging to G:\Steam\steamapps\common\Wurm Online\gamedata\console.Kaneyn.log [20:28:38] Time is Sat Aug 01 20:28:38 ADT 2020 [20:28:38] Running client version 4.2.17 [20:28:38] client build# a01f3244b52636871eb4e8093a78e3f821fe51b1 [20:28:38] client build time 2020-08-01 18:19 [20:28:38] [20:28:38] === System information === [20:28:38] Executing from G:\Steam\steamapps\common\Wurm Online\ [20:28:38] Operating system: Windows 10 (arch: amd64, version: 10.0) [20:28:38] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> [20:28:38] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] [20:28:38] Available CPUs: 8 [20:28:38] [20:28:38] [20:28:38] === Wurm options === [20:28:38] animation_playback_self = 0 [20:28:38] ao_level = 1 [20:28:38] auto_mipmaps_enabled = 1 [20:28:38] auto_run_source = 0 [20:28:38] cavedetail = 2 [20:28:38] censor_chat = true [20:28:38] collada_animations = 3 [20:28:38] colorItemsDamage = true [20:28:38] color_black = 0.0,0.0,0.0,1.0 [20:28:38] color_cyan = 0.0,1.0,1.0,1.0 [20:28:38] color_enchant_desc = 0.5,0.5,1.0,1.0 [20:28:38] color_enchant_name = 0.0,0.5,0.5,1.0 [20:28:38] color_enchant_power = 0.0,1.0,1.0,1.0 [20:28:38] color_error = 1.0,0.3,0.3,1.0 [20:28:38] color_fuchsia = 1.0,0.0,1.0,1.0 [20:28:38] color_green = 0.4,0.72,0.47,1.0 [20:28:38] color_grey = 0.5,0.75,1.0,1.0 [20:28:38] color_lime = 0.5,1.0,0.5,1.0 [20:28:38] color_maroon = 0.5,0.0,0.0,1.0 [20:28:38] color_navy_blue = 0.23,0.39,1.0,1.0 [20:28:38] color_orange = 1.0,0.58,0.04,1.0 [20:28:38] color_outline_ally = 0.5,1.0,0.5,1.0 [20:28:38] color_outline_friend = 0.5,0.75,1.0,1.0 [20:28:38] color_outline_hostile = 1.0,0.0,0.0,1.0 [20:28:38] color_outline_neutral = 0.5,0.5,1.0,1.0 [20:28:38] color_purple = 0.5,0.0,0.5,1.0 [20:28:38] color_red = 1.0,0.0,0.0,1.0 [20:28:38] color_royal_blue = 0.5,0.5,1.0,1.0 [20:28:38] color_salve_acid = 1.0,1.0,0.0,1.0 [20:28:38] color_salve_fire = 1.0,0.0,0.0,1.0 [20:28:38] color_salve_frost = 0.0,0.0,1.0,1.0 [20:28:38] color_silver = 0.75,0.75,0.75,1.0 [20:28:38] color_system = 0.5,1.0,0.5,1.0 [20:28:38] color_teal = 0.0,0.5,0.5,1.0 [20:28:38] color_white = 1.0,1.0,1.0,1.0 [20:28:38] color_yellow = 1.0,1.0,0.0,1.0 [20:28:38] compressed_textures = false [20:28:38] compressed_textures_S3TC = true [20:28:38] contribution_culling = 200 [20:28:38] custim_timer_source = 1 [20:28:38] customTimer1 = -1|-1 [20:28:38] customTimer2 = -1|-1 [20:28:38] customTimer3 = -1|-1 [20:28:38] customTimer4 = -1|-1 [20:28:38] customTimer5 = -1|-1 [20:28:38] debug_mode = false [20:28:38] defaultActions_source = 0 [20:28:38] depth_clamp_enabled = 2 [20:28:38] disable_select_all_shortcut = false [20:28:38] display_settings = false:true:0:1024:768:32:-1:false:true [20:28:38] enable_contribution_culling = false [20:28:38] enable_debugs = false [20:28:38] enable_lod = true [20:28:38] enable_shift_drag = false [20:28:38] enable_volumetric_fog = true [20:28:38] enable_vsync = false [20:28:38] enable_world_drag = true [20:28:38] event_log_rotation = 2 [20:28:38] exec_source = 0 [20:28:38] fast_yield = false [20:28:38] fbo_enabled = 2 [20:28:38] fog_coord_src = 0 [20:28:38] font_antialias = 2 [20:28:38] font_bold = 11 [20:28:38] font_default = 11 [20:28:38] font_header = 24 [20:28:38] font_italian = 11 [20:28:38] font_monospaced = 11 [20:28:38] font_static = 11 [20:28:38] fov_horizontal = 80 [20:28:38] fps_limit = 60 [20:28:38] fps_limit_background = 30 [20:28:38] fps_limit_enabled = true [20:28:38] free_look_mode_disable_on_close_component = false [20:28:38] free_look_mode_disable_on_combat = false [20:28:38] free_look_mode_disable_on_open_component = false [20:28:38] free_look_mode_sensitivity = 10 [20:28:38] game_client_thread_priority = 2 [20:28:38] glsl_debug_loading = false [20:28:38] glsl_enabled = 2 [20:28:38] gpu_skinning = true [20:28:38] gui_opacity = 3 [20:28:38] gui_skin = 1 [20:28:38] has_read_eula = true [20:28:38] head_bob = false [20:28:38] hide_cursor_with_ui = false [20:28:38] hide_inactive_friends = false [20:28:38] hide_menu_examine = false [20:28:38] hide_menu_no_target = false [20:28:38] hide_menu_spam_mode = true [20:28:38] hide_menu_stop = false [20:28:38] hide_onscreen_fail_messages = false [20:28:38] hide_onscreen_hostile_messages = false [20:28:38] hide_onscreen_info_messages = false [20:28:38] hide_personal_goal = false [20:28:38] high_res_binoculars = true [20:28:38] hint_texture_scaling = 2 [20:28:38] impColumn = true [20:28:38] inverse_mouse = false [20:28:38] irc_log_rotation = 2 [20:28:38] irc_notif = 0 [20:28:38] item_creature_render_distance = 3 [20:28:38] key_bindings_source = 0 [20:28:38] keyboard_layout = 0 [20:28:38] limit_dynamic_lights = true [20:28:38] loadInventoryStartup = true [20:28:38] local_list_in_event = false [20:28:38] lod = 1 [20:28:38] log_extra_errors = false [20:28:38] log_gl_errors = false [20:28:38] mark_text_read = true [20:28:38] material_as_suffix = true [20:28:38] max_dynamic_lights = 8 [20:28:38] max_shader_lights = 8 [20:28:38] max_texture_size = 2 [20:28:38] mega_texture_size = 6 [20:28:38] model_loader_thread_priority = 2 [20:28:38] model_loading_threads = 3 [20:28:38] mount_control_mode = 0 [20:28:38] mount_rotation = false [20:28:38] mouse_camera_sensitivity = 10.0 [20:28:38] mouse_smoothing = 0.0 [20:28:38] multicolor_usage = 1 [20:28:38] multidraw_enabled = 1 [20:28:38] no_brightness = false [20:28:38] no_terrain_render = false [20:28:38] no_world_render = false [20:28:38] non_power_of_two = 1 [20:28:38] normal_maps = true [20:28:38] occlusion_queries_enabled = 2 [20:28:38] offscreen_texture_size = 2 [20:28:38] other_log_rotation = 2 [20:28:38] outline_picking = true [20:28:38] player_texture_size = 2 [20:28:38] quick_keybinds = true [20:28:38] reflection_texture_size = 2 [20:28:38] reflections = 2 [20:28:38] remember_password = true [20:28:38] render_bloom = false [20:28:38] render_distant_terrain = true [20:28:38] render_fxaa = true [20:28:38] render_sun_glare = false [20:28:38] render_vignette = false [20:28:38] renderer_type = 1 [20:28:38] resident_models = false [20:28:38] save_skills_on_quit = false [20:28:38] screen_brightness = 0.0 [20:28:38] screenshot_file_format = 1 [20:28:38] season_override = 0 [20:28:38] send_extra_tile_data = false [20:28:38] setting_timestamps = true [20:28:38] settings_version = 14 [20:28:38] shadow_level = 0 [20:28:38] shadow_mapsize = 1 [20:28:38] shift_drag_default = 10 [20:28:38] showKChat = true [20:28:38] show_body_in_inventory = false [20:28:38] show_creature_overlay = true [20:28:38] show_examine_world_text = true [20:28:38] show_local_world_text = true [20:28:38] show_old_menu = false [20:28:38] show_old_quickbar = false [20:28:38] silent_friends_update = false [20:28:38] skillgain_minimum = 2 [20:28:38] skillgain_no_alignment = true [20:28:38] skillgain_no_favor = true [20:28:38] skydetail = 1 [20:28:38] sound_al_gain = 20 [20:28:38] sound_buzzlevel = 2 [20:28:38] sound_cache_enabled = true [20:28:38] sound_doppler_enabled = false [20:28:38] sound_engine = 2 [20:28:38] sound_footstepslevel = 10 [20:28:38] sound_music_level = 4 [20:28:38] sound_play_PMAlert = false [20:28:38] sound_play_UIsounds = true [20:28:38] sound_play_ambients = true [20:28:38] sound_play_buzz = true [20:28:38] sound_play_combat = true [20:28:38] sound_play_door = true [20:28:38] sound_play_emotes = true [20:28:38] sound_play_footsteps = true [20:28:38] sound_play_music = false [20:28:38] sound_play_weather = true [20:28:38] sound_play_work = true [20:28:38] structure_render_distance = 3 [20:28:38] submit_client_data = 1 [20:28:38] supersampling = 0 [20:28:38] swap_mouse_buttons = false [20:28:38] terrain_res = 2 [20:28:38] test_attach_equipment = false [20:28:38] test_mode = 0 [20:28:38] thirdPerson = false [20:28:38] tile_transitions = true [20:28:38] tiledecorations = 2 [20:28:38] togglePushToTalk = true [20:28:38] treelist_outline = true [20:28:38] trees = 3 [20:28:38] ui_scale = 90 [20:28:38] update_optional = true [20:28:38] use_alpha_particles = true [20:28:38] use_anisotropic_filtering = 4 [20:28:38] use_antialiasing = 1 [20:28:38] use_default_action = true [20:28:38] use_fast_clock_work_around = true [20:28:38] use_nano_timer = false [20:28:38] use_non_alpha_particles = true [20:28:38] use_phobia_models = false [20:28:38] use_tree_models = true [20:28:38] use_weather_particles = true [20:28:38] vbo_enabled = 1 [20:28:38] vg_ui_theme = 1 [20:28:38] viewport_bob = true [20:28:38] water_detail = 2 [20:28:38] [20:28:39] Setting up WurmModel Model Loader [20:28:39] Executing G:\Steam\steamapps\common\Wurm Online\gamedata\configs\default\keybindings.txt [20:28:39] Translating legacy key NUMPAD7 to KP_7 [20:28:39] Translating legacy key NUMPAD9 to KP_9 [20:28:39] Translating legacy key SUBTRACT to KP_SUBTRACT [20:28:39] Translating legacy key EQUALS to EQUAL [20:28:39] Translating legacy key ADD to KP_ADD [20:28:39] Translating legacy key NUMPAD8 to KP_8 [20:28:39] Translating legacy key NUMPAD5 to KP_5 [20:28:39] Translating legacy key MULTIPLY to KP_MULTIPLY [20:28:39] Translating legacy key NUMPAD1 to KP_1 [20:28:39] Translating legacy key NUMPAD0 to KP_0 [20:28:39] Translating legacy key NUMPAD3 to KP_3 [20:28:39] Translating legacy key NUMPAD2 to KP_2 [20:28:39] Translating legacy key DECIMAL to KP_DECIMAL [20:28:39] Translating legacy key DIVIDE to KP_DIVIDE [20:28:39] Translating legacy key NUMPAD6 to KP_6 [20:28:39] Translating legacy key NUMPAD4 to KP_4 [20:28:41] Word filter loaded: 23 [20:28:41] Starting global frame job manager with 8 worker threads [20:28:41] Starting global lazy job manager with 4 worker threads [20:28:41] Setting up OpenAL Sound Engine [20:28:41] OpenAL version: 1.1 ALSOFT 1.19.1 [20:28:41] OpenAL renderer: OpenAL Soft [20:28:41] OpenAL vendor: OpenAL Community [20:28:41] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize [20:28:41] Generating: 128 source channels. [20:28:41] [20:28:41] === OpenGL information === [20:28:41] LWJGL version: 3.2.3 1.2.0 [20:28:41] OpenGL vendor: NVIDIA Corporation [20:28:41] OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2 [20:28:41] OpenGL version: 4.6.0 NVIDIA 451.77 [20:28:41] OpenGL extensions: [20:28:41] GL_AMD_multi_draw_indirect [20:28:41] GL_AMD_seamless_cubemap_per_texture [20:28:41] GL_AMD_vertex_shader_viewport_index [20:28:41] GL_AMD_vertex_shader_layer [20:28:41] GL_ARB_arrays_of_arrays [20:28:41] GL_ARB_base_instance [20:28:41] GL_ARB_bindless_texture [20:28:41] GL_ARB_blend_func_extended [20:28:41] GL_ARB_buffer_storage [20:28:41] GL_ARB_clear_buffer_object [20:28:41] GL_ARB_clear_texture [20:28:41] GL_ARB_clip_control [20:28:41] GL_ARB_color_buffer_float [20:28:41] GL_ARB_compatibility [20:28:41] GL_ARB_compressed_texture_pixel_storage [20:28:41] GL_ARB_conservative_depth [20:28:41] GL_ARB_compute_shader [20:28:41] GL_ARB_compute_variable_group_size [20:28:41] GL_ARB_conditional_render_inverted [20:28:41] GL_ARB_copy_buffer [20:28:41] GL_ARB_copy_image [20:28:41] GL_ARB_cull_distance [20:28:41] GL_ARB_debug_output [20:28:41] GL_ARB_depth_buffer_float [20:28:41] GL_ARB_depth_clamp [20:28:41] GL_ARB_depth_texture [20:28:41] GL_ARB_derivative_control [20:28:41] GL_ARB_direct_state_access [20:28:41] GL_ARB_draw_buffers [20:28:41] GL_ARB_draw_buffers_blend [20:28:41] GL_ARB_draw_indirect [20:28:41] GL_ARB_draw_elements_base_vertex [20:28:41] GL_ARB_draw_instanced [20:28:41] GL_ARB_enhanced_layouts [20:28:41] GL_ARB_ES2_compatibility [20:28:41] GL_ARB_ES3_compatibility [20:28:41] GL_ARB_ES3_1_compatibility [20:28:41] GL_ARB_ES3_2_compatibility [20:28:41] GL_ARB_explicit_attrib_location [20:28:41] GL_ARB_explicit_uniform_location [20:28:41] GL_ARB_fragment_coord_conventions [20:28:41] GL_ARB_fragment_layer_viewport [20:28:41] GL_ARB_fragment_program [20:28:41] GL_ARB_fragment_program_shadow [20:28:41] GL_ARB_fragment_shader [20:28:41] GL_ARB_fragment_shader_interlock [20:28:41] GL_ARB_framebuffer_no_attachments [20:28:41] GL_ARB_framebuffer_object [20:28:41] GL_ARB_framebuffer_sRGB [20:28:41] GL_ARB_geometry_shader4 [20:28:41] GL_ARB_get_program_binary [20:28:41] GL_ARB_get_texture_sub_image [20:28:41] GL_ARB_gl_spirv [20:28:41] GL_ARB_gpu_shader5 [20:28:41] GL_ARB_gpu_shader_fp64 [20:28:41] GL_ARB_gpu_shader_int64 [20:28:41] GL_ARB_half_float_pixel [20:28:41] GL_ARB_half_float_vertex [20:28:41] GL_ARB_imaging [20:28:41] GL_ARB_indirect_parameters [20:28:41] GL_ARB_instanced_arrays [20:28:41] GL_ARB_internalformat_query [20:28:41] GL_ARB_internalformat_query2 [20:28:41] GL_ARB_invalidate_subdata [20:28:41] GL_ARB_map_buffer_alignment [20:28:41] GL_ARB_map_buffer_range [20:28:41] GL_ARB_multi_bind [20:28:41] GL_ARB_multi_draw_indirect [20:28:41] GL_ARB_multisample [20:28:41] GL_ARB_multitexture [20:28:41] GL_ARB_occlusion_query [20:28:41] GL_ARB_occlusion_query2 [20:28:41] GL_ARB_parallel_shader_compile [20:28:41] GL_ARB_pipeline_statistics_query [20:28:41] GL_ARB_pixel_buffer_object [20:28:41] GL_ARB_point_parameters [20:28:41] GL_ARB_point_sprite [20:28:41] GL_ARB_polygon_offset_clamp [20:28:41] GL_ARB_post_depth_coverage [20:28:41] GL_ARB_program_interface_query [20:28:41] GL_ARB_provoking_vertex [20:28:41] GL_ARB_query_buffer_object [20:28:41] GL_ARB_robust_buffer_access_behavior [20:28:41] GL_ARB_robustness [20:28:41] GL_ARB_sample_locations [20:28:41] GL_ARB_sample_shading [20:28:41] GL_ARB_sampler_objects [20:28:41] GL_ARB_seamless_cube_map [20:28:41] GL_ARB_seamless_cubemap_per_texture [20:28:41] GL_ARB_separate_shader_objects [20:28:41] GL_ARB_shader_atomic_counter_ops [20:28:41] GL_ARB_shader_atomic_counters [20:28:41] GL_ARB_shader_ballot [20:28:41] GL_ARB_shader_bit_encoding [20:28:41] GL_ARB_shader_clock [20:28:41] GL_ARB_shader_draw_parameters [20:28:41] GL_ARB_shader_group_vote [20:28:41] GL_ARB_shader_image_load_store [20:28:41] GL_ARB_shader_image_size [20:28:41] GL_ARB_shader_objects [20:28:41] GL_ARB_shader_precision [20:28:41] GL_ARB_shader_storage_buffer_object [20:28:41] GL_ARB_shader_subroutine [20:28:41] GL_ARB_shader_texture_image_samples [20:28:41] GL_ARB_shader_texture_lod [20:28:41] GL_ARB_shading_language_100 [20:28:41] GL_ARB_shader_viewport_layer_array [20:28:41] GL_ARB_shading_language_420pack [20:28:41] GL_ARB_shading_language_include [20:28:41] GL_ARB_shading_language_packing [20:28:41] GL_ARB_shadow [20:28:41] GL_ARB_sparse_buffer [20:28:41] GL_ARB_sparse_texture [20:28:41] GL_ARB_sparse_texture2 [20:28:41] GL_ARB_sparse_texture_clamp [20:28:41] GL_ARB_spirv_extensions [20:28:41] GL_ARB_stencil_texturing [20:28:41] GL_ARB_sync [20:28:41] GL_ARB_tessellation_shader [20:28:41] GL_ARB_texture_barrier [20:28:41] GL_ARB_texture_border_clamp [20:28:41] GL_ARB_texture_buffer_object [20:28:41] GL_ARB_texture_buffer_object_rgb32 [20:28:41] GL_ARB_texture_buffer_range [20:28:41] GL_ARB_texture_compression [20:28:41] GL_ARB_texture_compression_bptc [20:28:41] GL_ARB_texture_compression_rgtc [20:28:41] GL_ARB_texture_cube_map [20:28:41] GL_ARB_texture_cube_map_array [20:28:41] GL_ARB_texture_env_add [20:28:41] GL_ARB_texture_env_combine [20:28:41] GL_ARB_texture_env_crossbar [20:28:41] GL_ARB_texture_env_dot3 [20:28:41] GL_ARB_texture_filter_anisotropic [20:28:41] GL_ARB_texture_filter_minmax [20:28:41] GL_ARB_texture_float [20:28:41] GL_ARB_texture_gather [20:28:41] GL_ARB_texture_mirror_clamp_to_edge [20:28:41] GL_ARB_texture_mirrored_repeat [20:28:41] GL_ARB_texture_multisample [20:28:41] GL_ARB_texture_non_power_of_two [20:28:41] GL_ARB_texture_query_levels [20:28:41] GL_ARB_texture_query_lod [20:28:41] GL_ARB_texture_rectangle [20:28:41] GL_ARB_texture_rg [20:28:41] GL_ARB_texture_rgb10_a2ui [20:28:41] GL_ARB_texture_stencil8 [20:28:41] GL_ARB_texture_storage [20:28:41] GL_ARB_texture_storage_multisample [20:28:41] GL_ARB_texture_swizzle [20:28:41] GL_ARB_texture_view [20:28:41] GL_ARB_timer_query [20:28:41] GL_ARB_transform_feedback2 [20:28:41] GL_ARB_transform_feedback3 [20:28:41] GL_ARB_transform_feedback_instanced [20:28:41] GL_ARB_transform_feedback_overflow_query [20:28:41] GL_ARB_transpose_matrix [20:28:41] GL_ARB_uniform_buffer_object [20:28:41] GL_ARB_vertex_array_bgra [20:28:41] GL_ARB_vertex_array_object [20:28:41] GL_ARB_vertex_attrib_64bit [20:28:41] GL_ARB_vertex_attrib_binding [20:28:41] GL_ARB_vertex_buffer_object [20:28:41] GL_ARB_vertex_program [20:28:41] GL_ARB_vertex_shader [20:28:41] GL_ARB_vertex_type_10f_11f_11f_rev [20:28:41] GL_ARB_vertex_type_2_10_10_10_rev [20:28:41] GL_ARB_viewport_array [20:28:41] GL_ARB_window_pos [20:28:41] GL_ATI_draw_buffers [20:28:41] GL_ATI_texture_float [20:28:41] GL_ATI_texture_mirror_once [20:28:41] GL_S3_s3tc [20:28:41] GL_EXT_texture_env_add [20:28:41] GL_EXT_abgr [20:28:41] GL_EXT_bgra [20:28:41] GL_EXT_bindable_uniform [20:28:41] GL_EXT_blend_color [20:28:41] GL_EXT_blend_equation_separate [20:28:41] GL_EXT_blend_func_separate [20:28:41] GL_EXT_blend_minmax [20:28:41] GL_EXT_blend_subtract [20:28:41] GL_EXT_compiled_vertex_array [20:28:41] GL_EXT_Cg_shader [20:28:41] GL_EXT_depth_bounds_test [20:28:41] GL_EXT_direct_state_access [20:28:41] GL_EXT_draw_buffers2 [20:28:41] GL_EXT_draw_instanced [20:28:41] GL_EXT_draw_range_elements [20:28:41] GL_EXT_fog_coord [20:28:41] GL_EXT_framebuffer_blit [20:28:41] GL_EXT_framebuffer_multisample [20:28:41] GL_EXTX_framebuffer_mixed_formats [20:28:41] GL_EXT_framebuffer_multisample_blit_scaled [20:28:41] GL_EXT_framebuffer_object [20:28:41] GL_EXT_framebuffer_sRGB [20:28:41] GL_EXT_geometry_shader4 [20:28:41] GL_EXT_gpu_program_parameters [20:28:41] GL_EXT_gpu_shader4 [20:28:41] GL_EXT_multi_draw_arrays [20:28:41] GL_EXT_multiview_texture_multisample [20:28:41] GL_EXT_multiview_timer_query [20:28:41] GL_EXT_packed_depth_stencil [20:28:41] GL_EXT_packed_float [20:28:41] GL_EXT_packed_pixels [20:28:41] GL_EXT_pixel_buffer_object [20:28:41] GL_EXT_point_parameters [20:28:41] GL_EXT_polygon_offset_clamp [20:28:41] GL_EXT_post_depth_coverage [20:28:41] GL_EXT_provoking_vertex [20:28:41] GL_EXT_raster_multisample [20:28:41] GL_EXT_rescale_normal [20:28:41] GL_EXT_secondary_color [20:28:41] GL_EXT_separate_shader_objects [20:28:41] GL_EXT_separate_specular_color [20:28:41] GL_EXT_shader_image_load_formatted [20:28:41] GL_EXT_shader_image_load_store [20:28:41] GL_EXT_shader_integer_mix [20:28:41] GL_EXT_shadow_funcs [20:28:41] GL_EXT_sparse_texture2 [20:28:41] GL_EXT_stencil_two_side [20:28:41] GL_EXT_stencil_wrap [20:28:41] GL_EXT_texture3D [20:28:41] GL_EXT_texture_array [20:28:41] GL_EXT_texture_buffer_object [20:28:41] GL_EXT_texture_compression_dxt1 [20:28:41] GL_EXT_texture_compression_latc [20:28:41] GL_EXT_texture_compression_rgtc [20:28:41] GL_EXT_texture_compression_s3tc [20:28:41] GL_EXT_texture_cube_map [20:28:41] GL_EXT_texture_edge_clamp [20:28:41] GL_EXT_texture_env_combine [20:28:41] GL_EXT_texture_env_dot3 [20:28:41] GL_EXT_texture_filter_anisotropic [20:28:41] GL_EXT_texture_filter_minmax [20:28:41] GL_EXT_texture_integer [20:28:41] GL_EXT_texture_lod [20:28:41] GL_EXT_texture_lod_bias [20:28:41] GL_EXT_texture_mirror_clamp [20:28:41] GL_EXT_texture_object [20:28:41] GL_EXT_texture_shadow_lod [20:28:41] GL_EXT_texture_shared_exponent [20:28:41] GL_EXT_texture_sRGB [20:28:41] GL_EXT_texture_sRGB_R8 [20:28:41] GL_EXT_texture_sRGB_decode [20:28:41] GL_EXT_texture_storage [20:28:41] GL_EXT_texture_swizzle [20:28:41] GL_EXT_timer_query [20:28:41] GL_EXT_transform_feedback2 [20:28:41] GL_EXT_vertex_array [20:28:41] GL_EXT_vertex_array_bgra [20:28:41] GL_EXT_vertex_attrib_64bit [20:28:41] GL_EXT_window_rectangles [20:28:41] GL_EXT_import_sync_object [20:28:41] GL_IBM_rasterpos_clip [20:28:41] GL_IBM_texture_mirrored_repeat [20:28:41] GL_KHR_context_flush_control [20:28:41] GL_KHR_debug [20:28:41] GL_EXT_memory_object [20:28:41] GL_EXT_memory_object_win32 [20:28:41] GL_EXT_win32_keyed_mutex [20:28:41] GL_KHR_parallel_shader_compile [20:28:41] GL_KHR_no_error [20:28:41] GL_KHR_robust_buffer_access_behavior [20:28:41] GL_KHR_robustness [20:28:41] GL_EXT_semaphore [20:28:41] GL_EXT_semaphore_win32 [20:28:41] GL_KHR_shader_subgroup [20:28:41] GL_KTX_buffer_region [20:28:41] GL_NV_alpha_to_coverage_dither_control [20:28:41] GL_NV_bindless_multi_draw_indirect [20:28:41] GL_NV_bindless_multi_draw_indirect_count [20:28:41] GL_NV_bindless_texture [20:28:41] GL_NV_blend_equation_advanced [20:28:41] GL_NV_blend_equation_advanced_coherent [20:28:41] GL_NVX_blend_equation_advanced_multi_draw_buffers [20:28:41] GL_NV_blend_minmax_factor [20:28:41] GL_NV_blend_square [20:28:41] GL_NV_clip_space_w_scaling [20:28:41] GL_NV_command_list [20:28:41] GL_NV_compute_program5 [20:28:41] GL_NV_conditional_render [20:28:41] GL_NV_conservative_raster [20:28:41] GL_NV_conservative_raster_dilate [20:28:41] GL_NV_conservative_raster_pre_snap_triangles [20:28:41] GL_NV_copy_depth_to_color [20:28:41] GL_NV_copy_image [20:28:41] GL_NV_depth_buffer_float [20:28:41] GL_NV_depth_clamp [20:28:41] GL_NV_draw_texture [20:28:41] GL_NV_draw_vulkan_image [20:28:41] GL_NV_ES1_1_compatibility [20:28:41] GL_NV_ES3_1_compatibility [20:28:41] GL_NV_explicit_multisample [20:28:41] GL_NV_feature_query [20:28:41] GL_NV_fence [20:28:41] GL_NV_fill_rectangle [20:28:41] GL_NV_float_buffer [20:28:41] GL_NV_fog_distance [20:28:41] GL_NV_fragment_coverage_to_color [20:28:41] GL_NV_fragment_program [20:28:41] GL_NV_fragment_program_option [20:28:41] GL_NV_fragment_program2 [20:28:41] GL_NV_fragment_shader_interlock [20:28:41] GL_NV_framebuffer_mixed_samples [20:28:41] GL_NV_framebuffer_multisample_coverage [20:28:41] GL_NV_geometry_shader4 [20:28:41] GL_NV_geometry_shader_passthrough [20:28:41] GL_NV_gpu_program4 [20:28:41] GL_NV_internalformat_sample_query [20:28:41] GL_NV_gpu_program4_1 [20:28:41] GL_NV_gpu_program5 [20:28:41] GL_NV_gpu_program5_mem_extended [20:28:41] GL_NV_gpu_program_fp64 [20:28:41] GL_NV_gpu_shader5 [20:28:41] GL_NV_half_float [20:28:41] GL_NV_light_max_exponent [20:28:41] GL_NV_memory_attachment [20:28:41] GL_NV_multisample_coverage [20:28:41] GL_NV_multisample_filter_hint [20:28:41] GL_NV_occlusion_query [20:28:41] GL_NV_packed_depth_stencil [20:28:41] GL_NV_parameter_buffer_object [20:28:41] GL_NV_parameter_buffer_object2 [20:28:41] GL_NV_path_rendering [20:28:41] GL_NV_path_rendering_shared_edge [20:28:41] GL_NV_pixel_data_range [20:28:41] GL_NV_point_sprite [20:28:41] GL_NV_primitive_restart [20:28:41] GL_NV_query_resource [20:28:41] GL_NV_query_resource_tag [20:28:41] GL_NV_register_combiners [20:28:41] GL_NV_register_combiners2 [20:28:41] GL_NV_sample_locations [20:28:41] GL_NV_sample_mask_override_coverage [20:28:41] GL_NV_shader_atomic_counters [20:28:41] GL_NV_shader_atomic_float [20:28:41] GL_NV_shader_atomic_float64 [20:28:41] GL_NV_shader_atomic_fp16_vector [20:28:41] GL_NV_shader_atomic_int64 [20:28:41] GL_NV_shader_buffer_load [20:28:41] GL_NV_shader_storage_buffer_object [20:28:41] GL_NV_shader_subgroup_partitioned [20:28:41] GL_NV_stereo_view_rendering [20:28:41] GL_NV_texgen_reflection [20:28:41] GL_NV_texture_barrier [20:28:41] GL_NV_texture_compression_vtc [20:28:41] GL_NV_texture_env_combine4 [20:28:41] GL_NV_texture_multisample [20:28:41] GL_NV_texture_rectangle [20:28:41] GL_NV_texture_rectangle_compressed [20:28:41] GL_NV_texture_shader [20:28:41] GL_NV_texture_shader2 [20:28:41] GL_NV_texture_shader3 [20:28:41] GL_NV_transform_feedback [20:28:41] GL_NV_transform_feedback2 [20:28:41] GL_NV_uniform_buffer_unified_memory [20:28:41] GL_NV_vertex_array_range [20:28:41] GL_NV_vertex_array_range2 [20:28:41] GL_NV_vertex_attrib_integer_64bit [20:28:41] GL_NV_vertex_buffer_unified_memory [20:28:41] GL_NV_vertex_program [20:28:41] GL_NV_vertex_program1_1 [20:28:41] GL_NV_vertex_program2 [20:28:41] GL_NV_vertex_program2_option [20:28:41] GL_NV_vertex_program3 [20:28:41] GL_NV_viewport_array2 [20:28:41] GL_NV_viewport_swizzle [20:28:41] GL_NVX_conditional_render [20:28:41] GL_NVX_linked_gpu_multicast [20:28:41] GL_NV_gpu_multicast [20:28:41] GL_NVX_gpu_multicast2 [20:28:41] GL_NVX_progress_fence [20:28:41] GL_NVX_gpu_memory_info [20:28:41] GL_NVX_multigpu_info [20:28:41] GL_NVX_nvenc_interop [20:28:41] GL_NV_shader_thread_group [20:28:41] GL_NV_shader_thread_shuffle [20:28:41] GL_KHR_blend_equation_advanced [20:28:41] GL_KHR_blend_equation_advanced_coherent [20:28:41] GL_OVR_multiview [20:28:41] GL_OVR_multiview2 [20:28:41] GL_SGIS_generate_mipmap [20:28:41] GL_SGIS_texture_lod [20:28:41] GL_SGIX_depth_texture [20:28:41] GL_SGIX_shadow [20:28:41] GL_SUN_slice_accum [20:28:41] GL_WIN_swap_hint [20:28:41] WGL_EXT_swap_control [20:28:41] OpenGL pixel format: 8:8:8:8 [20:28:41] OpenGL depth format: 24:8 [20:28:41] [20:28:41] GLSL version: 4.60 NVIDIA [20:28:41] GLSL max vertex uniforms: 4096 (4096) [20:28:41] GLSL max fragment uniforms: 4096 (4096) [20:28:41] GLSL max varyings: 124 (124) [20:28:41] GLSL max lights: 8 (8) [20:28:41] GLSL defines (4.6): #define USE_CLIP_VERTEX 1 [20:28:41] [20:28:41] Vertex/index buffer memory limit: 2048MiB [20:28:41] Starting workaround for fast running clocks [20:28:41] Using LWJGL timer. [20:28:42] Startup Phase - Initializing.. [20:28:42] Preloading builtin materials [20:28:42] Preloading builtin materials done [20:28:42] Setting up Collada Model Loader [20:28:42] Launching Collada Model Loader threads [20:28:42] Launching WOM Loader threads [20:28:42] Startup Phase - Setting up.. [20:28:43] Loading window positions from G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\windows_1680x1050.txt [20:28:43] Loading props file G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\windows_1680x1050.txt [20:28:44] Gui initialized [20:28:44] Startup Phase - Preparing terrain... [20:28:44] Startup Phase - Connecting .. [20:28:45] Disabling Nagles [20:28:46] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\_Event.2020-08.txt [20:28:46] Disabling Nagles [20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\CA_HELP.2020-08.txt [20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\GL-Freedom.2020-08.txt [20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\Freedom.2020-08.txt [20:28:48] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\Trade.2020-08.txt [20:28:48] Login successful [20:28:48] Executing G:\Steam\steamapps\common\Wurm Online\gamedata\configs\default\autorun.txt [20:28:48] Starting update of login splash image... [20:28:50] Water reflection offscreen size 840x525 [20:28:51] Finished loading new login splash image! [20:28:53] No mapping found for hair6 [20:29:36] Writing to G:\Steam\steamapps\common\Wurm Online\gamedata\players\Kaneyn\logs\_Skills.2020-08.txt [20:31:37] ====== CLIENT CRASH ====== [20:31:37] Unexpected crash Trying to create deed plan file [20:31:37] java.io.IOException: The system cannot find the file specified [20:31:37] at java.io.WinNTFileSystem.createFileExclusively(Native Method) [20:31:37] at java.io.File.createNewFile(Unknown Source) [20:31:37] at class.BBAmpRrXVx.FZOk5L6Gfy(SourceFile:102) [20:31:37] at class.BBAmpRrXVx.mMV5oPkCW(SourceFile:1094) [20:31:37] at java.awt.event.InvocationEvent.dispatch(Unknown Source) [20:31:37] at java.awt.EventQueue.dispatchEventImpl(Unknown Source) [20:31:37] at java.awt.EventQueue.access$500(Unknown Source) [20:31:37] at java.awt.EventQueue$3.run(Unknown Source) [20:31:37] at java.awt.EventQueue$3.run(Unknown Source) [20:31:37] at java.security.AccessController.doPrivileged(Native Method) [20:31:37] at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) [20:31:37] at java.awt.EventQueue.dispatchEvent(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.pumpEvents(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.pumpEvents(Unknown Source) [20:31:37] at java.awt.EventDispatchThread.run(Unknown Source) [20:31:40] ====== CLIENT CRASH ====== [20:31:40] Unexpected crash Trying to save deed plan [20:31:40] java.io.FileNotFoundException: C:\Users\theBlack\Documents\MistyCliffs.MAP (The system cannot find the file specified) [20:31:40] at java.io.FileOutputStream.open0(Native Method) [20:31:40] at java.io.FileOutputStream.open(Unknown Source) [20:31:40] at java.io.FileOutputStream.<init>(Unknown Source) [20:31:40] at java.io.FileOutputStream.<init>(Unknown Source) [20:31:40] at class.BBAmpRrXVx.FZOk5L6Gfy(SourceFile:116) [20:31:40] at class.BBAmpRrXVx.mMV5oPkCW(SourceFile:1094) [20:31:40] at java.awt.event.InvocationEvent.dispatch(Unknown Source) [20:31:40] at java.awt.EventQueue.dispatchEventImpl(Unknown Source) [20:31:40] at java.awt.EventQueue.access$500(Unknown Source) [20:31:40] at java.awt.EventQueue$3.run(Unknown Source) [20:31:40] at java.awt.EventQueue$3.run(Unknown Source) [20:31:40] at java.security.AccessController.doPrivileged(Native Method) [20:31:40] at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) [20:31:40] at java.awt.EventQueue.dispatchEvent(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.pumpEvents(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.pumpEvents(Unknown Source) [20:31:40] at java.awt.EventDispatchThread.run(Unknown Source) "No mapping found for hair6" Just before the crash.... That bit makes me think of something that I think is unrelated, but who knows! I've had some textures not displaying correctly for a while now. Some hair (black and dark brown not displayed right) and armor (not displaying new textures) and the new Hell Horse colors became less vibrant. All changed around the same time. I didn't need the planner on my old deed and the textures worked well enough and didn't impede play so I didn't deal with it. I figured it had to do with all of the texture and lighting changes going on, but maybe something isn't right that it's trying to export? I have reinstalled the standalone version (but not a clean reinstall), and Steam should be separate. They are on different drives. Here is the crash info for the standalone game: Spoiler Unexpected crash Trying to save deed plan The error was: <C:\Users\theBlack\Documents\TEST.MAP (The system cannot find the file specified)> 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 online forums, and someone else might be able to help you. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Hypatia.log Time is Sat Aug 01 20:38:55 ADT 2020 Running client version 4.1.115 client build# 59fd7878974b3d745a0212a3628427c9608bb091 client build time 2020-07-22 16:48 === System information === Executing from C:\WINDOWS\system32\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_261 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.261-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 === Wurm options === animation_playback_self = 0 ao_level = 2 auto_mipmaps_enabled = 1 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 3 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_enchant_desc = 0.5,0.5,1.0,1.0 color_enchant_name = 0.0,0.5,0.5,1.0 color_enchant_power = 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 = 0.08,1.0,0.08,1.0 color_grey = 0.5,0.5,0.5,1.0 color_lime = 0.0,1.0,0.0,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.5,0.0,1.0 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 = 1.0,0.8,0.8,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.23,0.39,1.0,1.0 color_salve_acid = 1.0,1.0,0.0,1.0 color_salve_fire = 1.0,0.0,0.0,1.0 color_salve_frost = 0.0,0.0,1.0,1.0 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 = 200 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:0:1680:1050:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_volumetric_fog = true 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 = 100 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 = 11 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 2 gui_skin = 1 has_read_eula = true head_bob = false hide_cursor_with_ui = false hide_inactive_friends = true 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 = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 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 = 7 max_shader_lights = 8 max_texture_size = 3 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 1 mount_control_mode = 1 mount_rotation = true mouse_smoothing = 0.0 multicolor_usage = 1 multidraw_enabled = 1 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 1 normal_maps = true occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 quick_keybinds = true reflection_texture_size = 2 reflections = 3 remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = true render_sun_glare = true render_vignette = false renderer_type = 1 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 = 14 shadow_level = 4 shadow_mapsize = 1 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 = 8 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 structure_render_distance = 3 submit_client_data = 1 supersampling = 0 swap_mouse_buttons = false terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 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 = 1 viewport_bob = true water_detail = 2 Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key NUMPAD7 to KP_7 Translating legacy key NUMPAD9 to KP_9 Translating legacy key SUBTRACT to KP_SUBTRACT Translating legacy key EQUALS to EQUAL Translating legacy key ADD to KP_ADD Translating legacy key NUMPAD8 to KP_8 Translating legacy key NUMPAD5 to KP_5 Warning: Unrecognized action DEFAULT_ACTION Translating legacy key MULTIPLY to KP_MULTIPLY Translating legacy key NUMPAD1 to KP_1 Translating legacy key NUMPAD0 to KP_0 Translating legacy key NUMPAD3 to KP_3 Warning: Unrecognized action REPEAT_ACTION Translating legacy key NUMPAD2 to KP_2 Translating legacy key DECIMAL to KP_DECIMAL Translating legacy key DIVIDE to KP_DIVIDE Translating legacy key NUMPAD6 to KP_6 Translating legacy key NUMPAD4 to KP_4 Word filter loaded: 23 Starting global frame job manager with 8 worker threads Starting global lazy job manager with 4 worker threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize Generating: 128 source channels. === OpenGL information === LWJGL version: 3.2.3 build 13 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 451.77 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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_KHR_shader_subgroup 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_feature_query 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_memory_attachment 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_shader_subgroup_partitioned 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_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence 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_OVR_multiview GL_OVR_multiview2 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: 8:8:8:8 OpenGL depth format: 24:8 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: 2048MiB Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 512 Preloading builtin materials Preloading builtin materials done Setting up Collada Model Loader Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt Loading props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\_Event.2020-08.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Alliance.2020-08.txt Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\CA_HELP.2020-08.txt Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\GL-Freedom.2020-08.txt Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Freedom.2020-08.txt Writing to C:\Users\USERNAME\wurm\players\Hypatia\logs\Trade.2020-08.txt Login successful Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt Starting update of login splash image... Initializing font texture for SansSerif (12). Texture Size: 512 Water reflection offscreen size 840x520 Finished loading new login splash image! Initializing font texture for SansSerif (11, bold). Texture Size: 512 Saving window positions to C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt Saving props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1680x1040.txt Loading window positions from C:\Users\USERNAME\wurm\players\Hypatia\windows_1618x1027.txt Loading props file C:\Users\USERNAME\wurm\players\Hypatia\windows_1618x1027.txt Water reflection offscreen size 809x513 ====== CLIENT CRASH ====== Unexpected crash Trying to create deed plan file java.io.IOException: The system cannot find the file specified at java.io.WinNTFileSystem.createFileExclusively(Native Method) at java.io.File.createNewFile(Unknown Source) at class.eHNxFbQAQb.FZOk5L6Gfy(SourceFile:102) at class.eHNxFbQAQb.mMV5oPkCW(SourceFile:1094) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) ====== CLIENT CRASH ====== Unexpected crash Trying to save deed plan java.io.FileNotFoundException: C:\Users\theBlack\Documents\TEST.MAP (The system cannot find the file specified) at java.io.FileOutputStream.open0(Native Method) at java.io.FileOutputStream.open(Unknown Source) at java.io.FileOutputStream.<init>(Unknown Source) at java.io.FileOutputStream.<init>(Unknown Source) at class.eHNxFbQAQb.FZOk5L6Gfy(SourceFile:116) at class.eHNxFbQAQb.mMV5oPkCW(SourceFile:1094) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$500(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Edited August 2, 2020 by Hypatia Additional Information Share this post Link to post Share on other sites