Posted July 26, 2020 (edited) Since the lasted update my toon is doing this odd twitchy thing where it looks a bald scarecrow for an instant. It's happening quite frequently and is very distracting. Too quick to get a pic though. Seems to be linked to using containers for some reason. Edited July 27, 2020 by Katrat new info Share this post Link to post Share on other sites
Posted July 28, 2020 (edited) Caught it! Please fix! Ok now it's happening every time I click my mouse. Right or left click! *sigh* Edited July 31, 2020 by Katrat Share this post Link to post Share on other sites
Posted July 31, 2020 Can you post your console log please? Share this post Link to post Share on other sites
Posted August 1, 2020 (edited) Spoiler [20:40:06] Setting up OpenAL Sound Engine [20:40:06] OpenAL version: 1.1 ALSOFT 1.19.1 [20:40:06] OpenAL renderer: OpenAL Soft [20:40:06] OpenAL vendor: OpenAL Community [20:40:06] 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 [20:40:06] Generating: 128 source channels. [20:40:06] [20:40:06] === OpenGL information === [20:40:06] LWJGL version: 3.2.3 1.2.0 [20:40:06] OpenGL vendor: Intel [20:40:06] OpenGL renderer: Intel(R) HD Graphics 520 [20:40:06] OpenGL version: 4.6.0 - Build 26.20.100.8142 [20:40:06] OpenGL extensions: [20:40:06] GL_3DFX_texture_compression_FXT1 [20:40:06] GL_AMD_depth_clamp_separate [20:40:06] GL_AMD_vertex_shader_layer [20:40:06] GL_AMD_vertex_shader_viewport_index [20:40:06] GL_ARB_ES2_compatibility [20:40:06] GL_ARB_ES3_1_compatibility [20:40:06] GL_ARB_ES3_compatibility [20:40:06] GL_ARB_arrays_of_arrays [20:40:06] GL_ARB_base_instance [20:40:06] GL_ARB_blend_func_extended [20:40:06] GL_ARB_buffer_storage [20:40:06] GL_ARB_cl_event [20:40:06] GL_ARB_clear_buffer_object [20:40:06] GL_ARB_clear_texture [20:40:06] GL_ARB_clip_control [20:40:06] GL_ARB_color_buffer_float [20:40:06] GL_ARB_compatibility [20:40:06] GL_ARB_compressed_texture_pixel_storage [20:40:06] GL_ARB_compute_shader [20:40:06] GL_ARB_conditional_render_inverted [20:40:06] GL_ARB_conservative_depth [20:40:06] GL_ARB_copy_buffer [20:40:06] GL_ARB_copy_image [20:40:06] GL_ARB_cull_distance [20:40:06] GL_ARB_debug_output [20:40:06] GL_ARB_depth_buffer_float [20:40:06] GL_ARB_depth_clamp [20:40:06] GL_ARB_depth_texture [20:40:06] GL_ARB_derivative_control [20:40:06] GL_ARB_direct_state_access [20:40:06] GL_ARB_draw_buffers [20:40:06] GL_ARB_draw_buffers_blend [20:40:06] GL_ARB_draw_elements_base_vertex [20:40:06] GL_ARB_draw_indirect [20:40:06] GL_ARB_draw_instanced [20:40:06] GL_ARB_enhanced_layouts [20:40:06] GL_ARB_explicit_attrib_location [20:40:06] GL_ARB_explicit_uniform_location [20:40:06] GL_ARB_fragment_coord_conventions [20:40:06] GL_ARB_fragment_layer_viewport [20:40:06] GL_ARB_fragment_program [20:40:06] GL_ARB_fragment_program_shadow [20:40:06] GL_ARB_fragment_shader [20:40:06] GL_ARB_fragment_shader_interlock [20:40:06] GL_ARB_framebuffer_no_attachments [20:40:06] GL_ARB_framebuffer_object [20:40:06] GL_ARB_framebuffer_sRGB [20:40:06] GL_ARB_geometry_shader4 [20:40:06] GL_ARB_get_program_binary [20:40:06] GL_ARB_get_texture_sub_image [20:40:06] GL_ARB_gl_spirv [20:40:06] GL_ARB_gpu_shader5 [20:40:06] GL_ARB_gpu_shader_fp64 [20:40:06] GL_ARB_half_float_pixel [20:40:06] GL_ARB_half_float_vertex [20:40:06] GL_ARB_indirect_parameters [20:40:06] GL_ARB_instanced_arrays [20:40:06] GL_ARB_internalformat_query [20:40:06] GL_ARB_internalformat_query2 [20:40:06] GL_ARB_invalidate_subdata [20:40:06] GL_ARB_map_buffer_alignment [20:40:06] GL_ARB_map_buffer_range [20:40:06] GL_ARB_multi_bind [20:40:06] GL_ARB_multi_draw_indirect [20:40:06] GL_ARB_multisample [20:40:06] GL_ARB_multitexture [20:40:06] GL_ARB_occlusion_query [20:40:06] GL_ARB_occlusion_query2 [20:40:06] GL_ARB_pipeline_statistics_query [20:40:06] GL_ARB_pixel_buffer_object [20:40:06] GL_ARB_point_parameters [20:40:06] GL_ARB_point_sprite [20:40:06] GL_ARB_polygon_offset_clamp [20:40:06] GL_ARB_post_depth_coverage [20:40:06] GL_ARB_program_interface_query [20:40:06] GL_ARB_provoking_vertex [20:40:06] GL_ARB_query_buffer_object [20:40:06] GL_ARB_robust_buffer_access_behavior [20:40:06] GL_ARB_robustness [20:40:06] GL_ARB_robustness_isolation [20:40:06] GL_ARB_sample_shading [20:40:06] GL_ARB_sampler_objects [20:40:06] GL_ARB_seamless_cube_map [20:40:06] GL_ARB_seamless_cubemap_per_texture [20:40:06] GL_ARB_separate_shader_objects [20:40:06] GL_ARB_shader_atomic_counter_ops [20:40:06] GL_ARB_shader_atomic_counters [20:40:06] GL_ARB_shader_bit_encoding [20:40:06] GL_ARB_shader_draw_parameters [20:40:06] GL_ARB_shader_group_vote [20:40:06] GL_ARB_shader_image_load_store [20:40:06] GL_ARB_shader_image_size [20:40:06] GL_ARB_shader_objects [20:40:06] GL_ARB_shader_precision [20:40:06] GL_ARB_shader_stencil_export [20:40:06] GL_ARB_shader_storage_buffer_object [20:40:06] GL_ARB_shader_subroutine [20:40:06] GL_ARB_shader_texture_image_samples [20:40:06] GL_ARB_shading_language_100 [20:40:06] GL_ARB_shading_language_420pack [20:40:06] GL_ARB_shading_language_packing [20:40:06] GL_ARB_shadow [20:40:06] GL_ARB_spirv_extensions [20:40:06] GL_ARB_stencil_texturing [20:40:06] GL_ARB_sync [20:40:06] GL_ARB_tessellation_shader [20:40:06] GL_ARB_texture_barrier [20:40:06] GL_ARB_texture_border_clamp [20:40:06] GL_ARB_texture_buffer_object [20:40:06] GL_ARB_texture_buffer_object_rgb32 [20:40:06] GL_ARB_texture_buffer_range [20:40:06] GL_ARB_texture_compression [20:40:06] GL_ARB_texture_compression_bptc [20:40:06] GL_ARB_texture_compression_rgtc [20:40:06] GL_ARB_texture_cube_map [20:40:06] GL_ARB_texture_cube_map_array [20:40:06] GL_ARB_texture_env_add [20:40:06] GL_ARB_texture_env_combine [20:40:06] GL_ARB_texture_env_crossbar [20:40:06] GL_ARB_texture_env_dot3 [20:40:06] GL_ARB_texture_filter_anisotropic [20:40:06] GL_ARB_texture_float [20:40:06] GL_ARB_texture_gather [20:40:06] GL_ARB_texture_mirror_clamp_to_edge [20:40:06] GL_ARB_texture_mirrored_repeat [20:40:06] GL_ARB_texture_multisample [20:40:06] GL_ARB_texture_non_power_of_two [20:40:06] GL_ARB_texture_query_levels [20:40:06] GL_ARB_texture_query_lod [20:40:06] GL_ARB_texture_rectangle [20:40:06] GL_ARB_texture_rg [20:40:06] GL_ARB_texture_rgb10_a2ui [20:40:06] GL_ARB_texture_stencil8 [20:40:06] GL_ARB_texture_storage [20:40:06] GL_ARB_texture_storage_multisample [20:40:06] GL_ARB_texture_swizzle [20:40:06] GL_ARB_texture_view [20:40:06] GL_ARB_timer_query [20:40:06] GL_ARB_transform_feedback2 [20:40:06] GL_ARB_transform_feedback3 [20:40:06] GL_ARB_transform_feedback_instanced [20:40:06] GL_ARB_transform_feedback_overflow_query [20:40:06] GL_ARB_transpose_matrix [20:40:06] GL_ARB_uniform_buffer_object [20:40:06] GL_ARB_vertex_array_bgra [20:40:06] GL_ARB_vertex_array_object [20:40:06] GL_ARB_vertex_attrib_64bit [20:40:06] GL_ARB_vertex_attrib_binding [20:40:06] GL_ARB_vertex_buffer_object [20:40:06] GL_ARB_vertex_program [20:40:06] GL_ARB_vertex_shader [20:40:06] GL_ARB_vertex_type_10f_11f_11f_rev [20:40:06] GL_ARB_vertex_type_2_10_10_10_rev [20:40:06] GL_ARB_viewport_array [20:40:06] GL_ARB_window_pos [20:40:06] GL_ATI_separate_stencil [20:40:06] GL_EXT_abgr [20:40:06] GL_EXT_bgra [20:40:06] GL_EXT_blend_color [20:40:06] GL_EXT_blend_equation_separate [20:40:06] GL_EXT_blend_func_separate [20:40:06] GL_EXT_blend_minmax [20:40:06] GL_EXT_blend_subtract [20:40:06] GL_EXT_clip_volume_hint [20:40:06] GL_EXT_compiled_vertex_array [20:40:06] GL_EXT_direct_state_access [20:40:06] GL_EXT_draw_buffers2 [20:40:06] GL_EXT_draw_range_elements [20:40:06] GL_EXT_fog_coord [20:40:06] GL_EXT_framebuffer_blit [20:40:06] GL_EXT_framebuffer_multisample [20:40:06] GL_EXT_framebuffer_object [20:40:06] GL_EXT_geometry_shader4 [20:40:06] GL_EXT_gpu_program_parameters [20:40:06] GL_EXT_gpu_shader4 [20:40:06] GL_EXT_multi_draw_arrays [20:40:06] GL_EXT_packed_depth_stencil [20:40:06] GL_EXT_packed_float [20:40:06] GL_EXT_packed_pixels [20:40:06] GL_EXT_polygon_offset_clamp [20:40:06] GL_EXT_rescale_normal [20:40:06] GL_EXT_secondary_color [20:40:06] GL_EXT_separate_specular_color [20:40:06] GL_EXT_shader_framebuffer_fetch [20:40:06] GL_EXT_shader_integer_mix [20:40:06] GL_EXT_shadow_funcs [20:40:06] GL_EXT_stencil_two_side [20:40:06] GL_EXT_stencil_wrap [20:40:06] GL_EXT_texture3D [20:40:06] GL_EXT_texture_array [20:40:06] GL_EXT_texture_compression_s3tc [20:40:06] GL_EXT_texture_edge_clamp [20:40:06] GL_EXT_texture_env_add [20:40:06] GL_EXT_texture_env_combine [20:40:06] GL_EXT_texture_filter_anisotropic [20:40:06] GL_EXT_texture_integer [20:40:06] GL_EXT_texture_lod_bias [20:40:06] GL_EXT_texture_rectangle [20:40:06] GL_EXT_texture_sRGB [20:40:06] GL_EXT_texture_sRGB_decode [20:40:06] GL_EXT_texture_shared_exponent [20:40:06] GL_EXT_texture_snorm [20:40:06] GL_EXT_texture_storage [20:40:06] GL_EXT_texture_swizzle [20:40:06] GL_EXT_timer_query [20:40:06] GL_EXT_transform_feedback [20:40:06] GL_IBM_texture_mirrored_repeat [20:40:06] GL_INTEL_conservative_rasterization [20:40:06] GL_INTEL_fragment_shader_ordering [20:40:06] GL_INTEL_framebuffer_CMAA [20:40:06] GL_INTEL_map_texture [20:40:06] GL_INTEL_multi_rate_fragment_shader [20:40:06] GL_INTEL_performance_query [20:40:06] GL_KHR_blend_equation_advanced [20:40:06] GL_KHR_blend_equation_advanced_coherent [20:40:06] GL_KHR_context_flush_control [20:40:06] GL_KHR_debug [20:40:06] GL_KHR_no_error [20:40:06] GL_KHR_texture_compression_astc_ldr [20:40:06] GL_NV_blend_square [20:40:06] GL_NV_conditional_render [20:40:06] GL_NV_primitive_restart [20:40:06] GL_NV_texgen_reflection [20:40:06] GL_SGIS_generate_mipmap [20:40:06] GL_SGIS_texture_edge_clamp [20:40:06] GL_SGIS_texture_lod [20:40:06] GL_SUN_multi_draw_arrays [20:40:06] GL_WIN_swap_hint [20:40:06] WGL_EXT_swap_control [20:40:06] OpenGL pixel format: 8:8:8:8 [20:40:06] OpenGL depth format: 24:8 [20:40:06] [20:40:06] GLSL version: 4.60 - Build 26.20.100.8142 [20:40:06] GLSL max vertex uniforms: 4096 (4096) [20:40:06] GLSL max fragment uniforms: 4096 (4096) [20:40:06] GLSL max varyings: 64 (64) [20:40:06] GLSL max lights: 8 (8) [20:40:06] GLSL defines (4.6): #define USE_CLIP_VERTEX 1 [20:40:06] [20:40:06] Vertex/index buffer memory limit: 0MiB [20:40:06] Starting workaround for fast running clocks [20:40:06] Using LWJGL timer. [20:40:07] Startup Phase - Initializing.. [20:40:08] Preloading builtin materials [20:40:10] Preloading builtin materials done [20:40:10] Setting up Collada Model Loader [20:40:10] Launching Collada Model Loader threads [20:40:10] Launching WOM Loader threads [20:40:10] Startup Phase - Setting up.. [20:40:11] Loading window positions from C:\Users\USERNAME\wurm\players\Katrat\windows_1366x768.txt [20:40:11] Loading props file C:\Users\USERNAME\wurm\players\Katrat\windows_1366x768.txt [20:40:12] Gui initialized [20:40:12] Startup Phase - Preparing terrain... [20:40:13] Startup Phase - Connecting .. [20:40:13] Disabling Nagles [20:40:14] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\_Event.2020-07.txt [20:40:14] Disabling Nagles [20:40:15] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\_Friends.2020-07.txt [20:40:15] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\Alliance.2020-07.txt [20:40:16] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\CA_HELP.2020-07.txt [20:40:16] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\GL-Freedom.2020-07.txt [20:40:16] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\Freedom.2020-07.txt [20:40:16] Writing to C:\Users\USERNAME\wurm\players\Katrat\logs\Trade.2020-07.txt [20:40:18] Login successful [20:40:18] Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt [20:40:19] Starting update of login splash image... [20:40:20] Finished loading new login splash image! [20:40:23] Initializing font texture for Cry Uncial (64). Texture Size: 1024 [20:43:09] Water reflection offscreen size 256x256 Spoiler Edited August 1, 2020 by Katrat Share this post Link to post Share on other sites
Posted August 4, 2020 (edited) This is just creepy! Edited August 4, 2020 by Katrat Share this post Link to post Share on other sites
Posted August 4, 2020 Katrat, this may have something to do with your intel graphics. First be sure you have the latest drivers. If you have another graphics card, be sure you are set up to use that one when logging into Wurm. You can check out some other help for Intel 'stretching' graphics here: https://forum.wurmonline.com/index.php?/topic/126191-graphics-stretching/ Share this post Link to post Share on other sites
Posted August 4, 2020 (edited) My drivers update automatically. Only have the one card. Haven't had a problem until the new UI update. Also running on Win 10 and have the 64 bit Java. Edited August 4, 2020 by Katrat Share this post Link to post Share on other sites
Posted August 9, 2020 No idea what other hoops I need to jump through here to fix this glitch? Anything that's going cost money is out of the question so I guess I'm stuck with this irritating issue? Hardly seems right. Share this post Link to post Share on other sites
Posted August 9, 2020 (edited) Shouldn't cost any money. I suspect windows update gave you a driver that is not any good for OpenGL games (Microsoft does that sometimes, they instead give drivers that focus on directX games but do not offer as good of support for OpenGL games like Wurm. I would download a driver direct from intel: https://downloadcenter.intel.com/product/80939/Graphics I'd probably try the auto update option; if you are having issues maybe post here your exact computer model or let us know if you are not sure of the model or need any help. Also whether this is a desktop or a laptop (a few laptops are fussy about letting you install direct from intel). If it is a desktop, and you could afford something very super cheap like a $25 secondhand Nvidia GT1030, it would probably run Wurm better than the Intel chipset, but i can understand if that is not really an option. Upgrading a videocard is one of the easiest hardware things you can do, and there are a lot of video walkthroughs on it. I believe just changing the driver (but NOT using windows update!) might fix it if the problem did not exist before. Which won't cost you even a penny. Edited August 9, 2020 by Brash_Endeavors 1 Share this post Link to post Share on other sites