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Dashiva

[2010-01-06] New test client 2.7.0-2028 .. 2489

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Changes in 2.7.0-2482

* Make alignment and favor notifications controlled by separate options.

* Bugfix: Crash on degenerate scissor rectangle.

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{Wurm Startup 2.7.0.2475 [unstable]}

Am i doing something wrong? Or is 2482 not available yet?

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I see a memory leak in Wurm Online 2.7.0-2482 (I first noticed it several versions ago), the worst I've seen it at is where it was taking nearly all of my 8GB ram.  Though it took awhile to get to that point.  It appears to leak memory even when idle.  Visual VM is telling me that it's using only about 90MB of the heap at it's peak (the heap size itself is between 120MB and 130MB).

These are my settings:

allow_async_awt_events = true

animation_playback_self = 2

auto_mipmaps_enabled = 2

cavedetail = 0

censor_chat = false

cloud_shadows = false

compressed_textures = true

compressed_textures_S3TC = true

debug_mode = false

display_settings = true:false:0:1024:768:-1:-1:false

engine_multithreaded = 0

event_log_rotation = 3

fast_yield = false

fbo_enabled = 1

fog_coord_src = 0

font_bold = 11

font_default = 11

font_header = 24

font_huge_header = 36

font_italian = 11

font_monospaced = 11

fps_limit = 90

fps_limit_enabled = true

game_client_thread_priority = 2

glsl_enabled = 2

gui_opacity = 3

has_read_eula = true

hide_menu_examine = false

hide_menu_no_target = false

hide_menu_spam_mode = false

hide_menu_stop = false

high_res_binoculars = false

hint_texture_scaling = 0

impColumn = true

inverse_mouse = false

irc_log_rotation = 3

irc_notif = 0

item_creature_render_distance = 2

loadInventoryStartup = true

local_list_in_event = false

log_extra_errors = true

max_texture_size = 0

mega_texture_size = 0

model_loader_thread_priority = 1

model_loading_threads = 0

multidraw_enabled = 2

no_brightness = false

no_terrain_render = false

no_world_render = false

non_power_of_two = 2

occlusion_queries_enabled = 2

offscreen_texture_size = 0

other_log_rotation = 3

outline_picking = true

player_guest = false

reflection_texture_size = 0

reflections = 0

release_context = false

release_context_on_jogl_sleep = false

remember_password = true

render_distant_terrain = false

render_glow = false

render_sun_glare = false

resident_models = false

save_skills_on_quit = true

screenshot_file_format = 0

setting_timestamps = true

settings_version = 1

shadow_level = 0

showKChat = true

silent_friends_update = false

skillgain_minimum = 3

skillgain_no_alignment = true

skillgain_no_favor = true

skydetail = 0

sleep_on_awt_drag = false

sound_al_gain = 20

sound_buzzlevel = 10

sound_engine = 0

sound_footstepslevel = 10

sound_play_ambients = true

sound_play_buzz = true

sound_play_footsteps = true

sound_play_music = true

sound_play_weather = true

structure_render_distance = 2

submit_client_data = 2

temporary_jogl_maximize_override = false

terrain_bump = false

terrain_res = 0

test_attach_equipment = false

test_mode = 0

tile_transitions = false

tiledecorations = 0

toolSlot1 = -1

toolSlot2 = -1

toolSlot3 = -1

toolSlot4 = -1

toolSlot5 = -1

treelist_outline = true

trees = 0

update_optional = true

use_anisotropic_filtering = 0

use_color_picking = false

use_fast_clock_work_around = true

use_fbo_color_picking = false

use_fbo_reflections = true

use_nagles_algorithm = false

use_nano_timer = true

use_non_alpha_particles = false

use_smooth_lines = false

use_smooth_points = false

use_smooth_polygons = false

use_tree_models = false

use_weather_particles = false

vbo_enabled = 2

viewport_bob = false

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Unless you have sound enabled or take a million screenshots, non-heap memory usage should be stable. Are you sure it's not the driver that's leaking?

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...Are you sure it's not the driver that's leaking?

It's not only ATI anymore... i thought you now that Dashiva :-\

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Unstable Client.

I'm able to mouse through cave walls and highlight objects outside. This is sort of the same thing as me being far enough away to highlight buildings on a deed. I can also highlight things "That should be to far away" by moving them to the edge of my screen and then I'm able to highlight them.

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...Are you sure it's not the driver that's leaking?

It's not only ATI anymore... i thought you now that Dashiva :-\

There are two separate issues here. One is actual (non-client) memory leaks, the other is that the client will use more memory over time with sounds enabled, and for things like screenshots. This happens because unused resources are released slowly, but it's different from a memory leak. It definitely won't use 8 GB memory, because there isn't that much stuff to load. This is client-specific, so easy to detect. And after the fixes in unstable, I've run all over the server and left my client running overnight in a busy area, with no increase in memory use. (Again, not counting increase in sounds used.)

If there are other cases of client-specific memory problems, all you have to do is post your game settings and your behavior and I should be able to reproduce it. I can't fix a bug that can't be reproduced.

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Unstable Client.

I'm able to mouse through cave walls and highlight objects outside. This is sort of the same thing as me being far enough away to highlight buildings on a deed. I can also highlight things "That should be to far away" by moving them to the edge of my screen and then I'm able to highlight them.

Please be more specific.

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I have a tower in the middle of my screen and I'm quite some distance from it and can not mouse over it but I can move my view to the right or left and have the tower on the edge of the screen and be able to then highlight it when I was not able to. A enemy could be to far away for me to target them and I could move them to the edge of my screen and get a target and use archery from that point forward. Catch my drift?

When you are close to something like a dirt wall you highlight the dirt wall but when you far enough away to where it doesn't mouse over the ground and says dirt but it actually highlights things behind it. Well I can do this with mines now. I'm able to highlight boats through a cave wall if say I'm 20 tiles away from the cave wall so it doesn't highlight it but allows me to highlight people or objects outside. Not a big issue but thought I would mention it.

I run window mode.

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I have a tower in the middle of my screen and I'm quite some distance from it and can not mouse over it but I can move my view to the right or left and have the tower on the edge of the screen and be able to then highlight it when I was not able to. A enemy could be to far away for me to target them and I could move them to the edge of my screen and get a target and use archery from that point forward. Catch my drift?

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Changes in 2.7.0-2486

* Bugfix: Smoke would sometimes leak through caves.

* Bugfix: Selecting objects near the edge of the window bypassed distance limitation.

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Changes in 2.7.0-2489

* Add coral fallback on version checking.

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This test cycle is completed. New test client coming soon.

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