Posted March 19, 2010 Changes in 2.7.0-2482 * Make alignment and favor notifications controlled by separate options. * Bugfix: Crash on degenerate scissor rectangle. Share this post Link to post Share on other sites
Posted March 20, 2010 {Wurm Startup 2.7.0.2475 [unstable]} Am i doing something wrong? Or is 2482 not available yet? Share this post Link to post Share on other sites
Posted March 20, 2010 Haha, I forgot to upload it. Nice catch. Share this post Link to post Share on other sites
Posted March 20, 2010 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 Share this post Link to post Share on other sites
Posted March 21, 2010 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? Share this post Link to post Share on other sites
Posted March 21, 2010 ...Are you sure it's not the driver that's leaking? It's not only ATI anymore... i thought you now that Dashiva :-\ Share this post Link to post Share on other sites
Posted March 21, 2010 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. Share this post Link to post Share on other sites
Posted March 21, 2010 ...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. Share this post Link to post Share on other sites
Posted March 21, 2010 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. Share this post Link to post Share on other sites
Posted March 21, 2010 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. Share this post Link to post Share on other sites
Posted March 21, 2010 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? Share this post Link to post Share on other sites
Posted March 22, 2010 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. Share this post Link to post Share on other sites
Posted March 22, 2010 Changes in 2.7.0-2489 * Add coral fallback on version checking. Share this post Link to post Share on other sites
Posted March 22, 2010 This test cycle is completed. New test client coming soon. Share this post Link to post Share on other sites