Posted December 8, 2010 Since unstable build 3000 (incorrect build # at the time but is the first time I used the unstable client since last year), on WinXP, the client window, when windowed, will not allow the Windows taskbar (Start menu et al) pop up when the mouse cursor is moved over it. It's like the Wurm window is "always on top" but I check with a program that monitors that flag (and can set it) but it does not show the window to be "always on top". I also cannot maximize the window--it acts like it's constantly in a "restored" state where the window can be dragged around via the titlebar. The titlebar covers the function hotkey button bar and I cannot move the bar down like I can the other UI elements. All of these things also appear in the current stable client with the added annoyance of black stripes through the terrain textures (which does not appear on the unstable client). Well, how about a response at least? This is getting annoying going on 2 weeks now... Share this post Link to post Share on other sites
Posted December 8, 2010 It looks like your wurm window resolution is equal to the screen resolution, which has bad side effects. Lower the wurm window resolution to something that fits on the available screen size. Not being able to maximize is either a missing feature or limitation lwjgl has. Share this post Link to post Share on other sites
Posted December 8, 2010 But I never changed the resolution after build 3000 so why would it screw up the UI placement? :/ And whenever the resolution is changed all the UI element positions get reset to their defaults. So annoying... I would prefer to manually change the position of the function hotkey bar but don't know what it's called in the windows_<resolution>.txt file. Share this post Link to post Share on other sites
Posted December 8, 2010 Not being able to maximize is either a missing feature or limitation lwjgl has. It's a major oversight to me. This is the single reason I refuse to continue to use unstable at the moment. I, and I'm sure many others, would be rather annoyed if unstable client goes stable without this taken care of. Share this post Link to post Share on other sites
Posted December 8, 2010 When I used the stable client last week it had the same problems as the unstable client regarding the UI bugs I posted about... Share this post Link to post Share on other sites
Posted December 9, 2010 Maybe i'm retarded and clicked a series of things in my GUI, but on unstable, I seem to have the tutorial progress bar stuck on my GUI. And, no, this character has never seen GV or the new tutorial. Share this post Link to post Share on other sites
Posted December 9, 2010 You're on a mission! Probably one of the old guide missions still. Open the missions window (it's listed in the main menu, either on escape or "bind key main_menu") and see what it is. Maybe the /mission command tells you what to do to finish it. Share this post Link to post Share on other sites
Posted December 9, 2010 Right-click it... You just helped validate my retardedness. Thanks! Maybe the /mission command tells you what to do to finish it. I wasn't on a mission, I had tried /mission before I posted here. Eep was right, all I needed to do was right click and 'hide missions'. Thanks for offering the help, though. Share this post Link to post Share on other sites
Posted December 9, 2010 The point is, it should only show if you are on a mission, as listed in the missions window. If your missions window is empty and you still get the progress bar it's a bug. Share this post Link to post Share on other sites
Posted December 9, 2010 You're on a mission! Probably one of the old guide missions still. Open the missions window (it's listed in the main menu, either on escape or "bind key main_menu") and see what it is. Maybe the /mission command tells you what to do to finish it. I had that mission popup to.. I hid it, but I can't get it to appear again.. (lesser problem really :) However my missions tab looks eerie.. I assume the first 2 has something to do with the halloween event? For the latter ones I might have to wait a few years to figure out what happens if you fail to complete them before time runs out. Share this post Link to post Share on other sites
Posted December 9, 2010 bad things maaaan... bad things Share this post Link to post Share on other sites
Posted December 10, 2010 The point is, it should only show if you are on a mission, as listed in the missions window. If your missions window is empty and you still get the progress bar it's a bug. Going by the dates, I take it that the "missions" I have are related to the Halloween event: Share this post Link to post Share on other sites
Posted December 10, 2010 Hello, being ATI user myself, reading how I should use this renderer you are planning to transfer to, and after having to try 7 different graphic drivers to make Wurm playable, I decided to test this test client to see if there were any improvements which would help me run Wurm better. Anyway, stable client works good (I dont want to say great, but it is playable). So... I start test client, it begings loading, connecting to server and then it crashes giving me this: Failed to configure pbuffer The error was: <Could not create context (WGL_ARB_create_context)> 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: Time is Fri Dec 10 17:47:47 CET 2010 Running client version 3.0.0-2973 [test] === System information === Executing from C:\Documents and Settings\GMSK\Plocha\Hry Operating system: Windows XP (arch: x86, version: 5.1) Java version: 1.6.0_22 (Sun Microsystems Inc.) <http://java.sun.com/> Jvm version: 17.1-b03 (Sun Microsystems Inc.) [Java HotSpot Client VM] Available CPUs: 1 Loading character Taldeer >>> Main thread exiting. Loading config LWJGL default Loading props file D:\Games\Wurm Online\configs\LWJGL default\gamesettings.txt Loading props file D:\Games\Wurm Online\players\Taldeer\password.txt >>> LoginFrame queue entry exiting. Saving props file D:\Games\Wurm Online\players\Taldeer\password.txt Saving props file D:\Games\Wurm Online\configs\LWJGL default\gamesettings.txt Loaded pack test_sound.jar (r491) Loaded pack test_graphics.jar (r498) Options up-to-date! Loading props file D:\Games\Wurm Online\players\Taldeer\stats.txt Preparing to enable console logging. Now logging to D:\Games\Wurm Online\console.Taldeer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 cavedetail = 2 censor_chat = false cloud_shadows = false compressed_textures = false compressed_textures_S3TC = true debug_mode = false display_settings = false:false:0:1366:768:32:60:true enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 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 = 60 fps_limit_background = 30 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 = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 loadInventoryStartup = true local_list_in_event = true log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 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 = 1 other_log_rotation = 2 outline_picking = true player_guest = false reflection_texture_size = 2 reflections = 2 release_context = true 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 = false screenshot_file_format = 1 setting_timestamps = true settings_version = 3 shadow_level = 0 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 15 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 = 2 submit_client_data = 0 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 2 toolSlot1 = -1 toolSlot2 = -1 toolSlot3 = -1 toolSlot4 = -1 toolSlot5 = -1 treelist_outline = true trees = 2 update_optional = true use_anisotropic_filtering = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_smooth_lines = false use_smooth_points = false use_smooth_polygons = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true Setting up dotXSI Model Loader Executing D:\Games\Wurm Online\configs\LWJGL default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_DOWN to NEXT Translating legacy key PAGE_UP to PRIOR Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1366:768:32:60 (true) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.12.854 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXTX_buffer_sub_data AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXTX_loop_points AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic Generating: 128 source channels. === OpenGL information === LWJGL version: 2.6 Adapter info: ati2dvag (6.14.10.6925) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: Radeon X1650 Series OpenGL version: 2.1.8543 Release OpenGL extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra 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_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 1.20 Server response: Success. Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Setting up.. Loading window positions from D:\Games\Wurm Online\players\Taldeer\windows_1366x768.txt Loading props file D:\Games\Wurm Online\players\Taldeer\windows_1366x768.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to D:\Games\Wurm Online\players\Taldeer\test_logs\_Event.2010-12.txt Login successful Executing D:\Games\Wurm Online\configs\LWJGL default\autorun.txt Setting up Collada Model Loader Execution aborted at connection 1, iteration 0 Starting update of login splash image... Run time 0s, local time Fri Dec 10 17:48:08 CET 2010 ====== CLIENT CRASH ====== Failed to configure pbuffer org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context) at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method) at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50) at org.lwjgl.opengl.Context.<init>(Context.java:131) at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:225) at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:190) at org.lwjgl.opengl.Pbuffer.<init>(Pbuffer.java:166) at class.aV.c(SourceFile:914) at com.wurmonline.client.h.e(SourceFile:281) at com.wurmonline.client.h.run(SourceFile:1234) at java.lang.Thread.run(Unknown Source) --------- Im not really into computers too much, I prefer working with the people, usually in the nature, so lets call me "Johny, the computer noob". This guy Johny, however, likes Wurm, but he got no idea what is going wrong, so he was hoping any of you computer maniacs could tell him what is wrong. Johny is using: Windows XP Pro 32bit SP3 ATI Radeon x1650Pro 512 MB If you need any more informations, I will be happy to try help. Thank you. Share this post Link to post Share on other sites
Posted December 11, 2010 Will ask in this thread - can we do snowmans yet? How fast will they decay? I am really interested. Share this post Link to post Share on other sites
Posted December 11, 2010 Will ask in this thread - can we do snowmans yet? How fast will they decay? I am really interested. Well based on last year, snowmen once-enabled decay very little until Rolf switches things server-side back to regular season. Share this post Link to post Share on other sites
Posted December 16, 2010 It seems like the change that was made some time ago that caused the whole world to not reload when you embarked on a cart was reverted at some point. It wasn't the most recent update, it was several updates ago. I should have posted it as soon as I noticed, but I didn't. Share this post Link to post Share on other sites
Posted December 16, 2010 It seems like the change that was made some time ago that caused the whole world to not reload when you embarked on a cart was reverted at some point. Doesn't look like it. However, the world only reloads if you change the tile while embarking - you have to be on the same tile as the mount to use the "quick" embark. Share this post Link to post Share on other sites
Posted December 16, 2010 Changes in 3.0.0-3002 Added snow. Snow density can be controlled with the "Sky detail" setting.Reduced memory consumption in different areas.Added option to turn on Doppler effect.Fix: properly sort village, local and friends list again.Options which cannot be changed at runtime are now disabled in the ingame options window.At high mining skill, the tooltip shows if cave floors are flat.Fix: /support window allowed entry of more characters than were actually sent to the server.Added an option to disable fire and smoke (flickering light remains for now, as that's another thing).Improved JPEG screenshot quality. Share this post Link to post Share on other sites
Posted December 16, 2010 It seems like the change that was made some time ago that caused the whole world to not reload when you embarked on a cart was reverted at some point. Doesn't look like it. However, the world only reloads if you change the tile while embarking - you have to be on the same tile as the mount to use the "quick" embark. Yep that was it. I tried embarking while standing on the same tile as the cart and it is nice and smooth. Sorry for my confusion. Share this post Link to post Share on other sites
Posted December 16, 2010 Everything on that list makes me feel like xmas as a kid... well, almost ;D But especially... At high mining skill, the tooltip shows if cave floors are flat. Big big <3 PS: Also - Doppler back in the house, yey. Share this post Link to post Share on other sites
Posted December 16, 2010 Big big <3 Dashiva is to blame Share this post Link to post Share on other sites
Posted December 16, 2010 Changes in 3.0.0-3002 Added snow. Snow density can be controlled with the "Sky detail" setting.Reduced memory consumption in different areas.Added option to turn on Doppler effect.Fix: properly sort village, local and friends list again.Options which cannot be changed at runtime are now disabled in the ingame options window.At high mining skill, the tooltip shows if cave floors are flat.Fix: /support window allowed entry of more characters than were actually sent to the server.Added an option to disable fire and smoke (flickering light remains for now, as that's another thing).Improved JPEG screenshot quality. A big thanks to the devs who made these changes possible, all very good updates. Share this post Link to post Share on other sites
Posted December 16, 2010 Changes in 3.0.0-3002 Added snow. Snow density can be controlled with the "Sky detail" setting.Reduced memory consumption in different areas.Added option to turn on Doppler effect.Fix: properly sort village, local and friends list again.Options which cannot be changed at runtime are now disabled in the ingame options window.At high mining skill, the tooltip shows if cave floors are flat.Fix: /support window allowed entry of more characters than were actually sent to the server.Added an option to disable fire and smoke (flickering light remains for now, as that's another thing).Improved JPEG screenshot quality. excellent list of goodies. two things i've noticed recently: position of large carts in the unstable client is sometimes really wonky. we notice it because my husband and another deedmate switch between clients. the person running the normal lgw-whatever client seems to see position correctly. the one(s) running the unstable client often see the large cart in completely the wrong place, sometimes by 20+ tiles. and the other thing is that the icons in the Improve column of the Inventory window don't seem to scale as much as may be desirable when fonts are made larger (if they scale at all - honestly i can't say). the icon for the clay shaper, for example, is still a bit tough to see clearly, even if i set the normal font at 20 or so. it would be nice if some of these could be bigger. or if bigger is not possible in that space, perhaps somehow further differentiated? apologies if either of these has been mentioned recently; bit busy. Share this post Link to post Share on other sites
Posted December 16, 2010 position of large carts in the unstable client is sometimes really wonky. we notice it because my husband and another deedmate switch between clients. the person running the normal lgw-whatever client seems to see position correctly. the one(s) running the unstable client often see the large cart in completely the wrong place, sometimes by 20+ tiles. Thanks. There is a server bug that causes this to happen if the cart leaves your local area and comes back. If it does leave your local area, it probably is a coincidence (and should also happen with the stable client). Any way to reproduce it (without leaving local) will be greatly appreciated. Scaling the icons to larger sizes isn't possible without greatly reducing their quality, which is why it does not happen. However, great things are planned for the icon system and that may change. Some day. Share this post Link to post Share on other sites