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Dashiva

[2011-04-07] New test client 3.0.0-2832 .. 3134

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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...

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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.

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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.

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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.

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When I used the stable client last week it had the same problems as the unstable client regarding the UI bugs I posted about...

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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.

prgrss.png

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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.

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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.  :)

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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.

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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.

wurm201012092249.jpg

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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:

mssns.png

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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.) &lt;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.

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Will ask in this thread - can we do snowmans yet? How fast will they decay? I am really interested.

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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.

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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.

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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.

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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.

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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.

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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. ;)

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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.

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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.  :D

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.  :D

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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. :)

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