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Dashiva

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

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but then i froze while walking on a road, checking out the funny signs. had to ctrl+alt+del myself

Please log in again and see if you freeze in the same location. If so, known bug. ;)

On some tiles the grass sprites are flipped by 180 degrees.

Thanks, known problem. The sprites are not adjusted (flipped) for the new rendering system yet.

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ah ok, im completely lost now and on a new character. but do you guys have a BL and WL on the testserver?

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Unable to login, the client crashes as soon as i press Play, at first it was complaining about the new configuration i made just for the test client, something about not being able to create it or read gamesettings.txt or something, well i used my stable client config then and now it gives me this:

Unexpected crash while playing The error was: <Function is not supported>

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 Oct 22 21:45:11 EEST 2010
Running client version 3.0.0-2830 [test]

=== System information ===
Executing from D:\Documents and Settings\Hottu\Desktop
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(TM) Client VM]
Available CPUs: 2

>>> Main thread exiting.
Loading character Haips
Loading config multi
Loading props file D:\Documents and Settings\Hottu\wurm\configs\multi\gamesettings.txt
Loading props file D:\Documents and Settings\Hottu\wurm\players\Haips\password.txt
>>> LoginFrame queue entry exiting.
Loading config default
Loading props file D:\Documents and Settings\Hottu\wurm\configs\default\gamesettings.txt
Saving props file D:\Documents and Settings\Hottu\wurm\players\Haips\password.txt
Saving props file D:\Documents and Settings\Hottu\wurm\configs\default\gamesettings.txt
Loaded pack test_sound.jar (r403)
Loaded pack test_graphics.jar (r448)
Loading props file D:\Documents and Settings\Hottu\wurm\players\Haips\stats.txt

Preparing to enable console logging.
Now logging to D:\Documents and Settings\Hottu\wurm\console.Haips.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
cavedetail = 0
censor_chat = false
cloud_shadows = true
compressed_textures = false
compressed_textures_S3TC = false
debug_mode = false
display_settings = false:false:0:1920:1080:32:-1:false
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
fast_yield = false
fbo_enabled = 0
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 = 4
loadInventoryStartup = true
local_list_in_event = false
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 = 4
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 = 3
release_context = true
release_context_on_jogl_sleep = true
remember_password = true
render_distant_terrain = true
render_glow = false
render_sun_glare = true
resident_models = false
save_skills_on_quit = false
screenshot_file_format = 1
setting_timestamps = true
settings_version = 1
shadow_level = 4
showKChat = true
silent_friends_update = false
skillgain_minimum = 1
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 2
sound_al_gain = 15
sound_buzzlevel = 2
sound_engine = 2
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 = 4
submit_client_data = 0
terrain_bump = true
terrain_res = 2
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 4
toolSlot1 = -1
toolSlot2 = -1
toolSlot3 = -1
toolSlot4 = -1
toolSlot5 = -1
treelist_outline = true
trees = 4
update_optional = true
use_anisotropic_filtering = 4
use_color_picking = true
use_fast_clock_work_around = false
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 = true
use_smooth_points = true
use_smooth_polygons = true
use_tree_models = true
use_weather_particles = true
vbo_enabled = 2
viewport_bob = true

Setting up dotXSI Model Loader
Executing D:\Documents and Settings\Hottu\wurm\configs\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 1920:1080:0:0 (false)

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: mnmdd (5.1.2600.5512)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce 9800 GT/PCI/SSE2
OpenGL version: 3.0.0
OpenGL extensions:
    GL_EXT_bgra
    GL_WIN_swap_hint

GLSL version: 1.30 NVIDIA via Cg compiler
Using LWJGL timer.
Startup Phase - Setting up..
Loading window positions from D:\Documents and Settings\Hottu\wurm\players\Haips\windows_1920x1080.txt
Loading props file D:\Documents and Settings\Hottu\wurm\players\Haips\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain
Execution aborted at connection 0, iteration 0
Run time 0s, local time Fri Oct 22 21:45:18 EEST 2010
====== CLIENT CRASH ======
Unexpected crash while playing
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.ARBOcclusionQuery.glGenQueriesARB(ARBOcclusionQuery.java:34)
at class.fE.<init>(SourceFile:136)
at class.aS.<init>(SourceFile:127)
at com.wurmonline.client.h.run(SourceFile:1176)
at java.lang.Thread.run(Unknown Source)

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Hopefully the ability to play in a true windowed maximized screen comes soon?

This for me is very important also.

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I get a lot worse fps with this one than I get with the current unstable client. both running LWJGL on Linux.

current unstable I get 30-45 (45 is my framelimit)

testclient: 15-30

Time is Sun Oct 24 10:16:46 CEST 2010Running client version 3.0.0-2830 [test]
=== System information ===Executing from /home/jlOperating system: Linux (arch: amd64, version: 2.6.32-25-generic)Java version: 1.6.0_22 (Sun Microsystems Inc.) &lt;http://java.sun.com/>Jvm version: 17.1-b03 (Sun Microsystems Inc.) [Java HotSpot 64-Bit Server VM]Available CPUs: 4
>>> Main thread exiting.Loading character WintermuteLoading config defaultLoading props file /home/jl/wurm/configs/default/gamesettings.txtLoading props file /home/jl/wurm/players/Wintermute/password.txt>>> LoginFrame queue entry exiting.Saving props file /home/jl/wurm/players/Wintermute/password.txtSaving props file /home/jl/wurm/configs/default/gamesettings.txtLoaded pack test_sound.jar (r403)Loaded pack test_graphics.jar (r448)Loading props file /home/jl/wurm/players/Wintermute/stats.txt
Preparing to enable console logging.Now logging to /home/jl/wurm/console.Wintermute.log
=== Wurm options ===animation_playback_self = 1auto_mipmaps_enabled = 2cavedetail = 1censor_chat = falsecloud_shadows = falsecompressed_textures = falsecompressed_textures_S3TC = falsedebug_mode = falsedisplay_settings = false:false:0:1280:986:32:-1:falseenable_shift_drag = trueenable_vsync = trueengine_multithreaded = 0event_log_rotation = 2fast_yield = falsefbo_enabled = 1fog_coord_src = 0font_bold = 11font_default = 11font_header = 24font_huge_header = 36font_italian = 11font_monospaced = 11fps_limit = 45fps_limit_background = 30fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gui_opacity = 3has_read_eula = truehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = falsehide_menu_stop = truehigh_res_binoculars = falsehint_texture_scaling = 1impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 4loadInventoryStartup = truelocal_list_in_event = truelog_extra_errors = truelog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 3mega_texture_size = 4model_loader_thread_priority = 2model_loading_threads = 1multidraw_enabled = 2no_brightness = falseno_terrain_render = falseno_world_render = falsenon_power_of_two = 2occlusion_queries_enabled = 2offscreen_texture_size = 2other_log_rotation = 2outline_picking = trueplayer_guest = falsereflection_texture_size = 2reflections = 3release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = falseresident_models = falsesave_skills_on_quit = truescreenshot_file_format = 0setting_timestamps = truesettings_version = 1shadow_level = 0showKChat = truesilent_friends_update = falseskillgain_minimum = 0skillgain_no_alignment = trueskillgain_no_favor = trueskydetail = 0sound_al_gain = 10sound_buzzlevel = 20sound_engine = 0sound_footstepslevel = 20sound_play_ambients = truesound_play_buzz = truesound_play_footsteps = truesound_play_music = truesound_play_weather = truestructure_render_distance = 4submit_client_data = 0terrain_bump = trueterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 2toolSlot1 = 107893521121794toolSlot2 = 443535316747010toolSlot3 = 262746402718466toolSlot4 = 28934909461250toolSlot5 = 734517371339522treelist_outline = truetrees = 4update_optional = trueuse_anisotropic_filtering = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_fbo_reflections = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = trueuse_smooth_lines = falseuse_smooth_points = falseuse_smooth_polygons = falseuse_tree_models = trueuse_weather_particles = falsevbo_enabled = 2viewport_bob = false
Setting up dotXSI Model LoaderExecuting /home/jl/wurm/configs/default/keybindings.txtTranslating legacy key ENTER to RETURNTranslating legacy key PAGE_DOWN to NEXTTranslating legacy key PAGE_UP to PRIORWord filter loaded: 23>>> Launch queue entry exiting.Using LWJGL display 1280:986:0:0 (false)
=== OpenGL information ===LWJGL version: 2.6Adapter info: null (null)OpenGL vendor: NVIDIA CorporationOpenGL renderer: GeForce GTX 275/PCI/SSE2OpenGL version: 3.3.0 NVIDIA 260.19.12OpenGL extensions:    GL_ARB_blend_func_extended    GL_ARB_color_buffer_float    GL_ARB_compatibility    GL_ARB_copy_buffer    GL_ARB_depth_buffer_float    GL_ARB_depth_clamp    GL_ARB_depth_texture    GL_ARB_draw_buffers    GL_ARB_draw_elements_base_vertex    GL_ARB_draw_instanced    GL_ARB_ES2_compatibility    GL_ARB_explicit_attrib_location    GL_ARB_fragment_coord_conventions    GL_ARB_fragment_program    GL_ARB_fragment_program_shadow    GL_ARB_fragment_shader    GL_ARB_framebuffer_object    GL_ARB_framebuffer_sRGB    GL_ARB_geometry_shader4    GL_ARB_get_program_binary    GL_ARB_half_float_pixel    GL_ARB_half_float_vertex    GL_ARB_imaging    GL_ARB_instanced_arrays    GL_ARB_map_buffer_range    GL_ARB_multisample    GL_ARB_multitexture    GL_ARB_occlusion_query    GL_ARB_occlusion_query2    GL_ARB_pixel_buffer_object    GL_ARB_point_parameters    GL_ARB_point_sprite    GL_ARB_provoking_vertex    GL_ARB_robustness    GL_ARB_sampler_objects    GL_ARB_seamless_cube_map    GL_ARB_separate_shader_objects    GL_ARB_shader_bit_encoding    GL_ARB_shader_objects    GL_ARB_shading_language_100    GL_ARB_shadow    GL_ARB_sync    GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object    GL_ARB_texture_compression    GL_ARB_texture_compression_rgtc    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_multisample    GL_ARB_texture_non_power_of_two    GL_ARB_texture_rectangle    GL_ARB_texture_rg    GL_ARB_texture_rgb10_a2ui    GL_ARB_texture_swizzle    GL_ARB_timer_query    GL_ARB_transform_feedback2    GL_ARB_transpose_matrix    GL_ARB_uniform_buffer_object    GL_ARB_vertex_array_bgra    GL_ARB_vertex_array_object    GL_ARB_vertex_buffer_object    GL_ARB_vertex_program    GL_ARB_vertex_shader    GL_ARB_vertex_type_2_10_10_10_rev    GL_ARB_viewport_array    GL_ARB_window_pos    GL_ATI_draw_buffers    GL_ATI_texture_float    GL_ATI_texture_mirror_once    GL_S3_s3tc    GL_EXT_texture_env_add    GL_EXT_abgr    GL_EXT_bgra    GL_EXT_bindable_uniform    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_Cg_shader    GL_EXT_depth_bounds_test    GL_EXT_direct_state_access    GL_EXT_draw_buffers2    GL_EXT_draw_instanced    GL_EXT_draw_range_elements    GL_EXT_fog_coord    GL_EXT_framebuffer_blit    GL_EXT_framebuffer_multisample    GL_EXTX_framebuffer_mixed_formats    GL_EXT_framebuffer_object    GL_EXT_framebuffer_sRGB    GL_EXT_geometry_shader4    GL_EXT_gpu_program_parameters    GL_EXT_gpu_shader4    GL_EXT_multi_draw_arrays    GL_EXT_packed_depth_stencil    GL_EXT_packed_float    GL_EXT_packed_pixels    GL_EXT_pixel_buffer_object    GL_EXT_point_parameters    GL_EXT_provoking_vertex    GL_EXT_rescale_normal    GL_EXT_secondary_color    GL_EXT_separate_shader_objects    GL_EXT_separate_specular_color    GL_EXT_shadow_funcs    GL_EXT_stencil_two_side    GL_EXT_stencil_wrap    GL_EXT_texture3D    GL_EXT_texture_array    GL_EXT_texture_buffer_object    GL_EXT_texture_compression_latc    GL_EXT_texture_compression_rgtc    GL_EXT_texture_compression_s3tc    GL_EXT_texture_cube_map    GL_EXT_texture_edge_clamp    GL_EXT_texture_env_combine    GL_EXT_texture_env_dot3    GL_EXT_texture_filter_anisotropic    GL_EXT_texture_integer    GL_EXT_texture_lod    GL_EXT_texture_lod_bias    GL_EXT_texture_mirror_clamp    GL_EXT_texture_object    GL_EXT_texture_shared_exponent    GL_EXT_texture_sRGB    GL_EXT_texture_swizzle    GL_EXT_timer_query    GL_EXT_transform_feedback2    GL_EXT_vertex_array    GL_EXT_vertex_array_bgra    GL_IBM_rasterpos_clip    GL_IBM_texture_mirrored_repeat    GL_KTX_buffer_region    GL_NV_blend_square    GL_NV_conditional_render    GL_NV_copy_depth_to_color    GL_NV_copy_image    GL_NV_depth_buffer_float    GL_NV_depth_clamp    GL_NV_explicit_multisample    GL_NV_fence    GL_NV_float_buffer    GL_NV_fog_distance    GL_NV_fragment_program    GL_NV_fragment_program_option    GL_NV_fragment_program2    GL_NV_framebuffer_multisample_coverage    GL_NV_geometry_shader4    GL_NV_gpu_program4    GL_NV_half_float    GL_NV_light_max_exponent    GL_NV_multisample_coverage    GL_NV_multisample_filter_hint    GL_NV_occlusion_query    GL_NV_packed_depth_stencil    GL_NV_parameter_buffer_object    GL_NV_parameter_buffer_object2    GL_NV_pixel_data_range    GL_NV_point_sprite    GL_NV_primitive_restart    GL_NV_register_combiners    GL_NV_register_combiners2    GL_NV_texgen_reflection    GL_NV_texture_barrier    GL_NV_texture_compression_vtc    GL_NV_texture_env_combine4    GL_NV_texture_expand_normal    GL_NV_texture_multisample    GL_NV_texture_rectangle    GL_NV_texture_shader    GL_NV_texture_shader2    GL_NV_texture_shader3    GL_NV_transform_feedback    GL_NV_transform_feedback2    GL_NV_vdpau_interop    GL_NV_vertex_array_range    GL_NV_vertex_array_range2    GL_NV_vertex_program    GL_NV_vertex_program1_1    GL_NV_vertex_program2    GL_NV_vertex_program2_option    GL_NV_vertex_program3    GL_NVX_conditional_render    GL_NVX_gpu_memory_info    GL_SGIS_generate_mipmap    GL_SGIS_texture_lod    GL_SGIX_depth_texture    GL_SGIX_shadow    GL_SUN_slice_accum
GLSL version: 3.30 NVIDIA via Cg compilerStarting workaround for fast running clocksUsing LWJGL timer.Increasing image buffer to 16777216Startup Phase - Setting up..Loading window positions from /home/jl/wurm/players/Wintermute/windows_1280x986.txtLoading props file /home/jl/wurm/players/Wintermute/windows_1280x986.txtGui initializedStartup Phase - Preparing terrainStartup Phase - Connecting ..Disabling NaglesWriting to /home/jl/wurm/players/Wintermute/test_logs/_Event.2010-10.txtLogin successfulExecuting /home/jl/wurm/configs/default/autorun.txtsilent_friends_update now has value falseStarting update of login splash image...Finished loading new login splash image!Writing to /home/jl/wurm/players/Wintermute/test_logs/_Local.2010-10.txtWriting to /home/jl/wurm/players/Wintermute/test_logs/_Combat.2010-10.txtDumped debug to /home/jl/wurm/players/Wintermute/test_dumps/debug.20101024.1022.txt

Debug dumped at Sun Oct 24 10:22:04 CEST 2010 after running  4mWurm version 3.0.0-2830 [test]-----55.7 ms  61.9 ms  161.2 ms  Frame Time35.6 ms  24.1 ms  66.3 ms  Offscreen Render Time  34.3 ms  18.5 ms  48.8 ms  Lightmaps    31.5 ms  16.1 ms  46.3 ms  Render end      31.2 ms  15.8 ms  45.8 ms  Dynamic blit      0.2 ms  0.2 ms  0.4 ms  Static blit      0.1 ms  0.1 ms  1.0 ms  Lights       ---   ---   ---  Cloud shadows       ---   ---   ---  End shadows    2.8 ms  2.4 ms  20.5 ms  Render dirty      2.7 ms  2.3 ms  20.4 ms  Copy      tiny  tiny  0.5 ms  Bumpmaps      tiny  tiny  0.1 ms  Sun      tiny  tiny  tiny  Ambient      tiny  tiny  tiny  Dirty shadows       ---   ---   ---  No Bumpmaps    tiny  tiny  tiny  Lightmap setup  tiny  tiny  18.1 ms  Terrain lods     ---   ---   ---  Tesselation     ---   ---   ---  Baking   ---   ---   ---  Projectiontiny  21.3 ms  46.2 ms  Pick object6.3 ms  7.2 ms  30.0 ms  Render Time  4.1 ms  4.6 ms  11.5 ms  Cell Trees, Structures, Objects    1.4 ms  1.6 ms  8.5 ms  Trees      0.7 ms  0.8 ms  7.7 ms  Close trees      0.5 ms  0.5 ms  1.4 ms  Distant trees    1.0 ms  1.1 ms  3.6 ms  Objects      0.5 ms  0.6 ms  1.7 ms  Mobile objects      0.4 ms  0.5 ms  2.8 ms  Static objects    0.3 ms  0.3 ms  1.4 ms  Surface terrain    0.2 ms  0.2 ms  0.8 ms  Structures      0.1 ms  0.1 ms  0.7 ms  Static structures      tiny  tiny  0.3 ms  Mobile structures    tiny  tiny  0.7 ms  Surface update    tiny  tiny  tiny  Surface cycle  1.1 ms  1.3 ms  4.8 ms  Transparent  0.3 ms  0.4 ms  21.2 ms  Solid Particles  0.4 ms  0.4 ms  1.7 ms  Sky  0.3 ms  0.3 ms  1.6 ms  Player  0.1 ms  0.2 ms  1.4 ms  Water  tiny  0.1 ms  1.1 ms  Grass  tiny  tiny  0.2 ms  Picked Item  tiny  tiny  0.1 ms  Tile Decorations  tiny  tiny  3.7 ms  Alpha Particles  tiny  tiny  tiny  Initialisation  tiny  tiny  0.2 ms  Rain  tiny  tiny  tiny  Effects  tiny  tiny  tiny  Glare  tiny  tiny  tiny  Damage Effect  tiny  tiny  tiny  Glow  tiny  tiny  tiny  Spyglass   ---   ---   ---  Caves     ---   ---   ---  Cave terrain     ---   ---   ---  Trees       ---   ---   ---  Close trees       ---   ---   ---  Distant trees     ---   ---   ---  Structures       ---   ---   ---  Static structures       ---   ---   ---  Mobile structures     ---   ---   ---  Objects       ---   ---   ---  Static objects       ---   ---   ---  Mobile objects     ---   ---   ---  Cave cycle     ---   ---   ---  Cave update6.6 ms  6.7 ms  21.2 ms  Reflections  6.6 ms  6.7 ms  21.2 ms  Rendering    5.6 ms  5.7 ms  20.1 ms  Cell Trees, Structures, Objects      2.9 ms  3.1 ms  8.3 ms  Trees      0.6 ms  0.5 ms  1.5 ms  Surface terrain      tiny  tiny  tiny  Objects      tiny  tiny  tiny  Structures     ---   ---   ---  Caves       ---   ---   ---  Cave terrain       ---   ---   ---  Trees       ---   ---   ---  Structures       ---   ---   ---  Objects  0.6 ms  0.6 ms  1.3 ms  Sky render  tiny  tiny  tiny  Setup2.5 ms  1.5 ms  4.1 ms  Render HeadsUpDisplaytiny  0.4 ms  97.8 ms  Handle Events1.1 ms  0.2 ms  11.0 ms  Sleep Time0.2 ms  0.2 ms  0.7 ms  Renderer Tick3.0 ms  0.1 ms  3.0 ms  World Tick  tiny  tiny  0.1 ms  Player tick  tiny  tiny  0.1 ms  Grass tick  2.9 ms  tiny  2.9 ms  HUD tick  tiny  tiny  tiny  Cells tick0.1 ms  tiny  1.2 ms  Renderer Preparetiny  tiny  0.2 ms  Buffer swaptiny  tiny  0.6 ms  Server Updatetiny  tiny  tiny  Client Preparetiny  tiny  tiny  Handle soundtiny  tiny  tiny  DotXSI Synchtiny  tiny  tiny  Window resize ---   ---  tiny  Ticks counted

it seems that looking at a lightsource is really bad for my fps. If I turn away from the lamp I am looking at my fps double.

Also:

Windowed Maximised mode is useless for me with multiple monitors. It creates a window that spreads across all 3 screens which is quite cool but not really what I wanted. But it's been that way forever now.

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Changes in 3.0.0-2858

* Cart wheels are now animated.

* Moonwalking has been outlawed.

* Vsync is now changeable in the game settings.

* Bugfix: Dropdowns in the ingame options window have been fixed.

* Bugfix: Turning around too much will no longer crash everyone around you.

* Rainbow unicorns and other texture switches should now be less common.

* Sun glare can now be toggled while playing.

* Support for core FBO.

* Support for core occlusion queries.

* The client will ask you to reset some settings to enable some of the new support.

* Lightmaps should now drain less performance when shadows are disabled.

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Seems to run fairly well, but may I ask what the difference between 'Windowed Fullscreen,' and 'Fullscreen/Windowed' is?

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Changes in 3.0.0-2858

* Sun glare can now be toggled while playing.

Sunn-glasses?

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Works here for me as well as jogl or nearly so.

Q6600

Win 7 Home prem 64bit

EVGA 8800GTS 512mb

Also tested:

C2D 2.13Ghz

Arch linux x64 sun java installed

EVGA 8800GTS 640mb

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I have noticed a problem with the footstep sound while riding a horse. When im at about 15-10 tiles above the water level i start hearing the splashing sound and if i go lower i hear no sound at all so i guess the interval is a bit off, should be tweaked a bit.

I am having roughly 20 fps with my settings at medium highm about 5fps less than on the previous cleint.

Intel Dual Core 2.0Ghz

Nvidia GeForce 8600 GT 512Mb DDR2

3GB of RAM

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Seems to run fairly well, but may I ask what the difference between 'Windowed Fullscreen,' and 'Fullscreen/Windowed' is?

Fullscreen is fullscreen

Windowed is windowed

Windowed fullscreen is a window that covers the entire screen

We started using windowed fullscreen because maximized was confusing people, and other games use this term for it.

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Well can you explain exactly what windowed fullscreen is supposed to be?  For me all clients when using windowed fullscreen or maximized it's always the same as fullscreen.  I'd like to know if we can expect something along the lines of an actual maximized but NOT fullscreen window?

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Well can you explain exactly what windowed fullscreen is supposed to be?  For me all clients when using windowed fullscreen or maximized it's always the same as fullscreen.   I'd like to know if we can expect something along the lines of an actual maximized but NOT fullscreen window?

Fullscreen completely takes over the display. It lets you change the resolution and refresh rate, and generally offers better performance. The downside is that switching to other programs is a slow operation. Windowed fullscreen has the same characteristics as a window, but lets you play at full resolution and without worrying about mousing outside the window.

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Well can you explain exactly what windowed fullscreen is supposed to be?  For me all clients when using windowed fullscreen or maximized it's always the same as fullscreen.   I'd like to know if we can expect something along the lines of an actual maximized but NOT fullscreen window?

Fullscreen completely takes over the display. It lets you change the resolution and refresh rate, and generally offers better performance. The downside is that switching to other programs is a slow operation. Windowed fullscreen has the same characteristics as a window, but lets you play at full resolution and without worrying about mousing outside the window.

Ok, so if I read this right... "visually" fullscreen and windowed fullscreen are the same taking up the full screen... but the difference is performance wise and options?

And while we're at it... any confirmation if there will be a maximized windowed screen?  Running two clients and firefox and maybe other things it's much easier to just select the programs via taskbar while still having the rest of the monitor taken up fully by wurm.

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Changes in 3.0.0-2876

* Less smoke in caves.

* Client will now submit anonymized game settings and general system info to the server so we can get more reliable info than low-response, unrepresentative forum polls. The client will ask before submitting, but we hope as many as possible will say yes.

user=abcdef1234567890abcdef1234567890abcdef12&data=wurm_ver=3.0.0 wurm_opts=animation_playback_self+%3D+0%3Bauto_mipmaps_enabled+%3D+2%3B(...)%3Bvbo_enabled+%3D+2%3Bviewport_bob+%3D+true sys_os=Windows+XP sys_arch=x86 sys_ver=5.1 sys_cpus=2 sys_mem=2147483647 java_ver=1.6.0_21 java_ven=Sun+Microsystems+Inc. java_url=http%3A%2F%2Fjava.sun.com%2F adp_name=nv4_disp adp_ver=6.14.12.5896 gl_ven=NVIDIA+Corporation gl_ren=GeForce+8800+GT%2FPCI%2FSSE2 gl_ver=3.3.0 gl_exts=GL_ARB_blend_func_extended+GL_ARB_color_buffer_float+(...)+WGL_EXT_swap_control+ gl_glsl=3.30+NVIDIA+via+Cg+compiler gl_r=8 gl_g=8 gl_b=8 gl_a=0 gl_s=0 gl_d=24 gl_t=4 gl_x=4 gl_l=8

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