Posted January 19, 2014 Hey there! I really would like GLSL shader support to be fixed, if possible. I have to disable it right now or the game crashes on the loading screen. This means I can't see the visual effect when i see a drumroll. I don't want to keep the sounds on all day because they will drive me insane, so I can't tell when I'm getting rares. This is seriously effecting my gameplay, as I have been using rares for food because it's more efficient for me than stopping to make a campfire every time I'm hungry. Not a huge issue, but I really need it fixed if you guys ever find the time amidst the massive amount of other crap you have to deal with haha! Share this post Link to post Share on other sites
Posted January 20, 2014 Yes. It's getting rather annoying. Any idea when the Mac client will be fixed to allow shader support please? Share this post Link to post Share on other sites
Posted January 20, 2014 Better is point in a new direction like get a NASA PC i guess. Share this post Link to post Share on other sites
Posted January 20, 2014 This is seriously effecting my gameplay, as I have been using rares for food because it's more efficient for me than stopping to make a campfire every time I'm hungry. How does the fact you can't see rare drumroll mean you have to use a rare to eat ??? What does the GLSL shader have to do with the fact that you won't use sounds in-game? The GLSL shader is a well-known issue, making a post pointing out you can't 'farm' rares is not helping anyone. Share this post Link to post Share on other sites
Posted January 21, 2014 (edited) Bullbrand, let me see if I can explain more thoroughly. I'm not farming rares, i'm chopping wood, and I use the rare logs to sacrifice for food. The GLSL shader might be a known issue, but it has only recently begun to effect me after the latest patch, which is why I am making this post now. This post might not be helping YOU specifically, but I think that drawing more attention to the topic is of benefit to me, and possibly others. I explained pretty clearly why I would prefer to see the visual effect rather than to have to listen to sound all day. You need to do a bit more reading and critical thinking before you make aggressive posts. Edited January 21, 2014 by Apotheon 1 Share this post Link to post Share on other sites
Posted January 29, 2014 (edited) Apotheon what bullbrand is trying to say is that the GLSL shader is irrelevant too what you were saying. GLSL is visual stuff only. You will still get rares, if you are not farming rares it will have zero effect on the amount/ability of you to get rares. Same goes for disabling sound (in relation to how it effects rares, which it doesnt). As for noticing if you get rares, that shouldnt be a problem unless your just leaving the logs on the floor. Mac user and non-glsl/sound user here too. GLSL off cause i dont like the look of it. Sound off because i just have always played without sound. Edited January 29, 2014 by Blob Share this post Link to post Share on other sites
Posted January 30, 2014 It's been days & days now, and still no fix. Even worse there has been no official communication at all! Would it really hurt to actually post something. Even if it's "We do not know what is going on, but we're working on it." As a relatively new user I find the lack of support disturbing. Will we get an answer, or even a response? Share this post Link to post Share on other sites
Posted January 31, 2014 Could somebody that has this specific problem (on a Mac) please post some crash logs so we can trace this back to the cause. Share this post Link to post Share on other sites
Posted January 31, 2014 Could somebody that has this specific problem (on a Mac) please post some crash logs so we can trace this back to the cause. Here you go .0 libsystem_kernel.dylib 0x00007fff90a910fa __psynch_cvwait + 101 libsystem_c.dylib 0x00007fff93922fb9 _pthread_cond_wait + 8692 libjvm.dylib 0x0000000100fd7be8 Parker::park(bool, long long) + 5003 libjvm.dylib 0x00000001010c5752 Unsafe_Park + 1264 ??? 0x00000001017fb738 0 + 43201144885 ??? 0x00000001017ef058 0 + 43200635766 ??? 0x00000001017ef058 0 + 43200635767 ??? 0x00000001017ef823 0 + 43200655718 ??? 0x00000001017ef233 0 + 43200640519 ??? 0x00000001017ef8e1 0 + 432006576110 ??? 0x00000001017ef233 0 + 432006405111 ??? 0x00000001017ef058 0 + 432006357612 ??? 0x00000001017ef706 0 + 432006528613 ??? 0x00000001017e94e7 0 + 432004016714 libjvm.dylib 0x0000000100e96bb0 JavaCalls::call_helper(JavaValue*, methodHandle*, JavaCallArguments*, Thread*) + 55415 libjvm.dylib 0x0000000100e970c7 JavaCalls::call_virtual(JavaValue*, KlassHandle, Symbol*, Symbol*, JavaCallArguments*, Thread*) + 28316 libjvm.dylib 0x0000000100e97204 JavaCalls::call_virtual(JavaValue*, Handle, KlassHandle, Symbol*, Symbol*, Thread*) + 7417 libjvm.dylib 0x0000000100ee61ea thread_entry(JavaThread*, Thread*) + 17318 libjvm.dylib 0x00000001010afb57 JavaThread::thread_main_inner() + 15519 libjvm.dylib 0x00000001010b125f JavaThread::run() + 41920 libjvm.dylib 0x0000000100fdb1d6 java_start(Thread*) + 29421 libsystem_c.dylib 0x00007fff9391e772 _pthread_start + 32722 libsystem_c.dylib 0x00007fff9390b1a1 thread_start + 13Thread 41:: com.apple.audio.IOThread.client0 libsystem_kernel.dylib 0x00007fff90a8f686 mach_msg_trap + 101 libsystem_kernel.dylib 0x00007fff90a8ec42 mach_msg + 702 com.apple.audio.CoreAudio 0x00007fff8ec2370c HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 983 com.apple.audio.CoreAudio 0x00007fff8ec2369a HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 424 com.apple.audio.CoreAudio 0x00007fff8ec21ad9 HALC_ProxyIOContext::IOWorkLoop() + 11615 com.apple.audio.CoreAudio 0x00007fff8ec215bf HALC_ProxyIOContext::IOThreadEntry(void*) + 836 com.apple.audio.CoreAudio 0x00007fff8ec21497 HALB_IOThread::Entry(void*) + 757 libsystem_c.dylib 0x00007fff9391e772 _pthread_start + 3278 libsystem_c.dylib 0x00007fff9390b1a1 thread_start + 13Thread 39 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00000001499b7f18 rdx: 0x0000000000000000 rdi: 0x000000000000db07 rsi: 0x0000000000000006 rbp: 0x00000001499b7f40 rsp: 0x00000001499b7f18 r8: 0x00007fff7b7a7278 r9: 0x00000001499b7ef0 r10: 0x0000000020000000 r11: 0x0000000000000206 r12: 0x00000001013e6560 r13: 0x00007f9497291668 r14: 0x00000001499c5000 r15: 0x0000000100fdf8e4 rip: 0x00007fff90a91212 rfl: 0x0000000000000206 cr2: 0x00007fff7b7a0ff0Logical CPU: 0 Share this post Link to post Share on other sites
Posted January 31, 2014 This an Apple crash log. The Wurm crash log does'nt appear. Also the full crash log is too large to post here. Cheers Share this post Link to post Share on other sites
Posted January 31, 2014 We need the console.playername.log which is located in the Wurm folder, after you experience a crash Share this post Link to post Share on other sites
Posted January 31, 2014 Here you go. Time is Fri Jan 31 16:41:58 GMT 2014Running client version 3.30-5856=== System information ===Executing from //Operating system: Mac OS X (arch: x86_64, version: 10.8.5)Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/>Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]Available CPUs: 2>>> Main thread exiting.Loading character deriLoading config defaultLoading props file /Users/USERNAME/Documents/configs/default/gamesettings.txtLoading props file /Users/USERNAME/Documents/players/deri/password.txt>>> LoginFrame queue entry exiting.Saving props file /Users/USERNAME/Documents/players/deri/password.txtSaving props file /Users/USERNAME/Documents/configs/default/gamesettings.txtLoaded pack sound.jar (r1)Loaded pack pmk.jar (r1593)Loaded pack graphics.jar (r1727)Options up-to-date!Jan 31, 2014 4:42:10 PM class.MWG54dNHR1 runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=1a30eacb-8f55-4c0a-9272-bec90b7d4627, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.30-5856, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=3079800]Loading props file /Users/USERNAME/Documents/players/deri/playerdata.txtLoading props file /Users/USERNAME/Documents/players/deri/stats.txtPreparing to enable console logging.Now logging to /Users/USERNAME/Documents/console.deri.log=== Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 2censor_chat = falsecloud_shadows = falsecollada_animations = 3color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = truecontribution_culling = 150custim_timer_source = 1customTimer1 = -1|-1customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 1disable_select_all_shortcut = falsedisplay_settings = false:false:0:1152:720:32:-1:false:falseenable_debugs = falseenable_shift_drag = falseenable_vsync = trueengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 1fog_coord_src = 0font_antialias = 2font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 80fps_limit = 60fps_limit_background = 30fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gpu_skinning = truegui_opacity = 3gui_skin = 1has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = truehide_menu_stop = falsehigh_res_binoculars = falsehint_texture_scaling = 1impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 4key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = falselog_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 3mega_texture_size = 5model_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 = 1other_log_rotation = 2outline_picking = truepbuffer_enabled = falseplayer_texture_size = 2reflection_texture_size = 2reflections = 2release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = trueresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 1season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = falseshow_old_quickbar = falsesilent_friends_update = falseskillgain_minimum = 3skillgain_no_alignment = trueskillgain_no_favor = trueskydetail = 1sound_al_gain = 2sound_buzzlevel = 2sound_cache_enabled = falsesound_doppler_enabled = falsesound_engine = 2sound_footstepslevel = 10sound_music_level = 5sound_play_ambients = truesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = falsesound_play_weather = truesound_play_work = falsestipple_enabled = truestructure_render_distance = 4submit_client_data = 1terrain_bump = trueterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 2togglePushToTalk = truetreelist_outline = truetrees = 2update_optional = trueuse_alpha_particles = trueuse_anisotropic_filtering = 0use_antialiasing = 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_phobia_models = falseuse_tree_models = trueuse_weather_particles = truevbo_enabled = 2viewport_bob = truewater_detail = 2Jan 31, 2014 4:42:11 PM class.MWG54dNHR1 runINFO: Event successfully posted to Google AnalyticsSetting up dotXSI Model LoaderSetting up Collada Model LoaderExecuting /Users/USERNAME/Documents/configs/default/keybindings.txtTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTTranslating legacy key ENTER to RETURNjava.io.IOException: font.sign not found at class.ZZZ01FSRVn.Ma4vZ9hcx8(SourceFile:153) at class.YdAcUPyoEN.<clinit>(SourceFile:34) at class.SLMsQgtabT.<init>(SourceFile:260) at com.wurmonline.client.XU4A7KzrWy.<init>(SourceFile:175) at com.wurmonline.client.XU4A7KzrWy.Ma4vZ9hcx8(SourceFile:1447) at class.RXw5tQYha6.iSx4WIvakA(SourceFile:874) at class.ULu250cVnH.actionPerformed(SourceFile:1069) at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2018) at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2341) at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:402) at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:259) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:252) at java.awt.Component.processMouseEvent(Component.java:6505) at javax.swing.JComponent.processMouseEvent(JComponent.java:3320) at java.awt.Component.processEvent(Component.java:6270) at java.awt.Container.processEvent(Container.java:2229) at java.awt.Component.dispatchEventImpl(Component.java:4861) at java.awt.Container.dispatchEventImpl(Container.java:2287) at java.awt.Component.dispatchEvent(Component.java:4687) at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4832) at java.awt.LightweightDispatcher.processMouseEvent(Container.java:4492) at java.awt.LightweightDispatcher.dispatchEvent(Container.java:4422) at java.awt.Container.dispatchEventImpl(Container.java:2273) at java.awt.Window.dispatchEventImpl(Window.java:2719) at java.awt.Component.dispatchEvent(Component.java:4687) at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:735) at java.awt.EventQueue.access$200(EventQueue.java:103) at java.awt.EventQueue$3.run(EventQueue.java:694) at java.awt.EventQueue$3.run(EventQueue.java:692) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76) at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:87) at java.awt.EventQueue$4.run(EventQueue.java:708) at java.awt.EventQueue$4.run(EventQueue.java:706) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76) at java.awt.EventQueue.dispatchEvent(EventQueue.java:705) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:242) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:161) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:150) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:146) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:138) at java.awt.EventDispatchThread.run(EventDispatchThread.java:91)Word filter loaded: 23Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 1152:720:0:0 (false)Setting up OpenAL Sound EngineOpenAL version: 1.1 ALSOFT 1.15.1OpenAL renderer: OpenAL SoftOpenAL vendor: OpenAL CommunityOpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latencyGenerating: 128 source channels.=== OpenGL information ===LWJGL version: 2.9.1Adapter info: null (null)OpenGL vendor: NVIDIA CorporationOpenGL renderer: NVIDIA GeForce 9400M OpenGL EngineOpenGL version: 2.1 NVIDIA-8.16.74 310.40.00.10f02OpenGL extensions: GL_ARB_color_buffer_float 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_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays 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_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lodGLSL version: 1.20GLSL max vertex uniforms: 4096 (4096)GLSL max fragment uniforms: 2048 (2048)GLSL max varyings: 60 (60)Loaded vertex shader shader.white.vertexLoaded pixel shader shader.white.fragmentUpdated attributes for 'program.white': 1 activeUpdating uniforms for 'program.white'Updated uniforms for 'program.white': 0 active (1)Loaded program program.whiteLoaded material material.mesh.defaultLoaded vertex shader shader.skin_tex0.1_light.vertexLoaded pixel shader shader.tex0+light.1_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.1_light': 6 activeUpdating uniforms for 'program.skin_tex0.1_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.1_light': 2 active (16)Loaded program program.skin_tex0.1_lightLoaded vertex shader shader.skin_tex0.2_light.vertexLoaded pixel shader shader.tex0+light.2_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.2_light': 6 activeUpdating uniforms for 'program.skin_tex0.2_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.2_light': 2 active (16)Loaded program program.skin_tex0.2_lightLoaded vertex shader shader.skin_tex0.3_light.vertexLoaded pixel shader shader.tex0+light.3_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.3_light': 6 activeUpdating uniforms for 'program.skin_tex0.3_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.3_light': 2 active (16)Loaded program program.skin_tex0.3_lightLoaded vertex shader shader.skin_tex0.4_light.vertexLoaded pixel shader shader.tex0+light.4_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.4_light': 6 activeUpdating uniforms for 'program.skin_tex0.4_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.4_light': 2 active (16)Loaded program program.skin_tex0.4_lightLoaded vertex shader shader.skin_tex0.5_light.vertexLoaded pixel shader shader.tex0+light.5_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.5_light': 6 activeUpdating uniforms for 'program.skin_tex0.5_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.5_light': 2 active (16)Loaded program program.skin_tex0.5_lightLoaded vertex shader shader.skin_tex0.6_light.vertexLoaded pixel shader shader.tex0+light.6_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.6_light': 6 activeUpdating uniforms for 'program.skin_tex0.6_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.6_light': 2 active (16)Loaded program program.skin_tex0.6_lightLoaded vertex shader shader.skin_tex0.7_light.vertexLoaded pixel shader shader.tex0+light.7_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.7_light': 6 activeUpdating uniforms for 'program.skin_tex0.7_light' Single: tex0 : loc 0 : type 35678 : size 1 Array : bones : loc 1 : type 35666 : size 200Updated uniforms for 'program.skin_tex0.7_light': 2 active (16)Loaded program program.skin_tex0.7_lightLoaded vertex shader shader.skin_tex0.8_light.vertexLoaded pixel shader shader.tex0+light.8_light.fragment Share this post Link to post Share on other sites
Posted February 25, 2014 Any update on this at all? The new client still crashes with shaders set to core. Share this post Link to post Share on other sites
Posted March 4, 2014 Any update at all? I'd really like to get some decent screenshots =) Share this post Link to post Share on other sites
Posted March 17, 2014 Bumping this as there's still no update. Still can't use GLSL shaders. Be nice to actually see water again =) Share this post Link to post Share on other sites
Posted March 18, 2014 I'm working on it! Does it still crash if you have GLSL set to core but turn off all water reflections? Share this post Link to post Share on other sites
Posted March 19, 2014 Hi Sammaal, it does still crash with GLSL set to core but all water reflections turned off. You want the crash log? Best regards Share this post Link to post Share on other sites
Posted March 19, 2014 The one you posted should be enough with that info about reflections. I have a decent guesstimation of what the problem is, will try to come up with a fix asap. Share this post Link to post Share on other sites
Posted March 20, 2014 Excellent! Looking forward to the fix! Thank you. Share this post Link to post Share on other sites
Posted March 30, 2014 Still crashing or locking up with the latest client 3.54. Share this post Link to post Share on other sites
Posted March 30, 2014 Please post a new console.log Share this post Link to post Share on other sites
Posted March 31, 2014 Most recent crash log Time is Mon Mar 31 08:37:22 BST 2014Running client version 3.54=== System information ===Executing from //Operating system: Mac OS X (arch: x86_64, version: 10.8.5)Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/>Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]Available CPUs: 2>>> Main thread exiting.Loading character deriLoading config defaultLoading props file /Users/USERNAME/Documents/configs/default/gamesettings.txtLoading props file /Users/USERNAME/Documents/players/deri/password.txt>>> LoginFrame queue entry exiting.Saving props file /Users/USERNAME/Documents/players/deri/password.txtSaving props file /Users/USERNAME/Documents/configs/default/gamesettings.txtLoaded pack sound.jar (r1)Loaded pack pmk.jar (r1802)Loaded pack graphics.jar (r1853)Options up-to-date!Mar 31, 2014 8:37:39 AM class.FqBfovR2jx runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=d4d63856-c24d-4dbb-a7ad-fce00fc45a4e, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.54, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=3079800]Loading props file /Users/USERNAME/Documents/players/deri/playerdata.txtLoading props file /Users/USERNAME/Documents/players/deri/stats.txtPreparing to enable console logging.Now logging to /Users/USERNAME/Documents/console.deri.log=== Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 2censor_chat = falsecloud_shadows = falsecollada_animations = 3color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = truecontribution_culling = 150custim_timer_source = 1customTimer1 = -1|-1customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 1disable_select_all_shortcut = falsedisplay_settings = false:false:0:1152:720:32:-1:false:falseenable_contribution_culling = falseenable_debugs = falseenable_lod = trueenable_shift_drag = falseenable_vsync = trueengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 1fog_coord_src = 0font_antialias = 2font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 80fps_limit = 60fps_limit_background = 30fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gpu_skinning = truegui_opacity = 3gui_skin = 1has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = truehide_menu_stop = falsehigh_res_binoculars = falsehint_texture_scaling = 1impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 4key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = falselod_1 = 16lod_2 = 32log_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 3mega_texture_size = 5model_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 = 1other_log_rotation = 2outline_picking = trueplayer_texture_size = 2reflection_texture_size = 2reflections = 3release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = trueresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 1season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = falseshow_old_quickbar = falsesilent_friends_update = falseskillgain_minimum = 3skillgain_no_alignment = trueskillgain_no_favor = trueskydetail = 1sound_al_gain = 15sound_buzzlevel = 2sound_cache_enabled = falsesound_doppler_enabled = falsesound_engine = 2sound_footstepslevel = 10sound_music_level = 5sound_play_ambients = truesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = falsesound_play_weather = truesound_play_work = falsestipple_enabled = truestructure_render_distance = 4submit_client_data = 1terrain_bump = trueterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 2togglePushToTalk = truetreelist_outline = truetrees = 2update_optional = trueuse_alpha_particles = trueuse_anisotropic_filtering = 0use_antialiasing = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = trueuse_phobia_models = falseuse_tree_models = trueuse_weather_particles = truevbo_enabled = 2viewport_bob = truewater_detail = 2Mar 31, 2014 8:37:39 AM class.FqBfovR2jx runINFO: Event successfully posted to Google AnalyticsSetting up dotXSI Model LoaderSetting up Collada Model LoaderExecuting /Users/USERNAME/Documents/configs/default/keybindings.txtTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTTranslating legacy key ENTER to RETURNWord filter loaded: 23Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 1152:720:0:0 (false)Setting up OpenAL Sound EngineOpenAL version: 1.1 ALSOFT 1.15.1OpenAL renderer: OpenAL SoftOpenAL vendor: OpenAL CommunityOpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latencyGenerating: 128 source channels.=== OpenGL information ===LWJGL version: 2.9.1Adapter info: null (null)OpenGL vendor: NVIDIA CorporationOpenGL renderer: NVIDIA GeForce 9400M OpenGL EngineOpenGL version: 2.1 NVIDIA-8.16.76 310.40.00.20f04OpenGL extensions: GL_ARB_color_buffer_float 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_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays 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_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lodGLSL version: 1.20GLSL max vertex uniforms: 4096 (4096)GLSL max fragment uniforms: 2048 (2048)GLSL max varyings: 60 (60)Loaded vertex shader shader.white.vertexLoaded pixel shader shader.white.fragmentLoaded program program.whiteLoaded material material.mesh.defaultLoaded vertex shader shader.skin_tex0.1_light.vertexLoaded pixel shader shader.tex0+light.1_light.fragmentLoaded program program.skin_tex0.1_lightLoaded vertex shader shader.skin_tex0.2_light.vertexLoaded pixel shader shader.tex0+light.2_light.fragmentLoaded program program.skin_tex0.2_lightLoaded vertex shader shader.skin_tex0.3_light.vertexLoaded pixel shader shader.tex0+light.3_light.fragmentLoaded program program.skin_tex0.3_lightLoaded vertex shader shader.skin_tex0.4_light.vertexLoaded pixel shader shader.tex0+light.4_light.fragmentLoaded program program.skin_tex0.4_lightLoaded vertex shader shader.skin_tex0.5_light.vertexLoaded pixel shader shader.tex0+light.5_light.fragmentLoaded program program.skin_tex0.5_lightLoaded vertex shader shader.skin_tex0.6_light.vertexLoaded pixel shader shader.tex0+light.6_light.fragmentLoaded program program.skin_tex0.6_lightLoaded vertex shader shader.skin_tex0.7_light.vertexLoaded pixel shader shader.tex0+light.7_light.fragmentLoaded program program.skin_tex0.7_lightLoaded vertex shader shader.skin_tex0.8_light.vertexLoaded pixel shader shader.tex0+light.8_light.fragment Share this post Link to post Share on other sites
Posted March 31, 2014 I'm not on an Apple device, but since there's a dev actively looking into the GLSL shader issue, I'd like to point out my issues too (in hopes that it may get fixed).Since Wurm 1.1, having GLSL shaders set to "core" makes all items that have animation invisible.* Walls with doorways* Gates* Other players* Critters* Banners and flagsThe items exist, and if I hover over where they are supposed to be, I see an outline of the object... just no texture. Screenies below:Game plays just fine, other than my graphical issue. Because of that, I don't think I have logs to post that would help. Regardless, I'll post my console log in case it helps:Time is Mon Mar 31 12:14:15 EDT 2014Running client version 3.54-3062 [unstable] === System information ===Executing from C:\Users\USERNAME\Desktop\Operating system: Windows 7 (arch: amd64, version: 6.1)Java version: 1.7.0_25 (Oracle Corporation) <http://java.oracle.com/>Jvm version: 23.25-b01 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]Available CPUs: 2 >>> Main thread exiting.Loading character AsidecayLoading config defaultLoading props file C:\Users\USERNAME\Documents\configs\default\gamesettings.txtLoading props file C:\Users\USERNAME\Documents\players\Asidecay\password.txt>>> LoginFrame queue entry exiting.Saving props file C:\Users\USERNAME\Documents\players\Asidecay\password.txtSaving props file C:\Users\USERNAME\Documents\configs\default\gamesettings.txtLoaded pack experimental.jar (r1)Loaded pack pmk.jar (r1802)Loaded pack graphics.jar (r1853)Options up-to-date!Loading props file C:\Users\USERNAME\Documents\players\Asidecay\playerdata.txtLoading props file C:\Users\USERNAME\Documents\players\Asidecay\stats.txt Preparing to enable console logging.Now logging to C:\Users\USERNAME\Documents\console.Asidecay.log === Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 0censor_chat = falsecloud_shadows = falsecollada_animations = 1color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = falsecontribution_culling = 150custim_timer_source = 1customTimer1 = -1|-1customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 2disable_select_all_shortcut = falsedisplay_settings = false:false:0:1280:1024:32:75:true:falseenable_contribution_culling = falseenable_debugs = falseenable_lod = trueenable_shift_drag = trueenable_vsync = trueengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 2fog_coord_src = 0font_antialias = 2font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 90fps_limit = 45fps_limit_background = 15fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gpu_skinning = truegui_opacity = 3gui_skin = 0has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = falsehide_menu_stop = falsehigh_res_binoculars = truehint_texture_scaling = 0impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 4key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = truelod_1 = 16lod_2 = 32log_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 1mega_texture_size = 1model_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 = 1other_log_rotation = 2outline_picking = trueplayer_texture_size = 1reflection_texture_size = 0reflections = 0release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = falseresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 0season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = trueshow_old_quickbar = truesilent_friends_update = falseskillgain_minimum = 5skillgain_no_alignment = falseskillgain_no_favor = falseskydetail = 1sound_al_gain = 15sound_buzzlevel = 2sound_cache_enabled = truesound_doppler_enabled = falsesound_engine = 0sound_footstepslevel = 10sound_music_level = 5sound_play_ambients = truesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = truesound_play_weather = truesound_play_work = truestipple_enabled = truestructure_render_distance = 4submit_client_data = 1terrain_bump = trueterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 2togglePushToTalk = truetreelist_outline = truetrees = 4update_optional = trueuse_alpha_particles = trueuse_anisotropic_filtering = 0use_antialiasing = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = trueuse_phobia_models = falseuse_tree_models = trueuse_weather_particles = falsevbo_enabled = 2viewport_bob = truewater_detail = 0 Mar 31, 2014 12:14:49 PM class.FqBfovR2jx runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=a8e876e0-fc62-41c9-88f3-f4d02174b3ef, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.54-3062 [unstable], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-596216893]Setting up dotXSI Model LoaderMar 31, 2014 12:14:49 PM class.FqBfovR2jx runINFO: Event successfully posted to Google AnalyticsSetting up Collada Model LoaderExecuting C:\Users\USERNAME\Documents\configs\default\keybindings.txtTranslating legacy key ENTER to RETURNTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTWord filter loaded: 23Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 1280:1024:32:75 (true) === OpenGL information ===LWJGL version: 2.9.1Adapter info: aticfx64 (8.17.10.1052)OpenGL vendor: ATI Technologies Inc.OpenGL renderer: AMD Radeon HD 6310 GraphicsOpenGL version: 4.0.10318 Compatibility Profile ContextOpenGL extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_gpu_shader5 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_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader 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_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.00GLSL max vertex uniforms: 4096 (16384)GLSL max fragment uniforms: 4096 (16384)GLSL max varyings: 64 (64)Shader 'shader.white.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.white.vertexShader 'shader.white.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.white.fragmentLoaded program program.whiteLoaded material material.mesh.defaultShader 'shader.skin_tex0.1_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.1_light.vertexShader 'shader.tex0+light.1_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.1_light.fragmentLoaded program program.skin_tex0.1_lightShader 'shader.skin_tex0.2_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.2_light.vertexShader 'shader.tex0+light.2_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.2_light.fragmentLoaded program program.skin_tex0.2_lightShader 'shader.skin_tex0.3_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.3_light.vertexShader 'shader.tex0+light.3_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.3_light.fragmentLoaded program program.skin_tex0.3_lightShader 'shader.skin_tex0.4_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.4_light.vertexShader 'shader.tex0+light.4_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.4_light.fragmentLoaded program program.skin_tex0.4_lightShader 'shader.skin_tex0.5_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.5_light.vertexShader 'shader.tex0+light.5_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.5_light.fragmentLoaded program program.skin_tex0.5_lightShader 'shader.skin_tex0.6_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.6_light.vertexShader 'shader.tex0+light.6_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.6_light.fragmentLoaded program program.skin_tex0.6_lightShader 'shader.skin_tex0.7_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.7_light.vertexShader 'shader.tex0+light.7_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.7_light.fragmentLoaded program program.skin_tex0.7_lightShader 'shader.skin_tex0.8_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_tex0.8_light.vertexShader 'shader.tex0+light.8_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light.8_light.fragmentLoaded program program.skin_tex0.8_lightLoaded material material.mesh.skinShader 'shader.skin_solid.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.skin_solid.vertexShader 'shader.col.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.col.fragmentLoaded program program.skin_solidLoaded material material.mesh.skin_solidShader 'shader.tex0+light+rarity.1_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.1_light.fragmentLoaded program program.skin_tex0_rare.1_lightShader 'shader.tex0+light+rarity.2_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.2_light.fragmentLoaded program program.skin_tex0_rare.2_lightShader 'shader.tex0+light+rarity.3_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.3_light.fragmentLoaded program program.skin_tex0_rare.3_lightShader 'shader.tex0+light+rarity.4_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.4_light.fragmentLoaded program program.skin_tex0_rare.4_lightShader 'shader.tex0+light+rarity.5_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.5_light.fragmentLoaded program program.skin_tex0_rare.5_lightShader 'shader.tex0+light+rarity.6_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.6_light.fragmentLoaded program program.skin_tex0_rare.6_lightShader 'shader.tex0+light+rarity.7_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.7_light.fragmentLoaded program program.skin_tex0_rare.7_lightShader 'shader.tex0+light+rarity.8_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+light+rarity.8_light.fragmentLoaded program program.skin_tex0_rare.8_lightLoaded material material.mesh.skin_rareShader 'shader.static_tex0.1_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.1_light.vertexLoaded program program.static_tex0.1_lightShader 'shader.static_tex0.2_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.2_light.vertexLoaded program program.static_tex0.2_lightShader 'shader.static_tex0.3_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.3_light.vertexLoaded program program.static_tex0.3_lightShader 'shader.static_tex0.4_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.4_light.vertexLoaded program program.static_tex0.4_lightShader 'shader.static_tex0.5_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.5_light.vertexLoaded program program.static_tex0.5_lightShader 'shader.static_tex0.6_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.6_light.vertexLoaded program program.static_tex0.6_lightShader 'shader.static_tex0.7_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.7_light.vertexLoaded program program.static_tex0.7_lightShader 'shader.static_tex0.8_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_tex0.8_light.vertexLoaded program program.static_tex0.8_lightLoaded material material.mesh.staticShader 'shader.static_solid.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.static_solid.vertexLoaded program program.static_solidLoaded material material.mesh.static_solidLoaded program program.static_tex0_rare.1_lightLoaded program program.static_tex0_rare.2_lightLoaded program program.static_tex0_rare.3_lightLoaded program program.static_tex0_rare.4_lightLoaded program program.static_tex0_rare.5_lightLoaded program program.static_tex0_rare.6_lightLoaded program program.static_tex0_rare.7_lightLoaded program program.static_tex0_rare.8_lightLoaded material material.mesh.static_rareShader 'shader.tex0.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.tex0.vertexShader 'shader.tex0.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0.fragmentLoaded program program.tex0Loaded material material.mesh.tex0Shader 'shader.vegetation.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.vegetation.vertexShader 'shader.tex0+col.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.tex0+col.fragmentLoaded program program.vegetationLoaded material material.mesh.vegetationShader 'shader.grass.1_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.1_light.vertexShader 'shader.grass.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.grass.fragmentLoaded program program.grass.1_lightShader 'shader.grass.2_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.2_light.vertexLoaded program program.grass.2_lightShader 'shader.grass.3_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.3_light.vertexLoaded program program.grass.3_lightShader 'shader.grass.4_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.4_light.vertexLoaded program program.grass.4_lightShader 'shader.grass.5_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.5_light.vertexLoaded program program.grass.5_lightShader 'shader.grass.6_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.6_light.vertexLoaded program program.grass.6_lightShader 'shader.grass.7_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.7_light.vertexLoaded program program.grass.7_lightShader 'shader.grass.8_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.grass.8_light.vertexLoaded program program.grass.8_lightLoaded material material.mesh.grassShader 'shader.terrain.1_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.1_light.vertexShader 'shader.terrain.1_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.1_light.fragmentLoaded program program.terrain.1_lightShader 'shader.terrain.2_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.2_light.vertexShader 'shader.terrain.2_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.2_light.fragmentLoaded program program.terrain.2_lightShader 'shader.terrain.3_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.3_light.vertexShader 'shader.terrain.3_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.3_light.fragmentLoaded program program.terrain.3_lightShader 'shader.terrain.4_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.4_light.vertexShader 'shader.terrain.4_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.4_light.fragmentLoaded program program.terrain.4_lightShader 'shader.terrain.5_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.5_light.vertexShader 'shader.terrain.5_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.5_light.fragmentLoaded program program.terrain.5_lightShader 'shader.terrain.6_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.6_light.vertexShader 'shader.terrain.6_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.6_light.fragmentLoaded program program.terrain.6_lightShader 'shader.terrain.7_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.7_light.vertexShader 'shader.terrain.7_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.7_light.fragmentLoaded program program.terrain.7_lightShader 'shader.terrain.8_light.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.terrain.8_light.vertexShader 'shader.terrain.8_light.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.terrain.8_light.fragmentLoaded program program.terrain.8_lightLoaded material material.terrain.bumpmapLaunching dotXSI Model Loader threadsLaunching Collada Model Loader threadsStarting workaround for fast running clocksUsing LWJGL timer.Initialized mouse with 5 buttons.Experimental direct buffer cleaner init successfulStartup Phase - Setting up..Initializing font texture for SansSerif (11). Texture Size: 512Initializing font texture for SansSerif (11, italic). Texture Size: 128Loading window positions from C:\Users\USERNAME\Documents\players\Asidecay\windows_1280x1024.txtLoading props file C:\Users\USERNAME\Documents\players\Asidecay\windows_1280x1024.txtGui initializedStartup Phase - Preparing terrainShader 'shader.water.vertex' log: Vertex shader was successfully compiled to run on hardware. Loaded vertex shader shader.water.vertexShader 'shader.water.fragment' log: Fragment shader was successfully compiled to run on hardware. Loaded pixel shader shader.water.fragmentLoaded program program.waterStartup Phase - Connecting ..Disabling NaglesWriting to C:\Users\USERNAME\Documents\players\Asidecay\logs\_Event.2014-03.txtDisabling NaglesWriting to C:\Users\USERNAME\Documents\players\Asidecay\logs\_Friends.2014-03.txtWriting to C:\Users\USERNAME\Documents\players\Asidecay\logs\Alliance.2014-03.txtLogin successfulMar 31, 2014 12:15:25 PM class.FqBfovR2jx runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=a8e876e0-fc62-41c9-88f3-f4d02174b3ef, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.54-3062 [unstable], name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-596216893]Executing C:\Users\USERNAME\Documents\configs\default\autorun.txtStarting update of login splash image...Mar 31, 2014 12:15:25 PM class.FqBfovR2jx runINFO: Event successfully posted to Google AnalyticsWriting to C:\Users\USERNAME\Documents\players\Asidecay\logs\Village.2014-03.txtFinished loading new login splash image!Resized terrain FBOs to 512Writing to C:\Users\USERNAME\Documents\players\Asidecay\logs\Freedom.2014-03.txtMar 31, 2014 12:18:42 PM class.FqBfovR2jx runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=a8e876e0-fc62-41c9-88f3-f4d02174b3ef, name=t, value=ni, name=an, value=Wurm Client, name=av, value=3.54-3062 [unstable], name=ec, value=Performance, name=ea, value=collect, name=el, value=FPS, name=ev, value=14, name=cd01, value=-596216893]Mar 31, 2014 12:18:42 PM class.FqBfovR2jx runINFO: Event successfully posted to Google AnalyticsSaved screenshot to C:\Users\USERNAME\Documents\players\Asidecay\screenshots\wurm.20140331.1224.png.Saved screenshot to C:\Users\USERNAME\Documents\players\Asidecay\screenshots\wurm.20140331.1225.png.Saved screenshot to C:\Users\USERNAME\Documents\players\Asidecay\screenshots\wurm.20140331.1225_1.png.Saved screenshot to C:\Users\USERNAME\Documents\players\Asidecay\screenshots\wurm.20140331.1225_2.png.Writing to C:\Users\USERNAME\Documents\players\Asidecay\logs\GL-Freedom.2014-03.txt Share this post Link to post Share on other sites
Posted March 31, 2014 DeriJay: Thanks, trying to narrow down the issue and/or reproduce it on my own Mac. Will post here as soon as I have an update on this. As_I_Decay: I remember fixing a couple of similar issues earlier, will try to dig up my own changes and check if I missed something. And logs are always useful, as it contains info about the system if nothing else. Will run on an ATI rig and see if I can reproduce it. Share this post Link to post Share on other sites
Posted March 31, 2014 Thanks! I can give you logs from different Macs too, if that'll help. Share this post Link to post Share on other sites