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Apotheon

GLSL shader

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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!


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Yes. It's getting rather annoying. Any idea when the Mac client will be fixed to allow shader support please?


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Better is point in a new direction like get a NASA PC i guess. :(


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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.

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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 by Apotheon
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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 by Blob

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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?


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Could somebody that has this specific problem (on a Mac) please post some crash logs so we can trace this back to the cause.


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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 + 10

1   libsystem_c.dylib                 0x00007fff93922fb9 _pthread_cond_wait + 869

2   libjvm.dylib                      0x0000000100fd7be8 Parker::park(bool, long long) + 500

3   libjvm.dylib                      0x00000001010c5752 Unsafe_Park + 126

4   ???                               0x00000001017fb738 0 + 4320114488

5   ???                               0x00000001017ef058 0 + 4320063576

6   ???                               0x00000001017ef058 0 + 4320063576

7   ???                               0x00000001017ef823 0 + 4320065571

8   ???                               0x00000001017ef233 0 + 4320064051

9   ???                               0x00000001017ef8e1 0 + 4320065761

10  ???                               0x00000001017ef233 0 + 4320064051

11  ???                               0x00000001017ef058 0 + 4320063576

12  ???                               0x00000001017ef706 0 + 4320065286

13  ???                               0x00000001017e94e7 0 + 4320040167

14  libjvm.dylib                      0x0000000100e96bb0 JavaCalls::call_helper(JavaValue*, methodHandle*, JavaCallArguments*, Thread*) + 554

15  libjvm.dylib                      0x0000000100e970c7 JavaCalls::call_virtual(JavaValue*, KlassHandle, Symbol*, Symbol*, JavaCallArguments*, Thread*) + 283

16  libjvm.dylib                      0x0000000100e97204 JavaCalls::call_virtual(JavaValue*, Handle, KlassHandle, Symbol*, Symbol*, Thread*) + 74

17  libjvm.dylib                      0x0000000100ee61ea thread_entry(JavaThread*, Thread*) + 173

18  libjvm.dylib                      0x00000001010afb57 JavaThread::thread_main_inner() + 155

19  libjvm.dylib                      0x00000001010b125f JavaThread::run() + 419

20  libjvm.dylib                      0x0000000100fdb1d6 java_start(Thread*) + 294

21  libsystem_c.dylib                 0x00007fff9391e772 _pthread_start + 327

22  libsystem_c.dylib                 0x00007fff9390b1a1 thread_start + 13

Thread 41:: com.apple.audio.IOThread.client

0   libsystem_kernel.dylib            0x00007fff90a8f686 mach_msg_trap + 10

1   libsystem_kernel.dylib            0x00007fff90a8ec42 mach_msg + 70

2   com.apple.audio.CoreAudio         0x00007fff8ec2370c HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98

3   com.apple.audio.CoreAudio         0x00007fff8ec2369a HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42

4   com.apple.audio.CoreAudio         0x00007fff8ec21ad9 HALC_ProxyIOContext::IOWorkLoop() + 1161

5   com.apple.audio.CoreAudio         0x00007fff8ec215bf HALC_ProxyIOContext::IOThreadEntry(void*) + 83

6   com.apple.audio.CoreAudio         0x00007fff8ec21497 HALB_IOThread::Entry(void*) + 75

7   libsystem_c.dylib                 0x00007fff9391e772 _pthread_start + 327

8   libsystem_c.dylib                 0x00007fff9390b1a1 thread_start + 13

Thread 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: 0x00007fff7b7a0ff0

Logical CPU: 0

 

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This an Apple crash log. The Wurm crash log does'nt appear. Also the full crash log is too large to post here. 


 


Cheers


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We need the console.playername.log which is located in the Wurm folder, after you experience a crash


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Here you go.

 

Time is Fri Jan 31 16:41:58 GMT 2014
Running 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 deri
Loading config default
Loading props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loading props file /Users/USERNAME/Documents/players/deri/password.txt
>>> LoginFrame queue entry exiting.
Saving props file /Users/USERNAME/Documents/players/deri/password.txt
Saving props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loaded 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 run
INFO: 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.txt
Loading props file /Users/USERNAME/Documents/players/deri/stats.txt

Preparing to enable console logging.
Now logging to /Users/USERNAME/Documents/console.deri.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = false
cloud_shadows = false
collada_animations = 3
color_black = 0.0,0.0,0.0
color_cyan = 0.0,1.0,1.0
color_error = 1.0,0.3,0.3
color_fuchsia = 1.0,0.0,1.0
color_green = 0.08,1.0,0.08
color_grey = 0.5,0.5,0.5
color_lime = 0.0,1.0,0.0
color_maroon = 0.5,0.0,0.0
color_navy_blue = 0.23,0.39,1.0
color_orange = 1.0,0.5,0.0
color_purple = 0.5,0.0,0.5
color_red = 1.0,0.0,0.0
color_royal_blue = 0.23,0.39,1.0
color_silver = 0.75,0.75,0.75
color_system = 0.5,1.0,0.5
color_teal = 0.0,0.5,0.5
color_white = 1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0
compressed_textures = false
compressed_textures_S3TC = true
contribution_culling = 150
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 1
disable_select_all_shortcut = false
display_settings = false:false:0:1152:720:32:-1:false:false
enable_debugs = false
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 1
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 3
gui_skin = 1
has_read_eula = true
hide_inactive_friends = false
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
key_bindings_source = 0
keyboard_layout = 0
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 = 5
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
pbuffer_enabled = false
player_texture_size = 2
reflection_texture_size = 2
reflections = 2
release_context = false
release_context_on_jogl_sleep = false
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
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 3
shadow_level = 0
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 3
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 1
sound_al_gain = 2
sound_buzzlevel = 2
sound_cache_enabled = false
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
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 = false
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = true
terrain_res = 1
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 2
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 0
use_antialiasing = 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_phobia_models = false
use_tree_models = true
use_weather_particles = true
vbo_enabled = 2
viewport_bob = true
water_detail = 2

Jan 31, 2014 4:42:11 PM class.MWG54dNHR1 run
INFO: Event successfully posted to Google Analytics
Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing /Users/USERNAME/Documents/configs/default/keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
java.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: 23
Starting job manager with 2 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1152:720:0:0 (false)

Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL 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_latency
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: null (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL version: 2.1 NVIDIA-8.16.74 310.40.00.10f02
OpenGL 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_lod

GLSL version: 1.20
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 2048 (2048)
GLSL max varyings: 60 (60)
Loaded vertex shader shader.white.vertex
Loaded pixel shader shader.white.fragment
Updated attributes for 'program.white': 1 active
Updating uniforms for 'program.white'
Updated uniforms for 'program.white': 0 active (1)
Loaded program program.white
Loaded material material.mesh.default
Loaded vertex shader shader.skin_tex0.1_light.vertex
Loaded pixel shader shader.tex0+light.1_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.1_light': 6 active
Updating uniforms for 'program.skin_tex0.1_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.1_light': 2 active (16)
Loaded program program.skin_tex0.1_light
Loaded vertex shader shader.skin_tex0.2_light.vertex
Loaded pixel shader shader.tex0+light.2_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.2_light': 6 active
Updating uniforms for 'program.skin_tex0.2_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.2_light': 2 active (16)
Loaded program program.skin_tex0.2_light
Loaded vertex shader shader.skin_tex0.3_light.vertex
Loaded pixel shader shader.tex0+light.3_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.3_light': 6 active
Updating uniforms for 'program.skin_tex0.3_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.3_light': 2 active (16)
Loaded program program.skin_tex0.3_light
Loaded vertex shader shader.skin_tex0.4_light.vertex
Loaded pixel shader shader.tex0+light.4_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.4_light': 6 active
Updating uniforms for 'program.skin_tex0.4_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.4_light': 2 active (16)
Loaded program program.skin_tex0.4_light
Loaded vertex shader shader.skin_tex0.5_light.vertex
Loaded pixel shader shader.tex0+light.5_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.5_light': 6 active
Updating uniforms for 'program.skin_tex0.5_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.5_light': 2 active (16)
Loaded program program.skin_tex0.5_light
Loaded vertex shader shader.skin_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light.6_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.6_light': 6 active
Updating uniforms for 'program.skin_tex0.6_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.6_light': 2 active (16)
Loaded program program.skin_tex0.6_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.7_light': 6 active
Updating uniforms for 'program.skin_tex0.7_light'
  Single: tex0 : loc 0 : type 35678 : size 1
  Array : bones : loc 1 : type 35666 : size 200
Updated uniforms for 'program.skin_tex0.7_light': 2 active (16)
Loaded program program.skin_tex0.7_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment

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Any update on this at all?  The new client still crashes with shaders set to core.


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Any update at all? I'd really like to get some decent screenshots =)


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Bumping this as there's still no update.  Still can't use GLSL  shaders.  Be nice to actually see water again =)


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I'm working on it!  :)


 


Does it still crash if you have GLSL set to core but turn off all water reflections?


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Hi Sammaal,


 


it does still crash with GLSL set to core but all water reflections turned off. You want the crash log?


 


Best regards


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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.


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Still crashing or locking up with the latest client 3.54.


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Most recent crash log

 

Time is Mon Mar 31 08:37:22 BST 2014
Running 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 deri
Loading config default
Loading props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loading props file /Users/USERNAME/Documents/players/deri/password.txt
>>> LoginFrame queue entry exiting.
Saving props file /Users/USERNAME/Documents/players/deri/password.txt
Saving props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loaded 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 run
INFO: 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.txt
Loading props file /Users/USERNAME/Documents/players/deri/stats.txt

Preparing to enable console logging.
Now logging to /Users/USERNAME/Documents/console.deri.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = false
cloud_shadows = false
collada_animations = 3
color_black = 0.0,0.0,0.0
color_cyan = 0.0,1.0,1.0
color_error = 1.0,0.3,0.3
color_fuchsia = 1.0,0.0,1.0
color_green = 0.08,1.0,0.08
color_grey = 0.5,0.5,0.5
color_lime = 0.0,1.0,0.0
color_maroon = 0.5,0.0,0.0
color_navy_blue = 0.23,0.39,1.0
color_orange = 1.0,0.5,0.0
color_purple = 0.5,0.0,0.5
color_red = 1.0,0.0,0.0
color_royal_blue = 0.23,0.39,1.0
color_silver = 0.75,0.75,0.75
color_system = 0.5,1.0,0.5
color_teal = 0.0,0.5,0.5
color_white = 1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0
compressed_textures = false
compressed_textures_S3TC = true
contribution_culling = 150
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 1
disable_select_all_shortcut = false
display_settings = false:false:0:1152:720:32:-1:false:false
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 1
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 3
gui_skin = 1
has_read_eula = true
hide_inactive_friends = false
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
key_bindings_source = 0
keyboard_layout = 0
loadInventoryStartup = true
local_list_in_event = false
lod_1 = 16
lod_2 = 32
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 3
mega_texture_size = 5
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_texture_size = 2
reflection_texture_size = 2
reflections = 3
release_context = false
release_context_on_jogl_sleep = false
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
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 3
shadow_level = 0
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 3
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 1
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = false
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
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 = false
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = true
terrain_res = 1
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 2
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 0
use_antialiasing = 0
use_color_picking = true
use_fast_clock_work_around = true
use_fbo_color_picking = true
use_nagles_algorithm = false
use_nano_timer = false
use_non_alpha_particles = true
use_phobia_models = false
use_tree_models = true
use_weather_particles = true
vbo_enabled = 2
viewport_bob = true
water_detail = 2

Mar 31, 2014 8:37:39 AM class.FqBfovR2jx run
INFO: Event successfully posted to Google Analytics
Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing /Users/USERNAME/Documents/configs/default/keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting job manager with 2 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1152:720:0:0 (false)

Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL 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_latency
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 2.9.1
Adapter info: null (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL version: 2.1 NVIDIA-8.16.76 310.40.00.20f04
OpenGL 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_lod

GLSL version: 1.20
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 2048 (2048)
GLSL max varyings: 60 (60)
Loaded vertex shader shader.white.vertex
Loaded pixel shader shader.white.fragment
Loaded program program.white
Loaded material material.mesh.default
Loaded vertex shader shader.skin_tex0.1_light.vertex
Loaded pixel shader shader.tex0+light.1_light.fragment
Loaded program program.skin_tex0.1_light
Loaded vertex shader shader.skin_tex0.2_light.vertex
Loaded pixel shader shader.tex0+light.2_light.fragment
Loaded program program.skin_tex0.2_light
Loaded vertex shader shader.skin_tex0.3_light.vertex
Loaded pixel shader shader.tex0+light.3_light.fragment
Loaded program program.skin_tex0.3_light
Loaded vertex shader shader.skin_tex0.4_light.vertex
Loaded pixel shader shader.tex0+light.4_light.fragment
Loaded program program.skin_tex0.4_light
Loaded vertex shader shader.skin_tex0.5_light.vertex
Loaded pixel shader shader.tex0+light.5_light.fragment
Loaded program program.skin_tex0.5_light
Loaded vertex shader shader.skin_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light.6_light.fragment
Loaded program program.skin_tex0.6_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Loaded program program.skin_tex0.7_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment
 

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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 flags

The 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:


md3YTbD.jpg




Qiev5oO.jpg




PrtzAsx.jpg



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) &lt;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

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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.


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Thanks!  I can give you logs from different Macs too, if that'll help. 


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