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Client Configuration

347 bytes added, 12:14, 2 February 2009
Some more notes as well as markers for dead options
: The opacity of the interface windows. This can make screens like the inventory see-through, completely solid, or something in between.
;Bob viewport when walking
:'''(Dead option)''' Checked tickbox means that camera will bob up and down to simulate walking. This can be annoying as you cannot click objects while walking at the cost of performance. Recommended setting is OFF.
;Outline hovered objects
:Make the outline of objects under the cursor glow. This can have a huge impact on frame rate but depends on the system - have it on so you can see what is actually under the cursor. Recommended setting is ON.
;Item/Creature Render Distance
:Choose from Very short, Short, Normal, Far, or Extreme. Set this to very short for a performance boost. Setting this to extreme helps looking for items and creatures. ''The maximum setting of this option is the setting of Tree Structure Render Distance''
;Avatar's animations
;Pretty trees (models near player)
:Have it ON unless it really makes the game unplayableAlways enable. Performance versus Quality is worth it hereIt's actually a performance boost as well as looking better.
:{|
;Timestamp messages
:Checked tickbox means that any chat windows will have the time printed next to a message. Recommended setting is ON. It helps keep track of when someone said something in the chat window. Minimal or no No effect on performance.
;Log obscure error messages
:TodoEnabling this will log various trivial error messages to the console. No reason to enable unless you plan to monitor your console logs and report them to a developer.
;Save skills on exit
;Pack updater log level
:'''(Dead option)''' Todo
==Advanced Tab==
;Use PBuffers
:'''(Dead option)''' Use OpenGL (http://www.opengl.org/) hardware pixel buffers (http://oss.sgi.com/projects/ogl-sample/registry/ARB/wgl_pbuffer.txt) when rendering the display. Using PBuffers should give better performance as there is less data to be transferred between the CPU and graphics card. However, some graphics cards implement PBuffers in such a way that Wurm can crash. If this happens try disabling PBuffer support. Look in your console.log and check the "PBuffer support" and "PBuffer inited" lines. Refer to [[Client Log Messages]] for details of other console.log messages.
;Terrain bumpmapping
;Debug Mode
:Turn Enabling this offoption will crash the game when certain error conditions are detected, making it's mostly used by easier for the developers to find bugsdiagnose the problem. Only use if you're trying to reproduce a bug, or testing a new client.
;Release OpenGL context each frame
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