kul_th_las
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Reply #300 - Posted
2003-12-07 17:54:33 » |
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Black screen for me as well, and esc doesn't do anything when this happens (have to Alt\Tab out of the app).
I should say, however, that the game runs fine in windowed mode. In fullscreen, the game attempts to set the refresh rate to 240Hz. My monitor goes blank except for the error message "Out of scan range" - which is a message from my monitor, not the game itself.
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zahl2001
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Reply #301 - Posted
2003-12-09 14:08:31 » |
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This is a little off topic, but hopefully someone can help. I am trying to get Wurm running, but get the message that I don't have OpenGL 1.4. I have an ATI 9500 pro/ 9700. I downloaded and installed the Catylyst 3.9 driver, but to no avail. I even tried installing older versions of Catylyst...same deal. By the way, my OS is WinXP pro. I would be very grateful for a tip here.
Forgot to mention that I am indeed following the instructions from ATI regarding uninstalling display drivers, restarting, then installing new.
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markush
Senior Newbie 
Plöp!
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Reply #302 - Posted
2003-12-09 14:24:34 » |
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Just disable the opengl version check in wurm options. Should work then. (does for me, have a 9700pro) By the way... Great game 
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Games published by our own members! Check 'em out!
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Markus_Persson
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Reply #303 - Posted
2003-12-09 18:34:13 » |
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yeah, try the opengl version check disabling trick. Everything might explode, but it's also been known to solve if for some people.
markush: Thanks. =)
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zahl2001
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Reply #304 - Posted
2003-12-09 21:47:36 » |
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Hello again, I tried the following with no luck  1) Turning off the GL version check. 2) An assortment of different combinations of resolutions and fullscreen / not full screen. Each time I get the same result: the game starts to load, reaches the point where the HUD states that the models are loading...and then this error--- GLERROR: Invalid enumerant (1280). Thanks again for any input. I believe my card is no longer being manufactured...could it be that they don't bother updating the OpenGL drivers for it now? If so, that is going to be...less than good 
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markush
Senior Newbie 
Plöp!
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Reply #305 - Posted
2003-12-10 04:11:55 » |
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I get the same error, but the game runs just fine. It takes quiet a time until the screen loads, so perhaps you just have to wait some more.
And your drivers are ok, i have the same. All radeon cards use the catalyst driver series.
They are supporting ogl1.4, but i think in the version string (or elsewhere) it says "1.3.4010 WinXP Release" So that wurm thinks its 1.3 only.
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Markus_Persson
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Reply #306 - Posted
2003-12-10 10:12:40 » |
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The startup time is strange. It takes me about 10-15 seconds to start wurm, but I've seen some computers start it in three to five seconds.
If nothing happens for more than a minute, it's probably dead.
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zahl2001
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Reply #307 - Posted
2003-12-10 20:30:54 » |
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OK, things are a little better  Now the game runs, but the screen is black except for the chat input box, compass needle, framerate display, etc. It isn't locked up as evidenced by the fact that the compass needle responds to mouse input. I didn't mention this before, but I have DirectX 9.0b.
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Markus_Persson
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Reply #308 - Posted
2003-12-10 20:35:52 » |
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Is there any text visible on the GUI somewhere?
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zahl2001
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Reply #309 - Posted
2003-12-10 21:55:03 » |
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Yes there is. On the right hand side of the screen (where it gives info about what is loading) the last line that it outputs says this:
Connection Denied: Please use only letters a to z in your name.
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Games published by our own members! Check 'em out!
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zahl2001
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Reply #310 - Posted
2003-12-10 22:00:21 » |
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Well, I feel like an idiot now.... It wouldn't allow me on because I had a space in my name. I'll just quietly show myself to the door now... And, uh, your game looks lovely sir  Thanks to both of you guys for the help.
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Markus_Persson
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Reply #311 - Posted
2003-12-11 07:10:25 » |
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I probably should make that login screen only accept legal names.. And, uh, your game looks lovely sir Thank you. =)
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zahl2001
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Reply #312 - Posted
2003-12-11 15:37:06 » |
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Markus,
This week I just began looking at Open GL, and JOGL in particular. I would like to ask some questions about Wurm's use of Swing, but this forum doesn't seem like a good place for it. Do you have a forum set up for that sort of thing?
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zahl2001
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Reply #314 - Posted
2003-12-11 18:09:42 » |
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I found the jogl project's forums, so I'll ask questions about it there. After thinking about it, it seems improper to ask you even a trivial question about how your game is made.
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Markus_Persson
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Reply #315 - Posted
2003-12-11 20:06:41 » |
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New screenshot:  (click image for the full image) Note that the lightmaps affect all items in the world. I'll add simple shadows to them later on as well. (I've been talking to Orangy.  )
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Markus_Persson
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Reply #316 - Posted
2003-12-21 12:06:22 » |
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Showing off the dynamic lights:  (Click for full image) I can have several hundred of those fully dynamic lightsources active without noticing a drop in fps. Still no shadows, though.
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erikd
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Reply #317 - Posted
2003-12-21 12:29:37 » |
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Beautiful!  Do you (or will you) also support directional light, like spotlights? Or even something like the dynamic light sources found in unreal (for example those shimmering lights coming from fire)? Should be cool walking around a forest in the dark with a flashlight or a torch. Keep up the great work! Erik
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Markus_Persson
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Reply #318 - Posted
2003-12-21 12:44:27 » |
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Most likely not. Lights right now are just lightmaps applied to x and z. They expand infinitly high into y.
But since everything is ground based in wurm, that's a fair trade-off, considering I can render a torch on each character visible in a scene now. =D
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kevglass
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Reply #319 - Posted
2003-12-27 19:14:11 » |
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Any chance you could us some information about how you produced the lightmaps dynamically?  Kev
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Markus_Persson
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Reply #320 - Posted
2003-12-28 11:51:43 » |
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Sure. Before rendering the view, I enter orthogonal mode and render all lightsources as textures quads onto the lower left corner of the framebuffer(*). This procudes a top-down lightmap. I copy that into a texture, and repeat three more times, rendering larger and larger areas onto the same screenspace, thus generating coarser but bigger lightmaps. The player's position is always (kinda) in the center of the lightmaps. Whenever I render an object, I figure out what lightmap level that fully covers that object, and switch to that texture in texture unit 2. I set the automatic texture coord generations to just apply u=x and v=z, and switch to texture matrix mode to offset and scale the lightmap. Then I render the object, with texture 2 as modulate with a modifier of *2 (for overbrighting). Keep in mind that if you translate, rotate, or scale the modelview matrix, you have to do the same for the texture matrix.(**) Using several lightmaps lets me have fully lightmapped terrain up to 512 meters away, but still have a 0.25 meter resolution for the lightmaps near the player. (ie lightmap LOD) Does this make any sense?  (* pBuffers seem to crash at ranom for various people, and using the framebuffer has big problems when the pixel ownership test fails.. Does anyone know how to disable the ownership test? is that even possible?) (** I was hoping there would be someway of not having to do this, but I haven't found a solution yet)
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kevglass
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Reply #321 - Posted
2003-12-28 12:30:05 » |
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Cheers for that, not sure how I'm going to go about implementing it easily using the scenegraph, but I guess I'll have a go anyway.
Incidiently, how does this work for lightmaps cast against vertical walls? Maybe I misunderstood but the orthanganol project would give you a texture that could be applied against near horizontal surfaces.
Thanks again, useful explanation
Kev
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Markus_Persson
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Reply #322 - Posted
2003-12-28 13:36:47 » |
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The lightmaps are flat and applied infinitly in Y.
This is based on the assumption that the world is a lot wider in x and z than it is in y, and that all players and lightsources are on ground level, so it probably doesn't work well for traditional bsp-type levels and first person shooters where the Y dimension plays a bigger role.
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Markus_Persson
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Reply #323 - Posted
2004-06-13 05:53:46 » |
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Been busy rewriting the client from scratch. Lots of hard work, but it's worth it. =D  More screenies and stuff here.
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SpuTTer
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Reply #324 - Posted
2004-06-14 00:37:46 » |
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wow, looks awesome!
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #325 - Posted
2004-06-14 00:59:05 » |
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What kind of hardware are you running for the Game to run at 19 fps? BTW, the picture looks mouth-wateringly good! 
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Markus_Persson
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Reply #326 - Posted
2004-06-14 03:57:15 » |
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The screenshot was taken with athlon 1400+, GF4 Ti4800, 1gb ram, w2k, java 1.4.2. The trees are by far the biggest resource hog the way they're currently implemented. (that scene is 60-70 fps without the trees) In that scene, there are ~22000 potentially visible trees (so 44k trees including the reflection), and each one is culled individually. The ones that pass the culling either are nearby trees (rendered with full geomentry), or go through a whole range of glPushMatix() and glRotatef() magic before finally calling a display list for a single billboard triangle. Adding a quadtree and building vertex arrays for the billboarded trees should speed things up nicely. 
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Bombadil
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Reply #327 - Posted
2004-06-14 05:07:05 » |
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The newest version caused my Radeon9600-Win2K to freeze. :-( Of course, it's not really Wurm which did this but some driver issue I suppose... still: sigh. 3d graphics tend to overstrain today's PCs, really.
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Dosenbier
Senior Newbie 
They EXIST !!!
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Reply #328 - Posted
2004-06-14 13:13:13 » |
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I got very strange lightning effects... the lower the looking angle the darker everything gets, and everything is covered by the water lightning texture and/or some text.... ?!
Athlon 1.1 Ghz , Geforce3 64MB, Detonator Driver 56.72., 512 MB RAM
Is there any key to make a screenshot so i can post it... looks really strange
Greets
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Nonsense makes the world go round.
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Markus_Persson
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Reply #329 - Posted
2004-06-14 13:28:51 » |
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The new version of the client isn't up on the site yet.
The old client doesn't like ATI (or rather, ati doesn't like opengl), and has some problems with dynamic textures (try playing in windowed mode instead).
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