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  Wurm Online  (Read 94736 times)
0 Members and 1 Guest are viewing this topic.
kul_th_las
Guest
« Reply #300 - Posted 2003-12-07 17:54:33 »

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.
zahl2001
Guest
« Reply #301 - Posted 2003-12-09 14:08:31 »

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.
Offline markush

Senior Newbie




Plöp!


« Reply #302 - Posted 2003-12-09 14:24:34 »

Just disable the opengl version check in wurm options. Should work then. (does for me, have a 9700pro)

By the way... Great game Smiley
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Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #303 - Posted 2003-12-09 18:34:13 »

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. =)

Play Minecraft!
zahl2001
Guest
« Reply #304 - Posted 2003-12-09 21:47:36 »

Hello again,

I tried the following with no luck Sad

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 Smiley
Offline markush

Senior Newbie




Plöp!


« Reply #305 - Posted 2003-12-10 04:11:55 »

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.
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #306 - Posted 2003-12-10 10:12:40 »

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.

Play Minecraft!
zahl2001
Guest
« Reply #307 - Posted 2003-12-10 20:30:54 »

OK, things are a little better Smiley

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.
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #308 - Posted 2003-12-10 20:35:52 »

Is there any text visible on the GUI somewhere?

Play Minecraft!
zahl2001
Guest
« Reply #309 - Posted 2003-12-10 21:55:03 »

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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zahl2001
Guest
« Reply #310 - Posted 2003-12-10 22:00:21 »

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 Smiley  Thanks to both of you guys for the help.
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


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« Reply #311 - Posted 2003-12-11 07:10:25 »

I probably should make that login screen only accept legal names..


Quote
And, uh, your game looks lovely sir

Thank you. =)

Play Minecraft!
zahl2001
Guest
« Reply #312 - Posted 2003-12-11 15:37:06 »

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?

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #313 - Posted 2003-12-11 16:02:42 »

You can post it in the forums at wurmonline.com if you wish.

Play Minecraft!
zahl2001
Guest
« Reply #314 - Posted 2003-12-11 18:09:42 »

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.
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #315 - Posted 2003-12-11 20:06:41 »

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. Grin)

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #316 - Posted 2003-12-21 12:06:22 »

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.

Play Minecraft!
Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #317 - Posted 2003-12-21 12:29:37 »

Beautiful!  Smiley

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

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #318 - Posted 2003-12-21 12:44:27 »

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

Play Minecraft!
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #319 - Posted 2003-12-27 19:14:11 »

Any chance you could us some information about how you produced the lightmaps dynamically? Smiley

Kev

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #320 - Posted 2003-12-28 11:51:43 »

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? Wink


(* 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)

Play Minecraft!
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #321 - Posted 2003-12-28 12:30:05 »

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

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #322 - Posted 2003-12-28 13:36:47 »

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.

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #323 - Posted 2004-06-13 05:53:46 »

Been busy rewriting the client from scratch. Lots of hard work, but it's worth it. =D



More screenies and stuff here.

Play Minecraft!
Offline SpuTTer

Senior Member


Medals: 1


Lazy Middle Class Intellectual


« Reply #324 - Posted 2004-06-14 00:37:46 »

wow, looks awesome!

Sacramento Volleyball
"Whitty phrase goes here."
Offline ribot

Junior Member




Ribot - mobile UI specialist


« Reply #325 - Posted 2004-06-14 00:59:05 »

What kind of hardware are you running for the Game to run at 19 fps?  

BTW, the picture looks mouth-wateringly good!  Cheesy

http://ribot.co.uk - design agency focused on mobile
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Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #326 - Posted 2004-06-14 03:57:15 »

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. Wink

Play Minecraft!
Offline Bombadil

Senior Member





« Reply #327 - Posted 2004-06-14 05:07:05 »

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.
Offline Dosenbier

Senior Newbie




They EXIST !!!


« Reply #328 - Posted 2004-06-14 13:13:13 »

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

Nonsense makes the world go round.

Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #329 - Posted 2004-06-14 13:28:51 »

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).

Play Minecraft!
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