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Mojomonkey
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Reply #1 - Posted
2003-07-15 14:06:12 » |
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So far so good.
Ran fine on my 2.4 GHz Geforce 3 win 2k. about 70 FPS.
Looks very promising. I really look forward to the network getting set up and the basic interaction taking place.
Keep up the good work.
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Don't send a man to do a monkey's work.
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Markus_Persson
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Reply #2 - Posted
2003-07-15 14:09:41 » |
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Basic networking already is in actually, but since we still haven't decided on server hosting, the server is only up when I'm testing networking. When it's up, you can see other players walking around and chat globally. When it's not up, you can just walk around.. and.. eh, that's it. 
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Games published by our own members! Check 'em out!
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nickdotjava
Junior Devvie  
I have fallen to the dark side. I'm using DX9
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Reply #3 - Posted
2003-07-15 14:45:15 » |
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This may sound really stupid... But how do you find the frame rate?
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-Nick
"Oh ya, that's trivial. I should have it done in an hour."
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Mojomonkey
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Reply #4 - Posted
2003-07-15 14:46:03 » |
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It was written in the upper left corner for me.
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Don't send a man to do a monkey's work.
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AndersDahlberg
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Reply #5 - Posted
2003-07-15 15:00:34 » |
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NullPointerException  at WorldView.getHeight 1166 EDIT: jre1.4.2,redhat 9, geforce2 mx EDIT 2: Java Web Start 1.4.2 Konsol, startades Tue Jul 15 19:07:34 CEST 2003 Java 2 Runtime Environment: Version 1.4.2 av Sun Microsystems Inc. java.lang.UnsupportedOperationException: Cannot change display mode at java.awt.GraphicsDevice.setDisplayMode(Unknown Source) at com.wurmonline.client.WurmClient.initGraphics(WurmClient.java:138) at com.wurmonline.client.WurmClient.init(WurmClient.java:41) at com.wurmonline.client.WurmClient$4.run(WurmClient.java:256) Showing java.lang.reflect.InvocationTargetException at java.awt.EventQueue.invokeAndWait(Unknown Source) at javax.swing.SwingUtilities.invokeAndWait(Unknown Source) at com.wurmonline.client.WurmClient.clientTick(WurmClient.java:227) at com.wurmonline.client.WurmClient.run(WurmClient.java:176) at com.wurmonline.client.WurmClient$4.run(WurmClient.java:259) Caused by: net.java.games.jogl.GLException: Error making context current at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:138) at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:108) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:156) at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:179) at net.java.games.jogl.GLCanvas.display(GLCanvas.java:84) log.txt java = "run anywhere as long as you don't want to use it for anything game related" 
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DrBizzar0
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Reply #6 - Posted
2003-07-15 15:14:21 » |
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Yupp... the framerate is hidden underneath the window with the help text.
Nice that you make it available to the community as it developes instead of holding it back until it's "finished". I Think that's the way to go. Anyway, I'm looking forward to see it progress into an actual game.
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SpuTTer
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Reply #7 - Posted
2003-07-15 15:22:11 » |
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wow great start! glad to see so many professional looking Java games recently.
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Markus_Persson
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Reply #8 - Posted
2003-07-15 15:38:53 » |
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Caused by: net.java.games.jogl.GLException: Error making context current at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java: 138) Yeah, I'm still experiencing some difficulties with Jogl. That's why the main version still uses LWJGL. :-/ Nice that you make it available to the community as it developes instead of holding it back until it's "finished". I'm a firm believer in pushing things out as early as possible, as long as you make it clear that it's not finished. I think the advantages (finding out if you're on the right track, and early bugreports, efficient branding) outweigh the disadvatages (people stealing your ideas, scaring people off due to ugly early builds). And thanks all for the nice feedback. Even you, AndersDahlberg. ;)
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nickdotjava
Junior Devvie  
I have fallen to the dark side. I'm using DX9
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Reply #9 - Posted
2003-07-15 15:47:06 » |
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It was written in the upper left corner for me. Oh. I was hoping there was a program that displays the frame rate for any running program.
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-Nick
"Oh ya, that's trivial. I should have it done in an hour."
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Games published by our own members! Check 'em out!
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AndersDahlberg
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Reply #10 - Posted
2003-07-15 16:21:41 » |
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Yeah, I'm still experiencing some difficulties with Jogl. That's why the main version still uses LWJGL. :-/
Hmm, could it be that you're requesting a display mode of either 32 or 16 bpp? As linux (to my knowledge at least) doesn't support changing display mode that could be a problem (most linux systems are running in 24 bpp). So a fix might be to include a "final resort" of using 24 bpp?
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erikd
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Reply #11 - Posted
2003-07-15 16:22:00 » |
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Ooooohhh, sweet  I noticed you switched from LWJGL to JOGL. Did you notice any differences in performance or anything? Looking with the mouse like in quake and what not would be nice  Greetings, Erik
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Markus_Persson
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Reply #12 - Posted
2003-07-15 16:56:33 » |
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Hmm, could it be that you're requesting a display mode of either 32 or 16 bpp? Maybe.. I just uploaded a new version that only requires 3 bit color and 1 bit depth buffer. But it's supposed to just keep going in windowed mode, if it fails to switch to fullscreen mode. I noticed you switched from LWJGL to JOGL. Did you notice any differences in performance or anything? Yeah, I can't use the splash screen thing any more.  Other than that, the FPS are about 10-20% lower now, but that's probably due to me drawing all vertices manually. And I just noticed I lost both the clouds and the water somewhere in the versions. Good thing I keep regular backups.
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AndersDahlberg
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Reply #13 - Posted
2003-07-15 17:07:19 » |
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Nah, didn't help - I still get a pop-up saying there is a NPE at WorldView.getHeight and the log gives the above warning about unable to set display mode  I guess it's those pesky "jugglers" who can't make a working api - even when they have stuff to copy from <evil>MUAHAHAHAHAHA</evil> 
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Markus_Persson
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Reply #14 - Posted
2003-07-15 17:43:49 » |
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Fire the "laser"!  Does the LWJGL version work for you?
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erikd
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Reply #15 - Posted
2003-07-15 18:09:02 » |
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Cool, a day/night cycle!  Looks very good already. Maybe the sunsets could be more colourful and maybe it would look even better if you made sun appear larger when it's closer to the horizon and smaller when it's right above you (just like in real life). I also think the terrain should appear be a bit darker at night than it is now.
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Markus_Persson
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Reply #16 - Posted
2003-07-15 18:12:20 » |
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Haha, we have had LONG discussions on how dark nighttime should be.
It'll probably turn into a client setting later on, as it's really not supposed to affect gameplay. (and it's easy to hack around anyway)
There'll be more atmospheric effects and weather and stuff.. it's all pretty easy to code (well, except for "real" snow), it's just more a matter of design.
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EgonOlsen
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Reply #17 - Posted
2003-07-15 18:17:10 » |
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The LWJGL version doesn't work for me...it's the usual No-fullscreen-with-LWJGL-after-a-swing-component-has-been-used-bug (the Webstart-client in this case) that i always have, no matter what LWJGL, driver or VM version i'm using... (and that has (almost) been ignored from day one)  The jogl version works but the polys are flashing when moving (looks like the depthbuffer goes crazy somehow)...here's a shot (quite large because it's a png): http://www.jpct.net/pics/buggy.pngSystem is a P4HT@3.2Ghz running Win XP home with an ATI Radeon 9700pro using the Cat3.5 drivers.
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Markus_Persson
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Reply #18 - Posted
2003-07-15 18:25:28 » |
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Whoa, that's odd.. It doesn't look like the depthbuffer is totally missing, as the trees work.. But the ground is buh-roken.
Does the ground always overlap the closer ground at that range, or does it change at random?
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EgonOlsen
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Reply #19 - Posted
2003-07-15 18:28:47 » |
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Does the ground always overlap the closer ground at that range, or does it change at random? More or less random but only if i'm rotating or moving around. If i'm standing still, everything seems to be fine.
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Markus_Persson
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Reply #20 - Posted
2003-07-15 18:32:36 » |
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Well.. that's just weird. I'm going to have to reread a bunch of code, methinks. AndersDahlberg: I think I've solved the bug you reported. jogl is really sensive about what threads can do what. 
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cknoll
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Reply #21 - Posted
2003-07-15 18:42:21 » |
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I think it's workin for me, i ran it an dit came right up and dropped me on what looke dlike a stone platform, but I coudlnt' seem to move around. Any ideas?
-Chris
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Markus_Persson
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Reply #22 - Posted
2003-07-15 19:43:09 » |
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The arrow keys should work as long as the window has focus.
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zparticle
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Reply #23 - Posted
2003-07-15 20:14:43 » |
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it ran for me but I got no textures, only gray shades. perhaps this crappy little TNT card can't handle it.
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Mojomonkey
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Reply #24 - Posted
2003-07-15 20:22:25 » |
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Don't listen to zparticle, he just creates problems!  I did want to ask what terrain techniques are you using? What is the resolution of your terrain? Also, is your sky a skyplane, or skydome?
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Don't send a man to do a monkey's work.
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AndersDahlberg
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Reply #25 - Posted
2003-07-15 20:47:13 » |
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EDIT: Works now - just that it hanged when I clicked/used scroll wheel on the "swing textarea"  Looked great as long as it worked though 
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Markus_Persson
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Reply #26 - Posted
2003-07-15 21:19:04 » |
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TNT is not supported, no.  We're shooting for a target computer that has at least a GF2. AndersDahlberg: Yeah, I thought that might happen.. It will probably go away when I clean the code up. Mojomonkey: It's just a very basic LODed heightmap. The smallest tile size is 4x4 meters. For mesh LOD 0, each triangle pair (two tris per tile) uses a full resolution texture. For LODs 1 through 3, I produce the textures dynamically based on the terrain information. For higher (or lower, depending on your view) there's just a generic texture. The system is optimised for streaming the terrain data from the server, with full detail for the nearest 500 meters in each direction, and just basic scaled down heightmap data up to two kilometers in each direction. I've also tweaked the random terrain generation code to put emphasis on the nodes that fit in the higher (or lower, if you prefer) LODs.
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kaffiene
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Reply #27 - Posted
2003-07-15 23:56:47 » |
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The terrain looks very nice... what kind of rendering are you using (ROAM / CLOD / Brute force etc...)?
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erikd
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Reply #28 - Posted
2003-07-16 04:52:22 » |
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it's the usual No-fullscreen-with-LWJGL-after-a-swing-component-has-been-used-bug Have you tried disabling all d3d/ddraw options using runtime switches?
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swpalmer
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Reply #29 - Posted
2003-07-16 09:16:01 » |
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Have you tried disabling all d3d/ddraw options using runtime switches? Too bad it is difficult to do that for Web Start.. since it is launched automatically for jnlp files... it would be system/browser dependent 
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