Dosenbier
Senior Newbie 
They EXIST !!!
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Reply #330 - Posted
2004-06-14 20:03:02 » |
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Windowed Mode solved the strange problems.
Now everything looks fine !
Greets !
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Nonsense makes the world go round.
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #331 - Posted
2004-06-15 00:37:19 » |
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Yes, it seems that there are problems with the ATI cards on the mac as well:
When I start the old client I get the following error:
Error starting Wurm online
java.lang.IllegalArgumentException: Illegally formatted OpenGL version identifier: "1.4 ATI-1.3.18"
My system: Mac OS X 10.3.4, ATI Radeon 9700 128MB, Java 1.4.2_03
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Markus_Persson
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Reply #332 - Posted
2004-06-15 00:55:23 » |
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The old version doesn't like macs at all.
But the new client should hopefully make it a lot more compatible. And prettier.
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Games published by our own members! Check 'em out!
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #333 - Posted
2004-06-15 01:26:27 » |
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Offering a sneek-peak jnlp anywhere? 
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Markus_Persson
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Reply #334 - Posted
2004-06-15 13:43:40 » |
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It's really not playable at all yet, but I'm working on that. =)
I'll post here when it's done. (and then you can tell me if it runs or not! =D)
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #335 - Posted
2004-06-15 20:03:09 » |
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Will you be working on the lag element? Every time I've logged in to try and play..it's been very slow but renders reasonably well.
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Markus_Persson
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Reply #336 - Posted
2004-06-15 20:56:20 » |
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Framerate is one of the things that will be improved in the new client, but Wurm Online really is a very complex game with thousands of visible dynamic objects (including a fully dynamic terrain), so don't expect quake 3 type framerate.
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #337 - Posted
2004-06-15 21:24:08 » |
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ok.  but what I was trying to get question was the latency times on your server(s). Every ten seconds, the whole game would pause, seeming to freeze, only to start animating 2-5 seconds later. The computer I experienced these issues with was quite a powerful modern day computer with a 512kbps DSL line. Is this a known issue? I suppose it is, and all the glorious changes being made for client ver 2.0 will fix most of the problems. 
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Markus_Persson
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Reply #338 - Posted
2004-06-15 21:30:34 » |
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I've never seen the rendering pause because of network lag. =/
We use an almost fully asynchronous protocol. The only synchronous bits is when states need to be.. well.. synchronized, like when logging in, and directly after a teleportation.
I'm guessing it might be the gc acting up.
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Games published by our own members! Check 'em out!
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SpuTTer
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Reply #340 - Posted
2004-06-25 06:10:00 » |
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Breakfast
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Reply #341 - Posted
2004-06-25 13:59:20 » |
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Very impressive.
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erikd
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Reply #342 - Posted
2004-06-25 15:28:49 » |
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Looks incredibly beautiful! I especially like the clouds a lot.
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ribot
Junior Member  
Ribot - mobile UI specialist
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Reply #343 - Posted
2004-06-25 16:15:17 » |
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I recognise those cloud structures from a guy in the states called Mark something. Very nice! How hard were they to implement?
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erikd
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Reply #344 - Posted
2004-06-25 16:42:10 » |
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If I understand correctly from the wurm forums, they got the idea from a programmer from MS flightsimulator 2004, a lady who looks even better than the clouds I might add  EDIT: Look here for a description http://www.ofb.net/~eggplant/clouds/
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Markus_Persson
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Reply #346 - Posted
2004-06-25 18:04:24 » |
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Oooh, thanks for the nice comments. =D For the clouds, I started off by implementing a system very similar to that flight simulator cloud cover thing (I even used their textures as placeholders at first, but we're using original textures now), but quickly realized that even though it's reasonably fast, I cannot spend that much gpu power on just the clouds. So placed some more restrictions on it (you can only see the clouds from below, you can't pass them) and reworked a new system. It's basically just a simple array of 16x16 cloud sprites scattered with random offsets and rotations over the skydome, with some tricky hacking with the normals to get them lit up in a way that looks reasonably convincing. I tried implementing scattering with some other tricks, but lost a lot of dynamic range. I'll look into doing some fragment shader stuff for high end cards. This system is fast enough, looks real enough, and is very flexible. I'm kinda proud of it. 
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Markus_Persson
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Reply #347 - Posted
2004-06-25 18:05:32 » |
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ah, that link is great, ribot. =D
I _really_ want proper scattering in the clouds.
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Markus_Persson
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Reply #349 - Posted
2004-09-18 14:17:18 » |
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Weather effects:  Moons and fog: 
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DanK
Junior Member  
Javver games rock yawel!
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Reply #351 - Posted
2004-09-19 19:23:57 » |
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You are my Java programming idol :p. Wurmonline looks like a commercial game at this point (maybe not the top end commercial game but still very nice).
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swpalmer
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Reply #352 - Posted
2004-09-20 01:11:31 » |
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Hey! I REALLY like the improvements to the grass in that last pic. Much nicer. Now you need improved trees  Wurm is looking sweet.
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Markus_Persson
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Reply #353 - Posted
2004-09-20 20:33:14 » |
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Ooh, thanks for the nice comments. =) I guess I'll keep posting screenshots. 
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aNt
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Reply #354 - Posted
2004-09-21 16:44:19 » |
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that lighting rocks! shit me i'm having to recode my lighting shader now... git!  - looking very sweet top job dude...
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Orangy Tang
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Reply #355 - Posted
2004-09-22 23:42:24 » |
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Ooo, nice pics.  Incidentally, I recently had great quality results using a simplified form of horizon mapping for terrain lighting/shadowing. Might be worth looking into.
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Markus_Persson
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Reply #356 - Posted
2004-09-23 10:24:00 » |
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Checking out horizon maps has been on my todo list for ages.
Was it as hard to implement as I fear it will be? Am I correct in thinking I can also use it to cull terrain?
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Orangy Tang
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Reply #357 - Posted
2004-09-23 17:42:06 » |
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Actually it was pretty easy to implement  Finding the horizon values for any given point is pretty easy, then the resulting angles are stuffed into a texture that covers the whole terrain (at one texel per terrain tile resolution). Then a fragment shader compares this interpolated value with the current sun angle for the total light/shadow intensity. The snag is that I'm using GLSL which makes the fragment bit dead easy to write. I'm not sure how you'd do it with older hardware. You probably could use it to do some occulsion culling, but I've simplified the horizon values down to a single axis (basically the arc of the sun over the terrain). This reduces the memory use hugely but probably makes it unsuitable for culling. Quick pic (which doesn't really show it off well, it looks better when you can see the hill shadows slowly extending as the sun sets):http://www.orangytang.net/Junk/23-09-04.png
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Hauk
Junior Member  
Guitar, Norse Mythology, java and women=life
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Reply #358 - Posted
2004-09-24 15:57:47 » |
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I know this question has probably already been asked but how do I increase the frame-rate? I'm running 800Mhz(Crap), nVidia 64MB, 256 RAM. Very nice game and I never expected this much from Java. Very good work congragulations to all who worked on it  Cheers, Hauk
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I want to become a hermit and live in the harsh wastelands of Norway. I want to have a cloak made of bearskin and hunt the demons of the night.
I was born for a reason and am not about to lie down and die like the rest of you. Anybody with me?
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Markus_Persson
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Reply #359 - Posted
2004-09-25 02:51:01 » |
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Turn off everything that can be turned off in the options, and set the rest to the lowest possible setting.
It'll look horrible, but you should get playable fps at least.
The most important settings for you are probably disabling bumpmapped terrain, and turning down trees and tile decorations to singles/none.
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