Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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on:
2003-07-15 09:59:49 » |
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Wurm Online! It's going to be great! http://www.theintraclinic.com/wurm/It's a community centric MMORPG where people build and run all the towns. *glances at magicosm  * Hopefully there won't be any bad blood for our two projects. I'm fairly sure there's room for them both, and I'll probably end up as an active player in both. Questions? Suggestions? Oh, and the Jogl port is at http://www.theintraclinic.com/wurmjogl/wurmclient.jnlp. It's still a bit rough. [edit: got rid of the href to wurmjogl, since it's gone now] [edit: http://www.wurmonline.com/ ] 
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Mojomonkey
JGO Ninja    Posts: 540 Medals: 3
ooh ooh eee eeee
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Reply #1 on:
2003-07-15 10:06:12 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #2 on:
2003-07-15 10:09:41 » |
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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! Go get 'em!
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nickdotjava
Full Member   Posts: 149
I have fallen to the dark side. I'm using DX9
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Reply #3 on:
2003-07-15 10:45:15 » |
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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
JGO Ninja    Posts: 540 Medals: 3
ooh ooh eee eeee
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Reply #4 on:
2003-07-15 10:46:03 » |
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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
Full Member   Posts: 196
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Reply #5 on:
2003-07-15 11:00:34 » |
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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
Full Member   Posts: 175
Raj raj!
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Reply #6 on:
2003-07-15 11:14:21 » |
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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
Full Member   Posts: 246 Medals: 1
Lazy Middle Class Intellectual
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Reply #7 on:
2003-07-15 11:22:11 » |
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wow great start! glad to see so many professional looking Java games recently.
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Markus_Persson
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #8 on:
2003-07-15 11:38:53 » |
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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
Full Member   Posts: 149
I have fallen to the dark side. I'm using DX9
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Reply #9 on:
2003-07-15 11:47:06 » |
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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! Go get 'em!
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AndersDahlberg
Full Member   Posts: 196
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Reply #10 on:
2003-07-15 12:21:41 » |
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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
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #11 on:
2003-07-15 12:22:00 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #12 on:
2003-07-15 12:56:33 » |
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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
Full Member   Posts: 196
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Reply #13 on:
2003-07-15 13:07:19 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #14 on:
2003-07-15 13:43:49 » |
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Fire the "laser"!  Does the LWJGL version work for you?
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erikd
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #15 on:
2003-07-15 14:09:02 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #16 on:
2003-07-15 14:12:20 » |
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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
JGO Strike Force    Posts: 821 Medals: 6
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Reply #17 on:
2003-07-15 14:17:10 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #18 on:
2003-07-15 14:25:28 » |
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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
JGO Strike Force    Posts: 821 Medals: 6
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Reply #19 on:
2003-07-15 14:28:47 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #20 on:
2003-07-15 14:32:36 » |
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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
Full Member   Posts: 126
Flame On!
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Reply #21 on:
2003-07-15 14:42:21 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #22 on:
2003-07-15 15:43:09 » |
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The arrow keys should work as long as the window has focus.
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zparticle
JGO Ninja    Posts: 597
Thick As A Brick
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Reply #23 on:
2003-07-15 16:14:43 » |
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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
JGO Ninja    Posts: 540 Medals: 3
ooh ooh eee eeee
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Reply #24 on:
2003-07-15 16:22:25 » |
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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
Full Member   Posts: 196
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Reply #25 on:
2003-07-15 16:47:13 » |
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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
JGO Kernel      Posts: 2092 Medals: 10
Mojang Specifications
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Reply #26 on:
2003-07-15 17:19:04 » |
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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
Sr. Member   Posts: 418 Medals: 1
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Reply #27 on:
2003-07-15 19:56:47 » |
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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
JGO Kernel      Posts: 2561 Medals: 7
Maximumisness
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Reply #28 on:
2003-07-16 00:52:22 » |
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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
JGO Kernel      Posts: 3438 Medals: 4
Where's the Kaboom?
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Reply #29 on:
2003-07-16 05:16:01 » |
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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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