State of Fortune

Have you got god rays implemented because in the video you posted it look like you did , if you have they are very nice.

That render distance… How did you do that?

Have you got god rays implemented because in the video you posted it look like you did , if you have they are very nice.

Blood, sweat and tears! :slight_smile:

The draw distance is about 6km (4 miles) with the lowest resolution being one vertex per 4356m2 (46887 sq ft). The closest 1km has details like trees and buildings as received from the server, and after that it’s client generated based on the same noise formula as the server generates the land with. As people can’t create/remove mountains (at least not large ones) it gives a good approximation without pulling a lot of data from the server.

I do indeed, thank you for the kind words! You can see a subtle but very nice effect of them on the second screenshot in the previous post (on the underside of the sun) as well as in the first post of this thread.

Mike

EDIT: 100 medals, yay!

Blood, sweat and tears! :slight_smile:

The draw distance is about 6km (4 miles) with the lowest resolution being one vertex per 4356m2 (46887 sq ft). The closest 1km has details like trees and buildings as received from the server, and after that it’s client generated based on the same noise formula as the server generates the land with. As people can’t create/remove mountains (at least not large ones) it gives a good approximation without pulling a lot of data from the server.

I do indeed, thank you for the kind words! You can see a subtle but very nice effect of them on the second screenshot in the previous post (on the underside of the sun) as well as in the first post of this thread.

Mike

EDIT: 100 medals, yay!

Alpha version 1.0 is now online! :slight_smile:

For some reason Kryonet dislikes the client and server using different versions of Java so until I (read Nate) figures that out the game only works with Java 8. Sorry about that.
There is something going on with the light scattering on AMD graphics cards but I’ll look into that next, I didn’t think it was a blocking issue.
Also, watch out with turning on Antialiasing and high/very high quality trees as it takes a lot of your computer.

Two screenshots of the version that currently is live (click for large versions):

http://stateoffortune.com/pictures/screenshots/alpha1/sunsetsmall.png


http://stateoffortune.com/pictures/screenshots/alpha1/forestsmall.png

Here is a list of more or less all of the changes:

  • The world has been reset to be allowed to make some major changes to the foundation of the game
  • Due to several changes behind the scenes the game now requires OpenGL 2.0 support
  • There is a new map generation that generates islands
  • You can now set the render distance to “Very far” to see more than 6.000 tiles of landscape in each direction (no objects will be shown after 1.200 tiles). If the landscape far away is flickering turn on Post Processing in the menu and/or update your graphics card driver
  • Improved the client <-> server communication to allow for more simultaneous users
  • Improved the tree models, added a lower quality model and added more variations
  • Due to the increased computation needed to render the more detailed trees there are more steps possible when choosing the quality, very high is not recommended unless you have a great computer
  • Shadows are now cast onto trees
  • Added forests and grouped trees with matching bark and leaves instead of randomly spreading out trees
  • Improved the texture of snow, sand and stone
  • Toggling the minimap between on, off and hide plots is now done using ‘n’
  • Press ‘m’ to see the world map
  • On the world map either use the scroll wheel or click the zoom in/out button to focus on the area around you
  • When zoomed in on the world map click new selection to select a plot of land to buy, the selection can be moved and resized
  • When finished choosing where the new plot is to be placed, click “Buy” to buy the plot, there needs to be at least 3 squares between the plot and any other plot
  • When zoomed in on the world map click on one of your plots to resize it
  • When zoomed in on the world map click on someone else’s plot to see who owns it
  • On the zoomed out world map click on a point to set the compass to point to that location
  • On the zoomed out map you can see where the compass is pointing to
  • Added random splashes of sand on the grass when using high quality ground
  • There are no more bright lines all over the mountains when playing with high quality ground
  • Improved the look of water reflections
  • Water reflections now mirror the correct color of far away objects
  • The game should no longer crash if you turn on an option that requires a newer version of OpenGL than what you have
  • Made anti-aliasing compatible with post processing, it is still very heavy on the computer though so it is only recommended if you have a great computer
  • Improved the post processing SSAO quality
  • When using post processing effects - landscape far away fades away instead of getting blurry
  • Clouds have a smoother transition at the horizon and look less like they are going into the ground
  • Clouds are now compatible with short and medium render distance
  • The sun now goes up in the east and down in the west
  • Improved the look of the sun when using light scattering
  • Increased the size of the moon
  • Added window and taskbar icons
  • Added bushes, they are scattered around the landscape and you can plant them from the build window
  • Improved the look of grain
  • Added a small wooden gate
  • Added a hedge texture
  • Added two stone textures
  • Added climbable ladders
  • Added several stone shapes which also can be used for, for example, pillows! Build several on top of each other to get bigger stones.
  • Added random stones spread out over the landscape
  • The normals on doors are now always correct
  • The short sides and top of the doors no longer flicker when playing with high quality
  • Improved the look of all normal maps
  • Normal maps no longer change when rotating the camera
  • Selling land now gives you 90% of the land value back instead of 100% (you still get all the money for built blocks)
  • Changed the background color of the shape selection to fit with the rest of the interface
  • Removed the aliasing on the shape selection icons
  • Improved the icons for plot deed, trees and raise/lower land
  • You can now raise/lower land to twice the “steepness” compared to before
  • Slider options can no longer go outside of the minimum/maximum values and are more stable when doing quick movements and clicks
  • You can now change between full screen and windowed mode in game by pressing F11
  • Automatic slopes can now create short corners
  • You can now switch between short and long corners when building stairs and slopes
  • You can now build upside down slopes and stairs
  • The market square in game mode now has corner slopes
  • The slopes are now always light when pointing to the sun/moon and dark when pointing away from the sun/moon
  • Land now loads in quicker and prioritizes the landscape over trees/items
  • You can now remove several trees/bushes at once by dragging an area
  • When the game cannot connect to the server it now closes after a few seconds
  • You can now close the game while it is loading
  • Your location is now stored when logging out
  • When you log out and then in you will keep effects like eating wheat bread
  • When the mouse isn’t grabbed, there are now buttons for menu, inventory, chat, map and build with hover texts with their shortcuts
  • If you use an empty action bar 0 (where the blocks appear) the build window will open
  • Optimized a lot of CPU heavy code
  • Fixed an issue where sold land couldn’t be bought again
  • Fixed an issue where the plot highlight would disappear when changing settings
  • Fixed an issue where the plot highlight wouldn’t be connected to the ground everywhere
  • Fixed an issue where you could get kicked out because someone else logged in
  • Fixed several issues that could cause a part of the land to not display
  • Fixed a memory leak that would cause the game to crash when running very far
  • Fixed an issue where you could build blocks inside trees
  • Fixed an issue where walking over a slope/stair corner wasn’t smooth
  • Fixed an issue where teleporting far away could stop the land from generating
  • Fixed an issue where the incorrect number of blocks were built when dragging an area over the ground
  • Fixed an issue where changing options could cause the game to crash or cause artifacts on the screen
  • Fixed an issue that would cause the objects in the world to shake when you got far away from the spawn point
  • Fixed an issue where the minimap was black in playground
  • Fixed several minor issues

Mike

Alpha version 1.0 is now online! :slight_smile:

For some reason Kryonet dislikes the client and server using different versions of Java so until I (read Nate) figures that out the game only works with Java 8. Sorry about that.
There is something going on with the light scattering on AMD graphics cards but I’ll look into that next, I didn’t think it was a blocking issue.
Also, watch out with turning on Antialiasing and high/very high quality trees as it takes a lot of your computer.

Two screenshots of the version that currently is live (click for large versions):

http://stateoffortune.com/pictures/screenshots/alpha1/sunsetsmall.png


http://stateoffortune.com/pictures/screenshots/alpha1/forestsmall.png

Here is a list of more or less all of the changes:

  • The world has been reset to be allowed to make some major changes to the foundation of the game
  • Due to several changes behind the scenes the game now requires OpenGL 2.0 support
  • There is a new map generation that generates islands
  • You can now set the render distance to “Very far” to see more than 6.000 tiles of landscape in each direction (no objects will be shown after 1.200 tiles). If the landscape far away is flickering turn on Post Processing in the menu and/or update your graphics card driver
  • Improved the client <-> server communication to allow for more simultaneous users
  • Improved the tree models, added a lower quality model and added more variations
  • Due to the increased computation needed to render the more detailed trees there are more steps possible when choosing the quality, very high is not recommended unless you have a great computer
  • Shadows are now cast onto trees
  • Added forests and grouped trees with matching bark and leaves instead of randomly spreading out trees
  • Improved the texture of snow, sand and stone
  • Toggling the minimap between on, off and hide plots is now done using ‘n’
  • Press ‘m’ to see the world map
  • On the world map either use the scroll wheel or click the zoom in/out button to focus on the area around you
  • When zoomed in on the world map click new selection to select a plot of land to buy, the selection can be moved and resized
  • When finished choosing where the new plot is to be placed, click “Buy” to buy the plot, there needs to be at least 3 squares between the plot and any other plot
  • When zoomed in on the world map click on one of your plots to resize it
  • When zoomed in on the world map click on someone else’s plot to see who owns it
  • On the zoomed out world map click on a point to set the compass to point to that location
  • On the zoomed out map you can see where the compass is pointing to
  • Added random splashes of sand on the grass when using high quality ground
  • There are no more bright lines all over the mountains when playing with high quality ground
  • Improved the look of water reflections
  • Water reflections now mirror the correct color of far away objects
  • The game should no longer crash if you turn on an option that requires a newer version of OpenGL than what you have
  • Made anti-aliasing compatible with post processing, it is still very heavy on the computer though so it is only recommended if you have a great computer
  • Improved the post processing SSAO quality
  • When using post processing effects - landscape far away fades away instead of getting blurry
  • Clouds have a smoother transition at the horizon and look less like they are going into the ground
  • Clouds are now compatible with short and medium render distance
  • The sun now goes up in the east and down in the west
  • Improved the look of the sun when using light scattering
  • Increased the size of the moon
  • Added window and taskbar icons
  • Added bushes, they are scattered around the landscape and you can plant them from the build window
  • Improved the look of grain
  • Added a small wooden gate
  • Added a hedge texture
  • Added two stone textures
  • Added climbable ladders
  • Added several stone shapes which also can be used for, for example, pillows! Build several on top of each other to get bigger stones.
  • Added random stones spread out over the landscape
  • The normals on doors are now always correct
  • The short sides and top of the doors no longer flicker when playing with high quality
  • Improved the look of all normal maps
  • Normal maps no longer change when rotating the camera
  • Selling land now gives you 90% of the land value back instead of 100% (you still get all the money for built blocks)
  • Changed the background color of the shape selection to fit with the rest of the interface
  • Removed the aliasing on the shape selection icons
  • Improved the icons for plot deed, trees and raise/lower land
  • You can now raise/lower land to twice the “steepness” compared to before
  • Slider options can no longer go outside of the minimum/maximum values and are more stable when doing quick movements and clicks
  • You can now change between full screen and windowed mode in game by pressing F11
  • Automatic slopes can now create short corners
  • You can now switch between short and long corners when building stairs and slopes
  • You can now build upside down slopes and stairs
  • The market square in game mode now has corner slopes
  • The slopes are now always light when pointing to the sun/moon and dark when pointing away from the sun/moon
  • Land now loads in quicker and prioritizes the landscape over trees/items
  • You can now remove several trees/bushes at once by dragging an area
  • When the game cannot connect to the server it now closes after a few seconds
  • You can now close the game while it is loading
  • Your location is now stored when logging out
  • When you log out and then in you will keep effects like eating wheat bread
  • When the mouse isn’t grabbed, there are now buttons for menu, inventory, chat, map and build with hover texts with their shortcuts
  • If you use an empty action bar 0 (where the blocks appear) the build window will open
  • Optimized a lot of CPU heavy code
  • Fixed an issue where sold land couldn’t be bought again
  • Fixed an issue where the plot highlight would disappear when changing settings
  • Fixed an issue where the plot highlight wouldn’t be connected to the ground everywhere
  • Fixed an issue where you could get kicked out because someone else logged in
  • Fixed several issues that could cause a part of the land to not display
  • Fixed a memory leak that would cause the game to crash when running very far
  • Fixed an issue where you could build blocks inside trees
  • Fixed an issue where walking over a slope/stair corner wasn’t smooth
  • Fixed an issue where teleporting far away could stop the land from generating
  • Fixed an issue where the incorrect number of blocks were built when dragging an area over the ground
  • Fixed an issue where changing options could cause the game to crash or cause artifacts on the screen
  • Fixed an issue that would cause the objects in the world to shake when you got far away from the spawn point
  • Fixed an issue where the minimap was black in playground
  • Fixed several minor issues

Mike

I see what you mean about AMD GPUs, I have an R9 280X Toxic Edition and Light Scattering does not work.
However, with max settings minus Light Scattering on I get 40 fps, and without AA I get a solid 60.
Great work, its looking absolutely beautiful.

I see what you mean about AMD GPUs, I have an R9 280X Toxic Edition and Light Scattering does not work.
However, with max settings minus Light Scattering on I get 40 fps, and without AA I get a solid 60.
Great work, its looking absolutely beautiful.

Thanks for testing!

I’ll have a look at the AMD issue today. I’m always fighting with AMD shaders :slight_smile:

I’ll have to pick someone’s brain on how to do good looking AA without scaling the image (currently the game is rendering at 4x the resolution and scaling it down). I tried FXAA but I really disliked the blurring of the textures so I went the easy but extremely expensive route for now.

Mike

Very, very cool.

EDIT: More screenies of this beautiful sunset:

EDIT 2: Hey, 200th post!

Thanks for testing!

I’ll have a look at the AMD issue today. I’m always fighting with AMD shaders :slight_smile:

I’ll have to pick someone’s brain on how to do good looking AA without scaling the image (currently the game is rendering at 4x the resolution and scaling it down). I tried FXAA but I really disliked the blurring of the textures so I went the easy but extremely expensive route for now.

Mike

Very, very cool.

EDIT: More screenies of this beautiful sunset:

EDIT 2: Hey, 200th post!

Haha. I’m always fighting with Nvidia xD

I beg to differ there, Nvidia has the best OpenGL drivers around. I have only ever had 1 issue with them, and that was a very silly driver bug.

In this case AMD (and Intel) was correct, I did something like:
float a = texture2D(texture, position);
Nvidia was smart enough to see that r, g and b was all the same and set a to that value so I never noticed it, while AMD had some issues with it :slight_smile:

I learned a neat trick thanks to this though, just set the GLSL version to 100 and Nvidia will start throwing warnings on that kind of code if you can’t see it quickly.

Yesterday’s update resolved all known issues caused by the update (and some additional ones) except for Kryonet requiring Java 8. I got some pointers from the Kryonet discussion group so I’m hoping to resolve that quickly, otherwise I’ll start packaging java with the launcher so I can’t run into these kind of issues again.

Mike

Haha. I’m always fighting with Nvidia xD

Very beautiful game. But I got a weird bug with the graphics. This happened when looking upwards on highest graphics settings. I am using an GTX 285 by EVGA, and I don’t know if the processor matters for this kind of stuff, but I am using an AMD FX-6300.

Can you try to turn off the light scattering? You can try with shadows as well but I’m pretty sure that it is due to the light scattering. If it works with light scattering turned off, can you try to update the graphics card driver and try again?

Here is a new screenshots that didn’t find its way to this forum yet :slight_smile: (As with all other screenshots, click for a larger version)

http://stateoffortune.com/pictures/screenshots/alpha1/housesmall.jpg

Mike

I beg to differ there, Nvidia has the best OpenGL drivers around. I have only ever had 1 issue with them, and that was a very silly driver bug.