State of Profit

Just tested on the intel card : it was all black with red trees… I don’t know if it was intended with the night/day.

I will take a look again later.

Later :wink: :


High quality: true
OpenGL renderer: Intel Eaglelake
OpenGL vendor: Intel
OpenGL version: 2.0.0 - Build 7.15.10.4977
VBO extension: true
3 - ERROR: 0:32: '/' :  wrong operand types  no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:34: '/' :  wrong operand types  no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)

Bad boy !!! You should use float / float !!! Booo, Intel card doesn’t know how to divide a float by an int !

Thanks, I’ll have a look at it :slight_smile:

If the game is trying to use shaders and fails the game will indeed be really weird. If you go to options and choose low quality you’ll turn off the shaders.

I’ll fix the issue in the next update though, thanks for testing it on another computer :slight_smile:

Mike

FAAAAAIL by Intel facepalm :o

My gfx card just threw a warning (which I missed…). It is fixed and uploaded now :slight_smile:

Mike

GLSL spec says int has an implicit conversion to float. I wonder if the const qualifier is freaking it out?

Offtopic: Are you Dutch?
Ontopic: This game looks amazing, what a pain it must have been making it.

Ok no more error with the shader. But depending on the position on the map, ground is green or red. Seems like there is something that my Intel don’t like with your texture binding.

It was easy enough to fix though, just me being sloppy :slight_smile:

I’m Swedish, but I live in the Netherlands for the past 8 years, is it that obvious? :slight_smile:

Thanks :slight_smile: The biggest problem with making it was to keep the motivation up when the most difficult parts were over (like creating my own 3d engine) but it still wasn’t good enough to play. When I log in nowadays and see that there are 6-7 people online it’s much easier to find the motivation :slight_smile:

Red? The only thing that is red are the buses I think, no idea where that could come from…

Mike

Quick update: Today I reached a milestone I’ve been aiming for for a very long time. I added an end game element for people with a ton of money (who want to earn even more :slight_smile: ):

http://stateofprofit.com/pictures/screenshots/airplane.png

(I made the model myself using Blender, it was fun to learn some basic things and I’ll definitely have use of it again in the future :slight_smile: )

Next up are some suggestions from the community and then I’m going to focus on cartels to start some of the team work elements.

Mike

With the lastest update and the IntelCard :


High quality: false
OpenGL renderer: GDI Generic
OpenGL vendor: Microsoft Corporation
OpenGL version: 1.1.0
VBO extension: false
java.lang.IllegalStateException: Function is not supported
	at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
	at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
	at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
	at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
	at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
	at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
	at com.stateofprofit.client.Main$b.run(Main.java:542)
java.lang.IllegalStateException: Function is not supported
	at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
	at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
	at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
	at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
	at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
	at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
	at com.stateofprofit.client.Main$b.run(Main.java:542)
java.lang.IllegalStateException: Function is not supported
	at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
	at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
	at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
	at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
	at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
	at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
	at com.stateofprofit.client.Main$b.run(Main.java:542)
...

You might want to install some graphics card drivers on there as it currently is using the windows drivers (yuck!). The game requires VBO’s to work which isn’t supported by the drivers.

I might look into legacy drawing if VBO’s aren’t present but I won’t prioritize that for quite some time.

Thanks for testing it bonbon :slight_smile: Tonight (?) an update is coming out which will fix most issues with vehicles on bigger accounts :slight_smile:

Mike

I DO make VBO and FBO works with this driver. I use ARBVertexBufferObject and not ARBBufferObject though.

ARBVertexBufferObject and ARBBufferObject go hand in hand :slight_smile:

Your driver returns that GLContext.getCapabilities().GL_ARB_vertex_buffer_object isn’t supported so I doubt it works in other applications in the same environment. Did you maybe run it in safe mode or over remote desktop connection or something?

If it works using another application then my only conclusion is a bug in lwjgl where it takes the wrong driver, but I doubt it (sorry for doubting you instead!)

Mike

I use LWGL (2.7.1) but it is true that I don’t check the capability before using ARBVertexBufferObject. I should write a quick run test. Nothing special in my environnement (basic Window XP in a user session).

Edit :


VBO : true
VBO Creating : 1
VBO : true
VBO Creating : 2
VBO : true
VBO Creating : 3
VBO : true
VBO Creating : 4
VBO : true
VBO Creating : 5
VBO : true
VBO Creating : 6
VBO : true
VBO Creating : 7
VBO : true
VBO Creating : 8
VBO : true
VBO Creating : 9
VBO : true
VBO Creating : 10
FBO : Creating texture 2048,1024

With :


   System.out.println("VBO : "+GLContext.getCapabilities().GL_ARB_vertex_buffer_object);

   Utils.id.rewind();
   ARBVertexBufferObject.glGenBuffersARB(Utils.id);
   id = Utils.id.get(0);
	
   System.out.println("VBO Creating : "+id);

It does display my sprites properly.
The only difference is that I use an application and not an applet.

Can someone with lots of applet/lwjgl knowledge help out here? :slight_smile: What is the reason why (on the same version of lwjgl) an application would get the correct driver and an applet wouldn’t?

Mike

If I was to guess, I’d say that for the application you are not using AWT and for the applet you are. AWT has its own hardware accelerated pipeline which on crappy drivers causes all sorts of issues as the same application requires two hardware accelerated pipelines (for LWJGL and AWT). Have you tried disabling all hardware acceleration for AWT?

This can be done using the following applet tag

<param name="java_arguments" value="-Dsun.java2d.noddraw=true -Dsun.awt.noerasebackground=true -Dsun.java2d.d3d=false -Dsun.java2d.opengl=false -Dsun.java2d.pmoffscreen=false">

Hi Kappa :slight_smile:

My tag currently looks like this:

<param name="java_arguments" value="-Dsun.awt.noerasebackground=true -Dsun.java2d.noddraw=true -Dsun.java2d.opengl=false -Dsun.java2d.pmoffscreen=false -Dsun.java2d.d3d=false -Xms512M -Xmx1024M">

Except for the order and the xms/xmx it looks the same.

Seeing as it seems to work for everyone else (close to 200 accounts) I don’t think it’s something that I did totally wrong (but who knows :wink: )

Mike

Any other idea about the difference between lwjgl applet and application someone? Kappa, the lord of all things lwjgl applet? :slight_smile:

Also, be aware of using Display.setVSyncEnabled(true); unless you know what you’re doing (I clearly don’t) :slight_smile: When I removed that line and only do a Display.sync my gfx drivers got a lot happier and my cpu usage dropped with like 75%

Mike

Doesn’t seem like it :wink:

Also, there has been an issue with creating account for the last month, someone (finally) reported it on the forum so it’s fixed. If you gave up due to not being able to create you’re welcome to try again :slight_smile:

Merry Christmas!

Mike

I’m currently busy with a big update and a reset to alpha version 1.4 (aka, the Riven reset ;)).
The highlights of the reset are:
A set number of inhabitants in the world, no more infinitely growing cities and instead you need to compete for the inhabitants with the other players if you want cities to grow where you have a lot of influence.
A vehicle routing system, create routes that pass several cities and change your whole transportation business in a few clicks instead of changing each vehicle individually.
A passenger demand system, passengers now have own will and a desire to go to a specific city instead of only going where you want them to go.
A new formula for generating the map, the lighter areas being elevated land and the grey dots being cities.

http://stateofprofit.com/pictures/screenshots/finalMap.png

I will post when the game is reset for the ones that want to try it out with the new functionality and on a clean sheet.

Kind regards,
Mike