Or I could add a few simple commands, like "/settime " and "/setrain " if you want. =D
In fact, I’ll do that tonight.
Or I could add a few simple commands, like "/settime " and "/setrain " if you want. =D
In fact, I’ll do that tonight.
Whatever is easiset and best for you and the engine.
Thanks!
-SG
0.0.17a is up.
Added a second texture to the terrain that works as a reverse detail texture (whatever that is called). It’s used to break up the monotony of seeing the same grass texture looped over and over again.
Added sand on the edges of water. It’s very jagged, but that’s part of the fun.
Torch! But it flickers a lot, and can’t be turned off (yet).
Updated gui
BeanShell support
It comes with a useful ‘wurm’ object that only has two methods:
wurm.setTime(double newTime)
Sets the current time of day to newTime, where newTime is a double between 0 and 24. 0 and 24 is midnight, and 12 is noon.
wurm.setClouds(double newCloudCover)
Sets the cloud cover to newCloudCover%, so pass 0 for no clouds at all, and 100 for total cloud cover.
You use beanshell by typing ‘/’, followed by the text you want to pass, so to set the time to 6:30 am, you type “/setTime(6.5)” and press enter.
BeanShell is very cool. You can even define your own methods in runtime. =D
uploads new version, uses the flashy thing from MiB
No, there isn’t.
(actually, the holes will be used later on as the entraces to caves)
OK, so Apple finally released their 1.4.1 Update 1, which I read on these forums was supposed to be compatible with JOGL.
So of course I rush off to try Wurm…
I get a few of these:
java.lang.NumberFormatException: For input string: "3 ATI-1"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:48)
at java.lang.Integer.parseInt(Integer.java:435)
at java.lang.Integer.parseInt(Integer.java:476)
at com.wurmonline.client.gui.WorldView.initGl(WorldView.java:176)
at com.wurmonline.client.gui.WorldView.display(WorldView.java:886)
at net.java.games.jogl.impl.GLDrawableHelper.display(GLDrawableHelper.java:74)
at net.java.games.jogl.GLCanvas$DisplayAction.run(GLCanvas.java:194)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:192)
at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.invokeGL(MacOSXOnscreenGLContext.java:76)
at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
at com.wurmonline.client.WurmAnimator$1.run(WurmAnimator.java:95)
at java.lang.Thread.run(Thread.java:554)
java.lang.IllegalArgumentException: Illegally formatted OpenGL version identifier: "1.3 ATI-1.2.20"
at net.java.games.jogl.impl.FunctionAvailabilityCache.isPartOfGLCore(FunctionAvailabilityCache.java:185)
at net.java.games.jogl.impl.FunctionAvailabilityCache.isFunctionAvailable(FunctionAvailabilityCache.java:79)
at net.java.games.jogl.impl.GLContext.isFunctionAvailable(GLContext.java:315)
at net.java.games.jogl.impl.macosx.MacOSXGLContext.isFunctionAvailable(MacOSXGLContext.java:76)
at net.java.games.jogl.impl.macosx.MacOSXGLImpl.isFunctionAvailable(MacOSXGLImpl.java:22391)
at com.wurmonline.client.gui.WorldView.initGl(WorldView.java:194)
at com.wurmonline.client.gui.WorldView.display(WorldView.java:886)
at net.java.games.jogl.impl.GLDrawableHelper.display(GLDrawableHelper.java:74)
at net.java.games.jogl.GLCanvas$DisplayAction.run(GLCanvas.java:194)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:192)
at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.invokeGL(MacOSXOnscreenGLContext.java:76)
at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
at com.wurmonline.client.WurmAnimator$1.run(WurmAnimator.java:95)
at java.lang.Thread.run(Thread.java:554)
and it locks up.
Check the “skip opengl test” box in the options.
Wurm is VERY sensitive about the startup still.
That’s one of the benefits of calling it “alpha”… you get to postpone fairly simple tasks indefinitly.
Wurm is blowing up on any Apple laptop as many of the videocards are not OpenGL 1.4 compliant yet - or at least don’t report that they are.
Disable opengl check in the options?
And you might want to avoid running right now if you don’t like error messages, as we’re stabbing the protocol with blunt forks.
I turned off the version check and as Mr. Pierce states… it still ‘blows up’
The app chugs away for a bit then winks out of existence before I ever see any GUI. It actually works better WITH the check in that regard
hmm/argh.
I think this might be somehow related to jogl interacting poorly with webstart…
I changed it so I use an Animator instead of just piping everything through the awt dispatch thread (the way I WANT it to work), and it stopped working for a number of people.
But when one of them downloaded the .jars and launched it manually, it ran fine. (linux)
One tricky thing I do is show the window that contains the jogl canvas before starting the animator. The reason I do it this way is so the console window will be visible when the opengl-using initialisation runs.
And, unfortunately, in the old days of piping all jogl calls through the awt dispatch thread, the window would be visible, but it wouldn’t get repainted until jogl returned.
I’m confused, frustrated and afraid. =/
Then it’s maybe not a good time to ask why the current version tells me that my “assword” is wrong (it really says so) and places me into the dark with some stars and clouds. I can look around but there’s no ground at all… :’(
“assword”? Haha. =D
The reason the server kicks you out is because the protocol is very new and cool now, and the client isn’t really built to recover from that.
I’ve stopped the server now, so you should get the neato offline version if you run it now.
Ok, the server is up most of the time now, and the client is updated.
We’ve got full streaming terrain now, the fps counter is back in, and the number of sent and received bytes (and the sessio average) are reported. =)
Window just closes during the loading mesh renderer phase of start up.
It’s not supposed to load a mesh in online mode… =/
hmm… I’ve just been trying it on my work machine (via webstart). I get the usual webstart buisiness, choose a user name etc. I start the game and I get a window with top totally black and the bottom half a very dark brown streaks… “Starting…” displays (along with what looks like a text cursor at the very bottom) yet nothing else.
I waited several minutes, but no further progress And it had to be forcably killed off via task manager.
Java version? Operating system?
/me slaps forehead…
Java version is 1.4.1_01, I’m going to upgrade to the latest and try again when I get chance. OS is winXP pro. Graphics card is a Quatro 2 Pro. RAM is belligerent and numerous. Processor speed is ludicrous.
[quote]Processor speed is ludicrous.
[/quote]
Yes, we’re gonna have to go right to . . . ludicrous speed!
Ludicrous speed?! Sir, we’ve never gone that fast before. I don’t know if the ship can take it.
I realized that I’m not connecting to your server Markus. Must be a networking thing here. But it still crashes at the mesh renderer loading.
Win 2000 JDK 1.4.2