Wurm Online

Orangy Tang: I’ll blame 1.4.1. :wink: shifty eyes
That, or old video drivers.

Mojomonkey: Hum, I tried offline mode, and it works fine with the exception of the water being at the wrong height (used to be -8, moved it to 0 because that Makes More Sense™). Did wurm ever run for you?

Seems I had some OpenGL issues, rebooted and works fine now. Still can’t connect to the server, makes me wonder if I’m being blocked at the switch.

Looking good now, false alarm.

@Markus_Persson:
Thanks for the answering my questions this evening :smiley:
I was ‘RoB’ who was haning around with ‘Stefan Daniel’.

Maybe you are interested in some things we found out:
As you remember I wanted to meet with SD who has reconnected because he changed the world time. When I finally found his position only he could see me. I reconnected and now only I was able to see his alter ego.

He reconnected a second time and now everything was right.
Maybe I should mention that we were standing near a wood but there were no trees visible near my position after my reconnect until we moved a little bit towards a tree that was visible by Stefan Daniel (I blindly folowed :D). After a few steps the trees popped out everywhere.

Finally the server was stopped :frowning: but it was a lot of fun and even I am Java enthusiast I must remind me several times that this is really Java application. Well done this is a fine pice of code!

Thanks for the excellent report. =)

The first bug was caused by him changing the time via /wurm.setTime(12). That’s known to cause all characters to magically vanish. =)

I have no idea why he didn’t see you the first time he logged back in… I’ll investigate that.

The trees not being visible at first is a known issue with the streaming terrain. The client only checks for trees when you cross a tile border right now… and that’s also why there’s a small pause evertime you change tile.

As for the server shutting down… you’re playing directly against the development server. :wink:

Hi Markus. I managed to manually download it tonight. You know, Linux, 3 GHz, NVidia5600, newest drivers. Well, I can’t get it to start. After all the tweaking (16 bpp, full scren resolution identical to my own), the best result I can get is black/brown screen with “Starting…” . And Java on terminal says:

/home/neko/j2re1.4.2_01/bin/java -cp .:wurmclient.jar: com.wurmonline.client.WurmClient
java.lang.UnsupportedOperationException: Cannot change display mode
at java.awt.GraphicsDevice.setDisplayMode(Unknown Source)
at com.wurmonline.client.WurmClient.initFullscreen(WurmClient.java:253)
at com.wurmonline.client.WurmClient.start(WurmClient.java:199)
at com.wurmonline.client.WurmClient.start(WurmClient.java:350)
at com.wurmonline.client.gui.windows.LoginFrame$2.actionPerformed(LoginFrame.java:172)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$ForwardActionEvents.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Linux
net.java.games.jogl.GLException: Error making context current
at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:141)
at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
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:97)
at java.lang.Thread.run(Unknown Source)
net.java.games.jogl.GLException: Error making context current
at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:141)
at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
at net.java.games.jogl.GLCanvas.paint(GLCanvas.java:89)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.motif.MComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

It briefly worked on XP+Matrox G550, but newest version freezes machine.
Happy debbuging :slight_smile:

Looks like you’re trying to run fullscreen mode on linux… that doesn’t work too well.
(or, well, screen res switching doesn’t work)

Disable it in the wurm options.

Full screen worked for me before. However, I did try all of the other, non full screen options too (640x480, 800x600,1024x768 ), and here’s trace:

Linux
net.java.games.jogl.GLException: Error making context current
at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:141)
at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
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:97)
at java.lang.Thread.run(Unknown Source)
net.java.games.jogl.GLException: Error making context current
at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:141)
at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
at net.java.games.jogl.GLCanvas.paint(GLCanvas.java:89)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.motif.MComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

Has anybody better luck with Linux boxes?

grr.
Jogl has issues. There’s no better way of putting it.

Anyway, we finally managed to get the streaming terrain fully implemented, so if you log in when the server is up (should be fairly often nowadays), the client will download the terrain from the server as it’s needed.
Or, actually, the server will push it to the client.

Tile decorations are temporarily gone while I clean up the code for it, but the trees are optimised and reasonably final (we might use proper models for the closest n trees later on). There should be no more brief pauses when walking to the next tile.

Oh, and you run very very fast in the current client. About four times as fast as you will in the final game.

Oh yeah, and you can cut down trees now. Just doubleclick the axe in the inventory, then right click on a tree. If you’re close enough, you’ll start chopping away until the tree finally magically vanishes, and a small piece of wood (that strangely looks exactly like a small player character) will appear. You can pick that up by right clicking it, and later drop it by right clicking it in the inventory.

On a personal note, I really want to switch to a hexgrid. They just make a lot more sense, but the math is trickier.

Updated the site a bit, and built the official 0.0.18a client.

Oooh, the first news item about wurm. =D

http://www.javahispano.org/news.item.action?id=1097147405

According to google’s translating service, that translates to:

[quote]Wurm Online is a MMORPG, or what is the same, a Massive Multiplayer Online Role Playing Game , developed in Java very similar to which already we also announced previously and developed to you in Java: Magicosm .

The characteristics? Then those of all these games, customized definition of characters, great amount of worlds to explore, levels of experience, cities and towns that to conquer, thousands of players to interact with them.

Good really those are the characteristics that the game will have since he is still developing and as you read in its page, are looking for people who one to the development.

So far, we will enjoy the screen captures of its page Web and if you want you can throw a game if you have Java Web installed Start.

Lately is being enough activity in the world of development of games in Java, does not seem to you?
[/quote]
I also found a link to gregorypierce’s blog-thing. Googling yourself is fun.

Have you thought about fading in the trees and tile decorations instead of just popping them in? Gothic did that and it worked quite well.

Tile decorations, possibly, but I really dislike semitransparent trees. :wink:

What if you matched the fade in with the level of fog? So, it’d be like the trees are fading in through the fog. I’ve seen that done plenty of times, with good effect.

Well, the fog is four kilometers away, and I can’t really render all the trees up to four kilometers.

Or am I misunderstanding you?

Nope, you understand me. 4KM is too far for that idea. Just keep it in mind for your foggy boggy swamp area. :stuck_out_tongue:

Haha, yeah.

What if the trees “grow” really fast when they come into view? :wink:

Teaser of what I’m doing now. It’ll be fully implemented and integrated by sunday, if everything goes according to plan:

http://www.theintraclinic.com/wurm/cave.jpg

I uploaded a new version with reasonably functioning caves!

It won’t connect to the server as the terrain streaming doesn’t allow caves.

To find the holes, jump and look for the black tiles.
To leave the caves, just run through the wall.

That’s pretty tight.

It would be pretty cool if you work on the entrances for the caves, but I’m pretty sure you already have that in mind. ;D

Hehe, yeah.