Wurm Online

Snow!
Unfortunately not visible on alpha.wurmonline.com yet.


http://www.wurmonline.com/img/screenshot12_tn.jpg

Click the thumbnail for the full image.

Awesome, now you have to make the flowers wilt and the grass turn brown :smiley:

Oh, and I want animated rivers when it all melts in spring ;D

Yeah, I’m working on a proper season interpolation engine… should be pretty nice.

Rivers and streams are already implemented, but not used ingame yet as there are some gameplay/server performance issues.
We’d LIKE for them to dynamically form new lakes, and make it possible for players to build dams and so… but what if you flood a town or a cave? What should happen? Tricky stuff.
But we’ll solve it. =)

[quote]We’d LIKE for them to dynamically form new lakes, and make it possible for players to build dams and so… but what if you flood a town or a cave? What should happen?
[/quote]
The non-player characters that live there will come and break down your dam (hard code it so that they will succeed) and then attempt to kill you. Problem solved ;D

It would be quite cool if you could drown dragons hiding in caves that way :).

Just build in some way for the dams to fail… (things break, eh!) and then trigger that failure if the dam is doing to have a damaging effect on the game play. It might be tricky to determine when the dam is ruining the game though.

Are you sure you’ve thought these suggestions through properly? :wink:

Heck no! I’m just babbling until someone lets me know I said something that makes sense. :stuck_out_tongue:

You’re CEO material! =D

Doesn’t work on my OSX tiBook.

Are you PC specific at the moment? if so you should say that in your requirements. (or better yet, fix it. this IS java and we DO have JOGL for the mac…)

No, it’s not PC specific, and the requirements clearly states that “Wurm might refuse to run”. I don’t have access to a Macintosh, so I haven’t been able to test on it.
How 'bout posting the actual error?

Then again, considering it’s still alpha, I don’t worry too much what devices it runs on.

TiBooks don’t have the required version of OpenGL.
I’ve got a TiBook too (15"1GHz). I was hoping that the OpenGL version might get bumped up with OS 10.3, but no such luck.

I’m afraid we are stuck at OpenGL 1.3

:frowning:

Your kidding.

This means that NO JOGL game will run on my tiBook?

I need to beat someone up, either at Apple or in the JOGL group!

ALien Flux (LWJGL) runs on my ti Book…

JK

Wurm requires Opengl 1.4. So it won’t even work on my Radeon 9500 PRO, with the latest drivers :o, unless I uncheck the “Skip OpenGL verison check” in the options menu.

Most games don’t require 1.4 though.

In half a year (when wurm goes commercial) a lot more of them will. And by then, the drivers will probably have caught up.

If they haven’t, we redo the 1.4 parts. =/

[quote]If they haven’t, we redo the 1.4 parts. =/
[/quote]
Just out of interest, what 1.4 features are you using?

I’m not 100% sure… I’ve been using the 1.4 docs are reference material, so it might be several things.

The one thing I know for certain is the automatic mipmap generation.

I think a commercial game should check for what the card is capable of, and adjust the graphics after that. So in the worst case scenario it should even work on opengl 1.1 :wink:

shrug

I had to update to DirectX 9 when I installed Call of Duty.

Added collision detection/avoidance.

The only things you can collide with now are the trees, though. Player<->player collisions are really tricky to get good or useful with 1 second latency.

Yes, I am aware I said there wouldn’t be any tree collisions. :wink:

I don’t wanna sound like I’m a wise-ass but isn’t it accurate enough to implement character-character collisions by assuming that they’re both cylinders?
[wise-ass mode off]