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1  Player's Corner / Gallery / Re: Enterprise - Secret Island Base on: December 01, 2011, 01:36:39 PM
Damn that guy who has built this thing has a lot of free time a lot.

2  Player's Corner / Gallery / Re: My err pyramid :] on: December 01, 2011, 01:33:28 PM
Hehe.
How many slaves do you have ?  Grin
Really awesome.
3  General Category / General Discussion / Re: French Community on: November 25, 2011, 01:26:14 PM
Well made homepage. Smiley
4  General Category / General Discussion / Re: My MW3 Review on: November 24, 2011, 10:22:47 AM
So I played MW3 the last few days and was greatly disappointed. The single player was great thought with a great story line, then I tried out Multiplayer and was getting my ass handed to me on a silver plate, now don’t get me wrong I play MW2 and I am considered very good by my fellow clan mates and the people I play with. I get Chopper Gunners’s very often and have gotten nukes a few times. First thing I’ve noticed about the Multiplayer maps is: They’re less navigatable (Not sure if this is correct word to use) By less navigatable I don’t mean that it’s hard to get from one place to another it, I mean you can’t climb as much stuff, in MW2 you can go almost anywhere in the map itself your only restricted at the map edge, but in MW3 you almost never see the (Press space to climb over) or whatever, I was trying to get untop of a ledge and hit an invisible wall, and I would understand if they put an invisible wall there because from there you could get somewhere else, but it was just a ledge you couldn’t go anywhere else from there. So you’ve got like no “spots” to sit on like MW2, like those of you who have played MW2 who have played highrise and have gotten on the Crain or on the roof, MW3 has no spots like that. I’ve also noted that bullet penetration is pretty much nonexistent now and also the spawn system is also messed up (My point of view), since I’ve noticed the enemy always spawns behind you no matter what. In MW2 if you had both teams on the ends of the hall way you’ll notice that the enemy never spawns behind one of the sides and therefore making game play a lot funnier since it would take skill to retake the other side. Another thing that made me mad was gun damage; I’ve noticed the UMP has had its legs and hands broken then shot in the chest, rendering it almost useless. Akimbo damage was nothing for IW to be proud of either, since have akimbo for any gun and you’re pretty much a god. So my point of this game is that this game is not worth buying until fixed. To me this game seems like It was made in this fashion:  3 groups were told to make a part for a vehicle (And apparently not allowed to talk to each other?), group 1 made 4 wheels, group 2 made 2 wings, and group 3 made a boat hull. They then got and put together what they call a game.

BF3 !!!
It was already clear (to me) after the first few seconds of the trailer that is going to be a piece of crap.
But to be honest BF3 didnt come up with that what I expected from this title.The Frostbite Engine wasn't used at his full potential and the Sp campaign was lets say a nice try. Wink
And so nobody of these superhyped games really could statisfy the expectations of the gamers (fanboys doesn't count Grin).




5  Player's Corner / Gallery / Re: Atlantis Minor Research on: November 14, 2011, 08:06:05 AM
Nice Job BenKenobi. Wink
6  General Category / Announcements / Re: A Network Test on: October 25, 2011, 01:29:14 PM
Never mind. Grin
7  General Category / Announcements / Re: A Network Test on: October 25, 2011, 12:07:17 PM
In France, the Network is better than the Germany and the great britain. I don't know why but I have already play with German players and it's true apparently.


As far as i know there are tons of interent providers in germany which all have a high difference between the speed.
Anyway où habites-tu en france ? Wink
8  General Category / Announcements / Re: A Network Test on: October 25, 2011, 11:22:40 AM
May interessting to you.The test was made on an mobile Internet stick.And the location was not Germany, Austria FTW. Cheesy
9  General Category / General Discussion / Re: Mythruna localizations on: October 25, 2011, 10:56:49 AM
Hey Paul,

do you have a localization file in mythruna or is everything hard coded?
As far as I can see we already could make 3 versions with the active community members:
English, French (trecool) and German (me).

Just give me a call if you need a German version Wink

And if you maybe need help i can also translate into german.  Wink
10  General Category / General Discussion / Re: Why does it seem Minecraft is stealing Mythruna ideas? on: October 03, 2011, 12:02:00 PM
Notch is having his eyes everywhere.  Shocked
11  General Category / Tech Support / Re: Crash after selecting display settings. on: October 01, 2011, 07:54:58 AM
Well it was the driver.  Tongue
Thanks for your help.
12  General Category / Tech Support / Re: Crash after selecting display settings. on: October 01, 2011, 07:30:23 AM
It was Build: 20110220
13  General Category / Tech Support / Re: Crash after selecting display settings. on: October 01, 2011, 07:10:48 AM
It was your first test build  Grin


Just to give you a few informations about my pc:

Windows: Vista SP1 32bit
Graphic: ATI Readon HD5770 with OpenGL v3.
CPU: AMD Phenom X4 9550 (Pretty slow i know Wink )
Ram: 4gb
Java: SE7
14  General Category / Tech Support / Re: Crash after selecting display settings. on: October 01, 2011, 06:49:51 AM
Yea, i need to just wait till i get a new laptop with nvidia or ati. I can play Minecraft for now at least.

I'm pretty sure you can play MC on a calculator... Tongue

 Cheesy
Its so funny that people still think hes makin just a simple copy of Mc with better graphic.
Anyway
After downloading the latest version i have the same prob like sameer.

Client-Log:
(Not the full log)
Code:
2011-10-01 13:22:56,619 WARN  [com.jme3.system.Natives] Cannot locate native library: windows/bulletjme.dll
2011-10-01 13:22:58,133 INFO  [mythruna.MainStart] Application info:
Memory usage:
Working memory: 47% (7747016/16252928)  VM Max: 1% (7747016/518979584)

Rendering caps:
    FrameBuffer
    FrameBufferMRT
    FrameBufferMultisample
    TextureMultisample
    OpenGL20
    OpenGL21
    OpenGL30
    OpenGL31
    OpenGL32
    ARBprogram
    GLSL100
    GLSL110
    GLSL120
    GLSL130
    GLSL140
    GLSL150
    VertexTextureFetch
    TextureArray
    TextureBuffer
    FloatTexture
    FloatColorBuffer
    FloatDepthBuffer
    PackedFloatTexture
    SharedExponentTexture
    PackedFloatColorBuffer
    TextureCompressionLATC
    NonPowerOfTwoTextures
    MeshInstancing
    VertexBufferArray

Statistics:
  Vertices = 0
  Triangles = 0
  Uniforms = 0
  Objects = 0
  Shaders (S) = 0
  Shaders (F) = 0
  Shaders (M) = 0
  Textures (S) = 0
  Textures (F) = 0
  Textures (M) = 0
  FrameBuffers (S) = 0
  FrameBuffers (F) = 0
  FrameBuffers (M) = 0

Display adapter information:
Adapter:atiumdag
Driver Version:8.14.10.716
Vendor:ATI Technologies Inc.
Version:3.2.9232
Renderer:ATI Radeon HD 5700 Series
GLSL Ver:1.50

2011-10-01 13:22:59,409 WARN  [com.jme3.renderer.lwjgl.LwjglRenderer] Bad compile of:
#define DO_EXTRACT 1
#extension GL_ARB_texture_multisample : enable

uniform int m_NumSamples;
uniform int m_NumSamplesDepth;

#ifdef RESOLVE_MS
    #define COLORTEXTURE sampler2DMS
#else
    #define COLORTEXTURE sampler2D
#endif

#ifdef RESOLVE_DEPTH_MS
    #define DEPTHTEXTURE sampler2DMS
#else
    #define DEPTHTEXTURE sampler2D
#endif

// NOTE: Only define multisample functions if multisample is being used!
#ifdef GL_ARB_texture_multisample
vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
      ivec2 iTexC = ivec2(texC * textureSize(tex));
      vec4 color = vec4(0.0);
      for (int i = 0; i < numSamples; i++){
         color += texelFetch(tex, iTexC, i);
      }
      return color / numSamples;
}

vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
    ivec2 iTexC = ivec2(texC * textureSize(tex));
    return texelFetch(tex, iTexC, sample);
}

vec4 getColor(in sampler2DMS tex, in vec2 texC){
      return textureFetch(tex, texC, m_NumSamples);
}

vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
    ivec2 iTexC = ivec2(texC * textureSize(tex));
    return texelFetch(tex, iTexC, 0);
}

vec4 getDepth(in sampler2DMS tex,in vec2 texC){
      return textureFetch(tex,texC,m_NumSamplesDepth);
}
#endif

vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
    return texture2D(tex,texC);
}

vec4 getColor(in sampler2D tex, in vec2 texC){
    return texture2D(tex,texC);
}

vec4 getColorSingle(in sampler2D tex, in vec2 texC){
    return texture2D(tex, texC);
}

vec4 getDepth(in sampler2D tex,in vec2 texC){
    return texture2D(tex,texC);
}


uniform COLORTEXTURE m_Texture;

uniform float m_ExposurePow;
uniform float m_ExposureCutoff;

in vec2 texCoord;
out vec4 outFragColor;

#ifdef HAS_GLOWMAP
  uniform sampler2D m_GlowMap;
#endif

void main(){
   vec4 color = vec4(0.0);
   #ifdef DO_EXTRACT
     color = getColorSingle(m_Texture, texCoord);
     if ( (color.r + color.g + color.b) / 3.0 >= m_ExposureCutoff ) {
         color = pow(color, vec4(m_ExposurePow));
     }else{
         color = vec4(0.0);
     }
   #endif

   #ifdef HAS_GLOWMAP
        vec4 glowColor = texture2D( m_GlowMap, texCoord );
        glowColor = pow(glowColor, vec4(m_ExposurePow));
        color += glowColor;
   #endif
  
   outFragColor = color;
}


2011-10-01 13:22:59,412 ERROR [mythruna.MainStart] Unhandled error:Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Post/bloomExtract15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
WARNING: 0:22: warning(#239) Declaration should include a precision qualifier or the default precision should have been previously declared
ERROR: 0:23: error(#155) Internal error wrong operand type built in unary operator function.  Type: in sampler2DMS
ERROR: error(#273) 1 compilation errors.  No code generated
 
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1009)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1044)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1125)
at com.jme3.material.Material.render(Material.java:995)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:200)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:253)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:292)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1138)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1173)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:264)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:144)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:218)
at java.lang.Thread.run(Unknown Source)
2011-10-01 13:22:59,414 ERROR [mythruna.MainStart] Unhandled error:Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Post/bloomExtract15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
WARNING: 0:22: warning(#239) Declaration should include a precision qualifier or the default precision should have been previously declared
ERROR: 0:23: error(#155) Internal error wrong operand type built in unary operator function.  Type: in sampler2DMS
ERROR: error(#273) 1 compilation errors.  No code generated
 
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1009)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1044)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1125)
at com.jme3.material.Material.render(Material.java:995)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:200)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:253)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:292)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1138)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1173)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:264)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:144)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:218)
at java.lang.Thread.run(Unknown Source)
2011-10-01 13:22:59,414 ERROR [mythruna.MainStart] Unhandled error:Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Post/bloomExtract15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
WARNING: 0:22: warning(#239) Declaration should include a precision qualifier or the default precision should have been previously declared
ERROR: 0:23: error(#155) Internal error wrong operand type built in unary operator function.  Type: in sampler2DMS
ERROR: error(#273) 1 compilation errors.  No code generated
 
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1009)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1044)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1125)
at com.jme3.material.Material.render(Material.java:995)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:200)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:253)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:292)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1138)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1173)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:264)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:144)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:218)
at java.lang.Thread.run(Unknown Source)
2011-10-01 13:22:59,415 ERROR [mythruna.MainStart] Unhandled error:Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Post/bloomExtract15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
WARNING: 0:22: warning(#239) Declaration should include a precision qualifier or the default precision should have been previously declared
ERROR: 0:23: error(#155) Internal error wrong operand type built in unary operator function.  Type: in sampler2DMS
ERROR: error(#273) 1 compilation errors.  No code generated
 
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1009)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1044)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1125)
at com.jme3.material.Material.render(Material.java:995)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:200)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:253)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:292)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1138)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1173)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:264)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:144)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:218)
at java.lang.Thread.run(Unknown Source)
2011-10-01 13:22:59,416 ERROR [mythruna.MainStart] Unhandled error:Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Post/bloomExtract15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
WARNING: 0:22: warning(#239) Declaration should include a precision qualifier or the default precision should have been previously declared
ERROR: 0:23: error(#155) Internal error wrong operand type built in unary operator function.  Type: in sampler2DMS
ERROR: error(#273) 1 compilation errors.  No code generated
 
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1009)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1044)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1125)
at com.jme3.material.Material.render(Material.java:995)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:200)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:253)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:292)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1138)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1173)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:264)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:144)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:218)
at java.lang.Thread.run(Unknown Source)



HELP !  Grin
15  Development / Features / Re: The Property System on: September 28, 2011, 10:21:37 AM
Well what i have seen so far looks AWESOME.
Im really looking forward to this.
Smiley

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