Show Posts
|
Pages: [1]
|
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. And so nobody of these superhyped games really could statisfy the expectations of the gamers (fanboys doesn't count ).
|
|
|
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 ?
|
|
|
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 And if you maybe need help i can also translate into german.
|
|
|
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... 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) 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 !
|
|
|
|