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76  Player's Corner / Gallery / My stronghold on: June 24, 2012, 07:23:34 PM
So on my personal server I am on my way to building a stronghold. I think it is far enough to post progress pictures, hopefully to give some of you who are sitting around some ideas.

First, initial wall and a LOT of work to be done (filling water...ugh)


Hard part is done with bridge and walls (there is an island behind but my clip was low)



Lots to work with. Note to Paul: I get these shadows the won't go away without replacing the nonexistent block. Maybe a shadow refresher?


And now, me hard at work laying out the city  Grin



And yet... I'm not even halfway there. Any suggestions on style of buildings to use that takes up little space? (Fits in the 1:1 rectangles in the excel file?) After that, a castle  Cheesy
77  General Category / Tech Support / Re: client logs on: June 23, 2012, 11:22:04 PM
Yes, some type of leaf/memory/buffer error. It comes in a few varieties of the quote below but all are essentially the same and repeated often. 1 hour = 100mb roughly.

Quote
2012-06-23 23:38:40,534 ERROR [com.jme3.util.BufferUtils] {0}
java.lang.NoSuchMethodException: java.nio.DirectFloatBufferU.viewedBuffer()
   at java.lang.Class.getMethod(Unknown Source)
   at com.jme3.util.BufferUtils.destroyDirectBuffer(BufferUtils.java:1174)
   at mythruna.geom.LeafMesh.deleteBuffers(LeafMesh.java:55)
   at mythruna.client.view.LeafReference.deleteBuffers(LeafReference.java:171)
   at mythruna.client.view.LeafReference.release(LeafReference.java:182)
   at mythruna.client.view.ReleaseReference.build(ReleaseReference.java:28)
   at mythruna.client.view.GeometryBuilder$PrioritizedRef.run(GeometryBuilder.java:147)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

The error itself causes no problems within the game. I just want to make it known it is possible for the client logs to get out of control and there is nothing in place as a "limit". 100mb was unopenable with notepad (wordpad loads in small chunks), so I can only imagine 1gb?
78  General Category / Tech Support / client logs on: June 22, 2012, 09:07:54 PM
Just a note I want to get down. My client logs have been recorded a bunch of data and the next release should include a size limit on these logs.  Grin Hope it will be an easy fix but I post this because some error is causing my client logs to grow ENORMOUS! For example, I had 5 client logs (before I deleted) and client4.log was about 1.2 gigabytes alone. The rest ranged between 200 - 400 megabytes. In other words, I had 5 logs taking up 2 gigabytes of space and I couldn't read them because opening up a "huge" file in notepad is just unoptimized.

Thanks Paul, I know your working hard and this game is truly amazing!
79  General Category / Tech Support / Re: Fire bug on: June 18, 2012, 01:39:19 PM
yep, after searching for nvidia past drivers (which happened to be on a separate website) the problem was fixed. That means it was the driver/card combo, although I wonder how a relatively new 555m with a new driver seems to have such a bug. Reverted for now. Moonkey had the same problem so I guess it is a random nvidia problem?

Quote
It's weird that it would run in your intel card at all.
My intel card, the integrated hd3000, runs about 30-40 fps, so it is usable but a little annoying to run. Not many graphics options for laptops unless you want to shell out money, I'm lucky I got an nvidia 555m at about 800 dollars.
80  General Category / Tech Support / Re: Fire bug on: June 18, 2012, 08:34:07 AM
Yeah, this is because the "maximum point-sprite size" is in pixels on screen.  So if the max-size for the card is 64x64 then it will never be bigger than 64 pixels wide on screen no matter how close you get.

I know you are talking about the card but is there maybe a setting somewhere for this which I can read a value. The card itself is fine unless the driver changed some card limits (why they would decrease I don't know).

Uploaded client log. I noticed a big difference from before when fire was good. Seems like something doubled or tripled on itself causing lots of warning errors.
http://freetexthost.com/stbnngm5th
81  General Category / Tech Support / Re: Fire bug on: June 18, 2012, 08:32:02 AM
Ok, sorry for being pretty slow with this. I did some experimenting and noticed that when I switch to the intel HD3000, integrated, and leave nvidia unpowered, the problem persists. However, it looks better as they don't completely move toward the separated state as before but one could still make out the separation. So the problem does not seem hardware specific (in my case).

pspeed, your explanation sounds very accurate, also taking account the distance difference. Maybe a setting was changed with installation of new driver in my case? I'm working at reinstalling clean versions of java and ms visual c++ since that has become unstable.

It's narrowing but I don't know where the problem is. It is not major so for now we can leave it and hopefully we will stumble upon the solution soon without much working.

I'm curious though, how many of you have this problem, as Moonkey does and I have started recently.
82  General Category / Tech Support / Re: Moving to java 7??? on: June 17, 2012, 03:34:04 PM
I'm fine with how it is, it just happens to be a less-than-a-second lag updating the world with the new leaf.

No screenshot but first check resulted with a number exactly the same as thanos 477233152.
Opening a couple of thermal monitoring software, the number actually rose to 500something, so better?

It isn't a big deal, just adding to information pool if you ever have the time to fix these minor things.
83  General Category / Tech Support / Re: Fire bug on: June 17, 2012, 03:29:58 PM
Seeing your pictures with the new driver suggests that pspeed's explanation is correct. I know it is the driver because this happened after updating the driver with no other changed (from 294.something) What is interesting is the bug occurs dependent on distance. With my initial picture, you can see the flame perfect, about 6-8 blocks away.

Anyway, I will experiment on this on my own with different drivers and some of the beta drivers to see where exactly this problem occurs. If it helps I have an nvidia geforce 555m with 96 shaders, ok for laptop but not in the league of desktop gpus. Thanks for narrowing it down a bit.
84  General Category / Tech Support / Re: Moving to java 7??? on: June 16, 2012, 06:34:14 PM
I would like to add I also have the red memory

Windows 7 x64
Using both 32bit and 64bit java 6

I'm going to upgrade to java 7 64bit today but looking above I don't think the memory would turn white

Also, the lag is very minor when one loads a new leaf
85  General Category / Tech Support / Fire bug on: June 16, 2012, 06:30:50 PM
Hey. I've been reading the forums for a short while and I've got to start by saying your game is moving well. I noticed a bug when I installed the new 301.24 nvidia driver. The fire now loses its glow and becomes separate particles depending on distance. The closer, the more particles. The farther, the more normal. The picture might help.



I know that you have worked on this fire for a long time, and you probably don't have the time now. Just wanted to make you aware of the bug (maybe it is due to a new rendering of the fire because it is the new gen nvidia drivers.)
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