Mythruna
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1  General Category / Announcements / Re: Current Status... on: September 20, 2022, 09:27:44 AM
Unrolled from the simsilica twitter:

Today is the 10 year anniversary of the last public release of the original Mythruna. I've been working on the new engine daily for the last month trying to get a new public release ready for today. Between health, work, and world distractions, it's hard to find enough time to wire up the final details.

Bottom line: there's not going to be a public release today.

Once I step back and think about what arbitrary deadlines do and don't mean, I'm not even sure I want to release what I have next week. I feel like maybe the disappointment of missing things (like networking) may outweigh the disappointment of a small date slip considering that it's been so long already.
Arbitrary lines in the sand are good motivators, though. So I'm going to slip the public release by one month to release on my birthday: 2022/7/31
Sorry.
I'll put out another backers-only test release on the 4th to get the object blueprints some testing time. (See the field of beds below.) I'll spend July trying to get object scripting fully hooked up so I can get "property" working again so networking can be turned on.




when do we get a new public release?
2  Player's Corner / Gallery / Re: I miss mythruna on: December 03, 2020, 07:09:38 PM

sorry, I could connected to the old server.. the world map is so great.. thx for doing that..

most of old games do not work under new hardware or os-software.. or the support or the devs...

cu cHyper.
3  General Category / General Discussion / Re: My Public Server on: November 29, 2020, 08:08:15 PM
When you run the game you get a menu like this:


Then click "Multiplayer"

Then with the default server in the box, click connect:



Then you get a screen like this:


Then if you already have a user and password on my server, you can login.  If you don't then you can create a new account.

To help more, I will need to know which part of this process didn't work for you.

thx for info.
4  General Category / General Discussion / Re: Public Server on: November 28, 2020, 10:21:08 PM
Whats the current server IP or Hostname?  Grin Cheesy Smiley

It's built into the game.  It's the default address when you try to connect.

I try to keep it off of the internet because in the past when my IP gets posted to the internet it increases the frequency of hack attempts on my firewall.

what doesthat mean for my game? when I connect to your server nothing happens at he moment
 ;-)
5  General Category / General Discussion / Public Server on: November 28, 2020, 08:59:34 AM
Whats the current server IP or Hostname?  Grin Cheesy Smiley
6  General Category / Tech Support / Re: Can't start in Multiplayer on: October 11, 2020, 02:28:31 PM
Now it also needs a network connection.

The thing is it always seems to be one more thing.  Those who have been following my twitter activity lately can see I've been putting a lot of time into development.  Realistically it will take me a couple hours to get the server functional and connected to the network again... and so far I've been spending that time on development instead.

nice to read that you spend your time on developing the game we all know about it.
hope that the community can test an early alpha version ...
keep up the good work.  Grin

cu cHyper  Smiley
7  General Category / Tech Support / Re: Can't start in Multiplayer on: October 05, 2020, 05:39:10 AM
Sigh. Still no multiplayer world in my life. Paul, do you have a new graphics card yet? Cheesy

Sorry... I have a graphics card but it's supposed to go in the machine that I do development on since I stole the less powerful one from the Mythruna server to get my dev box running again.

...and I've been too busy coding to want to shut it down.  I will try to get to it this weekend.

a server does not wanna need a graphics card??!! +lol+
8  General Category / General Discussion / Re: still under development? on: April 30, 2020, 05:20:38 AM
Not sure what the image was supposed to be because apparently we don't have permission to see it (at least when I clicked on it).

Here is the blog post that goes with that video, I think: http://mythruna.com/forum/index.php?topic=2505.msg21096#new

I spent the winter holidays playing with water strategies.  While I didn't finalize anything yet, the experiments were encouraging.  I'm experimenting with doing water in a completely different way than any other block engine that I've seen... essentially by not treating it as blocks anymore.  Parts of my approach still feel wrong and counterintuitive but the math and experiments always seem to work out.  So it could just be that we are all too used to blocks of water.  The real test will be optimizing it for "whole oceans".

...so in the near term, I'm focusing on revisiting terrain generation to build some more varied worlds than Mythruna has traditionally had.  But we're getting closer to "new engine"... so close I can almost taste it.

any new news about this game?
9  General Category / General Discussion / Re: My Public Server on: March 02, 2020, 09:55:23 AM
No, sorry... not yet.

I lack a network cable and a port to stick it into... I'm thinking of moving the server to another location nearer a different switch/router.  I just haven't done it yet.

any new news about the server?  Grin Huh
10  General Category / General Discussion / Re: still under development? on: March 02, 2020, 08:55:20 AM
The current state is that I'm barely finding time to develop right now.  I'm trying to find a way to work it into my schedule.

All of the latest videos are on my youtube channel and any latest news is here or on my twitter feed.  (@simsilica or @mythrunagame)

https://www.youtube.com/watch?v=WyKdBM2Bqvc

11  General Category / General Discussion / Re: still under development? on: October 04, 2019, 05:00:19 PM
What are the plans of developing Mythruna?

What is current state of developing?
Are there any news or vids?

thx
12  General Category / General Discussion / Re: My Public Server on: September 18, 2019, 03:37:41 PM
mythruna.game-host.org

is this game server still active!

I had to take it down some time back to steal a part.  I've since (finally!) put the part back but I haven't reconnected it to the network yet.

I hope to have it back online soon but I don't know what "soon" means exactly... and it's all relative.  Since someone has complained again maybe I will finally get to it this weekend.

Sorry for the trouble.

issue solved?
13  Modder's Workbench / Scripting / Re: Spawn Mod [SP] on: September 18, 2019, 05:55:02 AM
Hello everyone, after deciding I wanted to be able to set my spawn to a separate location in Single Player, I made a small mod to accommodate for this. Please see below for the file to download.

Commands:
/setspawn
     Sets the spawn location. This is good for having a spawn location for each time you log on, or to set before logging off to return to your last location with the following command;

/spawn
     Teleports the character to the last spawn location set.

I am a noob!
How can I use this features?
cu cHyper
14  General Category / General Discussion / Re: My Public Server on: April 08, 2019, 09:24:19 AM
mythruna.game-host.org

is this game server still active!

when i want to connect to the server i got following error message:

Code:
Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.net.ConnectException: Connection timed out: connect
at java.net.DualStackPlainSocketImpl.connect0(Native Method)
at java.net.DualStackPlainSocketImpl.socketConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.doConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source)
at java.net.AbstractPlainSocketImpl.connect(Unknown Source)
at java.net.PlainSocketImpl.connect(Unknown Source)
at java.net.SocksSocketImpl.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at java.net.Socket.<init>(Unknown Source)
at java.net.Socket.<init>(Unknown Source)
at com.jme3.network.kernel.tcp.SocketConnector.<init>(SocketConnector.java:66)
at com.jme3.network.Network.connectToServer(Network.java:166)
at com.jme3.network.Network.connectToServer(Network.java:142)
at mythruna.client.net.LoginClient.<init>(LoginClient.java:57)
at mythruna.client.MainMenuState.connect(MainMenuState.java:194)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at de.lessvoid.nifty.NiftyMethodInvoker.callMethod(NiftyMethodInvoker.java:145)
at de.lessvoid.nifty.NiftyMethodInvoker.performInvoke(NiftyMethodInvoker.java:108)
at de.lessvoid.nifty.Nifty$DelayedMethodInvoke.perform(Nifty.java:1176)
at de.lessvoid.nifty.Nifty.invokeMethods(Nifty.java:1154)
at de.lessvoid.nifty.Nifty.handleDynamicElements(Nifty.java:312)
at de.lessvoid.nifty.Nifty.access$1500(Nifty.java:73)
at de.lessvoid.nifty.Nifty$NiftyInputConsumerImpl.processEvent(Nifty.java:1371)
at de.lessvoid.nifty.Nifty$NiftyInputConsumerImpl.processMouseEvent(Nifty.java:1329)
at com.jme3.niftygui.InputSystemJme.onMouseButtonEventQueued(InputSystemJme.java:161)
at com.jme3.niftygui.InputSystemJme.forwardEvents(InputSystemJme.java:236)
at de.lessvoid.nifty.Nifty.update(Nifty.java:248)
at com.jme3.niftygui.InputSystemJme.endInput(InputSystemJme.java:92)
at com.jme3.input.InputManager.processQueue(InputManager.java:787)
at com.jme3.input.InputManager.update(InputManager.java:851)
at com.jme3.app.Application.update(Application.java:605)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:233)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
at java.lang.Thread.run(Unknown Source)

Build version:20120627

Memory usage:
Working memory: 15% (23357584/154140672)  VM Max: 4% (23357584/477626368)

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 = 468
  Triangles = 234
  Uniforms = 110
  Objects = 58
  Shaders (S) = 15
  Shaders (F) = 6
  Shaders (M) = 6
  Textures (S) = 15
  Textures (F) = 12
  Textures (M) = 14
  FrameBuffers (S) = 5
  FrameBuffers (F) = 4
  FrameBuffers (M) = 4
Application settings:
DepthBits = 24
UseInput = true
FrameRate = -1
DisableJoysticks = true
AudioRenderer = LWJGL
VSync = true
Samples = 8
StencilBits = 0
Renderer = LWJGL-OpenGL2
Frequency = 75
Height = 1080
Fullscreen = true
BitsPerPixel = 32
Width = 1920

Display adapter information:
Adapter:C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_d0b3840b34bb018f\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_d0b3840b34bb018f\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_d0b3840b34bb018f\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_d0b3840b34bb018f\nvldumdx.dll
Driver Version:null
Vendor:NVIDIA Corporation
Version:4.6.0 NVIDIA 417.22
Renderer:GeForce GTX 980M/PCIe/SSE2
GLSL Ver:4.60 NVIDIA
15  Development / Features / Re: High Level Roadmap on: December 27, 2018, 08:44:30 AM
Shocked

Mythruna will be really SU-PER !
Seriously, If Mythruna contains all these things. It will be interesting for many players.
I'm so excited to test the final version.
Good Adventure !

is the roadmap still active?!! What is done meanwhile?? Thanxs for infos!
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