Engine Test Build
This page will collect information about the engine test builds. Come here to find information on how to run the software and the controls to use as well as any known issues or caveats.
Note: This is a test build for the very reason that I do not have a lot of different types of hardware here to test. Please be patient if it doesn't work on your system but your system should otherwise be capable of running it. I want it to run on as many configurations as possible and it's ultimately the only way I'll get everything working properly. Thanks in advance for any help testing.
This section is a work in progress. I know for sure that you will need a graphics card that supports OpenGL's GLSL shader model.
There is a thread here where different platform successes and failures are discussed.
In theory, Mythruna runs on anything that runs Java 1.6 and OpenGL 2 or better. So, this means Linux, Windows, MacOSX, or whatever. It's more about what the underlying render kits support.
For Windows (and it seems MacOSX also), there is a utility that can tell you information about the OpenGL compatibility of your card and run some tests. It can be found here: http://www.realtech-vr.com/glview/download.html
The application itself is currently pretty resource hungry. It uses some aggressive caching at the moment and if exploring a lot of the generated world it will stay within 700-900 meg or so.
Also, now that it saves changes to the world, some disk space is used but it is minimal at this point. The engine currently generates the world on the fly and only saves the changes the player makes. Even then, if you were to modify every sub-area of a 1 km square, it would take less than 20 megabytes.
The latest release can be downloaded here: LATEST MYTHRUNA RELEASE
Historical builds all the way back to the beginning:
Unzip the appropriate distribution into a directory of your choosing (the name of the zip is as good as any other).
Windows: Double-click the Mythruna.exe file.
Linux: Double-click the Mythruna.sh file.
MacOSX: I actually don't know but the distro looks very Mac-ish.
Hopefully the menus are self explanatory.
Single Player runs a single player game.
Multi-player lets you connect to a server.
When you login to a new server for the first time you will have to create an account. Once connected to the server, you can use the "Create New Account" button to go to the account creation screen.
Text on that screen shows you how to fill out the form.
Note: the controls have changed somewhat in the latest version.
Enter - opens the chat bar and command console. /? or /help in the chat bar will show the available commands.
Escape - Opens the in-game menu. Or closes and clears the chat bar or closes the in-game menu.
Tab - Opens the tab menu which includes the blueprint editor and in-game map. By default, the map comes up. The current tabs can also be accessed by 'm' for Map and 'b' for Blueprints.
'm' - Opens the in-game map tab. Mouse wheel controls zoom while the map is open. Hovering over markers shows their label. Currently, the in game map is only built from places you've visited in the current session.
'b' - Opens the blueprint editor tab. For the most part, the controls in this tab for editing work about the same is in-game... but you also have a palette menu to select from in addition to having to use the mouse wheel.
'p' - Opens the Property Management tab.
Mouse - controls the direction you are looking.
W, S, A, D - moves forward, back, and strafe left and right, respectively, based on the direction you are looking.
Space - jumps. It is also currently possible to use the jump to climb vertical surfaces by pressing into them and repeatedly jumping. This "feature" may be "fixed" at some point.
Middle mouse wheel - rolls through the different base block types and modes. Once a mode has been selected, Ctrl-middle mouse wheel scrolls through the more specific block types. In Object mode, Ctrl-mouse wheel scrolls through the object blueprints.
Left click - erases the block under the cursor or click and hold can drag objects when in Object mode.
Right click - places the currently selected block type or object onto whatever is underneath the cursor.
',' or '.' - behaves exactly like middle mouse wheel up and down. This now includes moving through sub-types when the control key is pressed.
'c' - Changes the current block type to whatever is under the cursor at the time 'c' is pressed.
Cursor keys - can be used to control camera orientation instead of the mouse.
F1 - Opens the in-game help menu.
F2 - saves a screen shot to the current working directory using a unique file name.
F3 - toggles the heads-up-display on and off.
F4 + Middle mouse wheel - rolls game time forward and backward by hours. ** Only in Single Player **
F9 - toggles the post-processing effects on and off. [Currently this is just bloom except when under water.]
F11 - cycles through the stat options.
F12 - cycles through the different clip distances. The game starts at a clip of 96 meters and can be extended to 160 meters in the current version.
Object Placement Mode
When the object icon is selected instead of a block, right click places that object and left click can be used to drag existing objects.
Right clicking on an existing object will bring up its radial menu.
Clone - Copies the items blueprint into your blueprint editor.
Snap - Snaps the object to the center of its current 'cell'.
Delete - Removes the object from the world.
If for some reason the engine starts, opens a window, but otherwise crashes before displaying anything or crashes while you are running, an error log file should be created in the directory from which you are running the application. It would be very kind of you to send these my way so that I might attempt to fix the issue.
What should it look like?
This page shows some screen shots of what the initial views should look like.
Running your own server
The server code is included with the client but it's not easily runnable unless you download the Linux version. Note: the only difference with the linux version is that it has the raw jar files and a script to launch them. So even the Linux client will technically work on any platform with the right command.
If you download and unzip the linux version you will have a MythrunaXXX-Linux.jar and a lib sub-directory with some jars in it. These are the critical components for running. If you move these somewhere else then make sure to move the jar file and the lib directory. You can look into the .sh file to see how to run the client if you are curious... but we are interested in running the server here...
This is the command I use to run a server instance: java -Xmx512m -Xms256m -cp %1 mythruna.server.GameServer
...where %1 is the name of the mythruna.jar file. Currently the only command line option is -p <port> to set the port to something other than the default 4234.
The server will create its own world and user database when it first starts up. Users logging in for the first time will have to create accounts on your system.
More information can be found here: Running a Server
While the world changes are saved and while I will make every attempt to maintain backwards compatibility with future versions, it is too early in the game's lifecycle to promise that. If there are a lot of cool databases out there then I'll likely create a conversion utility if I ever really break the format.
I have fixed most of the player/world collision issues but occasionally a player may still get stuck in the floor or a wall. Jumping or moving will fix the issue.
Players can currently climb walls by hitting the space bar while pressing into the wall. This is a cool feature but don't get too used to it. ;) Some form of climbing will exist in the final version of the game but I doubt it will be so super-hero-like.
Block selection has been somewhat improved by grouping similar block types into groups. Ultimately, there will be something smarter but even in that case players may use Ctrl->select for picking specific types within a group.