Procedural block world project
Re: Procedural block world project
im checking out the cubemap specification now
Re: Procedural block world project
Here is a debug version with much more logging, and the chances of catching that error in the right place is high:
http://fbcraft.fwsnet.net/testclient.exe
note that i think theres something i require that you dont support, but we'll see
worst-case is that it complains about texture2d arrays, but you have said it worked before, so let's give it a fair shot
http://fbcraft.fwsnet.net/testclient.exe
note that i think theres something i require that you dont support, but we'll see
worst-case is that it complains about texture2d arrays, but you have said it worked before, so let's give it a fair shot
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Re: Procedural block world project
And tested the old version (13.11.2011) which works fine, just to check that something didn't screw up with my PC in the meantime.
Testclient log from the old version:
11-13-2011 16:52:57:: *** Starting up
11-13-2011 16:52:57:: Reading configuration file
11-13-2011 16:52:57:: Read 63 variables
11-13-2011 16:52:57:: Initializing GLFW...
11-13-2011 16:52:58:: Generating GL textures...
11-13-2011 16:52:58:: Loading shaders...
11-13-2011 16:52:58:: Precomputing vertex data
11-13-2011 16:52:58:: *** Loading world data for world: worlds\w3
11-13-2011 16:52:58:: Initializing world generator, using seed: 330
11-13-2011 16:52:58:: Internal generator precalculations
11-13-2011 16:52:58:: Initializing & generating sectors
11-13-2011 16:53:02:: Creating job threads
11-13-2011 16:53:02:: Game started
11-13-2011 16:53:02:: Connecting to server
11-13-2011 16:55:08:: Game ending, user terminated
11-13-2011 16:55:47:: *** Starting up
11-13-2011 16:55:47:: Reading configuration file
11-13-2011 16:55:47:: Read 63 variables
11-13-2011 16:55:47:: Initializing GLFW...
11-13-2011 16:55:47:: Generating GL textures...
11-13-2011 16:55:47:: Loading shaders...
11-13-2011 16:55:47:: Precomputing vertex data
11-13-2011 16:55:47:: *** Loading world data for world: worlds\w3
11-13-2011 16:55:47:: Initializing world generator, using seed: 330
11-13-2011 16:55:47:: Internal generator precalculations
11-13-2011 16:55:47:: Initializing & generating sectors
11-13-2011 16:55:51:: Creating job threads
11-13-2011 16:55:51:: Game started
11-13-2011 16:55:51:: Connecting to server
11-13-2011 16:56:07:: Game ending, user terminated
11-13-2011 16:56:22:: *** Starting up
11-13-2011 16:56:22:: Reading configuration file
11-13-2011 16:56:22:: Read 63 variables
11-13-2011 16:56:22:: Initializing GLFW...
11-13-2011 16:56:22:: Generating GL textures...
11-13-2011 16:56:22:: Loading shaders...
11-13-2011 16:56:22:: Precomputing vertex data
11-13-2011 16:56:22:: *** Loading world data for world: worlds\w3
11-13-2011 16:56:22:: Initializing world generator, using seed: 330
11-13-2011 16:56:22:: Internal generator precalculations
11-13-2011 16:56:22:: Initializing & generating sectors
11-13-2011 16:56:25:: Creating job threads
11-13-2011 16:56:25:: Game started
11-13-2011 16:56:25:: Connecting to server
11-13-2011 16:56:34:: Game ending, user terminated
11-13-2011 17:06:05:: *** Starting up
11-13-2011 17:06:05:: Reading configuration file
11-13-2011 17:06:05:: Read 63 variables
11-13-2011 17:06:05:: Initializing GLFW...
11-13-2011 17:06:05:: Generating GL textures...
11-13-2011 17:06:05:: Loading shaders...
11-13-2011 17:06:06:: Precomputing vertex data
11-13-2011 17:06:06:: *** Loading world data for world: worlds\w3
11-13-2011 17:06:06:: Initializing world generator, using seed: 330
11-13-2011 17:06:06:: Internal generator precalculations
11-13-2011 17:06:06:: Initializing & generating sectors
11-13-2011 17:06:09:: Creating job threads
11-13-2011 17:06:09:: Game started
11-13-2011 17:06:09:: Connecting to server
11-13-2011 17:06:23:: Game ending, user terminated
09-16-2012 21:00:45:: *** Starting up
09-16-2012 21:00:45:: Reading configuration file
09-16-2012 21:00:45:: Read 63 variables
09-16-2012 21:00:45:: Initializing GLFW...
09-16-2012 21:00:48:: Generating GL textures...
09-16-2012 21:00:49:: Loading shaders...
09-16-2012 21:00:51:: Precomputing vertex data
09-16-2012 21:00:52:: *** Loading world data for world: worlds\w3
09-16-2012 21:00:52:: Initializing world generator, using seed: 330
09-16-2012 21:00:52:: Internal generator precalculations
09-16-2012 21:00:53:: Initializing & generating sectors
09-16-2012 21:00:57:: Creating job threads
09-16-2012 21:00:57:: Game started
09-16-2012 21:00:57:: Connecting to server
09-16-2012 21:00:57:: Chunk file missing! Yet, sector was flagged as saved!
09-16-2012 21:00:57:: --> Failed loading from disk, generating instead
09-16-2012 21:01:11:: Game ending, user terminated
Re: Procedural block world project
if your last version was from one year ago, then it's no wonder it doesn't work now
i checked the specs for geforce 8600, and it says explicitly that it does support texture2d arrays, so your drivers MUST be out of date :)
probably very old even
http://uk.download.nvidia.com/Windows/3 ... l-whql.exe
your gfx card is even supported in the latest drivers
as for the "lockup", yes, i found that problem.. it was a print & sleep for the renderbuffer which failed for unknown reasons
im thinking its because your drivers dont like mipmapped non-po2 textures
but we'll see :)
as long as you still get the texture2d array issues, starting the client is a no-go, and it's what the driver reports.. nothing i can do about it in the code :)
i checked the specs for geforce 8600, and it says explicitly that it does support texture2d arrays, so your drivers MUST be out of date :)
probably very old even
http://uk.download.nvidia.com/Windows/3 ... l-whql.exe
your gfx card is even supported in the latest drivers
as for the "lockup", yes, i found that problem.. it was a print & sleep for the renderbuffer which failed for unknown reasons
im thinking its because your drivers dont like mipmapped non-po2 textures
but we'll see :)
as long as you still get the texture2d array issues, starting the client is a no-go, and it's what the driver reports.. nothing i can do about it in the code :)
Re: Procedural block world project
That looks amazing Dudes!!!
I wondered if you'd read about this article Brave Article it about a demo scener called IQ, and how he took an oldskool approach to creating some of the visuals.
Cubes Rock!!
I wondered if you'd read about this article Brave Article it about a demo scener called IQ, and how he took an oldskool approach to creating some of the visuals.
Cubes Rock!!
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Re: Procedural block world project
Now it just closes:
Maybe something is screwed up with my PC, although this time I downloaded the right drivers directly from NVIDIA webpage (306.23).
Guess this will have to wait for me until I get a new PC.
Code: Select all
09-16-2012 22:35:20:: Generating GL textures...
09-16-2012 22:35:21:: Materials texture2d array error: 1281
09-16-2012 22:35:21:: Items texture2d array error: 1281
09-16-2012 22:35:21:: Players texture2d array error: 1281
09-16-2012 22:35:21:: Actors texture2d array error: 1281
09-16-2012 22:35:22:: ERROR: renderbuffer 1281
Guess this will have to wait for me until I get a new PC.
Re: Procedural block world project
i suspect that maybe your card only supports 511 array layers, but who knows
i have updated the update site with new texture maps that are 384 tiles... back in the day it used to be 256
so we'll see if that fixes it
another thing you can try is disable anisotropic filtering
and finally, you will need to use this to catch the errors:
http://fbcraft.fwsnet.net/testclient.exe
alot more errors are caught this time.. i am surprised that renderbuffer would give an error
i have updated the update site with new texture maps that are 384 tiles... back in the day it used to be 256
so we'll see if that fixes it
another thing you can try is disable anisotropic filtering
and finally, you will need to use this to catch the errors:
http://fbcraft.fwsnet.net/testclient.exe
alot more errors are caught this time.. i am surprised that renderbuffer would give an error
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Re: Procedural block world project
Downloaded the new testclient. Didn't run the launcher. Worked now! Weee! This games looks much better since the last time. :)
Re: Procedural block world project
but i didnt change anything, except GL_RGBA to GL_RGBA8... :S
strange
but, glad it works.. :)
and this is from the specification of opengl:
GL_RGBA = any RGBA format that the drivers likes...
GL_RGBA8 = i specifically ask for a 8-bits per channel format
don't ask me..
also you can connect to server with /server (enter = open chat)
strange
but, glad it works.. :)
and this is from the specification of opengl:
GL_RGBA = any RGBA format that the drivers likes...
GL_RGBA8 = i specifically ask for a 8-bits per channel format
don't ask me..
also you can connect to server with /server (enter = open chat)
Re: Procedural block world project
Heh this is how far my computer got when trying to run testclient.exe
Don't you support 8 year old laptops with onboard gfx cards! =)
The screenshots looks great btw =) At least my computer can manage to display them properly ;)
Code: Select all
09-19-2012 21:55:38:: *** Starting up
09-19-2012 21:55:38:: Reading configuration file
09-19-2012 21:55:38:: Read 62 variables
09-19-2012 21:55:38:: Initializing GLFW...
09-19-2012 21:55:38:: WARNING: Could not open HDR window of size: 1138, 640
09-19-2012 21:55:38:: ERROR: Could not open normal window of size: 1138, 640
The screenshots looks great btw =) At least my computer can manage to display them properly ;)
Re: Procedural block world project
hehe, no that will not be possible
i am trying to use modern opengl (at least 3.x and above) so that i won't be held back if i want to make something
if it was anything 2D, i would go for 2.1 support and then most intel integrated chips would be supported
then again, if you suddenly find yourself with a new computer, you can live here:
http://fbcraft.fwsnet.net/smooothe.png
i am trying to use modern opengl (at least 3.x and above) so that i won't be held back if i want to make something
if it was anything 2D, i would go for 2.1 support and then most intel integrated chips would be supported
then again, if you suddenly find yourself with a new computer, you can live here:
http://fbcraft.fwsnet.net/smooothe.png
Re: Procedural block world project
will take a while now until any new build even for internal testing is working, since new networking is finally in progress
until then, a few screens:
http://fbcraft.fwsnet.net/2909-1.png
http://fbcraft.fwsnet.net/2909-2.png
and a little shout-out to my testers who put up with constant updates and fresh worlds:
http://fbcraft.fwsnet.net/desert-town.png
until then, a few screens:
http://fbcraft.fwsnet.net/2909-1.png
http://fbcraft.fwsnet.net/2909-2.png
and a little shout-out to my testers who put up with constant updates and fresh worlds:
http://fbcraft.fwsnet.net/desert-town.png
Re: Procedural block world project
http://fbcraft.fwsnet.net/ultrarealdeal.png
the much awaited leap in quality: biomes =)
http://fbcraft.fwsnet.net/gradient.png
my little pony world *cough*
the much awaited leap in quality: biomes =)
http://fbcraft.fwsnet.net/gradient.png
my little pony world *cough*
Re: Procedural block world project
Gonzo, remember that I was tester? Well, I can get to log in anymore. Can you help me? Please contact me at ra-ve00-2 [at] o-2.pl (remove dashes and change [at], to you know what. It's anti-spambot precaution).
Re: Procedural block world project
sorry darkhog, but ive shut down all external testing
http://fbcraft.fwsnet.net/2510-6rays.png
http://fbcraft.fwsnet.net/2510-day.png
http://fbcraft.fwsnet.net/2510-noon.png
http://fbcraft.fwsnet.net/2510-snowland.png
testing with 6 rays.. it wasnt too slow, but not very fast either
http://fbcraft.fwsnet.net/water.png
http://fbcraft.fwsnet.net/2510-6rays.png
http://fbcraft.fwsnet.net/2510-day.png
http://fbcraft.fwsnet.net/2510-noon.png
http://fbcraft.fwsnet.net/2510-snowland.png
testing with 6 rays.. it wasnt too slow, but not very fast either
http://fbcraft.fwsnet.net/water.png