Test my demo app

Hello. I need some volounteer beta testers to run my application. It's basicly a 3D IBAG (Inventory Based Adventure Game)… but



  • it's in italian  :P

  • it seems not to work on some hardware :'(



So I'm asking you if you'd like to run it, even if you dont understand a heck of whats going on, and tell me if its working, misworking or crashing on your hardware.
Post your results here; I'd appreciate if you can give me the java console log in case of failure. Otherwise, description of the hardware will do (expecially video card).

The spaceadv.jnlp can be found at this url:

http://digitalillusion.altervista.org/spaceadv.html

Cheers

AMD turion 64x2 Mobile technology TL52 1.60Ghz



RAM 2047



Windows Vista home premium 32bits



Geforce GO7600







It works but slowly @ 10Fps :confused:

AMD Phenom™ 9500 Quad-Core 2.2GHz

RAM 2GB

Windows XP pro

Geforce 6200 LE

java version 1.6





Works for about 3 seconds then crashes. For those 3 seconds, framerate of 2-4.

AMD Athlon 64 3200+

RAM 2GB at 997 Mhz

Windows XP Pro

ATI Radeon XPRESS 200 series



(Was at work)



Anyways it works but at 0-1 FPS and everything was very dark… However i saw vague shapes so it DID render though slowly.

Mindgamer said:

Anyways it works but at 0-1 FPS and everything was very dark... However i saw vague shapes so it DID render though slowly.


This is a known, though unexpected, behaviour...  :'(


Maybe this has to do with shader support? As you can see from screenshots, it runs fine on Intel T2400 Dual core,
ATI Mobility Radeon  X1400 where I developed it...

I'm going to look in it deeper with a performance analizer tool to raise the frame rate and I'll try to disable some shaders...

Thanks a lot for the replies.

EDIT:

dalrack said:

Works for about 3 seconds then crashes. For those 3 seconds, framerate of 2-4.


I'd be curious to see the java console log for this behaviour


EDIT: This should really be moved to troubleshooting 
jMe_N00b said:

I'd be curious to see the java console log for this behaviour


I apologize, I used the jnlp out of laze and I didn't have the time to run it from prompt/build in eclipse. Anyway, ran it at school here and different problems (jnlp and from eclipse). Crash after loading all nodes & textures. I'm a big noob myself so I may be doing something extremely wrong but this same build runs all the 1.0 tests that I tried.


SEVERE: Exception in game loop
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
at org.lwjgl.opengl.Util.checkGLError(Util.java:50)
at org.lwjgl.opengl.Display.swapBuffers(Display.java:606)
at org.lwjgl.opengl.Display.update(Display.java:625)
at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(Unknown Source)
at com.jme.app.FixedFramerateGame.start(Unknown Source)
at main.SpaceAdventure.main(SpaceAdventure.java:31)
Jun 12, 2008 3:13:32 PM com.jme.app.FixedFramerateGame start

Thanks for the feedback. I'm going to try different LWGL versions, starting from the one in jME repository.

I had a lot of fun to find out the following bugs. Now the demo is kind of working, maybe slowly, maybe not perfectly and maybe not on every hardware yet…



  • Mindgamer said:

    Anyways it works but at 0-1 FPS and everything was very dark... However i saw vague shapes so it DID render though slowly.

    My mistake, forgot to setup display before init in initSystem().
    [pre]
    display.setMinStencilBits(4);
    display.setMinDepthBits( 16 );
    display.setMinAlphaBits( 0 );
    display.setMinSamples( 0 );
    [/pre]


  • [pre]
    SEVERE: Exception in game loop
    org.lwjgl.opengl.OpenGLException: Invalid value (1281)
      at org.lwjgl.opengl.Util.checkGLError(Util.java:50)
      at org.lwjgl.opengl.Display.swapBuffers(Display.java:606)
      at org.lwjgl.opengl.Display.update(Display.java:625)
      at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(Unknown Source)
      at com.jme.app.FixedFramerateGame.start(Unknown Source)
      at main.SpaceAdventure.main(SpaceAdventure.java:31)
    Jun 12, 2008 3:13:32 PM com.jme.app.FixedFramerateGame start
    [/pre]
    This was a tough one. Turned out to be a trouble in BloomRenderPass;
    I googled OpenGLException: Invalid value (1281) and found out it can happen when textures are not power of 2.
    Now, look at this log:
    WORKING HARDWARE
    [pre]
    13-giu-2008 20.21.39 com.jme.renderer.lwjgl.LWJGLTextureRenderer <init>
    INFO: FBO support detected.
    13-giu-2008 20.21.39 com.jme.renderer.lwjgl.LWJGLTextureRenderer initCamera
    INFO: Init RTT camera
    13-giu-2008 20.21.39 com.jme.renderer.AbstractCamera <init>
    INFO: Camera created.
    13-giu-2008 20.21.39 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 2: 512,256
    13-giu-2008 20.21.39 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 3: 512,256
    13-giu-2008 20.21.39 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 4: 512,256
    [/pre]
    NOT WORKING HARDWARE
    [pre]
    12-giu-2008 20.08.18 com.jme.renderer.lwjgl.LWJGLTextureRenderer <init>
    AVVERTENZA: FBO support not supported.
    12-giu-2008 20.08.18 com.jme.renderer.lwjgl.LWJGLTextureRenderer setMultipleTargets
    INFO: Copy Texture Pbuffer supported!
    12-giu-2008 20.08.18 com.jme.renderer.AbstractCamera <init>
    INFO: Camera created.
    12-giu-2008 20.08.18 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 2: 512,480
    12-giu-2008 20.08.18 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 3: 512,480
    12-giu-2008 20.08.18 com.jme.renderer.lwjgl.LWJGLTextureRenderer setupTexture
    INFO: setup tex with id 4: 512,480
    [/pre]
    Pbuffer is creating textures that are not power of 2!. So I create my own SecureBloomRenderPass and set
    [pre]
    line127:        tRenderer = display.createTextureRenderer(
                            256,
                            256,
                            TextureRenderer.RENDER_TEXTURE_2D);
    [/pre]
    This made pbuffer create textures 256x256 and made my app working.
    EDIT: however, bloom effect does not seem to be present on unsupported hardware, but at least it doesn't crash! Bloom works fine where it worked fine previous to this change.




There are still some issues pending. 
I've tested on a Intel GM/GME Graphic Controller for now.

pretty cool, works smoothly with 25-30 fps.



but i don't speak italian and i couldn't fix the broken ship :( 

Core-Dump said:

but i don't speak italian and i couldn't fix the broken ship :( 


So sorry about that :)... Btw, in the demo u cannot actually repair the ship, that's the objective of a bigger game that if I'll ever make, I promise, I'll translate in english!

If the application is not working for somebody, please post your java console log here so that I can debug it. Thanks a lot for your cooperation!

Oups :frowning:



AMD Athlon XP 1600+

512Mb RAM

Windows XP SP2

GeForce2 MX/MX 400 64Mb vram



14 juin 2008 11:52:01 com.jme.scene.Node <init>

INFO: Node created.

14 juin 2008 11:52:01 com.jme.app.BaseGame start

INFO: Application started.

14 juin 2008 11:52:01 com.jme.system.PropertiesIO <init>

INFO: PropertiesIO created

14 juin 2008 11:52:01 com.jme.system.PropertiesIO load

INFO: Read properties

14 juin 2008 11:52:20 com.jme.input.joystick.DummyJoystickInput <init>

INFO: Joystick support is disabled

14 juin 2008 11:52:20 com.jme.system.lwjgl.LWJGLDisplaySystem <init>

INFO: LWJGL Display System created.

14 juin 2008 11:52:20 com.jme.system.lwjgl.LWJGLDisplaySystem getValidDisplayMode

INFO: Selected DisplayMode: 640 x 480 x 16 @60Hz

14 juin 2008 11:52:20 com.jme.system.PropertiesIO save

INFO: Saved properties

14 juin 2008 11:52:21 com.jme.system.lwjgl.LWJGLDisplaySystem getValidDisplayMode

INFO: Selected DisplayMode: 640 x 480 x 16 @60Hz

14 juin 2008 11:52:21 com.jme.system.lwjgl.LWJGLDisplaySystem initDisplay

GRAVE: Cannot create window

14 juin 2008 11:52:21 class com.jme.system.lwjgl.LWJGLDisplaySystem initDisplay()

GRAVE: Exception

org.lwjgl.LWJGLException: Could not find a valid pixel format

at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)

at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)

at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54)

at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:150)

at org.lwjgl.opengl.Display.createWindow(Display.java:260)

at org.lwjgl.opengl.Display.create(Display.java:757)

at org.lwjgl.opengl.Display.create(Display.java:709)

at com.jme.system.lwjgl.LWJGLDisplaySystem.initDisplay(Unknown Source)

at com.jme.system.lwjgl.LWJGLDisplaySystem.createWindow(Unknown Source)

at jives.core.siw.CWorld.initSystem(CWorld.java:307)

at com.jme.app.BaseGame.start(Unknown Source)

at main.SpaceAdventure.main(SpaceAdventure.java:31)

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 com.sun.javaws.Launcher.executeApplication(Unknown Source)

at com.sun.javaws.Launcher.executeMainClass(Unknown Source)

at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)

at com.sun.javaws.Launcher.run(Unknown Source)

at java.lang.Thread.run(Unknown Source)

14 juin 2008 11:52:21 jives.core.siw.CWorld initSystem

GRAVE: CRITICAL ERROR - Display System couldn't be initialized correctly. Exiting

com.jme.system.JmeException: Cannot create window: Could not find a valid pixel format

at com.jme.system.lwjgl.LWJGLDisplaySystem.initDisplay(Unknown Source)

at com.jme.system.lwjgl.LWJGLDisplaySystem.createWindow(Unknown Source)

at jives.core.siw.CWorld.initSystem(CWorld.java:307)

at com.jme.app.BaseGame.start(Unknown Source)

at main.SpaceAdventure.main(SpaceAdventure.java:31)

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 com.sun.javaws.Launcher.executeApplication(Unknown Source)

at com.sun.javaws.Launcher.executeMainClass(Unknown Source)

at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)

at com.sun.javaws.Launcher.run(Unknown Source)

at java.lang.Thread.run(Unknown Source)

Ran it on my home comp also today. Had a much better experience - more or less stable 15-20 FPS. The land itself was a bit dark for myself - could not make out any details… almost completely black… Do not know what to make of it - the edges of the island where the sun was shining were quite fine.



Anyways the specs:

AMD Sempron 1,75 Ghz

1GB RAM

ATI Radeon 9600 series 128MB

Windows XP pro

On another computer:

  • colors: OK (ground somewhat dark)
  • animation: 45 - 70 FPS



    Specs:
  • Intel Core 2 Duo @ 2,66GHz
  • 2GB RAM
  • ATI Radeon 3850 with 512Mb vram
  • Windows XP Pro SP2

I wish to thank you all for giving my app a try and reporting errors. I think I fixed some of them, but still have some issues with the water render pass on some machines, where it's invisible.

Another one I get is a log message like:



[pre]

SEVERE: Exception

org.lwjgl.LWJGLException: Could not find a valid pixel format



WARNING: LWJGL reports this card supports Render to Texture, but fails to enact it.  Please report this to the LWJGL team.

[/pre]



However, I hope now it does not crash anymore, at least with the most of the hardware, it doesn't with the one I have access to.



The topic remains open if you want to report something.



Thanks.