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).
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
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
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.
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!
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.
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.