@zzuegg said:
I see. Hm looks like i have to reactivate my hackint0sh.
Any parameter i can set the shader compilation to a stricter mode on windows?
I wish. I usually just get Normen to test it for me. :)
@zzuegg said:
I the meantime i have removed the engine on the Mac version.
The thing is... 90% of the time the Mac is flagging errors that _will_ show up on other platforms. They may just not be so graceful about the failure. Mythruna had random crashes, odd graphical bugs, and various other issues on some platforms (I'm looking at you ATI) until I fixed all of the Mac-related issues. Then most of my other problems went away, too.
Just re-installed Java, but still the same problem. I played another contest game yesterday night, and it worked perfectly. I donât know what the problem is Any chance that you can e-mail me or upload the source file to try and run it through jME3?
@zzuegg: Please run the jME3 test: jme3test.light.TestTransparentShadow
EDIT: It seems I got confused a bit, my previous post was intended for zzuegg who has the issue with glAlphaFunc.
Actually I have an issue with this game myself: The game starts out okay running at about 30-60 fps, and then gradually the fps starts dropping, with each wave of enemies the fps drops. After about 1 minute of gameplay, the game is running at 0 fps and starts experiencing freezes that last about 10 seconds, then a single frame is rendered, and then it freezes again, etc. This is happening with both the alpha1 and alpha2 versions.
@Momoko_Fan said:
Actually I have an issue with this game myself: The game starts out okay running at about 30-60 fps, and then gradually the fps starts dropping, with each wave of enemies the fps drops. After about 1 minute of gameplay, the game is running at 0 fps and starts experiencing freezes that last about 10 seconds, then a single frame is rendered, and then it freezes again, etc. This is happening with both the alpha1 and alpha2 versions.
same here never recovers to a playable state for me