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  • Aug 13 13:50

    erikogenvik on master

    Fixed issues with tests and Pro… (compare)

  • Aug 13 13:02

    erikogenvik on master

    Handle removal of iterate from … Prune list of waiting sight ops… (compare)

  • Aug 13 13:02

    erikogenvik on master

    Remove iterator features. Sinc… (compare)

  • Aug 13 13:00

    erikogenvik on master

    Initial work on fixed time step. Fixes for test compilation, alt… Added Remotery support. We use… and 15 more (compare)

  • Aug 06 03:26
    boteh commented #22
  • Jul 31 22:10

    erikogenvik on fixed_timestep

    Fixes for test compilation, alt… (compare)

  • Jul 31 21:48

    erikogenvik on fixed_timestep

    WIP on fixed timestep Further work on fixed time step. (compare)

  • Jul 31 21:47

    erikogenvik on master

    Put template instantiation in .… Spelling. (compare)

  • Jul 30 20:24

    erikogenvik on fixed_timestep

    WIP on fixed timestep (compare)

  • Jul 26 23:35

    erikogenvik on master

    Added various design documents.… Avoid shadowing. (compare)

  • Jul 26 09:50

    erikogenvik on master

    Only mark queue as dirty if fir… (compare)

  • Jul 26 09:35

    erikogenvik on master

    Fixed bug with deleting from ve… (compare)

  • Jul 25 23:03

    erikogenvik on master

    Build "Release with Debug" by d… (compare)

  • Jul 25 23:01

    erikogenvik on master

    Remove from vector by shifting. (compare)

  • Jul 25 22:09

    erikogenvik on master

    Use ActiveMarker when enqueuing… (compare)

  • Jul 25 22:09

    erikogenvik on master

    Make mushroom collector stay ne… Adjust boat to be in water. Use "vis_dist" for visibility d… (compare)

  • Jul 25 22:09

    erikogenvik on master

    Record "_origin" as property on… Added ability for animals to gr… Added "grazing" to cow and chic… and 40 more (compare)

  • Jul 12 14:26

    erikogenvik on master

    Simplify plant area query resul… Listen to correct call for dete… Fixed regression in area parsin… (compare)

  • Jul 11 13:47

    erikogenvik on master

    Simplify Session struct. (compare)

  • Jul 08 22:06

    erikogenvik on master

    Fixed tests. Allow steering to step over sma… Fixed issue with entities plant… and 2 more (compare)

Michael Reece
@michaelreece
I may try again later today, and will save the ember logs if I do, I assumed it would be on par with intel graphics which I use on dedicated servers a lot but not something I would game with normally... If the data is useful then I have much less reservations about testing it (I also want pci4 nvme storage on this build which will take some time to afford so may do a raid 0 of sata3 ssd for the interim.)
Michael Reece
@michaelreece
@erikogenvik : Well it has not crashed thus far but only ran ember 2 times, grabbed a screenshot. not sure how you put yours here.
One thing to note offhand is the building pieces are fine, seems to only effect the plants placed during terrain generation.
Michael Reece
@michaelreece
I seriously doubt it is my fault as it is fine when I install the gtx 960 but it is to painful to use.. anything specific I should look for in the ember logs? I installed a nvme disk instead of the ssd which required removal of the gpu and another round with vega (I think I threw up a little... lol)
Sean Ryan
@sryan
@erikogenvik Hey, Erik ... long time. Going to give a go trying to natively build on mac ... anything specific it's been tested with? I would assume I need fink/macports or something ... anything else?
Erik Ogenvik
@erikogenvik
@sryan I think it's never been tested at all. It compiles, but that's it.
You can build with either Hammer.sh or using the Conan package manager.
I would say that Conan is preferred.
@michaelreece I just copied and pasted the image into Gitter.
Michael Reece
@michaelreece
Screenshot from 2020-07-11 15-21-56.png
@erikogenvik You are a wizard sir. That is a very handy feature...
Michael Reece
@michaelreece
I am going to start a clean install and do some basic cable management etc, I will have a chance to do a clean log of an ember run if you can think of something for me to grep for, and will try to use this vega 8 built in graphics for as long as I can stand it.
I will refrain from setting verbose logging and details up and or on as the logs becomes VERY large very fast.
Erik Ogenvik
@erikogenvik
The corrupted meshes, are those from the foliage? Or are there other meshes there too?
If you could just put the log somewhere (pastebin etc) I would be interested in looking at it. This looks like an error with the vertex shaders.
Michael Reece
@michaelreece
Getting to it, system is up and functional and I am moving through my install list but no, I added in a goblin and he is fine too, it really looks like it is only the erm.. not real foliage? I did not put those plants there, the terrain generator did and it seems to effect only them thus far.
I opted to continue to debug the issue as I seem to have access to 2 gigs of ram somehow with this graphics option, I need a gpu-z replacement at this point. it is interesting.
Erik Ogenvik
@erikogenvik
If you bring up the options menu, and under "graphics" untick the "show foliage" option, does the artifacts go away?
Michael Reece
@michaelreece
Yes. It is rather unreal looking however.
Alberta maybe. lol
I joke.. I can never vacation there again now. haha
Erik Ogenvik
@erikogenvik
Ok, it would help if I could get a look at your ember.log file.
Michael Reece
@michaelreece
I fixed it so you can ftp it, which no longer limits the size of the file would you prefer verbose logging with the details turned on?
sftp rather. I do not think anyone uses ftp much these days.
Michael Reece
@michaelreece
Let me know if there is something I can do when you get a min to go over them.
1 reply
Sean Ryan
@sryan
@erikogenvik Alright cool ... I'm giving conan a try ... I will say just right into it ... might be helpful to set the CMAKE_INSTALL_PREFIX by default to be something that is self contained ... the default ( on OS X at least ) seems to be /usr/local/ and a few others it uses ... share/bin and such
Sean Ryan
@sryan
it's not a big deal, it's easy enough to deal with, but might be worth a mention somewhere in the readme or whatnot. Food for thought ;)
Also, I compiled fine looks like on OSX ... but there seems to be a problem with the conan packages that I can see ... when executing the bin/ember I got the error contained here : https://pastebin.com/LjZxkwbp
looks to me like the conan packages have references somehow to "/Users/travis" ... which is obviously not valid across the board ( in my case the conan cache is inside $HOME/.conan )
as an example:
pandora:.conan sryan$ cat $HOME/.conan/data/libxdg-basedir/1.2.0/worldforge/stable/package/853c4b61e2571e98cd7b854c1cda6bc111b8b32c/lib/pkgconfig/libxdg-basedir.pc | grep prefix=
prefix=/Users/travis/.conan/data/libxdg-basedir/1.2.0/worldforge/stable/package/853c4b61e2571e98cd7b854c1cda6bc111b8b32c
exec_prefix=${prefix}
Sean Ryan
@sryan
@erikogenvik I filed https://bugs.launchpad.net/ember/+bug/1887320 with a full description of things. We can chat about it if you like or have questions.
13 replies
Michael Reece
@michaelreece
@erikogenvik What would the relative distance be between 2 of the blue marker dots in the terrain editor? 5 meters, yards feet etc.
Erik Ogenvik
@erikogenvik
The distance is 64 meters.
Michael Reece
@michaelreece
@erikogenvik Thanks!
Michael Reece
@michaelreece
If I want a known value for the height of a mountain is the values being used a "meter" as it were? Like when the terrain editor reports 5 I can assume 5 meters high? Hope this makes some sense.
Michael Reece
@michaelreece
Or some trick that works out to raising a point to 621 meters high.. lol.
Erik Ogenvik
@erikogenvik
Yes, Worldforge uses metric units everywhere. If a height point is set to 5 it means that the height at that specific height point will be 5 meters.
Michael Reece
@michaelreece
Excellent! Thanks again.
Michael Reece
@michaelreece
8,937.5 64 meter tiles... This may be game breaking for me and certainly shines a light on the awesomeness that is heightmaps.
Michael Reece
@michaelreece
I will try to add a 1km grid to my area and use that to map out regions section by section or script lidar data into xml cords. Whichever ends up being "less" work.
Michael Reece
@michaelreece
@erikogenvik Do you remember if the person who made braga started at some random point and just built from there or used the highest point, center of the planned map etc? I am thinking the highest point and working out from there thus far. take care.
Erik Ogenvik
@erikogenvik
I'm the one that made it. I just started with all points at below sea level and the raised land.
Michael Reece
@michaelreece
Nice work! ok, thanks.
Erik Ogenvik
@erikogenvik
The terrain editor widget in ember unfortunately lacks the ability to add or remove height points, so you first have to define them all in the server before you can alter them. It shouldn't be too hard to add that to ember though. Preferably the terrain should also match the bounding box of the world, although we're open to allowing the terrain be defined by multiple entities (such that you discover new land as you travel throughout the world).
For that to work without there being any gaps in the terrain we probably should add a default height for the terrain (so that any area which has no basepoints defined use the default).
Michael Reece
@michaelreece
I suspect I am wasting time but am looking at some GIS code examples and trying to find a format I can write out in world.xml's format with a lil code in C, but need a source for the data and a format I can pull data from.. almost 9k lil blue balls to lift up... would be a rough day. Hahaha.
Michael Reece
@michaelreece
The multiple entities.. would that allow people to run connected worlds? "You have crossed the border into Bob's land, tremble with fear!" lol
Curious was your terrain manager done before ogre added the "modern" terrain manager to the samples/tools?
I think I may be able to just accept a close enough approximation anyways now, we have no working rivers or streams so it will not be exact no matter what.