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@Vk depends on your
Thursday, September 19, 2013 - 19:57

@Vk depends on your definition of art.

Hmm... Blender is starting up
Wednesday, September 18, 2013 - 16:00

Hmm... Blender isn't starting up. It says something line "blender.exe is not a valid win32 image"

 

I have installed python and configured my PATH environment variables and my PYTHONPATH variable as well. Google seems to be no help at all.

The following will be
Tuesday, September 17, 2013 - 01:29

The following will be finished shortly:

 - Adding support for OGG media formats, which will reduce the distribution size significantly

- Adding interface to lighting & particle subsystem via scripts (allowing for things such as torches etc...)

- Writing a pre-loader for the applet distribution of the client.

@Julius, sometime tomrrow I
Monday, September 16, 2013 - 22:50

@Julius, sometime tomrrow I'll find time to give these a try.

 

Thanks for all the input to all who posted here :)

I am relaunching the client
Sunday, September 15, 2013 - 21:24

I am relaunching the client and server. Please notify me if you find any issues regarding networking performance (rubber-banding, player twitching, etc.) as I haven't had a chance to test these changes remotely.

Thanks.

 

Download:

http://gamejolt.com/games/rpg/jevaengine-underground-online/16225/

I did some trials last week
Saturday, September 14, 2013 - 22:02

I did some trials last week and noticed various problems. Some causing some server threads to crash (they were isolated to individual users.)

I also located some networking performance errors. In response to these issues, I have increased the frequency at which snapshots are dispatched from the server. Surprisingly, this had a small impact effect on output compression ratio (from 50% to 60%)

You can view the summary of the networking performance here:

https://docs.google.com/spreadsheet/ccc?key=0AslAio6c5EhhdG5RNWNNYVJUZm1...

In conclusion (if you find any errors in these calculations, please contact me) - note some values were 'toyed' with to give more realistic predictions:

 

Data Dispatched (per user)  

Total (Kb) 110.918 Time (s) 25.688
Average Compression Ratio (%) 63.6927951924051
Datarate(kb/s) 4.31789162254749    

Server:

Upload Rate (kb/s): 256
Max Users: 59.2881948827061

Thanks for the response Ryan.
Thursday, September 12, 2013 - 15:34

Thanks for the response Ryan. I have had a couple issues with deploying this application. I believe that error you experienced is due to a misunderstanding on my part regarding the Launchj4 configuration. I have update the download link with a solution, give that a try.

 

I have also removed some world entities since I started to notice poor networking performance.

 

Here is the online release:
Thursday, September 12, 2013 - 00:59

Here is the online release:

http://www.java-gaming.org/topics/jevaengine-outbreak-online/30717/msg/2...

Don't count on the servers being up long. It won't take long for someone to do something to crash the server.

So I didn't launch the server
Tuesday, September 10, 2013 - 23:31

So I didn't launch the server into complete disaster, I isolated the test with a few friends, here are some bugs I found & notes I made:

- Use a tile selection indicator to remove confusion
- Dialog to give intro\tutorial
- Targeting too recent of a JRE, most potential players lag behind
- Move chat dialog to top right
- Chat input not working sometimes?
- Server disassociates all players
- Client doesn't recover from disassociation
- Mouse drag != click, it should
- Remove deassignment in ServerCharacter! Just there to hack out a release.

 

So I'll be fixing those first before I go more public with the release.

Because I am now a student at school, and also because transistors suck and their a huge pain in the ass to study for and I wish they were never created, I have less time to work on this project unless it is over the weekends (where I binge code) I hope to have everything ready for this upcoming weekend.

Thanks for the interest Ryan
Saturday, September 7, 2013 - 17:13

Thanks for the interest Ryan Dansie.

Unfortunately I have just discovered that the rendering performance issues seem to be occuring on the school computers - which all have the same on-board Intel graphics device. I have discovered that this is because Java uses OpenGl if possible and falls-back to DirectX only if it needs to. However, the Intel chipset I am testing on in particular I know to have incredibly poor performance with OpenGL, so I'll have to find some way to force Java2D to have a preference for DirectX.

As a Microsoft user, I have never been fond of OpenGL, it never works well on any of my computers... I think it is infamous for poor driver support unfortunately...

It should work find with AMD Graphics Devices though (I develop on a computer with an AMD graphics device which is why it went unnoticed for such a long period of time.)

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