Author Topic: 2012/08/09 - Shader Update Released  (Read 163579 times)

is it just me



or were those shadows never there before!

also:



It's just you

You can't run it because you have a low quality computer. Intel is famous for not even running most modern games.
i can run it fine normally, all graphics set on high. I havent even tried to run it yet as im going to sleep soon.

all the v21 servers are goin down or is it just me?
They're probably still online and you just can't see them, the master server probably ignores them. I know I haven't reset my dedicated yet and I don't see any reason why it wouldn't still be up. I'm not planning on updating it until this weekend.

I can't see shadows and I updated.

Any help?

I can launch it just fine, however whenever the game finishes loading object whenever I try to start my own server, or join another, it just crashes.

turn them on, they are off by default...

So I don't have Intel graphics, I'm gonna delete rtb and server search, and I have a good computer, I should run this fine tommorow right? ;_;

Damn. This sucks I can't play Blockland anymore.

It seems like everyone with an integrated Intel chipset cannot start the game. See my console log on previous page.
False. They cannot run shaders. The game crashing is a different issue.

bug report thread here: http://forum.blockland.us/index.php?topic=203535.0

Damn. This sucks I can't play Blockland anymore.

Yeah. Looks like Blockland is going to cost me a few hundred dollars.

They're probably still online and you just can't see them, the master server probably ignores them. I know I haven't reset my dedicated yet and I don't see any reason why it wouldn't still be up. I'm not planning on updating it until this weekend.
i mean servers are crashing left and right it seems

My BL doesnt even want to start up after the launcher.

Here's what it does in the end.
Code: [Select]
--------- Parsing Arguments ---------
argc = 5
argv[2] = -profilePath
argv[3] = "./"
argv[4] = -trace
Parsing command line arguments: -profilePath "./" -trace
   Console trace is on.
Leaving parseArgs() - return
--------- Loading Common ---------
Entering loadDir(base)
   Entering pushBack(Add-Ons;config;saves, base, ;)
   Leaving pushBack() - return Add-Ons;config;saves;base
   Loading compiled script base/main.cs.
Leaving loadDir() - return
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Executing config/client/prefs.cs.
Executing config/server/prefs.cs.
Executing config/server/ADD_ON_LIST.cs.
Executing config/server/musicList.cs.
--------- Loading MODS ---------
Entering loadMods(Add-Ons;config;saves)
   Entering loadMods(config;saves)
      Entering loadMods(saves)
      Leaving loadMods() - return
   Leaving loadMods() - return
Leaving loadMods() - return

Entering onStart()
   
--------- Initializing Base ---------
   Loading compiled script base/client/init.cs.
   Loading compiled script base/server/init.cs.
   Entering initCommon()
      Loading compiled script base/client/canvas.cs.
      Loading compiled script base/client/audio.cs.
   Leaving initCommon() - return
   Entering initServer()
     
--------- Initializing Base: Server ---------------------
      Entering initBaseServer()
         Loading compiled script base/server/mainServer.cs.
      Leaving initBaseServer() - return $CrapOnCRC_-1402702942
      Loading compiled script base/server/scripts/game.cs.
   Leaving initServer() - return $CrapOnCRC_-1402702942
   Entering serverPart2()
      Entering initClient()
         
--------- Initializing Base: Client ---------------------
         Entering initBaseClient()
            Loading compiled script base/client/message.cs.
            Entering addMessageCallback(, defaultMessageCallback)
            Leaving addMessageCallback() - return defaultMessageCallback
            Loading compiled script base/client/mission.cs.
            Loading compiled script base/client/missionDownload.cs.
            Loading compiled script base/client/actionMap.cs.
         Leaving initBaseClient() - return defaultMessageCallback
         Entering initCanvas(Blockland)
            Video Init:
               Accelerated OpenGL display device detected.
            Activating the OpenGL display device...
            Activating the OpenGL display device... (NEW)
            OpenGLDevice::setScreenMode 1024 768 32 72 1
              safeModeOn      = 1
              fixedFrame size = 3
              caption size    = 26
              maxWindowWidth  = 1018
              maxWindowHeight = 736
            Setting screen mode to 1024x768x32@72hz (fs)...
              winState.hGLRC does not exist
              winState.appDC does not exist
              winState.appWindow does not exist
              newFullScreen...
            Changing the display settings to 1024x768x32@72Hz...
              ChangeDisplaySettings worked
            Creating a new full-screen window...
            Acquiring a new device context...
              setting pixel format
            Pixel format set:
              32 color bits, 24 depth bits, 8 stencil bits
            Creating a new rendering context (2)...
            Making the new rendering context current (2)...
              wglMakeCurrent worked
              don't need to ressurect texture manager
              setting vsync 0
              done setting vsync
              destroying curtain
              showing window



Does anyone know how to do the particle effects?
Also pahama turn on the shadows