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Messages - Vilivikhorith

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31
Site/Forum Help / Re: registration issues?
« on: June 14, 2018, 07:31:41 pm »
I did a ping on 'mail.feral-heart.com' and got no replies (hence, connect() fails for the SMTP service). I guess the mail server is down, so registration is effectively broken again. We will probably have to wait for Razmirz to reset the server.

32
Game Help / Re: How to have smooth terrain in maps?
« on: March 16, 2018, 06:29:20 pm »
You could try using a larger heightmap to decrease bumps when rendered (especially if you're resizing the terrain larger in the Map Maker). Contrary to popular belief, you can make heightmaps larger than 513x513. However, they MUST be a power of two plus one, hence (512 + 1, 512 + 1), (1024 + 1, 1024 +1), (2048 + 1, 2048 + 1), et cetra. Note that it will also increase load times significantly, by about the same factor of a power of two used when loading the heightmap and generating terrain.

33
Game Help / Re: Unspeakable issues of FH crashing again
« on: March 10, 2018, 06:19:03 am »
Looks like a memory allocation error to me (using free() on memory that failed to malloc() or some equivalent). Strangely enough, it seems some MacOS users get that kind of error from incorrect file permissions and some have luck with some Disk Utility app. (src: https://stackoverflow.com/questions/22329005/mac-terminal-pointer-being-freed-was-not-allocated-error-when-opening-termin)

Of course, it could conversely be a programmer error with MacOS memory management in Wine. There's much newer versions available than wine-1.8.1 for MacOS and could have already been fixed. I'm guessing you use the PlayOn* wrapper (which, apparently, is considered unsupported by WineHQ... Joy), which might explain why your Wine is so out of date. Looks like you can install Wine yourself on Mac with a convenient installer, though I don't run Mac so understand that I won't be much help if something goes awry that I can't comprehend happening in Linux.

(official wine install instructions for mac: https://wiki.winehq.org/MacOS)
Give Staging a try if Stable doesn't cut it!

If it isn't either one of these, I haven't got a clue.

34
Game Help / Re: Unspeakable issues of FH crashing again
« on: March 08, 2018, 10:26:02 am »
The config is trying to set the 'Colour Depth' property of the d3d render while it has no option (so it crashes). Pretty sure 'Colour Depth' is an option specific to OpenGL. I'm fairly sure the config is read line by line, so I suspect your ogre.cfg reads:
Code: [Select]
[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
Colour Depth=32
If that's the case, remove the colour depth option and any other GL specific option under Direct3d9. If you aren't sure which ones are, just try launching again and you'll get another error pointing at it. :P

35
Donations are not allowed because the original developer KovuLKD didn't want his game to be funded by it.

This makes me curious; how do you know that? The game and none of its assets come with any kind of license document, so I find it difficult to be certain what any one of the author's wishes really are (excluding dynamic linked libraries here). My guess why donations are not taken is because of that very problem (lack of license), so staff assume that all rights are reserved (a safe bet), OR irrKlang's ambiguous non-commercial license persuades them to play it safe.

Why do every single one of you love to miss the point? Let me restate:
The game is not going to be funded, the servers can be. The servers are separate from the game. The donations, in theory, would not be to create new assets, or edit the code. Just support the servers. (And to hep out our beloved Razmirz)

It is maybe counter-intuitive to think that donations can violate a non-commercial license (assuming here FeralHeart is under some variant of that, see question above). It can be seen as a form of indirect financial gain, unfortunately, since the donation button would likely be placed somewhere on this website, a website for FeralHeart.

Disclaimer; I'm not a lawyer, but that's the general gist I get of the situation and why you probably won't be seeing a donation button here any time soon.

36
Game Help / Re: In Game Lag issues
« on: January 07, 2018, 04:35:29 am »
Laptops, especially older ones, often have weak GPUs soldered onto the motherboard rather than a dedicated PCI graphics card. Every pixel that it has to render will add some overhead, so reducing your render resolution in the options menu should improve FPS a bit. The extra markings COULD also add a little (maybe unnoticable) overhead if your onboard GPU has little VRAM and has to constantly swap textures out.

To reduce load on the CPU, you can turn vsync on during the OGRE startup menu. It will sync FPS to your screen refresh rate and should prevent rendering 200 frames in one second and polling events for each frame (polling too much make your CPU hot and make it throttle/slow down).

Screenshots will cause FeralHeart to stop rendering frames while it's being processed and written to disc only, so just having a bunch should be a-ok.

37
Discussion Board / Re: Linux or Windows?
« on: January 06, 2018, 03:53:29 am »
I don't really know the current state of Ubuntu (the Linux distro I'll assume the laptop you would get has, considering its widespread popularity), but most big distros (I used to use Mint 17) try to be easy to use like Windows (some even mimic its GUI layout) nowadays. Of course, as soon as you are confronted with a very complicated problem, you may have to open a commandline-interface. There's also plenty of technical support forums for Linux, so if you're willing the learn along the way, it's not too bad, but yeah, gotta be patient when bad luck strikes.

Since the laptop comes with Linux, you probably won't have to worry too much about the driver maddness (Display working wonky, poor performance, not being sure what one to install, proprietary driver vs opensource driver...) that can ensue.

Wine support is also much much better in Linux than Mac OS, so I doubt you'll have many problems there. FeralHeart runs just fine for me in Wine. Infact, many Windows games run pretty good in Wine. If you got any other games in mind, I suggest you check out the Wine Application List before you make a choice, if any other games are a deal breaker for you. (https://appdb.winehq.org/)

Another option down the road would be to dualboot the two operating systems, but get ready to install/configure some bootloaders! Or just use Windows. Up to you, but both seem pretty viable for FeralHearting.

38
Game Help / Re: Is Anti-Aliasing working?
« on: November 07, 2017, 01:46:21 am »
I am guessing you are using Direct3d to render, since I noticed that the settings menu acts pretty wonk in it with regards to anti-aliasing. If you see something like "Nonmaskable 3" under your settings, that's why it isn't working; FSAA needs to be set to an integer value in ogre.cfg (FeralHeart wants to set it to "Nonmaskable/Level #" for some odd reason...). You can edit ogre.cfg and manually change it to FSAA=8. Also, some values don't work, even if displayed by the FeralHeart settings menu. in OpenGL, levels up to 16 are displayed, but when set to 16, AA is not enabled for me. Also, I am guessing AA needs to be kept to a power of two so stick to (0, 2, 4, 8, et cetra...)

You should be able to see the difference immediately on the sky's horizon of the start screen when fullscreen (it shouldn't look sharp enough to cut a pizza any longer.)

39
It looks to me like your display is getting corrupted. It's hard to say why that may be happening without knowing more about your hardware though. What's your CPU? Graphics card? Amount of installed RAM? (If unsure how to find out, take a peek at: https://www.wikihow.com/Find-System-Specs).

If your display driver just so happens to be an Intel, I suggest taking a look at: https://support.microsoft.com/en-us/help/975450/you-may-experience-display-corruption-issues-on-certain-intel-graphics

40
"External" in this sense doesn't mean over the internet (Ogre3D has no netcode, after all), but rather using non-bitmap images for texture data. In this case, you'd be using the frames of a video to texture a surface (this is probably a good way to get animated textures!). Unfortunately, I don't think the plugin (AdvancedTextureManager) is set as active in the source, so the material doesn't display any cool animated pictures (no texture loads, no errors in standard output, so it is my best guess.).

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