Custom client by Latikai, building on Ender's client

Forum for game modifications and custom clients.

Re: Custom client by Latikai, building on Ender's client

Postby jcwilk » Wed Jan 22, 2014 9:59 pm

Kandarim wrote:yeah, but something on the bugtracker for the time this bug is, is something I consider a bug. Not all bugs get replies, but loftar generally shuts down non-bugs speedily.


Wasn't suggesting it wasn't a bug, just wondering why something being a bug excludes it from a workaround... but you're the boss! Keep on keepin on and thanks.
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Sat Jan 25, 2014 1:43 pm

another sneak peek at the cartographer.

Nearing completion! The biggest restriction is currently that the map will be lost when teleporting / switching characters. Resolving that won't be easy or pretty, and I don't think I'll bother for the first release. Currently some more testing is underway, but the update should happen soon TM.

Image
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Re: Custom client by Latikai, building on Ender's client

Postby Bearcub » Mon Jan 27, 2014 3:26 pm

Thanks for this client :) finally I'm able to play
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Re: Custom client by Latikai, building on Ender's client

Postby Champie » Mon Jan 27, 2014 10:32 pm

Your continued work on the custom client is fantastic. Thank You!!!

I was wondering about the possibility of a small feature on the character selection screen.

Sometimes I "Switch Character" from the options menu in game and return to the Character selection screen only to find that I should have logged out and into another account. As far as I know, the only way to log-out from the character selection screen is to close the client and reopen it. Otherwise, I have to log into another character on the same account then choose Log Out from in game.

Is it possible to have a LOG OUT option on the character selection screen that keeps the client loaded but allows me to log into another account? It isn't much of a problem to work around the issue, but perhaps others have wished for the same option?

Thanks, your work is invaluable to me. I am not sure how much I would play Salem without the custom client and your continued efforts to add features and improve usability.

Champie
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Mon Jan 27, 2014 11:27 pm

it shouldn't be too hard to implement - on the list.
For now you can use the console (typing ":lo" and pressing enter will work. ":act lo" won't, however).
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Re: Custom client by Latikai, building on Ender's client

Postby Champie » Mon Jan 27, 2014 11:55 pm

Kandarim wrote:(typing ":lo" and pressing enter will work. ":act lo" won't, however).


I never considered trying the console commands :(

No problem now that I know this. I really appreciate your response!
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Wed Jan 29, 2014 11:10 pm

New update: server location changed to the new domain (game.salemthegame.com). Nothing visible for you guys, except that the server transfer shouldn't affect your ability to log in.

On a side note: I screwed up while developing the cartographer (I was lazy ;) ) which means a temporary version was "leaked". The major restriction is the exporting of images, which will currently only save a picture of the onscreen of the cartographer rather than ALL previously seen tiles. I'll write a miniguide on its use in the morning (quick version: scroll button selects markers, right button moves/creates markers, dragging while pressing right button will drag the map).
Oh, and it can be opened with ctrl+X.

Feel free to mess with it, let me know something if you break it.


Also: scalable chat fonts. I forgot about that. Again, not tested very well. Let me know if it breaks :)
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Re: Custom client by Latikai, building on Ender's client

Postby Tammer » Thu Jan 30, 2014 1:10 am

After the most recent update I crash automatically on login. I tried a few times with a few different characters. Ender's client does currently work for me.

edit: I tried clearing the cache but it didn't help. With the standard client it just hangs on the black loading screen. Ender's still works though.
Error Report

Reported at: 2014-01-29 19:04:16
Properties
Name Value
cpus 4
gl.caps GLCaps[wgl vid 0xf arb: rgba 8/8/8/8, opaque, accum-rgba 16/16/16/16, dp/st/ms 24/8/4, sample-ext default, dbl, mono , hw, GLProfile[GL3bc/GL3bc.hw], on-scr[.]]
gl.conf haven.GLConfig@8bef0c
gl.exts [GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_blend_color, GL_EXT_abgr, GL_EXT_texture3D, GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_EXT_draw_range_elements, GL_SGIS_texture_lod, GL_EXT_rescale_normal, GL_EXT_packed_pixels, GL_EXT_texture_edge_clamp, GL_EXT_separate_specular_color, GL_ARB_multitexture, GL_EXT_texture_env_combine, GL_EXT_bgra, GL_EXT_blend_func_separate, GL_EXT_secondary_color, GL_EXT_fog_coord, GL_EXT_texture_env_add, GL_ARB_texture_cube_map, GL_ARB_transpose_matrix, GL_ARB_texture_env_add, GL_IBM_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_blend_square, GL_ARB_texture_compression, GL_3DFX_texture_compression_FXT1, GL_EXT_texture_filter_anisotropic, GL_ARB_texture_border_clamp, GL_ARB_point_parameters, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_env_crossbar, GL_EXT_texture_compression_s3tc, GL_ARB_shadow, GL_ARB_window_pos, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_ARB_vertex_program, GL_EXT_texture_rectangle, GL_ARB_fragment_program, GL_EXT_stencil_two_side, GL_ATI_separate_stencil, GL_ARB_vertex_buffer_object, GL_EXT_texture_lod_bias, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_non_power_of_two, GL_ARB_vertex_shader, GL_NV_texgen_reflection, GL_ARB_point_sprite, GL_ARB_fragment_program_shadow, GL_EXT_blend_equation_separate, GL_ARB_depth_texture, GL_ARB_texture_rectangle, GL_ARB_draw_buffers, GL_ARB_color_buffer_float, GL_ARB_half_float_pixel, GL_ARB_texture_float, GL_ARB_pixel_buffer_object, GL_EXT_framebuffer_object, GL_ARB_draw_instanced, GL_ARB_half_float_vertex, GL_ARB_occlusion_query2, GL_EXT_draw_buffers2, GL_WIN_swap_hint, GL_EXT_texture_sRGB, GL_ARB_multisample, GL_EXT_packed_float, GL_EXT_texture_shared_exponent, GL_ARB_texture_rg, GL_ARB_texture_compression_rgtc, GL_NV_conditional_render, GL_EXT_texture_swizzle, GL_ARB_sync, GL_ARB_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_ARB_depth_buffer_float, GL_EXT_transform_feedback, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_ARB_framebuffer_object, GL_EXT_texture_array, GL_EXT_texture_integer, GL_ARB_map_buffer_range, GL_EXT_texture_snorm, GL_ARB_blend_func_extended, GL_INTEL_performance_queries, GL_ARB_copy_buffer, GL_ARB_sampler_objects, GL_NV_primitive_restart, GL_ARB_seamless_cube_map, GL_ARB_uniform_buffer_object, GL_ARB_depth_clamp, GL_ARB_vertex_array_bgra, GL_ARB_shader_bit_encoding, GL_ARB_draw_buffers_blend, GL_ARB_geometry_shader4, GL_ARB_texture_query_lod, GL_ARB_explicit_attrib_location, GL_ARB_draw_elements_base_vertex, GL_ARB_instanced_arrays, GL_ARB_fragment_coord_conventions, GL_EXT_gpu_program_parameters, GL_ARB_texture_buffer_object_rgb32, GL_ARB_compatibility, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_multisample, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_timer_query, GL_ARB_vertex_array_object, GL_ARB_provoking_vertex, WGL_EXT_depth_float, WGL_ARB_buffer_region, WGL_ARB_extensions_string, WGL_ARB_make_current_read, WGL_ARB_pixel_format, WGL_ARB_pbuffer, WGL_EXT_extensions_string, WGL_EXT_swap_control, WGL_ARB_multisample, WGL_ARB_pixel_format_float, WGL_ARB_framebuffer_sRGB, WGL_ARB_create_context, WGL_EXT_pixel_format_packed_float, WGL_EXT_swap_control_tear]
gl.renderer Intel(R) HD Graphics 4000
gl.vendor Intel
gl.version 3.3.0 - Build 8.15.10.2712
jar.git-rev 29.01.2014 23:35
java.vendor Oracle Corporation
java.version 1.7.0_51
mem.free 107,801,328
mem.max 259,522,560
mem.total 259,522,560
os.arch x86
os.name Windows 7
os.version 6.1
thcl haven.HackThread
thnm Haven UI thread
usr Tammer
Exception chain
java.lang.RuntimeException

haven.GLShader$ShaderException: Failed to compile shader Log: WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) WARNING: 0:11: 'texelFetch' : function not available in current GLSL version - trying implict argument conversion ERROR: 0:11: 'texelFetch' : no matching overloaded function found (using implicit conversion) ERROR: 0:11: 'assign' : cannot convert from 'const float' to 'FragColor 4-component vector of float'
Class Function File Line
com.jogamp.common.util.awt.AWTEDTExecutor invoke AWTEDTExecutor.java 58
jogamp.opengl.awt.AWTThreadingPlugin invokeOnOpenGLThread AWTThreadingPlugin.java 103
jogamp.opengl.ThreadingImpl invokeOnOpenGLThread ThreadingImpl.java 206
javax.media.opengl.Threading invokeOnOpenGLThread Threading.java 172
javax.media.opengl.Threading invoke Threading.java 191
javax.media.opengl.awt.GLCanvas display GLCanvas.java 528
haven.HavenPanel uglyjoglhack HavenPanel.java 415
haven.HavenPanel run HavenPanel.java 450
java.lang.Thread run (null) -1
haven.GLShader$ShaderException

Failed to compile shader
Class Function File Line
haven.GLShader$ShaderOb compile GLShader.java 74
haven.GLShader$FragmentShader create GLShader.java 273
haven.GLShader glid GLShader.java 347
haven.GLProgram$ProgOb link GLProgram.java 86
haven.GLProgram apply GLProgram.java 142
haven.GLState$Applier apply GLState.java 455
haven.GOut apply GOut.java 203
haven.GOut ftexrect GOut.java 325
haven.GOut ftexrect GOut.java 341
haven.FBConfig resolve FBConfig.java 191
haven.PView draw PView.java 255
haven.Avaview draw Avaview.java 118
haven.Widget draw Widget.java 514
haven.Widget draw Widget.java 519
haven.FramedAva draw FramedAva.java 58
haven.Widget draw Widget.java 514
haven.Widget draw Widget.java 519
haven.GameUI draw GameUI.java 577
haven.Widget draw Widget.java 514
haven.Widget draw Widget.java 519
haven.RootWidget draw RootWidget.java 107
haven.UI draw UI.java 147
haven.HavenPanel redraw HavenPanel.java 296
haven.HavenPanel$1 display HavenPanel.java 92
jogamp.opengl.GLDrawableHelper displayImpl GLDrawableHelper.java 649
jogamp.opengl.GLDrawableHelper display GLDrawableHelper.java 633
javax.media.opengl.awt.GLCanvas$9 run GLCanvas.java 1271
jogamp.opengl.GLDrawableHelper invokeGLImpl GLDrawableHelper.java 1103
jogamp.opengl.GLDrawableHelper invokeGL GLDrawableHelper.java 978
javax.media.opengl.awt.GLCanvas$10 run GLCanvas.java 1282
java.awt.event.InvocationEvent dispatch (null) -1
java.awt.EventQueue dispatchEventImpl (null) -1
java.awt.EventQueue access$200 (null) -1
java.awt.EventQueue$3 run (null) -1
java.awt.EventQueue$3 run (null) -1
java.security.AccessController doPrivileged (null) -2
java.security.ProtectionDomain$1 doIntersectionPrivilege (null) -1
java.awt.EventQueue dispatchEvent (null) -1
java.awt.EventDispatchThread pumpOneEventForFilters (null) -1
java.awt.EventDispatchThread pumpEventsForFilter (null) -1
java.awt.EventDispatchThread pumpEventsForHierarchy (null) -1
java.awt.EventDispatchThread pumpEvents (null) -1
java.awt.EventDispatchThread pumpEvents (null) -1
java.awt.EventDispatchThread run (null) -1
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Re: Custom client by Latikai, building on Ender's client

Postby nico54k9 » Thu Jan 30, 2014 2:51 am

I second this post ^^^
No matter which character on which account, as soon as the client finishes loading the UI (but before my character/area) it will crash.
Thanks for the info on enders client though :)
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Re: Custom client by Latikai, building on Ender's client

Postby nico54k9 » Thu Jan 30, 2014 3:00 am

Enders won't even load for me :(
guess ill play rift of lol until update because i refuse to use the original.

java.lang.RuntimeException: haven.GOut$GLInvalidOperationException: GL Error: 1282 (invalid operation)
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
at javax.media.opengl.Threading.invoke(Threading.java:191)
at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
at haven.HavenPanel.uglyjoglhack(HavenPanel.java:415)
at haven.HavenPanel.run(HavenPanel.java:450)
at java.lang.Thread.run(Unknown Source)
Caused by: haven.GOut$GLInvalidOperationException: GL Error: 1282 (invalid operation)
at haven.GOut.glexcfor(GOut.java:98)
at haven.GOut.checkerr(GOut.java:107)
at haven.TexMS.create(TexMS.java:52)
at haven.TexMS.glid(TexMS.java:60)
at haven.GLFrameBuffer$AttachMS.attach(GLFrameBuffer.java:144)
at haven.GLFrameBuffer.apply(GLFrameBuffer.java:204)
at haven.GLState$Applier.apply(GLState.java:494)
at haven.GOut.apply(GOut.java:203)
at haven.PView.draw(PView.java:242)
at haven.MapView.draw(MapView.java:932)
at haven.Widget.draw(Widget.java:514)
at haven.Widget.draw(Widget.java:519)
at haven.GameUI.draw(GameUI.java:577)
at haven.Widget.draw(Widget.java:514)
at haven.Widget.draw(Widget.java:519)
at haven.RootWidget.draw(RootWidget.java:107)
at haven.UI.draw(UI.java:147)
at haven.HavenPanel.redraw(HavenPanel.java:296)
at haven.HavenPanel$1.display(HavenPanel.java:92)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)


PS. Just an idea i had Latikai (although i somewhat doubt its possibilities)... Is there a way that u can make an in game option where one can input the amount of ram they wish to allocate to the client? I have to run a batch file to tell it how much to use (5gb) because after some play time (shorter time if u switch characters or teleport a lot), the ram usage causes the client to crash.
I just think an in-game option to change the amount of allocated ram would be quite user friendly :)
EDIT: I know the cartographer is currently in its 'alpha' stages... but i think having an 'inport map' option would be excellent. that way i can open my 47,000 tile map and add markers etc to it.

Thanks for a great client, keep up the great work.
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