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Offline Archer

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Shadows, HD water and particles disabled.
« on: April 20, 2018, 11:19:41 am »
Before todays update I was able to have shadows, HD water and particles on high settings and worked fine with 100+ FPS. However, now I cant enable those options?

Offline Thomy

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Re: Shadows, HD water and particles disabled.
« Reply #1 on: April 20, 2018, 02:19:00 pm »
Graphics driver up to date? Can you show me ::openglinfo? Got a laptop with 2 graphics cards - use the high performance one. :)

Offline Archer

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Re: Shadows, HD water and particles disabled.
« Reply #2 on: April 20, 2018, 02:46:31 pm »
Yeah of course, I am using the highest :)

Offline Thomy

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Re: Shadows, HD water and particles disabled.
« Reply #3 on: April 20, 2018, 03:45:14 pm »
Okay many thanks. Looks like your graphics card doesn't like the shader code. That's not a big problem though, we can have a look at what isn't working. :)

Please type following commands in-game:
Code: [Select]
::redirectoutput
::reloadshaders

Then head over to C:/Users/YOUR_USER/.emps_world/console/ and copy paste me the file contents of the err file. :)



EDIT: I may have found the issue. Can you restart the game and check if it's fine now?
« Last Edit: April 20, 2018, 04:21:51 pm by Thomy »

Offline Just Humen

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Re: Shadows, HD water and particles disabled.
« Reply #4 on: April 20, 2018, 04:27:22 pm »
I'm having the same problem.



Error file attached.


Emps-World Player Moderator since Saturday, August 13th, 2016.
Emps-World Game Moderator since Friday, October 28th, 2016.
Resigned on Sunday, January 1st, 2017.
The following users liked this post: Thomy

Offline Archer

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Re: Shadows, HD water and particles disabled.
« Reply #5 on: April 20, 2018, 04:30:43 pm »
emps-err-8828:
Error compiling:
#version 120

// texture effect samplers
uniform sampler2D diffuse_sampler;
uniform sampler2D mixin_sampler;
uniform sampler2D ripple_sampler;
uniform sampler2D reflection_sampler;
uniform sampler2D depth_sampler;

// wave information
uniform float ATime;
uniform float RTime;
uniform float PiTime;

varying vec2 texCoords;

// fog coordinates
varying vec4 viewSpace;
uniform float FogEnabled;
uniform float Brightness;
uniform float FresnelWeight;
uniform float Reflections;
uniform float ReflectionDither;

// camera to vertex position
varying vec3 toCamera;

// wave UV movement
uniform float WaveCosMult;
uniform float WaveUMovement;
uniform float WaveVMovement;

// effect samplers
//uniform sampler2D refraction_sampler;

const float near = 0.1f;
const float far = 100f;

void main(void) {
   vec4 color = gl_Color;

   // frensel factor. how much does camera angle affect
   // reflectivity of the water?
   float reflectivity = (1.0 - dot(vec3(0, 1.0, 0), toCamera)) * FresnelWeight;
   //color.a = clamp(color.a + (color.a * reflectivity * 0.25), 0.0, 1.0);

   // calculate dither wave animation
   // UV's will later be used to sample the water
   vec2 coords = texCoords.st;
   vec2 dir = coords - vec2(.5);
   float dist = distance(coords, vec2(.5));
   vec2 offset = dir * (sin(dist * 80. - ATime*6.0 + 0.5)) / 35.;
   vec2 waveCoord = coords + offset;


   // movement type
   float mov;
   if (WaveCosMult > 0)
      mov = cos(PiTime * WaveCosMult);
   else
      mov = ATime * 0.5;

   // shader variables for UV movement
   waveCoord.x += mov * WaveUMovement;
   waveCoord.y += mov * WaveVMovement;

   // sample wave
   vec4 wave = texture2D(mixin_sampler, waveCoord);
   color *= wave;

   // reflections (HD water) enabled?
   if (Reflections > 0) {
      vec2 ndc = (viewSpace.xy / viewSpace.w) * 0.5 + 0.5;
      vec2 refractCoords = vec2(ndc.x, ndc.y);

      // vector from camera to water depth
      float floorDepth = 2.0 * near * far / (far + near - (2.0 * texture2D(depth_sampler, refractCoords).z - 1.0) * (far - near));

      // vector from camera to water surface
      float waterDepth = 2.0 * near * far / (far + near - (2.0 * gl_FragCoord.z - 1.0) * (far - near));

      // actual water depth
      float depth = floorDepth - waterDepth;

      // alpha depends on water depth
      color.a = clamp(depth * 30f, 0, color.a);

      if (ReflectionDither > -1) {

         // ripple effect offset
         // range: [-0.5, 0.5]
         vec2 distortion = (texture2D(ripple_sampler, waveCoord).gb * 2.0 - 1.0) * ReflectionDither;

         // calculate distortion
         float distortionMax = ReflectionDither * 0.3333;
         vec2 reflectCoords = vec2(ndc.x, -ndc.y);
         reflectCoords += distortion;
         reflectCoords.x = clamp(reflectCoords.x - distortionMax, 0.001, 0.999);
         reflectCoords.y = clamp(reflectCoords.y - distortionMax, -0.999, -0.001);

         // sampled reflection
         vec4 reflect = texture2D(reflection_sampler, reflectCoords);

         //reflectivity *= (wave.g);

         // mix the reflection
         if (reflect.a > 0.1) {
            color = mix(color, reflect, reflectivity * color.a * 0.75f);
         }

         //color = wave;
      }


      //color = vec4(depth, depth, depth, 1.0);
   }

   // calculate fog last
    float fogFactor = 1.0;
   if (FogEnabled > 0.0) {
      float depth = length(viewSpace) - (gl_Fog.end -  gl_Fog.start);

      // fog start
      if (depth >= gl_Fog.start) {
         // linear fog
         fogFactor = (gl_Fog.end - depth) / (gl_Fog.end - gl_Fog.start);

         // clamp between 0 and 1
         fogFactor = clamp(fogFactor, 0.0, 1.0);

         float fogAlpha = color.a * fogFactor;
         color = vec4((color.rgb * fogFactor) + (gl_Fog.color.rgb * (1.0 - fogFactor)), fogAlpha);
      }
   }

   float br = Brightness;
   vec4 LightColor = vec4(br, br, br, 1.0);

   gl_FragColor = color * LightColor;

}

Fragment shader failed to compile with the following errors:
ERROR: 0:37: error(#132) Syntax error: "f" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


[VBORenderer]: error loading shadow shaders: 3, 0

You might find this interesting too. Dont know if its the same or something else. I found it under C:/Users/YOUR_USER/.emps_world/errors/shaders with the document name (compilation_2018-04-20_06-33-57)
Emps-World shader compilation failure: 2018-04-20_06:33:57

Execution Environment Details:
OS name: Windows 10
OS version: 10.0
Java version: 1.8.0_171
CPU Cores: 12
Vendor: ATI Technologies Inc.
OpenGL version: 4.5.13507 Compatibility Profile Context 23.20.15033.5003
   detailed: 3.0: true, 2.0: true, ARB_FBO: true
Renderer: Radeon(TM) RX 460 Graphics
Max Texture: 16384
Max RenderBuffer: 16384
Buffers: glBufs: 1076 [2.91]
Atlasses: 5
TexBuffers: [5, 0, 0, 200, 21]
glTextures: [5, 0, 0, 200, 21]
glBuffers: 1076 [2.91]
empsVBOs: 370 [m: 306, f: 64]
modelc: 150
glAtlasses: 5
cache: 100%
ver: 0.286


Shader Error:Fragment shader failed to compile with the following errors:
ERROR: 0:87: error(#132) Syntax error: "f" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


END
« Last Edit: April 20, 2018, 04:39:03 pm by Archer »
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Offline Thomy

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Re: Shadows, HD water and particles disabled.
« Reply #6 on: April 20, 2018, 04:35:13 pm »
Many thanks for the fast replies. Can you guys restart the game and check if it's working now? Patched that exact error, but there may still be something wrong. :)

Offline Archer

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Re: Shadows, HD water and particles disabled.
« Reply #7 on: April 20, 2018, 04:41:20 pm »
No problem.
For me it is still the same. I still receive the not supported on your system message on both 3 options.

Offline Thomy

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Re: Shadows, HD water and particles disabled.
« Reply #8 on: April 20, 2018, 04:43:00 pm »
Thanks, can I see the latest error file again? Also make sure you restart your game so you definitely run the latest version. :)
EDIT: Received reports that it's working fine with the latest client patch.
« Last Edit: April 20, 2018, 04:44:41 pm by Thomy »

Offline Archer

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Re: Shadows, HD water and particles disabled.
« Reply #9 on: April 20, 2018, 04:48:06 pm »
I typed the commands again but the latest err file was empty this time

Offline Archer

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Re: Shadows, HD water and particles disabled.
« Reply #10 on: April 20, 2018, 04:49:23 pm »
Yes it is fully working again now!
Thank you so much Thomy :)
Have a nice day!

Offline Thomy

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Re: Shadows, HD water and particles disabled.
« Reply #11 on: April 20, 2018, 04:49:46 pm »
Thanks! Glad I could help. :D

Offline Just Humen

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Re: Shadows, HD water and particles disabled.
« Reply #12 on: April 20, 2018, 04:55:06 pm »
It's working for me as well. Thanks.


Emps-World Player Moderator since Saturday, August 13th, 2016.
Emps-World Game Moderator since Friday, October 28th, 2016.
Resigned on Sunday, January 1st, 2017.
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Online Wg

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Re: Shadows, HD water and particles disabled.
« Reply #13 on: April 20, 2018, 06:24:34 pm »
just when Thomy started polishing HD water...
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