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Messages - Archer

Pages: 1
1
General Discussion / Re: Corporeal Beast 2nd Form
« on: October 19, 2018, 09:26:25 am »
The Salve Amulet does notEventhough it is an undead form, Corporal Beast isn't an undead.
Which makes no sense at all, so either make the salve amulet work against the 2nd form or change Corp's examine text. Stop the confusion easy as that.
The following users liked this post: Muka

2
Suggestions & Ideas / Golden Smithing set - Goldsmith gauntlets!?
« on: October 16, 2018, 10:51:36 pm »
Just thought about it. The golden mining set that costs 25k stardust which takes a long time to get grants 5% more xp in smithing, sounds good so far. What's so ridiculous is that the goldsmith gauntlets which you can purchase for 159 coins from the clothes shop at rimmington gives the same amount of xp too!?
The following users liked this post: Tomtim1, Rotanas

3
Feedback / Re: Bosses
« on: September 23, 2018, 02:37:52 pm »
The concept of the 3 top damage dealers that gets loot is a good idea which in my opinion brought the life back to PVMing. Before PVM was dead. Thanks to this idea it's more alive now. It's true that a lot of players can get many drops but still this idea should not be removed.
The following users liked this post: Martin

4
General Discussion / Progress!
« on: September 10, 2018, 03:16:55 pm »
Seems like the voting system is actually making some progress. I am so happy to see the player-base growing again. We should never give up!
The following users liked this post: Slimshadyy

5
Help me! / Re: Shadows, HD water and particles disabled.
« 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
The following users liked this post: Thomy

6
News & Announcements / Re: Popularity Discussion and Features for 2018
« on: April 19, 2018, 04:49:43 pm »
I believe that you are up for this hard mission and I know for sure that you can do it. Just keep the good work up and believe in yourself as always. We will always be with you! <3
The following users liked this post: Thomy

7
Really interesting and amazing updates and changes, especially the colours of the character clothing. Finally thats been improved. I would absolutely love to see such updates in the future :)
Keep the good work up!
The following users liked this post: Thomy

8
Bug Reports / Re: Particles
« on: February 18, 2017, 06:38:14 pm »
Sometimes and I found it most common on elemental whips, nothing on the capes so far.
The following users liked this post: Ralphe10

9
Bug Reports / Re: Particles
« on: February 16, 2017, 12:50:36 pm »
Sure I will look into that once I am home. 
The following users liked this post: Thomy

10
Screenshots / Re: Looking for HD Screenshots
« on: August 03, 2016, 12:13:06 am »








The following users liked this post: Someone12116

11
Suggestions & Ideas / Re: Economy
« on: July 29, 2016, 03:50:53 am »
I totally agree with Jason, we need to find a quick solution as fast as possible before it gets worser and worser. Pvming is a good way of making money and as you are gathering loot you are also contributing to stabilize the economy in the game. Stakers should know that Emps-World is not only made for staking even though if its a part of the game. Its a huge world with many other different opportunities and ways of playing and having fun with instead of just waking up, staking, sleeping, etc ... Think twice stakers and take care of the game as you're having fun.
The following users liked this post: Jasonlewis2

12
General Discussion / Re: People
« on: February 23, 2016, 10:20:16 am »
Everything is possible and has a solution if we attend to work together and put our hands in one hand!
The following users liked this post: Martin

13
Resolved Bug Reports / Character hair look - [BUG]
« on: October 08, 2015, 06:33:08 pm »
Hello,

When you have this certain hair style chosen:

Example:

Example (2) :

After when you wear a hat like the (Black Cavalier) its will look like this:

Example:

Example (2) & (3) :    

Thanks! :)
The following users liked this post: Sir Rambo, Omg Str Pure

14
Screenshots / Re: Emps-World Meme Center
« on: September 23, 2015, 09:27:55 pm »


Haha but please dont shot yourself matie 😊
The following users liked this post: Freestuffyay, Bubblebeam2, 66destroyer3

15
Screenshots / Re: some of my profit :)
« on: September 23, 2015, 09:10:26 pm »
Awesome! Now keep them safe as Esam said haha ;)
The following users liked this post: Cold Eagle

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