The world is currently online!


Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Archer

Pages: 1 2 3 4 5 6 7
16
Off-Topic / Chaotic maul
« on: May 01, 2018, 12:41:56 pm »
I am pretty sure that this is not how you are supposed to hold the Chaotic maul. Look at how the upper hand is positioned when equipping the maul. It is not like the lower hand =)






17
Help me! / Re: Shadows, HD water and particles disabled.
« on: April 20, 2018, 04:49:23 pm »
Yes it is fully working again now!
Thank you so much Thomy :)
Have a nice day!

18
Help me! / Re: Shadows, HD water and particles disabled.
« on: April 20, 2018, 04:48:06 pm »
I typed the commands again but the latest err file was empty this time

19
Help me! / Re: Shadows, HD water and particles disabled.
« 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.

20
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

21
Help me! / Re: Shadows, HD water and particles disabled.
« on: April 20, 2018, 02:46:31 pm »
Yeah of course, I am using the highest :)


22
Help me! / 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?


23
Very nice! Keep up the good work and good luck with the upcoming content! =D

24
Great job and very nice updates, Thomy! Keep it up! :D

25
Off-Topic / Re: Mining animation
« on: October 14, 2017, 09:02:46 am »
Like after 6 coals, but that's weird. What do you think the main reason is?

26
Off-Topic / Re: Mining animation
« on: October 14, 2017, 08:53:57 am »
Just reinstalled the game files but same thing over there, I mined some coals and it was fine at the begining but later he started to stand still and get coals without animation. I asked a friend if he could se my character doing the animation but he said no he was just standing still, same thing with him.

27
Off-Topic / Re: Mining animation
« on: October 14, 2017, 08:26:41 am »
what does pcs do? I will try to re-install the game, maybe something is wrong with the files.

28
Off-Topic / Re: Mining animation
« on: October 14, 2017, 07:37:26 am »
Here is a video, as you can see the star itself shows as double and the mining animation doesnt show.

h ttps://vimeo.com/238172179

29
Off-Topic / Re: Mining animation
« on: October 13, 2017, 06:53:46 pm »
Depends where I am, but for the most part 50+

30
Off-Topic / Re: Mining animation
« on: October 13, 2017, 04:04:04 pm »
No, the character just looks at it and keep getting stardust by standing still. However, if I relog and click on the star to mine it, the same thing happens, the character shows the animation for a few secs then stands still and keep gettin automatically.


Pages: 1 2 3 4 5 6 7