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Found 6 results

  1. Hi Everyone! We're back with another Valrei International, giving you the low down of what we've been up to and what's going on, so let's get to it! Bugfix blitz A lot of our work these past few weeks have been major pushes on addressing a huge amount of bugs, but we've got a few things to delve into as well, so here goes PvP stuff Many of you may have noticed a thread on the forums regarding PvP, and I know there were a lot of discussions about what could be done or what was needed. We spent a lot of time discussing it internally as well as within the thread, taking the time to read through everything (and yes, we can see hidden posts). There's a few back end mechanics we'll be working on for the next update and then we'll begin stepping into some of the heavier stuff, we'll be working very closely with you all via the feature feedback forum, so expect that soon! Renderer work Samool has been super hard at work improving and optimising the modern renderer coming soon, there's not much in the way of discussion about it, as it's goal is pretty simple, improve performance drastically and eliminate the need to have GLSL shaders disabled for better framerates! I managed to grab a few shots from him just to add some pretty pictures to the news (and wow are they pretty) When bugs become features We always make jokes about bugs being features, but occasionally there's a funny story. On the dev side we include logging for a wide variety of things, those who have been GM's on WU servers will know about logging of roads, as well as a lot of other internal things, but recently one logging feature had a little bug... This got us to talking about a few things, and thus this little bug has now become it's own feature with next update introducing the PvE death tab! Rest assured, for those embarrassed about dying to a mountain lion or autowalking off a cliff, there will be an opt out function within the player profile, and players with low skills will not show to avoid spam. The tab can also be closed via the profile too, but I know I'll be expecting a lot of jokes when i next die! Unique bloods Next update will be introducing some changes to the types of unique bloods that drop from certain uniques, we won't be going into full detail, but we'd like to give a little heads up incase you're holding onto bloods. Mixing some bloods after the next update will result in different potion types as we will be making sure all uniques drop bloods that mix into unique potion types.(I'm sure that makes sense) so if you want the potions they currently make, nows the time to mix them! We will also note we won't be removing any types, simply changing ones that double up. Wurm interior design It ran a little longer than expected, but that';s due to the introduction of part 2 of placing items on things, I'll totally blame that. We're blown away by what people have done with the ability to place items on tables, and it really does just add that extra oomph to making a house really look like a home. we have five winners to announce,, and there's been a lot of discussion with each dev picking their favourite, I'm pleased to announce the winners are: 1st prize: Seriphina with her tour of Lorewood Gardens and the beautiful library! 2nd price: Rhea with her tale of the great feast with a twist, a great use of the feature to write a mystery! I was expecting a goldilocks story, but I'm glad it wasnt, has someone done a rapunzel? 3rd prize: Aniceset with her tour of Amish Paradise, the bar is amazing and I have never met Candi in my life 4th prize: Kasumi with her troll cooking up a tasty foot and mouth stew (Yes, I checked the ingredients) 5th prize: Jakerivers workbench, it somehow still looks tidier than my RL workbench! A (dis)honourable mention goes to cenotaph for his luxury new player hotel, I mean, slave cage We'll be in touch over the weekend with your prizes! Friendalong! The friendship bay friend-a-long is quickly coming up, with imping, events, GM slayings (which will be even more fun with the death tab and general socialising. I took a few minutes out of the day to drop in on host VirusMD, and nag him all about it: It's on over the weekend of July 27th - 30th, be there, or have no friends!* *You will still have friends if you don't attend, they'll just be sad That's it this week from us, we'll be putting the finishing touches on our updates with the planned launch in the next week or so, so stay tuned for that! Until then though, keep on wurming! Retrograde & the Wurm team.
  2. New renderer performance seems pretty good for me, mostly better than the old one, especially when around a bunch of dynamic light sources. I'm getting 60fps (vsync'd) in most places, which is neat. ... Then if I go near trees, it goes completely to hell. Seriously, standing inside a single almost-mature young fir tree drops it from 60+ down to 45. Being in a fir forest brings it down to 10-15. Disabled transparency AA in NVidia Control Panel to see if that was the problem, but that didn't help. Also occurs at night, so I don't think it's shadow-related. System info: I'm 370% willing to help test what might be causing this, if anybody has any ideas or wants me to test anything.
  3. I've taken some screenshots of various lighting problems in the new renderer. Strange indoor light mapping: There are no lights inside this building, but there is one on the outside, on the other side of the wall from the red "X". Somehow, this is lighting up the floor and ceiling on the inside of the building, but is not lighting up the interior of the wall. Lights disappearing over a relatively short distance: Light effects disappear when not very far from them. These screenshots were taken just before and beyond the radius where this happens (note the torch light in the distance). This may just be a limitation of the system, and I'm not sure how it compares to previous versions, but it's still kind of jarring. Lights dimmer when camera is closer to them: Note that the lighting on the wall from this torch is somehow getting less bright as I approach it. This may just be another case of other nearby lights disappearing as I move away from them, but I'm not sure. Lights flickering in and out like crazy over a short distance: These three screenshots were taken within the same half-tile of distance or so along the roadway, as I approach the stone building. Despite the short distance, you can see the lighting is distinctly different in each one. As I walk, the lighting keeps changing, leading to a sort of strobe effect, presumably as different lighting effects flicker in and out. This is especially noticeable on the trees, hedge, and buildings. Similar situation indoors: If you switch between these quickly in an image viewer, the color temperature is very different. I'm aware the flickering/disappearing lights issue possibly exists in the older version of the renderer as well, particularly when a lot of dynamic light sources are around, but the effect certainly seems to be worse now. I understand the effect isn't as pronounced in still screenshots, but on some places on my deed, it almost looks like lightning is flashing, because the image is rapidly changing from one set of lights to another. It definitely wasn't this bad before, and now it keeps making me think that lights are turning off or flickering or something. I know some of this may also seem a bit nickpicky, but most of it is pretty glaringly obvious in-game, worse than in the past, and now seems like the time to address concerns like these anyway.
  4. Version: 4.00-51fab35 Even with max dynamic lights set to 0 (unlimited), lights inside a building flicker in and out when moving toward and away from that building. Note that the light comes on as I approach the building. EDIT: They seem to "turn on" when I approach the building closely enough for objects inside the building to render (4 or 5 tiles), in case that helps.
  5. I've noticed that rather often, when I start swimming, snow effect will break, and I get a visual of snow falling... but only below the water line. Sometimes it's a localized effect, and above the water line I can see some spots where it's snowing and some where it isn't. Screenshots: Note that snow is visible underwater but not above water... or maybe it's the reflection that's visible? Who knows.
  6. My character doesn't seem to cast a shadow, or it's so indistinct I can't see it. Should be easy to reproduce/verify, so I won't bother with a screenshot. At least with winter graphics, shadows look really flickery as I move around, like they can't decide how to render. They basically swim around and only settle down into one configuration when I stop moving and leave my viewpoint still. Much, much more clear when in motion, but here are three screenshots in quick succession, just to give a taste. Lots of subtle differences between the shadows, and the details all swim around when I move.