Jun 24
Updated MMORPG Tycoon 2-MS1 build
Just a quick note; I found the reason why starting points weren’t able to be placed in the Win32 build, and have uploaded a fix. The OS X build was not affected. (ed: There’s now a newer build. Links to the old build removed)
Here’s a link to the updated Win32 build.
And for Mac users, that version is still here.
I’m especially interested to hear from any Win32 folks who have ATI video cards — does this work for you? We’ve only had one ATI user speak up so far, and he was having trouble..
Update: I’m definitely not successfully starting up ATI’s OpenGL drivers. I can’t imagine how it would be failing, but it definitely is. I do have a repeatable test case here, and so hopefully it won’t take too terribly long to get a build that will render successfully on ATI cards.

June 24th, 2010 at 11:19 pm
Just tried it on my work PC with onboard ATI graphics and I get the standard Win7 “This program has stopped working.”
Last thing on the console was about the joystick being not found.
The previous version worked fine on my home PC with an nVidia graphics card.
Work PC:
Win 7 x64
760G MB chipset (basicaly an onboard Radeon HD 3000)
Catalyst Driver version 10.4
June 24th, 2010 at 11:25 pm
I’m running vista, and found that if a subscriber is added when there’s no inn, it crashes. Other than that, everything appears to be working, and it all looks quite impressive so far.
June 24th, 2010 at 11:49 pm
Hi – just tried on my machine and it stops responding. Specs are Win7 64-bit, 4GB RAM, Intel i5 Quad Core CPU @2.67GHz, ATI Radeon HD 5700. I’ve also uploaded a screenshot of the output if it’s any use – http://img824.imageshack.us/img824/7909/mmorpg2.png
June 24th, 2010 at 11:54 pm
Several crashes; one when placing a starting point before placing an Inn, another when trying to build a road inside the starting point. Also, it seems you crash whenever you delete a quest-connected building, then click the quest in the quest giver menu.
June 25th, 2010 at 12:02 am
Thanks for all the bug reports, guys! Much faster to find these issues when there are many eyes looking. :)
For the ATI folks, the really interesting line from the console output that I’d like to hear about will look something like this:
“OpenGL Version 2.1 NVIDIA-1.6.16″ (Well, that’s what mine under OS X looks like). If it looks like this:
“OpenGL Version 1.1″, then that means that it’s just running with the basic Windows OpenGL implementation; no vendor-specific OpenGL implementation. And MMORPG Tycoon isn’t going to run properly that way.
I don’t really understand it; VectorStorm just isn’t seeing ATI’s latest OpenGL drivers, and I’m not sure why…
June 25th, 2010 at 12:17 am
Unfortunatly I don’t get a chance to see all the lines on the console it scrolls too fast. Once it crashes there’s no way of scroling the window either.
June 25th, 2010 at 12:24 am
Here’s a dump of some of the results of glGetString for my ATI driver:
Vendor: “ATI Technologies Inc.”
Renderer: “ATI Radeon HD 4800 Series ”
Version: “2.1.8673″
Extensions:
GL_AMDX_vertex_shader_tessellator
GL_AMD_draw_buffers_blend
GL_AMD_performance_monitor
GL_AMD_texture_texture4
GL_ARB_color_buffer_float
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_snorm
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_swizzle
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control
June 25th, 2010 at 12:26 am
Looks like maybe my first post didn’t go through. It said that I too am getting crashes starting MMO Tycoon, I have an ATI card, and it is reporting OpenGL 1.1 on the console. I was looking at the names for the extensions that you were printing on your console and noted that they didn’t match the names for extensions that I was used to seeing, so I printed out the list and posted it.
June 25th, 2010 at 1:27 am
First time round the game froze when I tried placing a start point; straight after I had placed the graveyard. I tired again, except made a graveyard, inn, grinding zone and while the devs were busy with the NPC’s made the starting point. For whatever reason, one of the devs went and made the starting point no problem this time.
Also, not sure if anyone else has reported this but I noticed the UI is distinctly part of the game world as I’ve also found a curious bug if you are placing a road and happen to go over the “World of MMO” box. I also noticed the terrain / build panel will float through the graveship.
This screenshot shows both bugs: http://i49.tinypic.com/2r6gm5y.jpg
June 25th, 2010 at 3:12 am
Just tried on my main machine and it works, specs:
CPU: P4 3.2GHz (HT)
GPU: nVidia GeForce GT 220
RAM: 4GB
OS: Windows 7 Ultimate (64-bit)
I’ve also looked at the reported OpenGL Version on my ATI machine and it says 1.1.0 as you predicted.
June 25th, 2010 at 10:12 am
Crashed. Not sure why. The crash report pointed me to this file: 4a4d_appcompat.txt
http://pastebin.com/UbYcniy6
Also, Q for exit kinda sucks. I exited trying to strafe.
June 25th, 2010 at 10:13 am
Oh, also: Buttons sometimes highlight without activating their ability, and roads can do some kinda funky stuff. It’s possible to get some highly convoluted corners in your roads, and very long roads can clip the terrain .
June 25th, 2010 at 1:07 pm
Buttons should unhilite when they aren’t active. Showing as disabled isn’t implemented yet, so clicking on a disabled button makes it highlight, then unhighlight immediately. Have you found buttons that remain highlighted, without actually doing anything?
June 25th, 2010 at 5:51 pm
While setting up a zone (prior to creating a Starting Zone, so no subscribers), I crashed the game and got the following error. Windows XP SP3.
Failed assertion: Left my region?
Failed condition: (0)
at .\Games\MMORPG\MapEntities\MMO_MapEntity.cpp:196
At the time the error occurred, I was placing some road in the middle of the zone. However, I did place a Grinding Zone (and some connecting road) on the lower slopes of some boundary mountains. I’m unsure what, if anything, had actually been “developed” at that location, as it was behind my camera at the time of the crash.
June 25th, 2010 at 6:06 pm
When clicking on the button, the button will sometimes highlight without any other effect. The cursor does not “pick up” a model to be placed, and clicking in the game world has no effect until the button is clicked a second time (which causes the highlight to remain, and the cursor becomes enabled for the desired activity). Once this bug has occurred, and the button is now “falsely” highlighted, clicking on another button will enable the second button as usual, without removing the incorrect highlight from the bugged button.
It happens at random (which sucks, I know; sorry!) when attempting to build anything; I’ve verified it thus far with Quest Givers and with Grinding Zones, so it’s not limited to one class of object. It does not appear to be linked to releasing the mouse button after it has exited the UI button, nor does it seem to be linked to releasing the mouse button while the cursor is hovering over itself (that is, the cursor is wrapped around so that part of its tail is in between its head and the button). I’m not sure what else to test.
June 25th, 2010 at 6:12 pm
Sorry, I really ought to stop multi-posting. Here’s a screenshot of the bug in action. The Grinding Zone button is incorrectly highlighted, but the Inn button is working just fine.
http://i45.tinypic.com/35avdpk.jpg
If there’s any additional info you’d like about the bug or my computer that you can’t find in one of my comments, let me know!
June 27th, 2010 at 2:40 am
Found a few bugs now that we can place start points. First off, when forum buzz exceeds the limit (10), a black bar moves out to the right of it (see pic: http://img12.imageshack.us/img12/2633/screenhunter01jun261720.gif).
If a subscriber is going to socialise and dies along the way, he seems to return to fight the same monster before moing on, even though its not the path to the inn. Also, his satus still says socialising. Only saw this once, so might be a rare bug. the most puzzling thing about it however, was that the lvl 4 sub got killed three times by the lvl 1 mob before it died.
Which brings up the next point: sub ai. First, they seem to know the location of every inn on the map, and tend to go to a random nearby inn to socialise, and not always the closest.
This way they pick up higher lvl quests they shouldn’t, and when they want to quest again, they just go do the nearest one, regardless of lvl or that they were in the middle of one when they decided to socialise. I got lvl 1 subs doing lvl 5 quests.
Also, fetch quests don’t seem to be done at all, and subs rarely, if ever, do the second quest a QG has (i always place fetch quest second so this might be why they are never done). It might just be my mmo design and my placement of to many QGs, but still seems odd.
June 27th, 2010 at 2:42 am
Looks like it placed the “)” in the url, so gotta remove it manually in the address bar. Sorry bout that.
August 23rd, 2010 at 10:20 am
I have an ATI Radeon 5770 with latest catalyst version. Will this work?
December 15th, 2010 at 9:12 pm
HI. The downloadlink does not Work.
Can you fix it?
Thank you from germany