Jun 27
New MS1 build – v1.04 (re-updated)
v1.04
- OS X Build (Universal. Requires OS X 10.5 “Leopard”)
Win32 Build(Updated to MS1.05 — see post above)
Changes:
- Now runs on ATI cards. (Still a few graphic glitches to chase down — particularly weird fog effects when placing buildings.)
- In order to get things running on the ATI cards, I switched the bloom shader to a higher quality version (which may also run slightly slower). NVidia folks, please let me know if this change causes the game to run noticeably more choppy than before, for you.
- By popular request, ‘Q’ no longer quits. You can now only use the ‘esc’ key to quit.
- Fixed crash when aborting a road placement operation, after starting to lay down the road. (This is what was happening if you just clicked and released the mouse button, when placing a road)
- Fixed graveship immediately descending at high speed, the first time you stop piloting it. (Made it look like you spawned high above the graveship, but actually the graveship was just dropping like a brick with a jet engine)
- If a subscriber joins, creates a character, and enters the world, and then discovers that there’s no home for him, he now gets huffy and quickly unsubscribes. Previously, he took the game hostage, and forced it into a tight infinite loop. D’oh! This fix isn’t quite right, but it was a fast fix that would at least stop the game from freezing, until I can implement a proper fix. (Proper fix will be to let the subscriber wander around and play the game, and just generate lots of negative thoughts about not having a home to return to)
- PCs now end their monster encounter when they die. (Previously, they could end up running back to kill the monster, even if they really wanted to be doing something else)
- PCs now actually do all available quests, instead of doing each QuestGiver’s first quest over and over and over again.
- (1.03 — OSX only) Fixed failure to open on Macs which don’t have SDL_ttf and libpng installed.
- (1.04) Fixed accidental inclusion of my AI test harness.
I believe that this fixes all reported bugs from the previous two posts. If I’ve missed a bug you reported (or if you run into a new one), please let me know!
Folks with ATI cards, please post and let me know whether this updated build works for you, and if so, whether you get any strange graphical glitches! I’m getting a few on my ATI card, but it’s an ancient one with slightly dodgy drivers. I’m really interested to know whether those glitches are also there with the latest and greatest. :)

June 27th, 2010 at 11:50 pm
I reported this bug on the “Updated MMORPG Tycoon 2-MS1 build” post.
http://i49.tinypic.com/2r6gm5y.jpg
The UI is part of the game world and when placing road creates a tower like portion of road. Parts of the UI also float through game objects.
June 28th, 2010 at 12:03 am
Process: MMORPG Tycoon 2 [19335]
Path: /Applications/MMORPG Tycoon 2.app/Contents/MacOS/MMORPG Tycoon 2
Identifier: com.vectorstorm.MMORPGTycoon2
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: launchd [86]
Date/Time: 2010-06-27 14:02:41.296 +0100
OS Version: Mac OS X 10.6.4 (10F569)
Report Version: 6
Interval Since Last Report: 307001 sec
Crashes Since Last Report: 2
Per-App Crashes Since Last Report: 2
Anonymous UUID: 0942C51B-C8EE-4608-A27E-0D9B7C3F29CB
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0×0000000000000002, 0×0000000000000000
Crashed Thread: 0
Dyld Error Message:
Library not loaded: @executable_path/../Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf
Referenced from: /Applications/MMORPG Tycoon 2.app/Contents/MacOS/MMORPG Tycoon 2
Reason: image not found
…
June 28th, 2010 at 12:55 am
Gah. Thanks, Increpare! It’s so easy to get that embedded-framework thing wrong. I’ve uploaded a new version (MS1.03), which should fix this issue. It’s linked above.
June 28th, 2010 at 1:12 am
Seems to run just as well as before on Nvidia. However, you now start with a graveyard, an inn, two QG a a boatload of mods. Vaguely resembles the area you showed us a while back ;P.
However the console window seems kinda strange. Alot of powers its unable to find, and some other stuff it can’t find. Heres a pic: http://img375.imageshack.us/img375/5960/screenhunter01jun271602.gif
Dosen’t seem to affect the game at all, just something new its doing in this build
June 28th, 2010 at 1:42 am
Gah, it IS that AI test area; I must have forgotten to turn it off. It’s way too late for me to be putting builds together. Making stupid mistakes. :(
Version MS1.04 is up — turns the AI test harness back off again. (I turned it on in order to fix the bug about PCs not ever doing a second quest.. then forgot to turn it off again, after fixing that bug.)
June 28th, 2010 at 2:20 am
Ah, yeah. I need to set up the UI materials to not read from the zbuffer. :)
June 28th, 2010 at 4:09 am
Upon attempting to start the game, Windows XP SP3, NVidia 9800GT:
Failed assertion: fopen() returned EONENT: A component of the path name that must exist does not exist., opening file ‘Data/MMORPG/FreeSerif.txt’
Failed condition: (m_file != NULL)
at .\Files\FS_Files.cpp:123
June 28th, 2010 at 4:23 am
Working on my system..kinda. ATI Radeon 5850.
http://bayimg.com/JANNdAACf
June 28th, 2010 at 4:42 am
It boots now but the graphical glitches are SEVERE. See screen below
http://bayimg.com/JANNdAACf
June 28th, 2010 at 9:33 am
Hm.. can you verify that ‘Data/MMORPG/FreeSerif.txt’ actually exists? It sounds like you may have lost the directory structure when you extracted the zip file..
June 28th, 2010 at 9:35 am
Severe, but they seem to be limited to the grass effect; clouds and mountains and other stuff looks mostly okay. What version drivers are you using, zeek?
June 28th, 2010 at 11:20 pm
I’m getting the same on my work PC.
Catalyst 10.4 drivers.
It’s a crappy onboard ATI GPU though so that might be the problem.
June 28th, 2010 at 11:54 pm
Worked fine for me, so I decided to mess around with the terrain.
http://img62.imageshack.us/img62/3369/mmorpgtycoonspikes.png
June 29th, 2010 at 12:41 am
Thanks, guys! I think I’ve found the issue. Check the 1.05 build and see if that’s fixed the problem. :)
June 30th, 2010 at 12:52 am
As i’ve reported before, the bars for forum buzz go out of the UI when they exceed the max ( pic: http://img641.imageshack.us/img641/1922/screenhunter03jun291532.gif that also includes my fortress :))
The xp bar is also somewhat broken. It seems that subs gain a level when its only 1/10th full (if it even is that much).
The rest is not really a bug report, so i’ll survive if it isn’t done any time soon.
As i’ve said before, the subscriber ai is a little to simple. They can’t judge levels, meaning they will happilly fight monsters 4 levels above them even when they have monsters their level just a little farther away. Also, they don’t factor in traffic. Most subs quest/grind in the same grindzone while theres other areas they could go to.
It kinda irritates me that the mods move monsters that i have moved around. i whould like to be able to place them where i want, but i can understand the need to keep all mobs within i certain area to avoid breaking the ai too much.
Last, I still don’t like the graveship being visible while flying it. Fills up to much of the screen.