Preview release

A binary preview release of fluorescence is now available. You can download it from the Google code project site at http://code.google.com/p/fluorescence/downloads. The Windows version runs on both 32 and 64 bit systems. I’m not sure if the Linux versions really works on any other PC than mine, you might be better of to compile it yourself if you are a Linux user :)

To log in to your server, unpack the zip archive and run then executable. Then, you need to create a shard (requires your UO directory) and provide your login details as well as the server address. If you already have an existing character on the server, use it to log in. If not, there is a button to create a dummy character.

I tested fluorescence with RunUO, so there might be issues with other server emulators. You can use most of fluorescence with a default RunUO, but you need the patch provided at the downloads page to use spell books.

Fluorescence already provides many of the basic interactions required to play – you can walk around, talk (press the return key first!), click on stuff, work with containers, fight, use gump menus, etc. Just use it as you use the OSI client. You can check out some new particle effects by pressing CTRL + <one of QWERT>. Also, don’t forget to visit your favorite beach and enjoy the new water shader. You can also define your own particle effects (or modify existing ones) – check out the effects directory.

If you want to learn more about the XML defined gumps, have a look at the gumps directory. There is some documentation about the format available at http://code.google.com/p/fluorescence/wiki/XMLGumpMenus. If you feel the documentation is inaccurate or insufficient, please point that out in the comments. I’ll try and provide some more documentation on new features (e.g. client commands, the new def files, etc) over time. I’d be happy to have some helping hands with that, so if you want to contribute to the documentation please send me an email. If you improve the gump menus (some of them are very basic at this point), you can also send me an email.

If something goes wrong, or does not behave as expected, please check the fluorescence.log file first. Maybe it is just a configuration problem. If you can not fix it yourself, please file a bug report at http://code.google.com/p/fluorescence/issues/list. Check the list first to see if someone already reported this bug. Please provide as much information as you can, including your fluorescence.log file, the expected behavior, steps to reproduce the problem and screen shots.

I hope you enjoy fluorescence and look forward to your feedback!

July 1, 2012 • Posted in: Release

15 Responses to “Preview release”

  1. HellRazor - July 1, 2012

    I just tried the Win32 version. What version of the UO client are you using to test? I had to use client files from 7.0.23.0 to get it to load my shard. It connected to the shard, I tried to create a dummy character but it crashed. The error was “Unhandled Exception at 0x014fe982 in fluorescence_win32.exe: 0xC0000094: Integer division by zero.

    I am running on Windows 7 Ultimate 64-bit. Here is my fluorescence.log:

    // edit: log file cut out

  2. spin - July 2, 2012

    According to the log, you were logged in (but did not do anything) for quite a while. Maybe the windows version can’t handle a socket closed by the server correctly, I’ll check on that.

    I am using 7.0.6.4, so this might also be related to HS muls, which I have not really tested yet. Unfortunately, I just noticed that the config switch for HS muls is broken. Do you also have pre-HS muls available? Maybe (hopefully!) you’ll have better luck with those.

  3. HellRazor - July 2, 2012

    Some feedback for you!

    I was able to log in with client 7.0.7.1. It appears that when I tried it earlier that it did actually create the dummy account but it crashed after character creation.

    Under client 7.0.7.1, I could log in and run around. Some of the terrain looks funny, “splotchy” for lack of a better term. Also there were some invisible items in some spots blocking movement, which I assume are some statics that the client isn’t displaying. As well as some spots where my character drops into invisible holes in the ground.

    Clicking on statics makes them disappear (!) from view. Pressing return to talk doesn’t seem to work. Also could not find the right key to enter the particle effects commands.

    I could open my backpack and move items around inside. Double clicking my newby candle equipped and lit it.

    Obviously there are things you are still working on, but so far so good! With continued development this really could be the replacement client we are all looking for!

    Suggestions for future features – custom layers, user defined music, unlimited sound effects, and user defined number of skills.

  4. HellRazor - July 2, 2012

    Also, some of the blocking spots are areas where there shouldn’t be any unseen statics (like some spots on the road) so not quite sure what is going on with that.

  5. spin - July 2, 2012

    Thank you for your feedback!
    Character creation is just rudimentary, so it’s quite possible there are some problems with it.

    Could you please open bug tickets for the problems you found? Especially for the funny looking terrain (including screen shots and coordinates) and the blocking statics (also with coordinates, if you are using OSI muls).

    The disappearing statics are a debugging hack I forgot to remove :)
    That the enter key does not work is strange, please also open a ticket for that. Looks like something is wrong with the macros, because the effects are not working for your either.

  6. HellRazor - July 3, 2012

    I’ll do some more investigation tomorrow and open tickets. Can you confirm which key is for the effects? I wasn’t quite sure what you meant by STRG + .

    Also, I posted the news of the preview release over at RunUO and POL forums, so hopefully you will get more testers. The requirement to use an older client may be a problem as the download at the UO site starts at a recent client version. I myself only have clients archived back to 7.0.7.1, although I do have the CD versions of every official retail release (not sure how many of those will still patch upwards though but maybe I will try this weekend).

  7. spin - July 3, 2012

    Ah, I completely forgot that STRG is a German key identifier – it’s CTRL in English :)

    Arx Obscura (my Shard) uses a pre-HS client, which is why I’m doing most of my tests with this version. It’s definitely planned to support newer versions as well, I’ll put a focus on that for the next preview release.

    Thanks again for your feedback!

  8. StaticZ - July 4, 2012

    It’s great work… I’m sorring for my disappearancing, now I’m back. I tried to test preview, but all i see after entering world is a black screnn. I even download RunUO 2.2 stable for testing, it dosn’t help… Any ideas what the problem it can be? This is the ending of my log:

    4.389558 [INFO ]: Trying to connect to 127.0.0.1:2593
    4.389558 [INFO ]: Socket connected to 127.0.01:2593
    4.418561 [DEBUG]: Calling handler for packet b9
    4.418561 [ERROR]: Packet handler not implemented: b9
    4.418561 [DEBUG]: Calling handler for packet a9
    4.418561 [DEBUG]: Parsing xml gump file: gumps/characterlist.xml
    5.849743 [DEBUG]: Calling handler for packet bd
    5.849743 [INFO ]: Identifying myself as 7.0.7.1 fluo
    6.861372 [DEBUG]: Unable to extract subpacket 18 in packet bf
    6.861372 [DEBUG]: Not successful reading packet id=bf len=41 read bytes=5
    6.866372 [DEBUG]: Calling handler for packet 1b
    6.866372 [DEBUG]: Calling handler for packet bf
    6.866372 [DEBUG]: Calling handler for packet bc
    6.866372 [ERROR]: Packet handler not implemented: bc
    6.866372 [DEBUG]: Calling handler for packet b9
    6.866372 [ERROR]: Packet handler not implemented: b9

    P.S. How you do this? ))) I’ll try to compile your code and get errors, how you build win version???? )))))

  9. spin - July 4, 2012

    I’ve never seen the client hang during the login process. Usually, RunUO sends some 0×20 (Teleport) packets directly after this. Could you please open a bug ticket for this error, so it does not get lost?

    Compiling on Windows should work as described in the Google code wiki. Maybe you need to re-apply the ClanLib patch, it has changed recently. If that does not help, please also open a bug ticket. Makes it easier to help you :)

  10. StaticZ - July 4, 2012

    You was right, the problem was been in ClanLib, I updated it and all compiled sucsefully. I upload new winbuild package on google for last revision… But ofcourse it’s doesn’t solved my problem…

    P.S. I will open ticket when I get some more info about my problem…

  11. john - July 21, 2012

    I’m going to try using this on the Ultima-X shard I’ve been testing out! seems pretty cool :)

  12. Bug - October 12, 2012

    Hi, tried your windows binary, and it did not work, are you making this client exclusively for higher end video cards? :

    0.000000 [INFO ]: Client::main
    0.000000 [INFO ]: Updating patcher files…
    0.000000 [DEBUG]: Copying patcher update file updater_win32.exe
    0.000000 [INFO ]: 1 patcher update files copied
    0.000000 [INFO ]: Parsing command line
    0.000000 [INFO ]: Initializing basic data loaders
    0.000000 [INFO ]: Initializing http loader
    0.000000 [INFO ]: Initializing file path loader
    0.000000 [INFO ]: Initializing basic ui
    1.203125 [DEBUG]: OpenGL extensions: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_transpose_matrix GL_ARB_vertex_array_bgra 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
    1.203125 [EMERG]: Sorry, your graphics card or graphics card driver is not supported. Please try to update the most recent, official driver
    1.203125 [EMERG]: Error initializing ui::Manager: Graphics card or driver not supported

  13. spin - October 13, 2012

    Your driver needs to support the OpenGL extension “GL_EXT_gpu_shader4″, that should be included in the latest ATI and nVidia drivers. Which driver are you using, and which video card? Did you try updating to the latest driver?
    The target platform is basically any computer with a video card supporting OpenGL 2.1.

  14. Apocalypse - January 15, 2013

    This may be an extremely stupid question but i have always just used a client.exe for UO or razor.. I downloaded the qwindows version of this client from the downloads plus the updater and put them into a folder. Im just not sure how to go about making it work.. Is there a section im missing on here on a step by step set up? Sorry aheead of time for my lack of knowledge..

  15. spin - January 16, 2013

    You just need to download the updater and execute it. It will load all necessary files and then start fluorescence automatically.
    If that does not work, it should produce a log file naming the error.

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