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View Full Version : 3 Bugs


Tyhm
07-11-2001, 08:17 AM
1) Hidden NPCs cannot showimg
2) players[this.i].id seems to be reversed or something. In previous versions, a NPC would only work on players, now it only works on NPCs. I need to do some more research before I know for sure...but it looks like all players have an ID of < 0 and all NPCs have an ID of > 0
3) MNGs are a strange format: no other MNG editor or viewer in the world can view Graal's MNGs, and Graal can't view any MNG made in anything but Gif2Mng

(Errata, for those who keep score: PNGs must be a certain DPI, 72 I think, or they won't work, and MNGs cannot use local pallettes or they break badly)

Admins
07-15-2001, 07:28 AM
1) yes i know of that problem
2) haven't got problems with it yet,
although I don't often use the client-side
stuff
3) The mngs exported by gif2mng
work in all mng-viewers that I have seen,
because it only uses a limited subset of
mng. Graal only supports a subset of
png/mng, its quite impossible to support
everything and it wouldn't be good to
allow everything (24bit takes too much
memory, also mng supports JPEG-layers
and such stuff)

FxChiP
07-15-2001, 10:24 AM
Originally posted by Tyhm

(Errata, for those who keep score: PNGs must be a certain DPI, 72 I think, or they won't work, and MNGs cannot use local pallettes or they break badly)

All you have to do in GIMP is index them (PNGs) and they work perfectly on Graal...

FxChiP
07-15-2001, 10:27 AM
Originally posted by Stefan

3) The mngs exported by gif2mng
work in all mng-viewers that I have seen,
because it only uses a limited subset of
mng. Graal only supports a subset of
png/mng, its quite impossible to support
everything and it wouldn't be good to
allow everything (24bit takes too much
memory, also mng supports JPEG-layers
and such stuff)

How much memory is too much, and how much memory does "24bit" take up? 24 bits?

Graal actually takes up a bit much memory as it is...

Admins
07-15-2001, 10:45 AM
24 bit is 3 times 8 bit...

The memory taken by graal is mainly
the video memory, which depends on
the video resolution (16bit takes less).
In true color only the tiles take 4MB,
then there are the state.png, sprites.png,
bodies, heads, swords.
If you see that programs like
Internet Explorer take 10MB minimum
it is not really much, but I am working
on making it even better optimized.
The main problem is that Graal needs
to use the windows functions for images,
but those are very buggy and eat
resources and have leaks

Tyhm
07-15-2001, 12:35 PM
1) Good, if it was intentional I'd have a lot of work to do!
2) Affected NPCW on classic: Leapfrog
3) The primary problem is that the Graphics Reviewers cannot view the MNGs generated by gif2mng with the plugin from http://www.libmng.com/plugins/index.html , which is the only one I've been able to find for them...granted that Graal only supports a limited subset, but it seems to be a very rare subset!

FxChiP
07-15-2001, 10:25 PM
Originally posted by Stefan
24 bit is 3 times 8 bit...

The memory taken by graal is mainly
the video memory, which depends on
the video resolution (16bit takes less).
In true color only the tiles take 4MB,
then there are the state.png, sprites.png,
bodies, heads, swords.
If you see that programs like
Internet Explorer take 10MB minimum
it is not really much, but I am working
on making it even better optimized.
The main problem is that Graal needs
to use the windows functions for images,
but those are very buggy and eat
resources and have leaks

If video memory is what the PNGs are taking up, then there's your light problem with Voodoo3 (my card at least) when Graal's in fullscreen. It depends on how much the other files take up, and the more the other PNGs take away (my card has 16 MB of video memory maximum), the less memory there is left for the surface below the alpha blending.

I've been hearing that you're going to add OpenGL on Graal. That will probably fix all of your problems with light effects and Voodoo3, since it happily supports OpenGL. Just have OpenGL as the only thing that will work when Graal is in OpenGL mode. :)

But if you're not working on that, well, I think it would be a good idea to start on...