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eh the effect i pointed out before hasnt been fixed yet ;[ guess its not related to the timeout stuff people suggested before
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Tile Layers still aren't rendering correctly at all (or at least the level I attached).
Note: The V5 image was displaying random garbage tiles till the window was resized then it worked fine. |
Alt 8+9 so awesome lol, shame it seems to blur everything but my head and shield though. Cursor doesn't change back from the <-> to the regular icon when I move my mouse from the playerlist to the main window. This also happens with the cursor on the sides of the main window.
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formattimestring() is crashing the Windows client when providing non-standard % codes.
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Ok there seems to be some massive slowdown for most people, will do a new version very soon.
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I believe Crono was referring to gani jittering effect. A good example of it was on Classic iPhone with the slippery snow ground, when the player is sliding the head seems to move first and then the rest of the sprites/body follows. |
I will check the tile layers.
BTW: please someone on Zodiac remove that client.bufftime_expbuff=3349.300830075 stuff, it's updating that 20 times each second, which is causing 600 bytes being sent by each player each second, probably without real purpose (can't use some simple client-side var?). Update: the problem with the tile layers had to do with the detection for fully black or transparent tiles (for optimiztations) which wasn't correct for RGBA images so tilesets with RGBA images were ok but not palettized ones. It will be fine with the next version which will be up in a few hours. |
This is trying to use the docking playerlist. The only thing I can think of that is causing this is the second monitor, but Skyld also has a second monitor and he said it works for him.
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Update: ok can reproduce the problem on Windows7, will try to fix it. Update: provided a new version to Skyld, it should go live tomorrow: - fixed playerlist docking on the right side of the screen - fixed the optimizations for tile layers - fixed a slowdown problem with the networking - doesn't crash on strftime anymore |
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As for the intermediate occurrence, it is easy to notice it with things such as musical instruments or anything that you can forcefully hold a sound down with so you can use your ears to hear the breaks in the timeout. On the note of sounds though, I have noticed that every now and then there is like a digital "Pop" or digital "Crack" sound when there is a bit of noise coming from all directions. Easy way to reproduce this I guess is standing in the middle of Unstick Me on Era where people play a lot of instruments and randomly shoot in No PK for no reason. |
The timeout becomes really obvious on Zodiac, when all the spell/casting effects start appearing choppy as well as movement.
You can use this simple moving block script I posted here on a server of your choice, let your client idle for the 78 minutes, and debug away. |
There is also a timer showing the time from staring the client which will flash yellow/red once the glitch takes place on Era. Top left.
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UN: V5:http://www.youtube.com/watch?v=4fERwSyyPK8&hd=1 V6: http://www.youtube.com/watch?v=7Td3j2mE2D4&hd=1 Valikorlia: V5: http://www.youtube.com/watch?v=iDSEWzuDi6A&hd=1 V6: http://www.youtube.com/watch?v=SjM1fhA7ofE&hd=1 Era: V5: http://www.youtube.com/watch?v=HY4nUxLsdIg&hd=1 V6: http://www.youtube.com/watch?v=om2-GQNl7w8&hd=1 GK: V5: http://www.youtube.com/watch?v=Jcw6V0R2iHE&hd=1 V6: http://www.youtube.com/watch?v=g4HYVQGtuR4&hd=1 The problem doesn't only happen when you're viewing a single frame from a gani. If you walk on UN on V5 and then walk on V6, your character will look like he's wobbling around more. This is most obvious when you move with only a single gani frame, which as shown above, shows the head moving on V6. I can record the difference between walking on V5 and V6 if you'd like. |
I can't find a way to disable docking - it is possible?
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The default theme won't load correctly in the new version.
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There is a new version (5.256) which is mainly for a new way to fix the timer problem. The final versions will be faster than these beta versions.
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Sounds like you guys are getting close to fix everything now
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About the timer problem: it seems floating point numbers are majorly ****ed up in Visual Studio 2005/2008, need to dig deeper why in some parts of the engine 8-byte floating point variables are degraded to 4-byte floating point in standard operations. This is the same problem as with the 24*0.1 stuff, so once this is fixed it should also fix the echoing of floating point numbers.
About the small gani problems with scripted movement system: this seems to be a problem with pixel alignment - the player at an odd position between two pixels. This also happens with the skating animation on Classic iPhone on iPhone, will try to fix it sometime. |
I'm still having problems with player.attachplayertoobj and player.detachplayer on Zodiac's boat system. The attaching/detaching is being done on the serverside but it still crashes the client when you get most of the time you get on or off the boat.
The small gani problem is also very apparent when your player is on an attached object like a boat. |
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Ok found the problem with the timer:
"By default Direct3D 9 switches the calling thread's FPU to single-precision mode globally" By adding a flag this is fixed (can also force it by code but didn't know this is actually possible). Will release a new version with this fix soon. |
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New beta V6 Client Change Log?
Still crashing when getting attached to the boats on Zodiac. Doesn't seem to be the case on GK but the ferries are glitchy as hell trying to get on them. |
5.258 should fix the timeout bug and echo(floating point) things, and also avoid the jittering of player animations with scripted movement. It also adds support for Ctrl+A, scripted RC find dialog and edit-as-text.
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Also looks like you cleared up some issues happening with tile-layers as the levels I mentioned before are no longer glitching.
Remaining Bugs: - Gani Crashing Error (someone like cbk or WhiteDragon else is going have to confirm this one) - Keys staying in down state when Opening External Window - Attach related crashing (described in my posts) |
Hm, I notice that FPS takes a heavy hit when moving into populated areas, GMAPs and moving through level links on the GMAP still (as from 5.255 onwards, this doesn't happen in 5.254)
Edit: I made a short video as an example of this. Things to notice are: 1) Alone off the GMAP = Maximum 21FPS is achievable. 2) Entering the GMAP = Sharp drop before coming back up a little bit 3) Moving closer to populated areas (NPCs, Players and more noticed Projectiles) = Drops again 4) Moving back into an unpopulated area = Back to 21FPS (Best in expanded 480p, I didn't mean for it to record my entire screen) Direct link: http://www.youtube.com/watch?v=6lryA8zJ9MI |
That was the coolest T-Rex I've ever seen :p
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Is the timeout fine now? |
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TSA I can confirm that FPS drop here as well.
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