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-   -   Windows v6 beta test (https://forums.graalonline.com/forums/showthread.php?t=134257598)

oo_jazz_oo 10-15-2010 04:56 AM

Quote:

Originally Posted by xXziroXx (Post 1606312)
Should really never be forced to use pure white. Can just use 244, 244, 244.

Its just a work around though...the fact is, the problem exists.
I could make 2 gui controls for the full size of the tiles, but thats also just a work around, and the problem will still exist.

DustyPorViva 10-15-2010 05:23 AM

Quote:

Originally Posted by xXziroXx (Post 1606312)
Should really never be forced to use pure white. Can just use 244, 244, 244.

pics1.png uses white and black.

The whole white/black transparency should be dropped regardless. It's a stupid, primitive hack for transparency.

alskdjfhg 10-15-2010 06:04 AM

I feel the slow downs that randomly come every few seconds.

System Specs:
Windows XP SP3 32 bit
AMD Athlon 64 Processor 3200+ OverClocked to 2.25Ghz
2 GB of Ram
Nvidia GeForce 7600 GT Driver Version 258.96

Admins 10-15-2010 03:39 PM

Quote:

Originally Posted by oo_jazz_oo (Post 1606311)
No response on the image size limit? . . .
I would think since were supposed to be moving towards online tools, fixing a big issue with online tile editors would be an issue. Apparently not.

You are not supposed to use textures larger than 1024. Use a GuiDrawingPanel, a scroll control with a child control of size 2048x512, and then draw "TILES" in onScrolled()

spydrct02 10-15-2010 10:27 PM

Quote:

Originally Posted by Stefan (Post 1606304)
That are the stats from when it was laggy? I don't see anything slow except a couple douzen of slow tree scripts.

I didn't know it had to be slow during the test... I just sat idle and did other things. Isn't it slow for you too? I don't feel like constantly moving :noob:slow:noob: for 10 to 30+ minutes while waiting on an admin to probably not respond, you know? If I still had RC I would do it myself, but I think I was removed for being away too long, and the whole staff team changed since I was last on, sooo blah.

Admins 10-16-2010 12:25 AM

Quote:

Originally Posted by spydrct02 (Post 1606523)
I didn't know it had to be slow during the test...

Well the goal is to reduce the lag/slowness for people who have the problem. Most people actually report major increases in speed.

ff7chocoboknight 10-16-2010 02:28 AM

I see a max of 20fps a problem in the fight against lag.

xXziroXx 10-16-2010 12:42 PM

What happened to fps anyways Stefan, I thought I remembered you posting that you would increase the fps limit with v6?

Admins 10-16-2010 01:26 PM

No, it's set to 20 fps. Certain scripts can increase it although that's more for GUI-based games, ganis in Graal levels will play faster than normal.

xXziroXx 10-16-2010 01:34 PM

Quote:

Originally Posted by Stefan (Post 1606681)
No, it's set to 20 fps. Certain scripts can increase it although that's more for GUI-based games, ganis in Graal levels will play faster than normal.

Exactly why isn't it higher than 20 fps though?

Crono 10-16-2010 05:50 PM

Quote:

Originally Posted by Stefan (Post 1606681)
No, it's set to 20 fps. Certain scripts can increase it although that's more for GUI-based games, ganis in Graal levels will play faster than normal.

Can Graal windows run at 60 fps? By that I mean the playerlist, PM windows, and even playermade windows like UN's forums, Zodiac's interface, etc.

MrOmega 10-17-2010 06:01 AM

Quote:

Originally Posted by Stefan (Post 1606681)
No, it's set to 20 fps. Certain scripts can increase it although that's more for GUI-based games, ganis in Graal levels will play faster than normal.

Can we request for our servers to be 60fps, I would mind re-redoing my ganis again if this enabled for my server (Varia)

Admins 10-18-2010 02:04 AM

A new Windows beta version has been released (5.302):
- fixed chat text of shpwcharacter() npcs
- fixed a crash when sleep()ing two times in an event handler function (e.g. on Varia)
- added a new script variable $pref::Graal::cachefilenames so that we can add the option for enabling/disabling the file name cache again (in a few days)
- added some profiler entries (for /clientstats) so that we can easier see what is slowing down people on certain machines

ffcmike 10-18-2010 02:25 AM

Quote:

Originally Posted by Stefan (Post 1607023)
A new Windows beta version has been released (5.302):
- fixed chat text of shpwcharacter() npcs
- fixed a crash when sleep()ing two times in an event handler function (e.g. on Varia)
- added a new script variable $pref::Graal::cachefilenames so that we can add the option for enabling/disabling the file name cache again (in a few days)
- added some profiler entries (for /clientstats) so that we can easier see what is slowing down people on certain machines

With this latest client alot of the weapon scripts seem to not load on my first connect to Classic and I am therefore unable to move or do anything, reconnecting fixes this, seems to be something in part due to our systems on Classic as I haven't experienced this elsewhere yet though it could be possible others will.

Edit: Seems to be as a result of certain scripts that are joined to the player clientside not actually being joined and Main System requiring them in order to initialize.

Admins 10-18-2010 02:37 AM

Quote:

Originally Posted by ffcmike (Post 1607025)
Edit: Seems to be as a result of certain scripts that are joined to the player clientside not actually being joined and Main System requiring them in order to initialize.

Sounds like a problem of Classic, those things are not guaranteed to be loaded in order. You can join classes on server-side to guarantee that they are loaded before initialization.

ffcmike 10-18-2010 02:41 AM

Quote:

Originally Posted by Stefan (Post 1607027)
Sounds like a problem of Classic, those things are not guaranteed to be loaded in order. You can join classes on server-side to guarantee that they are loaded before initialization.

It's not that they aren't being loaded in the right order, it's that they aren't being loaded at all, this wasn't happening with V5 or the previous Client,
it's basically doing things like:

PHP Code:

function canInitialize(){
  return 
player.hasFunction("myFunction");


And as the function is not being joined to the player the system isn't being initialized.

With clientside player classes you seemingly have to join them clientside, we've always had player classes containing both serverside and clientside script joined seperately on the server and client as only the serverside script would work when only joined by the server.

Admins 10-18-2010 03:17 AM

Class loading has not been changed though, is onClassLoaded showing something? Also normally you can add some init function and call it from the other script and it will wait with executing the function until the class has been downloaded.

ffcmike 10-18-2010 03:31 AM

Quote:

Originally Posted by Stefan (Post 1607031)
Class loading has not been changed though, is onClassLoaded showing something? Also normally you can add some init function and call it from the other script and it will wait with executing the function until the class has been downloaded.

The onClassLoaded function is being called for those classes that are being loaded, however it's a problem that is limited to specific classes and it's definitely only occurring with the latest client.

Admins 10-18-2010 10:27 AM

Tried the other thing which I've said?
Will check it anyway though.

xXziroXx 10-18-2010 02:24 PM

I noticed similar class loading issues on Maloria, where classes simply wouldn't load straight away, causing the class specific functions called afterwards to not be recognized. Putting a 0.5 second sleep after joining the classes "fixes" it, but I'd rather see it fixed on your end rather than using a hack to solve it.

Tigairius 10-18-2010 04:52 PM

Quote:

Originally Posted by xXziroXx (Post 1607115)
I noticed similar class loading issues on Maloria, where classes simply wouldn't load straight away, causing the class specific functions called afterwards to not be recognized. Putting a 0.5 second sleep after joining the classes "fixes" it, but I'd rather see it fixed on your end rather than using a hack to solve it.

Yes... this happens on serverside too :\.

MrOmega 10-18-2010 04:55 PM

Varia isn't having the class issue, but sometimes the client will randomly freeze and crash. I've tried several time to replicate this by doin what I was doing before, but it seems to be just random.

Admins 10-18-2010 06:05 PM

Uploaded 5.303.

ffcmike 10-18-2010 09:44 PM

Quote:

Originally Posted by Stefan (Post 1607142)
Uploaded 5.303.

As soon as I open it (Vista 32 bit):

http://img834.imageshack.us/img834/3230/crashp.th.gif

x_x

Admins 10-18-2010 09:46 PM

Quote:

Originally Posted by ffcmike (Post 1607172)
As soon as I open it (Vista 32 bit):

x_x

Can you check if you have correctly downloaded it (should display a valid signature when right click -> properties)

ffcmike 10-18-2010 09:53 PM

Quote:

Originally Posted by Stefan (Post 1607173)
Can you check if you have correctly downloaded it (should display a valid signature when right click -> properties)

Yeah it had the signature and everything, just found the problem was running it in XP compatibility mode which was a relic I had from the release of V5, it's fine without it.

MrOmega 10-18-2010 11:07 PM

Still getting the issue of when I reconnect a couple of times the client freezes.

DustyPorViva 10-18-2010 11:12 PM

I completely forgot about this, but when I was working on my project a while ago I noticed a very odd bug: Having a weapon named Shield caused it to disappear from the players inventory(and any reference to it, even in the weapons array) when the player logged on, until the weapon was updated. Though the last time I tested this I had v5, I imagine it's still there.

Considering it's not a default weapon like Bomb or Bow, I found this a little odd.

MrOmega 10-18-2010 11:32 PM

Quote:

Originally Posted by DustyPorViva (Post 1607193)
I completely forgot about this, but when I was working on my project a while ago I noticed a very odd bug: Having a weapon named Shield caused it to disappear from the players inventory(and any reference to it, even in the weapons array) when the player logged on, until the weapon was updated. Though the last time I tested this I had v5, I imagine it's still there.

Considering it's not a default weapon like Bomb or Bow, I found this a little odd.

There should be a serveropt to disable the classic naming.

EDIT: New client will sometimes just freeze when closing.

ffcmike 10-19-2010 08:43 PM

Quote:

Originally Posted by Stefan (Post 1607023)
A new Windows beta version has been released (5.302):
- fixed chat text of showcharacter() npcs

It seems as if this problem is still occuring for me :confused:

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).

MrOmega 10-19-2010 09:22 PM

Quote:

Originally Posted by ffcmike (Post 1607364)
It seems as if this problem is still occuring for me :confused:

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).

Yes still happens on Varia (levels: gale_castle-1.nw/gale_castle-2.nw)
It's a db NPC that warps to the next level, it works fine in the first level but after the NPC warps chat text doesn't work at all

TSAdmin 10-21-2010 10:26 AM

Quote:

Originally Posted by ffcmike (Post 1607364)
It seems as if this problem is still occuring for me :confused:

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).

Quote:

Originally Posted by MrOmega (Post 1607370)
Yes still happens on Varia (levels: gale_castle-1.nw/gale_castle-2.nw)
It's a db NPC that warps to the next level, it works fine in the first level but after the NPC warps chat text doesn't work at all

I can also confirm this has not been fixed.

Crow 10-21-2010 06:20 PM

I always considered this a bug, and it's still not fixed with v6:

When using play2() or playlooped2() with coordinates, the "direction" of the sound playing doesn't update when the player moves, but stays the same all the time, from the point where the function is called. Not cool. Can't we make this dynamic?

WillaWonka 10-21-2010 09:15 PM

You probably already now this but:

All of the era instruments besides flute I suppose are silent and needs the correct .wav supposedly.

fowlplay4 10-22-2010 02:47 AM

Latest V6 broke the dialog system on Zodiac, narrowed it down to the use of waitfor.

PHP Code:

//#CLIENTSIDE

/*
Proper output:

sending request
request received
returning result 'test'
result returned 'test'

What happens when you have a waitfor:

sending request
request received
returning result 'test'
result returned ''

What happens without a waitfor:

sending request
request received
returning result 'test'
result returned 'test'
*/

function onCreated() {
  echo(
"sending request");
  
temp.test requestVar("test");
  echo(
"result returned '" temp.test "'");
}

public function 
requestVar(a) {
  echo(
"request received");
  
waitfor(this"randomevent"0.05); // Causes problem
  
echo("returning result '" "'");
  return 
a;



Admins 10-25-2010 09:27 PM

Quote:

Originally Posted by fowlplay4 (Post 1608012)
Latest V6 broke the dialog system on Zodiac, narrowed it down to the use of waitfor.

Ok thanks for reporting, will be fixed in the next version.

Luda 10-28-2010 01:30 AM

If you put a player on ignore who is in the same guild with the tag on at the time, it will keep them under the "Guild" tab

TSAdmin 10-28-2010 06:32 PM

Quote:

Originally Posted by Luda (Post 1608888)
If you put a player on ignore who is in the same guild with the tag on at the time, it will keep them under the "Guild" tab

In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.

Luda 10-28-2010 08:53 PM

Quote:

Originally Posted by TSAdmin (Post 1608927)
In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.

Yeah, I'm fine with that.

Also, am I the only one who finds the automatic name search on playerlist annoying?

Stephen 10-28-2010 08:59 PM

Quote:

Originally Posted by TSAdmin (Post 1608927)
In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.

I would prefer they were grouped, even if that means grouping them the bottom of the players section.


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