Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Bug Report (https://forums.graalonline.com/forums/forumdisplay.php?f=193)
-   -   Windows v6 beta test (https://forums.graalonline.com/forums/showthread.php?t=134257598)

Door 01-08-2011 03:16 AM

Please make the system tray icon not hideous.

ffcmike 01-08-2011 03:56 AM

On Classic for bomb throwing we use a system where when a player throws a bomb and the projectile lands the bomb is displayed temporarily (until the server creates the subsequent bomb object) in order to create the illusion of no delay, however with the new version the Clientside onActionProjectile2 x and y parameters are no longer consistent with what onActionProjectile is Serverside within the Control-NPC, the x or y is always one more or less Clientside than what it is Serverside depending on the direction the bomb was thrown towards.

cbk1994 01-08-2011 04:10 AM

Quote:

Originally Posted by ffcmike (Post 1621215)
On Classic for bomb throwing we use a system where when a player throws a bomb and the projectile lands the bomb is displayed temporarily (until the server creates the subsequent bomb object) in order to create the illusion of no delay, however with the new version the Clientside onActionProjectile2 x and y parameters are no longer consistent with what onActionProjectile is Serverside within the Control-NPC, the x or y is always one more or less Clientside than what it is Serverside depending on the direction the bomb was thrown towards.

I wonder if it's related to this:


Quote:

Originally Posted by cbk1994 (Post 1490735)
I just confirmed this with Skyld/my brother (both using the new client, though my brother isn't using the 64-bit one).

When shooting "over" a wall on a modern server, it means you're getting as close to a wall as you can, and then shooting...

http://img294.imageshack.us/img294/2255/28177014.png

which works fine. However, on the new Mac client, you're able to shoot over 3-tile walls with the same guns as other players who are not able to shoot over it, with the same x/y as far as I can tell. On the screen of the people shooting the gun over the 3 tiles, the bullets do not appear to pass. However, for everyone else, the bullets do pass, and they can be hit by them.

http://img133.imageshack.us/img133/2835/12061511.png

This was also mentioned a few pages back.

oo_jazz_oo 01-08-2011 07:53 AM

Ok, I was just disconnected from Graal due to my internet going out, it had the little window that said I was disconnected, etc.

When my internet connection was back, I clicked the ok button the window, and Graal froze and became unresponsive and I had to close it.

DustyPorViva 01-08-2011 08:03 AM

Quote:

Originally Posted by oo_jazz_oo (Post 1621261)
Ok, I was just disconnected from Graal due to my internet going out, it had the little window that said I was disconnected, etc.

When my internet connection was back, I clicked the ok button the window, and Graal froze and became unresponsive and I had to close it.

It's always done that, even in v5.

fowlplay4 01-08-2011 08:26 AM

Is it possible to add a GS2 function or something so we can eliminate the middle man (people/staff with RC) in obtaining the proper client-stats for client testing?

Admins 01-10-2011 11:19 PM

We have uploaded a new version: v5.315. It is recommended to update to this version.
Fixes:
- doesn't accidently enforce OpenGL mode anymore, uses DirectX9 (which also makes fullscreen mode possible again)
- shouldn't freeze each second anymore
- fixed a problem with text not being displayed

Deas_Voice 01-10-2011 11:31 PM

Quote:

Originally Posted by Stefan (Post 1621832)
We have uploaded a new version: v5.315. It is recommended to update to this version.
Fixes:
- doesn't accidently enforce OpenGL mode anymore, uses DirectX9
- shouldn't freeze each second anymore
- fixed a problem with text not being displayed

so..............
when are we going to get a linux update..........?
:confused:

ffcmike 01-11-2011 02:36 AM

With the latest version our scripted nickname displays on Classic are now always drawing above other players despite being layer 1 (which is for the sake of displaying above things that are specifically layer 0 but below other players).

I am still getting the reported freeze error for when closing the client except I can now no longer close it by right clicking the button within the start bar and clicking close, has to be done through Task Manager.

Also noticed that the issue with displays being hidden for when an NPC is not visible on your screen no longer applies to when then display is being displayed on your screen rather than on the level, which is good but I still have the problem of a "Waiting for challengers" text display not being visible on the top of a spar arena for example, will there definitely not be an option for this?

Admins 01-11-2011 03:32 AM

Might be better to move such script to weapons or at least display the object for a weapon (yourweaponname.findimg()).
Not sure about problems with closing the game, wasn't happening to me.

ffcmike 01-11-2011 03:52 AM

Quote:

Originally Posted by Stefan (Post 1621890)
Might be better to move such script to weapons or at least display the object for a weapon (yourweaponname.findimg()).

This is something I would really hope to only have to do as a last resort, it wouldn't be a problem for me but like I said I can imagine there being lots of instances where this would be a problem on other servers or with people that wouldn't understand why this is happening and how to prevent it, could there not be something much simpler as a solution such as another display object variable such as img.displayoffscreen = true;?

DustyPorViva 01-11-2011 04:53 AM

2 Attachment(s)
The clipping is pretty bad, in my opinion. There should at least be an option for it for players(not a server option). Maybe if it clipped more accurately it would work, but it clips NPC's even when they should be in view.

The draw-it level on Unholy Nation:
Attachment 52210

And maximized:
Attachment 52211

The text disappears completely if you're in the lower half of the level. Even if I'm standing right next to canvas 8 I still can't see the text.

While testing this I noticed the Graal canvas stops rendering if you maximize Graal in that level(unevent_drawit.nw). The playerlist still works, but the Graal window stops drawing and just displays a broken view from before you maximized. Didn't seem to have the problem on any other level.

Admins 01-11-2011 04:13 PM

Can eventually add an option to switch back to the old mode, will be false by default though.

xXziroXx 01-12-2011 04:28 AM

PHP Code:

Script: Function Shop_ItemCheckBox7.performclick not found in function onItemPressed in script of Weapon _Shops 

Seems like the performclick() for GuiCheckBoxCtrl's doesn't work in v6.

Tigairius 01-12-2011 04:49 AM

Quote:

Originally Posted by xXziroXx (Post 1622087)
PHP Code:

Script: Function Shop_ItemCheckBox7.performclick not found in function onItemPressed in script of Weapon _Shops 

Seems like the performclick() for GuiCheckBoxCtrl's doesn't work in v6.

performclick() was removed in v6 for some security reasons.

xXziroXx 01-12-2011 04:52 AM

Quote:

Originally Posted by Tigairius (Post 1622091)
performclick() was removed in v6 for some security reasons.

Why? Now my shop system is going to be less smooth lookin'. :cry:

Tigairius 01-12-2011 05:02 AM

Quote:

Originally Posted by xXziroXx (Post 1622093)
Why? Now my shop system is going to be less smooth lookin'. :cry:

I'm really not sure.

DustyPorViva 01-12-2011 05:07 AM

To stop the ability for scripts to force player input, apparently.

WhiteDragon 01-12-2011 05:15 AM

I imagine it had something to do with forcing the player to buy things from the shop or something weird like that.

It would nice if there was some way to lift these various restrictions to "trusted" developers or servers.

xXziroXx 01-12-2011 05:18 AM

Can't performclick() be enabled for GuiCheckBoxCtrl's at least? That can't in any way be harmful, really.

xXziroXx 01-12-2011 05:55 AM

1 Attachment(s)
Also, something that's annoying on v6 with GuiTextEditSliderCtrl controls, is the way the mouse icon behaves. It currently shows a text edit pointer whenever you're inside the control, but it would be *a lot* better looking if it only did that within the text edit part (white rectangular). Over the buttons (red rectangular) it should show the default pointer icon.

Attachment 52217

Conqueror 01-12-2011 07:40 AM

How2sound smart like u guys

DustyPorViva 01-12-2011 07:43 AM

Can't get tooltips if the window isn't in focus... so I have to click the playerlist before I hover over a player, pretty annoying :/

fowlplay4 01-12-2011 08:34 AM

Quote:

Originally Posted by xXziroXx (Post 1622102)
Can't performclick() be enabled for GuiCheckBoxCtrl's at least? That can't in any way be harmful, really.

Is it really needed though? Catching the 'onAction' event and then just calling onObjectClicked() instead of object.performClick() just seems like a better idea to me.

xXziroXx 01-12-2011 04:15 PM

Quote:

Originally Posted by fowlplay4 (Post 1622127)
Is it really needed though? Catching the 'onAction' event and then just calling onObjectClicked() instead of object.performClick() just seems like a better idea to me.

Yes, it is.

Admins 01-12-2011 06:52 PM

That function has been removed around 3 years ago, will not be added again.

Crow 01-12-2011 07:40 PM

Quote:

Originally Posted by Stefan (Post 1622227)
That function has been removed around 3 years ago, will not be added again.

Which one? :oo:

cbk1994 01-12-2011 07:48 PM

Quote:

Originally Posted by Crow (Post 1622236)
Which one? :oo:

performClick

I asked about this a while back too

Quote:

Originally Posted by cbk1994 (Post 1558945)
GuiButtonCtrl.performclick() doesn't seem to work; Script: Function SQL_Data_CloseTab.performclick not found in function SQL_Data_Tabs_Menu.onSelect in script of Weapon Staff/SQL Explorer. I can use any other functions or variables of the button, and objectType() returns "GuiButtonCtrl". Can anyone reproduce this?

Quote:

Originally Posted by Stefan (Post 1559017)
It has been removed a long time ago because of security issues.


fowlplay4 01-12-2011 07:49 PM

Quote:

Originally Posted by Crow (Post 1622236)
Which one? :oo:

guiObj.performClick() but to be fair the function still exists since V5 is still the main client.

xXziroXx 01-12-2011 08:07 PM

Quote:

Originally Posted by Stefan (Post 1622227)
That function has been removed around 3 years ago, will not be added again.

That can't be true, I'm using it this very moment in v5.

cbk1994 01-12-2011 08:39 PM

Quote:

Originally Posted by xXziroXx (Post 1622242)
That can't be true, I'm using it this very moment in v5.

He probably means in the early v6 versions. Keep in mind there hasn't been a client update in at least 2 years, maybe 3.

xXziroXx 01-12-2011 11:54 PM

I know this has been said before, but I keep having scripts breaking because of this:

PHP Code:

GraalScript: Function Interface_LevelText.adjustText not found in script of Weapon _Interface 

When I use join("classname"); I expect it to be instant or at least freeze the rest of the script until it really is joined. In this particular case, adjustText() is a function found in the class gui_basics which is joined to the GUI when created and later on called.

Admins 01-13-2011 12:48 AM

You have to preload the class (loadclass) or call a function of the object to force load, the best is to use a init() function or so.

salesman 01-13-2011 01:49 AM

Quote:

Originally Posted by Stefan (Post 1622343)
You have to preload the class (loadclass) or call a function of the object to force load, the best is to use a init() function or so.

You can't make join() wait for the class to fully load before returning?

Tigairius 01-13-2011 02:17 AM

Quote:

Originally Posted by Stefan (Post 1622343)
You have to preload the class (loadclass) or call a function of the object to force load, the best is to use a init() function or so.

Any possibility for an implementation of obj.loadclass?

Crow 01-13-2011 08:08 PM

I'd really like to see the main window being created at the mouse fixed. That's an annoying one. Also, I noticed that Graal falsely accepts keystrokes when out of focus sometimes. A way to reproduce would be to connect to a server and, while it connects, change to another window (explorer or something else), then hit a couple keys.

fowlplay4 01-13-2011 11:54 PM

Quote:

Originally Posted by Crow (Post 1622526)
I'd really like to see the main window being created at the mouse fixed.

Not only that but all external windows open at mouse center which is annoying as hell.

DustyPorViva 01-14-2011 12:02 AM

Ya, trying to open PMs is a pain in the ass when you have to open a mass, close it, open a mass, close it. So on and so forth. I talked to Tig about the new ability to position external windows via script but login 2 is broken or something.

Either way, I'd like to see this hardcoded. It was a horrible addition to RC2 and I don't know why it was ever brought to v6.

DustyPorViva 01-14-2011 08:34 AM

Stefan, this is how you should solve ALL your font rendering complaints.
http://i.imgur.com/N6Bcq.png

MrOmega 01-14-2011 09:24 AM

Quote:

Originally Posted by DustyPorViva (Post 1622683)
Stefan, this is how you should solve ALL your font rendering complaints.
http://i.imgur.com/N6Bcq.png

Haha, "On Some Servers", so true. I think these options should somehow actually effect the rendering and not just options, but I can get by for now.

Anywho, I've noticed on my server and other UC/Hosted servers once I connected I can't connect to another server, I must close Graal to do so. Serverwarp() still works though.


All times are GMT +2. The time now is 08:32 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.