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

Mark Sir Link 02-05-2011 11:14 PM


Fulg0reSama 02-05-2011 11:33 PM

Haha, Tig told me about this bug the other day as it bugged the **** outta him. Guess he didn't fix it after all.
One of a few reasons I'm waiting for a more stable release :p

Mark Sir Link 02-05-2011 11:42 PM

I have a couple of other similar graphical issues with tiles, like this


SlikRick 02-06-2011 05:40 AM

Yeah and when I go from the UN gmap to the mining caves it does not load the tileset inside the caves. I have to close the entire client and reload it to get it to switch between the tilesets.

Admins 02-06-2011 06:43 PM

Quote:

Originally Posted by Mark Sir Link (Post 1628376)

Which level name (F5)?

Rufus 02-06-2011 06:56 PM

Quote:

Originally Posted by Stefan (Post 1628562)
Which level name (F5)?

It's td_lobby.nw on Unholy Nation.

Jiroxys7 02-06-2011 10:21 PM

Quote:

Originally Posted by Stefan (Post 1626802)
A new v6 beta version (v5.317) has been released for Windows at http://www.graalonline.com/downloads...al_windows.zip:
- fixed some problems with gani script initialization (onPlayerEnters when re-entering a level)
- fixed update problems of gui graphics with grids
- for avoiding problems with the new particle engine you can specify emitter.particle.uniqueparticle = true; which will disable the optimized rendering and allow different text and images for each particle

I have a bleed gani particle. The blood drops hit the ground and stay until they fade.
For this reason, I have to use attachposition=false;
However, if I change levels, the blood will still appear at it's last coordinates, but in the new level.
For example: Let's say I have 2 levels. They are connected with a door.
Now, let's say you have the bleed gani on you. You walk from the center of the room, to the right. Into the second room.
What happens here, is that when you enter the new room, you will still see blood drops trailing from the center of the room off to the right.

Could we get some sort of option to toggle that from happening?

Also, some images seem to not display in the V6 client. (waterani.gif is one example)

And my custom tileset doesn't load in the v6 client, but will in the v5 client.

Admins 02-07-2011 01:02 AM

Quote:

Originally Posted by Rufus (Post 1628565)
It's td_lobby.nw on Unholy Nation.

warpto is disabled on Unholy Nation?

Quote:

Originally Posted by Jiroxys7 (Post 1628711)
Also, some images seem to not display in the V6 client. (waterani.gif is one example)

And my custom tileset doesn't load in the v6 client, but will in the v5 client.

If possible say on which server, level, image and script those things are happening so that I can go on the server and test it.

Doahh_p2p 02-07-2011 01:23 AM

Server Dev Doahh_p2p

Showpoly isn't drawing on the highest layer as it is supposed to and did in V5,
My bombs are still going off and exploding after being placed in the water, which did not happen in V5

ffcmike 02-07-2011 02:13 AM

After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.



On a more serious note, with that problem that was occurring when closing the client, it's actually possible to get it to close properly after right clicking the playerlist within the start bar and closing that.

zephirot 02-07-2011 03:31 AM

haha

Jiroxys7 02-07-2011 04:01 AM

Quote:

Originally Posted by Stefan (Post 1628804)
warpto is disabled on Unholy Nation?


If possible say on which server, level, image and script those things are happening so that I can go on the server and test it.

edit: looks like I didn't have the image in my folder. that was probably the issue. But here's the info for the gani issue:
Server: Dev Jiroxys7
Level: All inside levels.
Gani: j7_bleed.gani.
I gave you a weapon that you can toggle the effect with. Say /gani:on to toggle it on, and /gani:off to toggle it off.
I warped you to genesis_mainhouse1.nw so you can see what I mean. Here's how to easily emulate the issue:

-say /gani:on to turn on the effect
-From the center of the level, walk up the stairs into the above level. you should see the particles from the previous level as they disappear. (This works going from the top level down too, obviously.)

Quote:

Originally Posted by ffcmike (Post 1628835)
After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.

Funny. I give it 8.5/10. Would watch again.

Admins 02-07-2011 03:45 PM

lol @ bug
I've heard that some people have problems with getting an error when closing the app, not sure what the reason for that can be but will try to solve it.

Galdor 02-07-2011 03:59 PM

Quote:

Originally Posted by ffcmike (Post 1628835)
After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.



On a more serious note, with that problem that was occurring when closing the client, it's actually possible to get it to close properly after right clicking the playerlist within the start bar and closing that.


http://img17.imageshack.us/img17/3517/hehd.gif kewl

Mark Sir Link 02-07-2011 10:17 PM

I've been having issues where resizing/dragging the Graal client outside of the desktop area causes the client to freeze frame and no longer render

extremely hard to reproduce

Twinny 02-12-2011 11:04 PM

Having issues rotating a showimg

PHP Code:

function onCreated() {
  
with (findimg(201)) {
    
polygon = { 302032020320803080};
    
image "zone_beamh1.png";
    
layer 4;
    
//this.rotation = degtorad(180);
  
}


This works fine but as soon as I uncomment the rotation, it dissapears

Admins 02-12-2011 11:20 PM

I think showpoly never worked fine together with things like rotation.

DustyPorViva 02-12-2011 11:30 PM

Quote:

Originally Posted by Twinny (Post 1630488)
Having issues rotating a showimg

PHP Code:

function onCreated() {
  
with (findimg(201)) {
    
polygon = { 302032020320803080};
    
image "zone_beamh1.png";
    
layer 4;
    
//this.rotation = degtorad(180);
  
}


This works fine but as soon as I uncomment the rotation, it dissapears

This has to do with the anchoring position of polygons, which is the upper-left instead of center. Thus when you attempt to rotate it doesn't disappear, it rotates out of the screen space. Try rotating very small radians and you'll know what I mean.

Sorry, gonna have to script up your own rotations for polygons, not that hard though :)

Twinny 02-13-2011 12:27 AM

Quote:

Originally Posted by DustyPorViva (Post 1630499)
This has to do with the anchoring position of polygons, which is the upper-left instead of center. Thus when you attempt to rotate it doesn't disappear, it rotates out of the screen space. Try rotating very small radians and you'll know what I mean.

Sorry, gonna have to script up your own rotations for polygons, not that hard though :)

Don't make me do maths :cry:

I think I do know and probably had to do it anyways..

fowlplay4 02-23-2011 02:35 AM

Login 2 breaks the server-list.

How to reproduce:

1. Serverwarp to Login 2
2. Login into a regular server.
3. Press F8 (Nothing happens)

MrOmega 02-25-2011 08:38 AM

With dual screens up, Graal will not open on the secondary screen, it opens on the primary pushed all the way to the side aligned with the mouse axis. Not really a bug, but is somewhat annoying.

Admins 03-05-2011 10:01 PM

Quote:

Originally Posted by Jiroxys7 (Post 1628868)
(particle problem)

Fixed it by added a
PHP Code:

function onPlayerEnters() {
  
findimg(200).emitter.removeparticles();


to remove the particles on entering a level

Admins 03-07-2011 03:39 AM

A new version v5.321 has been uploaded to http://www.graalonline.com/downloads...al_windows.zip :
- fixed projectile bug (reported by cbk1994)
- fixed transparency for tile layer 0: 8-bit pngs/gifs are now drawn without transparency when being used in the base tile layer
- new option: drawallinsidenpcs = true/false (draws all npcs in inside levels, eventually needed if you use a lot of showimgs)
- improved stretch draw in drawing panels and external windows (uses interpolation)
- double-clicking words in GuiTextEditCtrls and GuiMLTextCtrls is selecting the word
- added replacements for virtual keyboards on Classic and Era for iPhone
- removed UDP support because it doesn't work for most people anymore and we want to streamline the client

On serverside we have also fixed npcs move()ing over level borders on gmaps, will be up with the next npcserver update.

Note: please test the new version and post your bug reports. Discussion of technical decisions better fit in other forums, e.g. future improvements or the scripting forums. We want to release the new version as soon as possible.

Demisis_P2P 03-07-2011 04:05 AM

You can increase your TCP throughput limit which can make TCP quite a bit faster (~20-25% in my case).

I'm not sure how ethical it would be for Graal to automatically change TCPAckFrequency during installation though.

ffcmike 03-07-2011 05:27 AM

Is not being able to upload files such as player graphics in game with the V6 client a known issue?

Also is drawallinsidenpcs a server option, npc or level var?

Admins 03-07-2011 11:57 AM

drawallinsidenpcs is a client-side global variable.

Admins 03-07-2011 02:10 PM

Quote:

Originally Posted by ffcmike (Post 1635045)
Is not being able to upload files such as player graphics in game with the V6 client a known issue?

You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?

Zeke 03-07-2011 04:45 PM

Quote:

Originally Posted by Stefan (Post 1635069)
You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?

I think Thor meant an in-game upload system like on Era and Classic. We upload player graphics via scripted rc all the time on iClassic..

Admins 03-07-2011 04:48 PM

Quote:

Originally Posted by Zeke (Post 1635073)
I think Thor meant an in-game upload system like on Era and Classic. We upload player graphics via scripted rc all the time on iClassic..

And that is not working with the new version? What exactly is not working or giving an error?

Tigairius 03-07-2011 08:43 PM

Quote:

Originally Posted by Stefan (Post 1635015)
- double-clicking words in GuiTextEditCtrls and GuiMLTextCtrls is selecting the word

This is a good start, but it's windows standard that when you double-click a word it selects it (which you implemented), but then if you continue to hold down the left mouse button while moving your mouse over other words, it'll select them as well. Also, if you triple-click a word, it'll select the entire line until the next linebreak.

ffcmike 03-07-2011 09:08 PM

Quote:

Originally Posted by Stefan (Post 1635069)
You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?

I mean "requesttext("folder", "PERSONAL");, selectFileForUpload();" which is used for players being able to upload graphics in game.
All that's happening is that once the file is selected the window is disappearing and that's the last of it, there is no onFilesUploaded().

I actually noticed this as long ago as V6 becoming a beta test, just thought there was some deliberate reason for it.

cbk1994 03-07-2011 10:52 PM

Quote:

Originally Posted by ffcmike (Post 1635108)
I mean "requesttext("folder", "PERSONAL");, selectFileForUpload();" which is used for players being able to upload graphics in game.
All that's happening is that once the file is selected the window is disappearing and that's the last of it, there is no onFilesUploaded().

I actually noticed this as long ago as V6 becoming a beta test, just thought there was some deliberate reason for it.

Quote:

Originally Posted by Stefan (Post 1551079)
I've fixed the file upload, scripts now need to call uploadfile(filename) to actually upload the file (they might like to do other things with the filename) (setting FileSelector_Window.requestscript to make sure it's us who requested it):

PHP Code:

function onMenuItemUploadFile() {
  
FileSelector_Window.requestscript this.name;
  
selectFileForUpload();
}

function 
onSelectedFileForUpload(fullfilename) {
  if (
FileSelector_Window.requestscript==this.name)
    
uploadfile(fullfilename);



..

ffcmike 03-07-2011 10:53 PM

Quote:

Originally Posted by cbk1994 (Post 1635111)
Post

I see, thank you.
I was actually accomplishing this by a different method so must have skipped over that post.

ffcmike 03-08-2011 03:07 AM

Seems like the playerlist doesn't update players level as often as it should.

I was also walking around Classic's overworld, pretty normally without warping or anything unusual, there being no gmap update and suddenly it seemed as if all of the npcs within a particular level had been merged with other npcs, I entered an inside (would have been scripted setlevel2 rather than a warp link) and all of the npcs within that level didn't have onCreated called Clientside.

Zeke 03-08-2011 04:17 AM

Quote:

Originally Posted by ffcmike (Post 1635161)
Seems like the playerlist doesn't update players level as often as it should.

I've noticed that too. I was helping a friend and told him to go to his house, and had my cursor over his name in the player list. I didn't even know he went to his house for five minutes until he pmed me and told me he was there, the player list never updated his level..

Admins 03-08-2011 01:58 PM

One thing which should be tested a lot: if heads and bodies on classic servers are still displaying fine, we made some big optimizations there to reduce texture and memory space usage.

salesman 03-09-2011 01:39 AM

2 Attachment(s)
Quote:

Originally Posted by salesman (Post 1612028)
border, fillColor, etc don't seem to work with GuiMLTextCtrl in v6
PHP Code:

new GuiMLTextCtrl("Test_Control") {
  
profile GuiBlueMLTextProfile;
  
useOwnProfile true;
  
profile.border 1;
  
profile.opaque true;
  
profile.fillColor = {192224255200};
  
profile.fontColor = {000};
        
  
text "Test";
  
// Rest removed for brevity


The above works fine in V5 and displays the MLTextCtrl with the colored background and border, but in V6, it lacks the border and fill color.

Still having trouble with GUIs not behaving as they do in v5...

Here's what a GUI looks like in V5:
Attachment 52519
Here's what it looks like in V6:
Attachment 52518

Am I doing something wrong?

Admins 03-09-2011 03:22 AM

About GuiMLTextCtrl: those are not supporting the GuiControl border modes, I don't remember it working in v5.

Zxion 03-09-2011 06:44 PM

One thing I noticed the other day was one of my friends had a bomy (I forget which one, but it was grey) out on Zodiac and it would just shoot off to the right off screen. I was the only one that saw this because I was on the latest beta client. It seemed to happen when he looked right, but it didn't happen all the time.

Rufus 03-13-2011 05:50 PM

3 Attachment(s)
My screenshots save in weird colors on v6. Doesn't occur on v5. Doesn't matter what compatability mode it is ran in, or if I disable visual themes/desktop composition.

Windows 7 64 bit
NVIDIA GeForce GTX 570 (latest drivers)


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