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

oo_jazz_oo 05-23-2011 03:38 AM

The new v6 text is so blurry...I opened my inventory and was like, "Whoa".

I could barely read the text! Its bold, but blurry...

Admins 05-24-2011 01:02 PM

Quote:

Originally Posted by oo_jazz_oo (Post 1651172)
The new v6 text is so blurry...I opened my inventory and was like, "Whoa".

I could barely read the text! Its bold, but blurry...

Screenshot?

alskdjfhg 05-29-2011 03:11 AM

So, hows it coming along?

oo_jazz_oo 05-29-2011 03:21 AM

2 Attachment(s)
Quote:

Originally Posted by Stefan (Post 1651323)
Screenshot?

Attachment 52946
Thats how it looks in v5.

Attachment 52947
And thats it in v6.

Same settings. I logged off v6 and logged straight into v5 for the screenshots.

fowlplay4 05-29-2011 04:59 PM

Sounds like you guys just want the text to be sharper. I still think it's really ridiculous how much this new font rendering has screwed up basically causing everyone to fix anything font/text related.

Blew up the image for some good ol font analysis.

http://img860.imageshack.us/img860/8196/tehfont.png

All fonts appear to be inheritly bold, and a few sizes bigger than their V5 counter-part.

Crow 05-29-2011 05:56 PM

Quote:

Originally Posted by Crow (Post 1650727)
There seems to be some bug with stretching/mirroring sprites in ganis. The gani in question is at_sword.gani on Atlantis, where I'm mirroring all the sprites for direction 3 (facing right) to flip the image so it's correct for stuff like axes (asymmetrical weapons). This basically works, but sometimes just stops working. I haven't figured out which causes it yet, but it seems to be completely random anyway, especially after a long time of being online. A client restart fixes this. Only affect the mirrored sprites, the others work.

Update on this issue: when changing the window size, it stops working. You can try this on Atlantis. Face right, slash, see some pretty swords, resize the Graal window, slash again, see nothing (when facing right). This also hides some polygons for whichever reason.

Edit: Window size only, even! Changes to the size of GraalControl don't cause the problem.

WhiteDragon 05-29-2011 06:15 PM

It's pretty clear to me what's happening with the fonts. The new rendering just doesn't use font hinting (aligning the font with the pixel grid so it doesn't look 'blurry') at all, or doesn't apply it as much. Windows is notorious for using a huge amount of font hinting, and often ruining fonts as a consequence. Mac on the other hand is much less extreme about it. I imagine the v6 fonts would match up with how Mac renders fonts decently well. This is really a matter of taste.

I don't know why things are changing size though, that should be fixed.

fowlplay4 05-29-2011 10:19 PM

GMAPs don't render properly at extreme resolutions. I.e: 3840x1080

Admins 05-29-2011 10:30 PM

Quote:

Originally Posted by fowlplay4 (Post 1652067)
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080

Screenshot?

Quote:

Originally Posted by oo_jazz_oo (Post 1651950)
Attachment 52946
Thats how it looks in v5.

Attachment 52947
And thats it in v6.

Same settings. I logged off v6 and logged straight into v5 for the screenshots.

Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.

Crow 05-29-2011 10:36 PM

Quote:

Originally Posted by Stefan (Post 1652071)
Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.

How about bold for nicks and chat and "normal" for everything else?

DustyPorViva 05-29-2011 11:04 PM

Quote:

Originally Posted by Stefan (Post 1652071)
Screenshot?



Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.

It's still blurry for nicks and chat though.

fowlplay4 05-29-2011 11:26 PM

1 Attachment(s)
Quote:

Originally Posted by Stefan (Post 1652071)
Screenshot?

Attached.

oo_jazz_oo 05-29-2011 11:33 PM

Quote:

Originally Posted by DustyPorViva (Post 1652075)
It's still blurry for nicks and chat though.

This. It looks the same for nicks, and showtexts(). (Altho, it seems to not be as bad when using showtext(), that might just be me tho lol)

The text just isnt crisp like it used to be...it just seems slightly blurry.

Also: If you have client-rc opened, and have it as the active window; when you open the player list, it closes immediately.

BigBear3 05-30-2011 03:22 AM

Quote:

Originally Posted by fowlplay4 (Post 1652067)
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080

**** dude, I'm only 1600x900
http://i199.photobucket.com/albums/a...g?t=1306718527

WhiteDragon 05-30-2011 03:29 AM

Quote:

Originally Posted by fowlplay4 (Post 1652067)
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080

I can confirm this bug as well. It probably has to do that those levels aren't even sent to the client since you are far away enough.

fowlplay4 05-30-2011 03:50 AM

1 Attachment(s)
Quote:

Originally Posted by DustyPorViva (Post 1652123)
Can this even be fixed? Levels are 1024 pixels large, and gmaps only render surrounding levels. That's 3072 pixels right there... can he really fix this without some major changes?

Things like this end happening as well until the screen is refreshed. It seems to fail ungracefully until Graal is resized or you go to an inside level.

DustyPorViva 05-30-2011 03:50 AM

Quote:

Originally Posted by fowlplay4 (Post 1652125)
Things like this end happening as well until the screen is refreshed. It seems to fail ungracefully until Graal is resized or you go to an inside level.

Ya I deleted the post 'cause I realized what you meant with the screenshot.

xAndrewx 05-30-2011 10:17 AM

Font looks better in v6 if you ask me o-o

Maxo14 05-30-2011 09:27 PM

I... really dont see any issues with the fonts at all O_o
Maybe you guys just got WAY too used to v5's fonts? although it seems like v6 fonts are slightly bigger than v5, just sayin' :]

DustyPorViva 05-30-2011 09:34 PM

I -think- the problem is that the fonts in v6 are being bolded vertically as well. This normally isn't how bolding works. Look at my screenshots I posted previously, in v5(and with any normal text) when a font is bolded it appears thicker only horizontally, while vertically it remains the same. This is not the case in v6 where the font appears... bulkier and thicker all around.

alskdjfhg 05-30-2011 11:38 PM

It seems a lot like Windows "ClearType" designed to smooth fonts on LCD monitors to be easier to read text.

DustyPorViva 05-30-2011 11:39 PM

Quote:

Originally Posted by alskdjfhg (Post 1652272)
It seems a lot like Windows "ClearType" designed to smooth fonts on LCD monitors to be easier to read text.

Aye, and that's fine(though ClearType allows you to adjust it to minimize the "blur" because the purpose is to give fonts AA, not make them blurry). The problem as far as I can finally see is that the bold is being applied vertically to fonts when it shouldn't be.

Crow 06-01-2011 06:18 PM

Seems like sounds stop playing when changing levels on a gmap. I believe that's been a problem for a while, actually? I'm playing the sounds with play(), and when I walk into another level while on a gmap and the sound is playing, it just stops :/ Using a weapon NPC to play it.

cbk1994 06-01-2011 10:04 PM

Quote:

Originally Posted by Crow (Post 1652577)
Seems like sounds stop playing when changing levels on a gmap. I believe that's been a problem for a while, actually? I'm playing the sounds with play(), and when I walk into another level while on a gmap and the sound is playing, it just stops :/ Using a weapon NPC to play it.

I fixed a similar problem on Era a while back. One of the levels near unstick had a stopMusic() command in onPlayerEnters, so every time the player entered a new level near unstick their music stopped.

After removing that we had no further problems on GMAPs with sound (on Windows v6). One thing to note is that some GANIs use "PARAM1" for sound, and if no first parameter is given, they can stop the music. Guessing your issue is probably server-related.

Crow 06-01-2011 10:14 PM

Quote:

Originally Posted by cbk1994 (Post 1652636)
I fixed a similar problem on Era a while back. One of the levels near unstick had a stopMusic() command in onPlayerEnters, so every time the player entered a new level near unstick their music stopped.

After removing that we had no further problems on GMAPs with sound (on Windows v6). One thing to note is that some GANIs use "PARAM1" for sound, and if no first parameter is given, they can stop the music. Guessing your issue is probably server-related.

Dammit D: I'll have to look into that then.. Thanks.

Edit: Went through everything. Doesn't seem to be caused by me. No ganis around that could possible do anything, a /scriptscan for stopsound doesn't return anything that could be the issue... no idea :/

cbk1994 06-01-2011 10:46 PM

Quote:

Originally Posted by Crow (Post 1652639)
Dammit D: I'll have to look into that then.. Thanks.

Edit: Went through everything. Doesn't seem to be caused by me. No ganis around that could possible do anything, a /scriptscan for stopsound doesn't return anything that could be the issue... no idea :/

Be sure to check for stopmidi and stopmusic too. Best of luck, it was a pain finding everything on Era that was causing it.

Crow 06-01-2011 10:51 PM

Quote:

Originally Posted by cbk1994 (Post 1652645)
Be sure to check for stopmidi and stopmusic too. Best of luck, it was a pain finding everything on Era that was causing it.

Not using them. Any idea what else might be causing it? :/

Edit: I'm really hoping this is a bug in the client. I tried this somewhere on the gmap where there's absolutely nothing around (no possibility of level NPCs causing it), no ganis with sounds involved, I removed all of my weapon NPCs (except one with a code snippet that'd play a sound so I could test); nothing. Still stops the sound when changing levels.

Admins 06-01-2011 11:23 PM

Which server and level/map?

Crow 06-01-2011 11:30 PM

Quote:

Originally Posted by Stefan (Post 1652651)
Which server and level/map?

Atlantis, tested on atlantis.gmap.

Admins 06-07-2011 11:02 PM

I've tested the sounds, it was working fine for me. But I haven't found sounds which played for longer time, so it was not easy to see. Is there anything on Atlantis which plays more than a few milliseconds?

Crow 06-07-2011 11:09 PM

Quote:

Originally Posted by Stefan (Post 1653796)
I've tested the sounds, it was working fine for me. But I haven't found sounds which played for longer time, so it was not easy to see. Is there anything on Atlantis which plays more than a few milliseconds?

The thunder does. When you add yourself to the serveroptions staff list you should get clientr.staff set to true and get the "-Staff" weapon NPC (or just add the two yourself), then you can use something like "/play at_thunder1.wav" in the chat to try this.

Edit: Seems to be an issue not related to Atlantis. I tried this on Testbed as well, using chest.wav (because it's quite long), and I've got the same problem there.

Edit²: What I figured out just now: When playing multiple sounds, only one is stopped upon switching levels. I figured this out on Testbed because I had chest.wav bound to a key, and when I spammed it, the sounds didn't stop. After playing around with it a bit, I figured out only of them stopped when switching levels. Same behavior on Atlantis.

Admins 06-08-2011 02:25 PM

Ok the stopping of sounds will be fixed in the next version. It is only supposed to stop looping sounds, and only if you switch between gmaps or inside levels.

Crow 06-08-2011 02:50 PM

Quote:

Originally Posted by Stefan (Post 1653869)
Ok the stopping of sounds will be fixed in the next version. It is only supposed to stop looping sounds, and only if you switch between gmaps or inside levels.

Thanks! ^^

Tigairius 06-08-2011 11:59 PM

Quote:

Originally Posted by Stefan (Post 1653869)
Ok the stopping of sounds will be fixed in the next version. It is only supposed to stop looping sounds, and only if you switch between gmaps or inside levels.

Great!!!

Luda 06-09-2011 12:36 AM

Super!!!!

BigBear3 06-09-2011 01:30 AM

Fantabulous?

Admins 06-12-2011 07:18 PM

A new v6 release has been uploaded, it will automatically updated, otherwise download it with Start -> Install Packages -> v6 on the login server. Updates:

- Sounds are not stopped anymore when walking over the map, only looping sounds are stopped when walking between different maps or levels
- Tempus Sans ITC is the default game font again, like in v5
- The Tempus Sans ITC font is displayed non-bold for the Q menu, like in v5 (this might not always work though, still investigating)
- Fixed the download of tempsitc.ttf (Tempus Sans ITC) on the login server
- Fixed some smaller problems

Rufus 06-12-2011 07:24 PM

Can Tempus Sans be the default font for iPhone Classic instead of Arial or whatever it is? It's more Graal-like.

Tigairius 06-12-2011 07:42 PM

I would like to have this attachplayertoobj problem fixed.

Admins 06-17-2011 08:00 PM

Are there still any other problems for v6? Or is it finished in your point of view?


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