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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... |
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So, hows it coming along?
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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. |
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. |
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Edit: Window size only, even! Changes to the size of GraalControl don't cause the problem. |
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. |
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080
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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. |
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http://i199.photobucket.com/albums/a...g?t=1306718527 |
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Font looks better in v6 if you ask me o-o
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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' :] |
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.
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It seems a lot like Windows "ClearType" designed to smooth fonts on LCD monitors to be easier to read text.
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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.
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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. |
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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 :/ |
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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. |
Which server and level/map?
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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?
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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. |
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.
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Super!!!!
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Fantabulous?
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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 |
Can Tempus Sans be the default font for iPhone Classic instead of Arial or whatever it is? It's more Graal-like.
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I would like to have this attachplayertoobj problem fixed.
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Are there still any other problems for v6? Or is it finished in your point of view?
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