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)

fowlplay4 08-22-2011 01:04 AM

Quote:

Originally Posted by Stefan (Post 1664728)
TServerPlayer.attached is only true if the player is attached to the current npc, you can also use TServerPlayer.attachedtoobject to get the object to which the player is attached.

Oh well I ended up using player.attachid instead.

DustyPorViva 08-23-2011 07:33 AM

Attributes still aren't being sent serverside. I think you can test this out on UN using their tailor tools. I can't seem to change my appearance with it because even though it looks like I changed, everyone else still sees my old look and it reverts back when I log on.

Also, if you go on UN try out the Broom script. When you get off of it it messes with your body, making it white/transparent and zooms in and out. I imagine it is having problems with sprites < 20, but this problem didn't occur in v5.

Admins 08-23-2011 12:50 PM

Quote:

Originally Posted by ffcmike (Post 1663746)
It seems selecting a different gender within the profile window doesn't cause the "send" button to appear, as such you have to enter text into one of the text boxes if you want to be able to save a different gender.

I'm confused, isn't the send-button always shown when you open your own profile?

ffcmike 08-23-2011 04:01 PM

Quote:

Originally Posted by Stefan (Post 1664945)
I'm confused, isn't the send-button always shown when you open your own profile?

This is actually something I noticed to be fixed within the latest client, but was happening within the previous client.

Starfire2001 08-23-2011 07:51 PM

Maybe this is just me, but in V6 trying to open history for someone that I have a long pm history with literally freezes and crashes the client.

ffcmike 08-23-2011 08:01 PM

Quote:

Originally Posted by Starfire2001 (Post 1664998)
Maybe this is just me, but in V6 trying to open history for someone that I have a long pm history with literally freezes and crashes the client.

It's not just you, long PM histories can take a long time to load.

fowlplay4 08-24-2011 05:49 AM

To explain the highlighting problem further:

1. Open a script in Client RC.
2. Highlight the text with your mouse, and hold down the button.
3. Move your mouse cursor off the script editor window.
4. Let go of the mouse button.
5. Hover over the script window, the text edit control is still in highlighting mode despite the mouse button not being held down.

There is also issues with autoindenting in MLTextEditCtrls:

1. Go to the very bottom of a script in client rc.
2. Try to write:

PHP Code:

function example() {
  
asdf();
  
asdf();
  
qwer();


For me it doesn't update the position of the cursor properly.

Video:



Double Clicking + onMouseDown

I don't think onMouseDown reports double clicks properly because it registers the mouse down three times (which makes it very annoying to check if the double-click happened in the same area as the single click) in situations where I only clicked twice within 0.3 of a second.

Two clicks in two different spots that are more than 16 pixels apart shouldn't register as a double-click either but it does.

PHP Code:

//#CLIENTSIDE
function onMouseDown(click) {
  echo(
click SPC timevar2);


My Script Workaround:

PHP Code:

//#CLIENTSIDE
function GraalControl.onMouseDown(atxtyclickcount) {
  
temp.double false;
  if (
clickcount == 2) {
    
temp.dist vectordist({mousexmousey0}, this.last_click);
    if (
temp.dist 0.5) {
      
temp.double true;
    }
  }
  if (
temp.double) {
    
onMousePressed("double");
  } else {
    
onMousePressed("left");
  }
  
this.last_click = {mousexmousey0};
}

function 
GraalControl.onRightMouseDown() {
  
onMousePressed("right");
}

function 
onMousePressed(click) {
  
// code...


Syntax Highlighting MLTextEditCtrls

Can it be changed to operate on it's own profile values? Right now it uses fontcolorhl, fontcolorlink and so on. It'd be nice to be able to set for specific types: string, keywords, and so on.

ffcmike 08-31-2011 05:45 AM

It seems there's a problem with text shadow with the latest client, for instance what produces a dark blue shadow in order to emulate default HP display in V5 is producing fully white text.

V5:
http://img714.imageshack.us/img714/3166/v5hp.gif

V6:
http://img651.imageshack.us/img651/738/v6hp.gif

Here's what I'm doing within a class for level NPCs which also produces the same problem:

PHP Code:

temp.zoom $pref::graal::defaultfontsize/24;
temp.txt this.showtext(201this.1.5 this.hpoffxthis.this.hpoffy temp.zoom"""cb"temp.h);
temp.txt.zoom temp.zoom;
temp.txt.textshadow true;
temp.txt.shadowcolor = {001501};
temp.txt.shadowoffset = {11};
temp.txt.layer 3;
temp.txt.attachtoowner true


oo_jazz_oo 08-31-2011 10:28 AM

On v6, whenever I set my characters colors to one of the new colors (indian red, slate blue, etc), then I reconnect, the colors turn to black.

http://i.imgur.com/CNpn0.png
Turns back into!
http://i.imgur.com/XlNzd.png

Crow 08-31-2011 10:37 AM

Quote:

Originally Posted by ffcmike (Post 1666338)
It seems there's a problem with text shadow with the latest client, for instance what produces a dark blue shadow in order to emulate default HP display in V5 is producing fully white text.

You should set your shadowcolor alpha to 255 instead of 1 :p

Admins 08-31-2011 11:53 AM

Quote:

Originally Posted by oo_jazz_oo (Post 1666367)
On v6, whenever I set my characters colors to one of the new colors (indian red, slate blue, etc), then I reconnect, the colors turn to black.

http://i.imgur.com/CNpn0.png
Turns back into!
http://i.imgur.com/XlNzd.png

Yes the extended body colors are not saved yet, other players also see it as black I think.

Crow 08-31-2011 12:54 PM

Quote:

Originally Posted by Stefan (Post 1666380)
Yes the extended body colors are not saved yet, other players also see it as black I think.

v5 users do, aye.

ffcmike 08-31-2011 09:24 PM

Quote:

Originally Posted by Crow (Post 1666369)
You should set your shadowcolor alpha to 255 instead of 1 :p

I suppose that's probably it, so I guess alpha is now 0 - 255 rather than 0 - 1?

Crow 08-31-2011 09:44 PM

Quote:

Originally Posted by ffcmike (Post 1666453)
I suppose that's probably it, so I guess alpha is now 0 - 255 rather than 0 - 1?

I thought it was in a 0 to 255 range before, at least for shadowcolor. Could be wrong though. It definitely is now.

Admins 09-01-2011 02:41 PM

It's 0-1 for objects (player.alpha etc.) but for gui colors you define them in an array of 4 integer values {red,green,blue,alpha} or using the name of a color like "cyan".

Quote:

Originally Posted by DustyPorViva (Post 1664928)
Attributes still aren't being sent serverside. I think you can test this out on UN using their tailor tools. I can't seem to change my appearance with it because even though it looks like I changed, everyone else still sees my old look and it reverts back when I log on.

Can anyone else verify this? I haven't got problems with it yet, although I change stuff on server-side most of the time.

ffcmike 09-01-2011 09:05 PM

Quote:

Originally Posted by Stefan (Post 1666592)
Can anyone else verify this? I haven't got problems with it yet, although I change stuff on server-side most of the time.

I've mentioned this issue multiple times, even had a post deleted for it.

Mark Sir Link 09-01-2011 09:42 PM

Can go to Valikorlia and use their GUI tailors to modify your character, then reconnect and your outfit will be unchanged from what it previously was.

Unkownsoldier 09-02-2011 01:01 AM

Quote:

Originally Posted by Stefan (Post 1666592)
It's 0-1 for objects (player.alpha etc.) but for gui colors you define them in an array of 4 integer values {red,green,blue,alpha} or using the name of a color like "cyan".


Can anyone else verify this? I haven't got problems with it yet, although I change stuff on server-side most of the time.

This also happens to me. I asked about it a few months ago but no explination from the UN staff. Really annoying imo. The only way to fix is to load the outfit then say "view attributes" and reset all of the attributes u had and it will change for other players.

Admins 09-03-2011 07:17 PM

I'm not sure what the problem is. "Attributes" mean player.attr[] for me, which works perfectly fine for me. If you mean the extended body colors, those are of course not synchronized yet because we need to disable v5 first.

Admins 09-03-2011 09:48 PM

A new version 6.009 has been uploaded, install it on the login server:

- Resets the recently added configuration variables on server-switch now (for projectiles and npc-on-npc hits)
- Selection in GuiTextEditCtrl is lifted when updating the text by script
- Enabled the new level (map) format for testing & debugging purposes
- Added buttons in the options for opening the screenshot folder and video folder (when you have made some) because it's hard to find them via Windows Explorer
- Saving screenshots via Alt+2 is not messing up the graphics anymore, makes it possible to change window mode and size afterwards

Crow 09-03-2011 10:49 PM

Quote:

Originally Posted by Stefan (Post 1666895)
- Enabled the new level (map) format for testing & debugging purposes

Tell me more.

Cubical 09-04-2011 12:52 AM

Quote:

Originally Posted by Crow (Post 1666905)
Tell me more.

^^^^^^

Mark Sir Link 09-04-2011 01:09 AM

Quote:

Originally Posted by Stefan (Post 1666870)
I'm not sure what the problem is. "Attributes" mean player.attr[] for me, which works perfectly fine for me. If you mean the extended body colors, those are of course not synchronized yet because we need to disable v5 first.

I think they mean updating the colors array and body/bodyimg, head/headimg, and sword/swordimg files.

When these are being changed on the clientside it doesn't save to the player (or even appear to other players)

Then when they log off and back on, their colors go back to what they were before they tried to modify them.

Emera 09-04-2011 01:13 AM

Quote:

Originally Posted by Mark Sir Link (Post 1666932)
I think they mean updating the colors array and body/bodyimg, head/headimg, and sword/swordimg files.

When these are being changed on the clientside it doesn't save to the player (or even appear to other players)

Then when they log off and back on, their colors go back to what they were before they tried to modify them.

Stefan is in the process of fixing this.

DustyPorViva 09-04-2011 02:08 AM

Quote:

Originally Posted by Emera (Post 1666933)
Stefan is in the process of fixing this.

He doesn't seem to understand what the problem is to fix.

If you change player looks via script on the clientside, it is never sent to the server, thus the players looks never actually change. The player sees the change, but no one else does and the looks are lost when you log out(and suddenly log in to your old look).

Use any tailor weapon on any server that saves player looks and you will see the problem.

fowlplay4 09-04-2011 04:59 AM

This script simulates the problem.

PHP Code:

//#CLIENTSIDE
function onCreated() {
  if (
client.demoed) {
    
player.chat = (player.shield == "shield2.png" "Shield saved properly." "Shield didn't save at all!");
    
client.demoed "";
    return;
  }
  
player.chat "Problem demo!";
  
player.shield "shield2.png";
  
sleep(10);
  
client.demoed true;
  
sleep(1);
  
player.chat "Reconnecting!";
  
serverwarp(getservername());


Result: Shield didn't save at all.

As the others pointed out it affects other parts of outfits as well.

ffcmike 09-04-2011 07:14 AM

Quote:

Originally Posted by ffcmike (Post 1662469)
Could the playerlist option "play sound when receive PM" use a sound other than chest.wav?
It doesn't seem consistent with receiving a message at all, it's even somewhat annoying with the sound being 2 seconds long.

I already had the item.wav sound played for receiving a PM on Classic, it's not a full second long and is also consistent with a PM bubble.

I still think chest.wav is weird.

I have this light effect part of a gani + gani script which doesn't show at all within the latest client.

PHP Code:

SPRITE   13      light4.png    0    0  128  128 glow

COLOREFFECT 13 1 1 1 0.99
ZOOMEFFECT 13 0.5

SCRIPT
function onPlayerEnters(){
  if(
this.orb != NULL){
    return;
  }
  
this.orb findimg(3);
  
this.rot degtorad(22.5);
  
this.light findimg(13);
  
this.light.alpha 0.99;
  
this.light.zoom 0.5;
  
this.zoomchange = -0.025;
  
this.onTimeout();
}

function 
onTimeout(){
  
this.light.zoom += this.zoomchange;
  
this.light.blue -= this.zoomchange 2;
  
this.light.green -= this.zoomchange 2;
  if(
this.light.zoom in {0.250.5}){
    
this.zoomchange *= -1;
  }
 
  
this.orb.rotation += this.rot;
  
this.setTimer(0.05);
}
SCRIPTEND 

I've toyed with it in different ways such as re-initialising everything onPlayerEnters and not checking to see if the orb object already exists.
The use of both EFFECTMODE and scripted variables was necessary for it to work right within V5 but for the sake of debugging removing either of these also didn't fix the problem.
Does anyone have any idea as to why it's not visible?

Or is it no longer possible to refer to gani sprites via findimg(); and edit these variables?

ffcmike 09-04-2011 10:28 AM

I've just noticed a pretty big problem with something else that uses COLOREFFECT/ZOOMEFFECT within ganis:



This shadow within a gani is offset a long distance without any rotation, and then once rotation is applied it's acting completely differently. I think I read about rotation working differently a while ago but oddly never noticed it with any previous V6 versions.
For rotation I am setting this.rotation within the NPC script.

Admins 09-04-2011 02:48 PM

Ok there is a problem with setting shield and sword on client-side. But the other things (body, head, attr[1], colors) are fine?

ffcmike 09-04-2011 02:54 PM

Quote:

Originally Posted by Stefan (Post 1666969)
Ok there is a problem with setting shield and sword on client-side. But the other things (body, head, attr[1], colors) are fine?

It's just sword and shield now, but it seems head/body/colours have been fixed in the latest version.

Admins 09-04-2011 05:47 PM

New version v6.01 released:

- changing player.head, player.sword and player.shield on client-side is now sending it to the server
- if player.z is not zero and the player is rotated or zoomed, then the shadow will be displayed at the original position of the player instead of flying through the screen

ffcmike 09-04-2011 06:05 PM

Quote:

Originally Posted by Stefan (Post 1666998)
New version v6.01 released:
- changing player.head, player.sword and player.shield on client-side is now sending it to the server

Fixed at last :).

Quote:

Originally Posted by Stefan (Post 1666998)
- if player.z is not zero and the player is rotated or zoomed, then the shadow will be displayed at the original position of the player instead of flying through the screen

I'm not sure if this is referring to the problem I experienced?
Hard to tell as it sounds similar, but the shadow shown within the video is not a typical index 0 shadow, the rising/falling is done through gani'ing rather than adjustment of Z.

Admins 09-04-2011 06:18 PM

ok um fixed for nothing then x-x hehe
You should fix your scripts then, eventually use rotationcenter of the object or so.

ffcmike 09-04-2011 06:32 PM

Quote:

Originally Posted by Stefan (Post 1667009)
ok um fixed for nothing then x-x hehe
You should fix your scripts then, eventually use rotationcenter of the object or so.

Perhaps showcharacter(); could be made to default the rotation center?

Though I'm not sure if rotationcenter is working properly or if I have it wrong, within the NPC script I have:

PHP Code:

this.useowncenter true;
this.rotationcenter = {1.52}; 

Yet the shadow is still offset into a weird position with zero rotation, as a result of the zoom.

Crow 09-04-2011 08:24 PM

Quote:

Originally Posted by Stefan (Post 1667009)
eventually

Remember Stefan:
eventually != eventuell

^^

fowlplay4 09-04-2011 09:19 PM

When I'm on my staff account on Zodiac (fowlplay4) and I leave the client idling to the point it should be disconnected for not moving instead of getting disconnected my client just crashes completely.

ff7chocoboknight 09-05-2011 09:01 PM

So much crap I don't like! Aah!

FIRST~!
The playerlist is dumb, and it's broken, and it's dumb.

It says "Community:" which I assume is community name , however; it doesn't show the community name it shows the account. (Graal673489 and w/e) This is dumb.
OK! It doesn't update the level a player is in. This is broken.
NYEH! It doesn't dock to the side of the screen and push everything else next to it like it did in v5. This is dumb.

SECOND~!
The scripted RC is dumb, and it's broken, and and it's DUMB.

GAH! Apostrophes show up as DOUBLE apostrophes (not quotes) in RC chat. This is dumb (maybe even broken).
>:| Where it says "Line: #" in the script window doesn't stay where it's supposed to be when the window is maximized. It stays where it was before it was maximized. This is broken.
FFFFUUUUUU-! It's an external window and opens a bunch of other external windows! This is DUMB!

THIRD~!
DUMB BLUE THING OF UGLY IS DUMB AND UGLY

You know the one. It's the blue gradient image that shows up when you log in or get disconnected. MY GOD IS IT UGLY! It... it's just so bad! The blue GUI was GREAT for these moments because it was familiar, and it wasn't dumb and ugly.

FOURTH~!
TEXT SIZE

Why does size 16 font look size 20-ish? I don't like looking at text, so I make it REALLY small so it doesn't cover the whole damn screen. I don't see why text has to render larger than it used to.

jkldogg 09-06-2011 04:28 AM

Sorry if this has already been posted (obviously not reading 83 pages), but i've recently been getting a movement bug. It's been happening to me on Era. What happens is your character will be standing still or moving, and then it will be randomly move in a certain direction or directions for a certain amount of time. For example, i would randomly start moving down, up, left or right. The only way to stop my character from moving is to press TAB to bring up the chat bar. It also works in multiple directions, such as down and to the right. I had at first thought it was a bug on Era, so I told Alfonso (DRAGON551). I'm only reporting it now because someone else had the exact same problem just now on Unholy Nation.

Emera 09-06-2011 10:56 AM

Quote:

GAH! Apostrophes show up as DOUBLE apostrophes
This is so annoying. You go out of your way to reach over to that apostrophe key, and it doesn't even show up on RC properly. Makes me sad. Also, when will external windows be able to...
NPC Code:
resizeable = false;
canmaximize = false;
canminimize = false;
canclose = false;


fowlplay4 09-07-2011 07:03 AM

2 Attachment(s)
The latest V6 broke Zodiac's Rendering of Player Heads on the map.

Code:
PHP Code:

//#CLIENTSIDE

function onCreated() {
  
temp.tx = (screenwidth 2);
  
temp.ty = (screenheight 2);
  
with (findimg(201)) {
    
temp.tx;
    
temp.ty;
    
layer 20;
    
image "block.png";
  }
  
temp.obj player;
  
with (findimg(200)) {
    
temp.tx;
    
temp.ty;
    
layer 22;
    
ani "zodiac_mapface";
    
playerlook false;
    
actor.head obj.head;
    
actor.attr[1] = (obj.hat obj.hat obj.attr[1]);
  }


The head appears way off the center in this case.


All times are GMT +2. The time now is 05:14 PM.

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