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

MattKan 02-16-2012 01:28 AM

How come when you look at a player on another server you can't see their community name, just there account, unlike if you were to look at the same player on the same server?

cbk1994 02-16-2012 02:39 AM

On a somewhat related note, I'd like to see the account name removed from profiles entirely, and have the profile window title just show the community name.

Fulg0reSama 02-16-2012 08:05 PM

Quote:

Originally Posted by cbk1994 (Post 1684699)
On a somewhat related note, I'd like to see the account name removed from profiles entirely, and have the profile window title just show the community name.

A little curious to ask as to why you suggest this. I've found the use of this quite useful in the past.

fowlplay4 02-16-2012 08:08 PM

Quote:

Originally Posted by Fulg0reSama (Post 1684740)
A little curious to ask as to why you suggest this. I've found the use of this quite useful in the past.

The same reason your forum user id isn't displayed on your forum member page. It's for internal purposes only and doesn't need to be public knowledge.

The community name inconsistencies on the server-side still need to be fixed though. Particularly when player.communityname is false/null.

Fulg0reSama 02-16-2012 08:13 PM

Quote:

Originally Posted by fowlplay4 (Post 1684741)
The same reason your forum user id isn't displayed on your forum member page. It's for internal purposes only and doesn't need to be public knowledge.

I understand the reasoning now, but still is it not possible to merely make that sort of information visible to only the people that necessarily need it?

Emera 02-16-2012 08:47 PM

Quote:

Originally Posted by fowlplay4
Particularly when player.communityname is false/null.

That's the main reason I still identify players by their account and not their community when scripting something because guest accounts don't have community names. But I agree it doesn't need to be made public.

ffcmike 02-17-2012 11:03 PM

Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.

Fulg0reSama 02-17-2012 11:04 PM

Quote:

Originally Posted by ffcmike (Post 1684843)
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.

Nope.

Emera 02-17-2012 11:07 PM

Quote:

Originally Posted by ffcmike (Post 1684843)
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.

Yes! I get it all the time.

TSAdmin 02-17-2012 11:08 PM

Quote:

Originally Posted by ffcmike (Post 1684843)
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.

I do have this sometimes, but it's not linked directly to the TAB key itself. It's something to do with the S key (or any other key) not register the lifted key. All Tab is doing when pressed is repeating any "held" key.

Tigairius 02-17-2012 11:28 PM

I noticed that Graal v6 still has problems with (paused) sometimes showing up after peoples' names even if disablepause() is active. Seems to happen when people log on. This has become a bit of an issue on Graal Kingdoms because sometimes these players also aren't added to the clientside players array.

Emera 02-17-2012 11:29 PM

Quote:

Originally Posted by Tigairius (Post 1684850)
I noticed that Graal v6 still has problems with (paused) sometimes showing up after peoples' names even if disablepause() is active. Seems to happen when people log on.

I thought that was a V5 bug too. But yeah it's slightly annoying.

ffcmike 02-22-2012 02:10 AM

When using the new TGUIAnimation effects in order to make a GUI hide/destroy, sometimes the GUI will destroy at the end of the animation, but then not be able to be recreated afterwards.
When this happens, it also breaks other animated GUIs, it could cause them to not appear, or it could cause them to appear but then be unresponsive (such as a button).

Admins 02-22-2012 09:52 PM

It's not destroying, only hiding controls.

ffcmike 02-22-2012 10:53 PM

Quote:

Originally Posted by Stefan (Post 1685541)
It's not destroying, only hiding controls.

Could there perhaps be a variable within the animation control to automatically destroy once the animation has finished?

Admins 02-23-2012 03:57 PM

You can also catch the event onAnimationFinished(transition)

ffcmike 02-24-2012 12:55 AM

Quote:

Originally Posted by Stefan (Post 1685681)
You can also catch the event onAnimationFinished(transition)

The reason a variable would have been helpful was in the event of the weapon containing the GUI script destroying, right now I'm just calling a function to a different weapon and then destroying GUIs after a scheduleevent.

If you had multiple GUIs using the same transition, wouldn't that function collide?

Crow 02-24-2012 01:27 AM

Quote:

Originally Posted by ffcmike (Post 1685734)
If you had multiple GUIs using the same transition, wouldn't that function collide?

I suppose you catch the event from the GUI object you animate?

ffcmike 02-24-2012 01:32 AM

Quote:

Originally Posted by Crow (Post 1685737)
I suppose you catch the event from the GUI object you animate?

Oh true I misread. In that case I suppose I could always catch the event in a separate weapon from the one being destroyed.

Edit: Works, albeit this is slightly complicated when there's a chance the GUI can quickly be recreated, and its creation is also animated.
Which means I have:

Class within Weapon about to be destroyed -

PHP Code:

temp.gui.destroying true;
SomeSystemWeapon.scheduleDestroyGUI(temp.gui); 

Weapon -

PHP Code:

public function scheduleDestroyGUI(temp.gui){
  
thiso.catchevent(temp.gui.name"onAnimationFinished""destroyGUI");
}

function 
destroyGUI(temp.gui){
  if(
temp.gui.destroying){
    
this.ignoreevent(temp.gui.name"onAnimationFinished");
    
temp.gui.destroy();
  }


Whereas using the scheduleevent method it would be:

Class within Weapon about to be destroyed -

PHP Code:

SomeSystemWeapon.scheduleDestroyGUI(temp.guitemp.time); 

PHP Code:

public function scheduleDestroyGUI(temp.guitemp.time){
  
thiso.scheduleEvent(temp.time"DestroyGUI"temp.gui);
}

function 
onDestroyGUI(temp.gui){
  if(
temp.gui != NULL){
    
temp.gui.destroy();
  }


It works fine for me either way, I just thought a built-in variable to handle it would make things easier.

SlikRick 02-28-2012 10:14 PM

Recently I have been having problems with the client freezing up for no reason and forcing me to close and reopen it.

Fulg0reSama 02-28-2012 11:15 PM

Quote:

Originally Posted by SlikRick (Post 1686318)
Recently I have been having problems with the client freezing up for no reason and forcing me to close and reopen it.

Minimize/Maximize it.
Fixes this for me.

SlikRick 02-29-2012 02:00 AM

Quote:

Originally Posted by Fulg0reSama (Post 1686336)
Minimize/Maximize it.
Fixes this for me.

But you shouldn't have to do that to fix it though, that's why I posted it here so it can be fixed :p

Fulg0reSama 02-29-2012 02:09 AM

Quote:

Originally Posted by SlikRick (Post 1686362)
But you shouldn't have to do that to fix it though, that's why I posted it here so it can be fixed :p

Well, it's at least a bandaid solution until it's actually resolved, right?

Tim_Rocks 02-29-2012 06:33 AM

Not sure if anyone else has posted about this, but has anyone noticed little red lines in GUIs? I thought it was just an Era problem, but they also appear on the login window. I'm running windows 7 64 bit if that helps.

Edit: Also happens in v5, I'll test to confirm though.

fowlplay4 02-29-2012 07:42 AM

Quote:

Originally Posted by Tim_Rocks (Post 1686390)
Not sure if anyone else has posted about this, but has anyone noticed little red lines in GUIs? I thought it was just an Era problem, but they also appear on the login window. I'm running windows 7 64 bit if that helps.

Edit: Also happens in v5, I'll test to confirm though.

I your think GuiBlue image got replaced with a broken one causing the red line to appear.

cbk1994 02-29-2012 08:03 AM

Quote:

Originally Posted by fowlplay4 (Post 1686399)
I your think GuiBlue image got replaced with a broken one causing the red line to appear.

I don't think so—this also happens on Era with some of our GUI bitmaps. They work right for most people but some people see red lines along the 9-slice borders.

fowlplay4 02-29-2012 08:21 AM

Quote:

Originally Posted by cbk1994 (Post 1686400)
I don't think so—this also happens on Era with some of our GUI bitmaps. They work right for most people but some people see red lines along the 9-slice borders.

Well I remember seeing it as well, but I didn't see it when I loaded up Graal. Maybe a driver change had something to do with that.

DustyPorViva 02-29-2012 08:36 AM

Sounds like ye ol' days of image manipulation in Graal where if the image wasn't divisible by 16 then it had all sorts of clipping and image artifacts when manipulated by light effects and such.

Tim_Rocks 02-29-2012 06:02 PM

Quote:

Originally Posted by fowlplay4 (Post 1686401)
Well I remember seeing it as well, but I didn't see it when I loaded up Graal. Maybe a driver change had something to do with that.

My desktop computer has always done this, my laptop which is what I'm currently using for the most part just recently started doing this.

fowlplay4 02-29-2012 06:24 PM

Quote:

Originally Posted by Tim_Rocks (Post 1686436)
My desktop computer has always done this, my laptop which is what I'm currently using for the most part just recently started doing this.

You should probably provide screenshots then.

Tim_Rocks 03-01-2012 01:02 AM

http://i39.tinypic.com/9q8gme.png

http://i43.tinypic.com/5v3lab.png

http://i44.tinypic.com/ynds8.png

Here you go, all GUI's have random little red lines; Even on the log in screen.

Edit: added more pictures

ffcmike 03-03-2012 04:43 AM

Sometimes when you click a GUI on your screen, it can trigger onActionLeftMouse() to an NPC somewhere else in your level, which can even be nowhere near the position you clicked, and gets communicated to serverside too.

Tim_Rocks 03-05-2012 08:25 AM

Fun fact, this doesn't happen on v5 on either one of my computers.

Admins 03-05-2012 01:43 PM

Does this also happen in OpenGL mode?

fowlplay4 03-05-2012 04:24 PM

Quote:

Originally Posted by Stefan (Post 1687022)
Does this also happen in OpenGL mode?

Yes.

Tim_Rocks 03-05-2012 07:25 PM

Quote:

Originally Posted by Stefan (Post 1687022)
Does this also happen in OpenGL mode?

Happens in both. I might delete my folder and start connecting to random servers till it happens again.

Edit: uhm, that didn't work. I saw red lines instantly on start up.

Admins 03-06-2012 12:55 AM

Do you also see blue lines when using the VPlusBlue gui style?

Tim_Rocks 03-06-2012 02:37 AM

The only random lines I see are just the red ones.

Admins 03-07-2012 10:01 PM

Yes
Ok
I mean do you see red lines with the VPlusBlue gui style?

Tim_Rocks 03-08-2012 12:40 AM

Quote:

Originally Posted by Stefan (Post 1687264)
Yes
Ok
I mean do you see red lines with the VPlusBlue gui style?

http://i41.tinypic.com/m9roxx.png

Yep, that's the only red line I see though on the VPlusBlue (The random red pixels near the pass field).


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