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

cbk1994 03-08-2012 04:30 AM

Quote:

Originally Posted by Tim_Rocks (Post 1687286)
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).

He means the GUI style. Press F3 and change the GUI style to "vplusblue".

http://uploads.graalcenter.org/uploa...0at%209.28.png

Tim_Rocks 03-08-2012 05:29 AM

Oh, it's on it now. I don't see lines anywhere on vplusblue, I was using default though.. As for the rest of the GUI's there's still lines.

MattKan 03-15-2012 06:02 PM

Everytime I connect my laptop to a new internet connection, it erases my password and I have to re-enter it. And it doesn't remember previous connections or anything. I'm staying at a hotel with two flakey wifi connections and every time I have to switch to the other, I have to re-enter my password.

(This is annoying because rather frequently I'm told my password is "Incorrect" so I'm forced to change it, and I'm forced to go with the randomly generated one.)

Angel_Light 03-22-2012 05:49 AM

client got reset to start page and I got these script errors

Script: Function -ScriptedRC.addPlayerlistMenuEntries not found in function onCreated in script of Weapon -Playerlist
Script: Function -ScriptedRC.addPlayerlistMenuEntries not found in function onCreated in script of Weapon -Playerlist
Script: Function switchToDirectX not found in function universe.onConnectingToServer in script of Weapon -Serverlist

DrakilorP2P 03-23-2012 02:13 AM

Particle effects are shown in the wrong place when I move GraalControl. It doesn't happen in v5 or when the effect has multiple particle types.



The effect code used in the video:
PHP Code:

//#CLIENTSIDE
function onPlayerEnters()
{
  
with (findimg(200)) {
    
with (this.emitter) {
      
this.delaymin 0.05;
      
this.delaymax 0.05;
      
this.nrofparticles 1;
      
this.emitautomatically true;

      
with (this.particle) {
        
this.image "block.png";
        
this.lifetime 5;
        
this.alpha 1;
      }

      
this.addlocalmodifier("once"00"angle""replace"0pi*2);
    }
  }


Setting this.particleTypes = 2; stops it from happening.

Tricxta 03-25-2012 08:15 AM

Polygons seem to shift up whilst the player is in trial mode. What I find weird is, it doesn't do the same to images...

0PiX0 03-25-2012 10:26 AM

Quote:

Originally Posted by Tricxta (Post 1689928)
Polygons seem to shift up whilst the player is in trial mode. What I find weird is, it doesn't do the same to images...

That also happens to particle effects.

xXziroXx 03-27-2012 11:53 AM

Found a bug that applies to both v5 and v6. When you draw an NPC on a TDrawingPanel (clientside) it causes the NPC to first become invisible and thus not getting drawn. The NPC is not displayed again until it changes image/gani or the level is updated.

Example code:

PHP Code:

 new GuiDrawingPanel("Test_DrawingPanel") {
  
width height 200;
  
screenwidth/width/2;
  
screenheight/height/2;
  
clearall();
  
  
// Let's scan through the NPC's in the level and draw them!
  
for (temp.npcDatanpcs)
    
drawobject(00temp.npcData);
 } 

Problem does not occur when trying to draw player objects.

xXziroXx 03-27-2012 09:31 PM

Also, speaking of drawObject(), the objects drawn does not get removed from the TDrawingPanel after using clearAll().

Admins 03-29-2012 03:11 AM

Quote:

Originally Posted by xXziroXx (Post 1690139)
Found a bug that applies to both v5 and v6. When you draw an NPC on a TDrawingPanel (clientside) it causes the NPC to first become invisible and thus not getting drawn. The NPC is not displayed again until it changes image/gani or the level is updated.

Hmmm the problem can be that the npc was not previously visible when you were drawn it on the drawing panel? It might load the textures just in memory and then cannot be drawn normally to OpenGL/DirectX.

xXziroXx 03-29-2012 03:47 AM

Quote:

Originally Posted by Stefan (Post 1690309)
Hmmm the problem can be that the npc was not previously visible when you were drawn it on the drawing panel? It might load the textures just in memory and then cannot be drawn normally to OpenGL/DirectX.

I took a somewhat laggy and inconclusive video to try and show you the problem.



Source code:
PHP Code:

  new GuiDrawingPanel("Test_DrawingPanel") {
    
width height 64*16;  // Creates a drawing panel as big as the level
    
0;  // Places the drawing panel in the top left corner of the screen
    
clearall();
    
    
// Let's scan through the NPC's in the level and draw them!
    
for (temp.npcDatanpcs) {
      
// Draws the NPC on the board on the same position as it is placed at in the level
      
drawobject(temp.npcData.x*16temp.npcData.y*16temp.npcData);
    }
    
    
// Makes the drawing panel click-through, moving around is a pain in the ass otherwise
    
useOwnProfile true;
    
profile.modal false;
  } 


salesman 03-30-2012 04:16 AM

Quote:

Originally Posted by fowlplay4 (Post 1662404)
2. openurl(url); still opens URLs without any kind of prompt as compared to V5 which prompted you.

Ya this should be fixed. Just grabbed an NPC that opened my browser and sent me to a site without any kind of warning.

alskdjfhg 03-31-2012 04:38 AM

Years will pass, and V6 still won't be released...

fowlplay4 03-31-2012 05:13 AM

It's 'kind of' released at the moment, used to have to wait for them to post a link to it. Now it's on their download pages.

A V6 update that addresses all the requests and fixes of the players so the playercount will want to use V6 is what we're really waiting for.

Tim_Rocks 04-01-2012 04:32 AM

Quote:

Originally Posted by fowlplay4 (Post 1690528)
It's 'kind of' released at the moment, used to have to wait for them to post a link to it. Now it's on their download pages.

A V6 update that addresses all the requests and fixes of the players so the playercount will want to use V6 is what we're really waiting for.

v5: 27 (40%), v6: 39 (59%) - Era

Crono 04-03-2012 07:31 PM

Quote:

Originally Posted by Tim_Rocks (Post 1690633)
v5: 27 (40%), v6: 39 (59%) - Era

Obviously because you annoyed the **** out of everyone with the stupid "LOL UPGRADE TO V6 OR ENDURE THIS ANNOYING POP UP EVERYTIME YOU LOG IN ^___^". fowlplay summerized it here.

Tim_Rocks 04-04-2012 06:38 AM

Quote:

Originally Posted by Crono (Post 1690967)
Obviously because you annoyed the **** out of everyone with the stupid "LOL UPGRADE TO V6 OR ENDURE THIS ANNOYING POP UP EVERYTIME YOU LOG IN ^___^". fowlplay summerized it here.

Lol, I also made it so when I check for v5 and v6, it sends a message to v5 players to upgrade. ;)

Felix_Xenophobe 04-04-2012 09:21 AM

Disgusting

xXziroXx 04-09-2012 12:40 PM

Levels with tilelayers are behaving extremely strange in v6. The first time you enter a level every session, all of it's surrounding levels on a gmap is completely covered in blocking tiles that won't dissapear until the level is updated. It creates some very inconvenient problems for non-staff players.

@Stefan, check it out yourself on Maloria at mal.gmap.

Admins 04-10-2012 02:24 AM

Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

xXziroXx 04-10-2012 02:53 AM

Quote:

Originally Posted by Stefan (Post 1691638)
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

It would be great if you could first make the current layers work properly without needing a staff member to update level everytime you enter it. Really, please check it out on Maloria @ mal.gmap.

I'm very interested in the special offline editor for the new map format though, especially if the format will be available on servers soon - I don't want to have to remake the entire server once they are. :)

Crono 04-10-2012 03:49 AM

Quote:

Originally Posted by Stefan (Post 1691638)
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

Lemme test dat.

Crow 04-10-2012 09:07 AM

Quote:

Originally Posted by Stefan (Post 1691638)
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

I'd love to give that a shot.

Andre2006 04-10-2012 10:00 AM

Is it possible to separate mass messages and private messages?

Tim_Rocks 04-10-2012 05:06 PM

Quote:

Originally Posted by Stefan (Post 1691638)
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

I will be your tester.

@Andre, that sounds like a lovely idea.

Angel_Light 04-11-2012 05:21 AM

Quote:

Originally Posted by Stefan (Post 1691638)
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.

I'm interested...

Admins 04-12-2012 09:21 PM

Quote:

Originally Posted by xXziroXx (Post 1691641)
It would be great if you could first make the current layers work properly without needing a staff member to update level everytime you enter it. Really, please check it out on Maloria @ mal.gmap.

The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.

xXziroXx 04-12-2012 11:08 PM

Quote:

Originally Posted by Stefan (Post 1691893)
The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.

Aha, I see. Thanks for taking care of that :)

r3ckless 04-13-2012 03:08 PM

v6 seems to be eating up alot more CPU than usual, does anybody else notice this? Maybe my computer is just a tad outdated, but v5 ran perfectly. When running v6, my CPU is constantly at 100%

Crow 04-13-2012 06:39 PM

Quote:

Originally Posted by r3ckless (Post 1691972)
v6 seems to be eating up alot more CPU than usual, does anybody else notice this? Maybe my computer is just a tad outdated, but v5 ran perfectly. When running v6, my CPU is constantly at 100%

I take it you still have a single core processor. So, yes, that means your computer is outdated. Still, should run well on a single core CPU as well.

What bothers me is that it's very noticeable that Graal doesn't have a very good implementation of OpenGL. Even though it's not half as bad as it used to be, CPU usage is still higher in OpenGL mode. It also does a lot of things really funky/slowly.

Emera 04-13-2012 07:46 PM

Quote:

Originally Posted by Crow (Post 1691978)
I take it you still have a single core processor. So, yes, that means your computer is outdated. Still, should run well on a single core CPU as well.

What bothers me is that it's very noticeable that Graal doesn't have a very good implementation of OpenGL. Even though it's not half as bad as it used to be, CPU usage is still higher in OpenGL mode. It also does a lot of things really funky/slowly.

What's the difference when I use OpenGL? I don't see any noticeable changes or any performance improvements.

Crow 04-13-2012 08:10 PM

Quote:

Originally Posted by Emera (Post 1691982)
What's the difference when I use OpenGL? I don't see any noticeable changes or any performance improvements.

The difference is, simply put, that everything is rendered using OpenGL instead of DirectX. There are no visible performance impacts on most computers, but it does use more processing time, and things like taking screenshots takes longer, which delays certain effects one could code (like the one Dusty made :3).

DustyPorViva 04-13-2012 08:14 PM

Quote:

Originally Posted by Crow (Post 1691988)
The difference is, simply put, that everything is rendered using OpenGL instead of DirectX. There are no visible performance impacts on most computers, but it does use more processing time, and things like taking screenshots takes longer, which delays certain effects one could code (like the one Dusty made :3).

Also some GPUs support DirectX or OpenGL better than one or the other. On my current PC I can't really tell a difference, but on my older PC's openGL was unplayable, not only because of speed, but also because it had a ton of graphical glitchesl; especially relating to rendering text.

Crow 04-13-2012 08:18 PM

Quote:

Originally Posted by DustyPorViva (Post 1691990)
On my current PC I can't really tell a difference, but on my older PC's openGL was unplayable, not only because of speed, but also because it had a ton of graphical glitchesl; especially relating to rendering text.

I blame that on Graal's implementation of OpenGL. It actually made games like Quake run a lot better than they'd have with DirectX.

xXziroXx 04-13-2012 08:41 PM

Quote:

Originally Posted by Stefan (Post 1691893)
The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.

Hmm, this only solves the display issue of it though. If I make the 4095 tile transparent, the cached tiles in surrounding levels are still blocking. :(

r3ckless 04-13-2012 09:31 PM

Yeah I do have a single core processor. Planning on getting an upgrade soon, hopefully. My laptop has a dual core, but the LCD light blew out or something, I need to replace the screen.

ffcmike 04-15-2012 11:07 PM

Going by task manager CPU percentage, V6 is performing significantly better for me with both OpenGL and DirectX now I've put back in a different graphics card. OpenGL has gone from 7 - 10% idling in an empty level on Classic (scripted systems considered) to .5 - 2%.

r3ckless 04-16-2012 04:09 AM

I have a GeForce 6100 nForce 405 video card. It's integrated, though. But it has run countless games without problems before. I think it may very well be my single core processor. Idk, I'm going to tweak some settings in the NVIDIA control panel. See if I can make it perform a little better with OpenGL.

Tim_Rocks 04-16-2012 07:16 AM

One thing I found annoying was when you're in the middle of a PM or you have several PMs open, if the client gets disconnected all PMs will close.

xXziroXx 04-18-2012 05:12 PM

No matter what server I logon, GraalControl seems to not have focus so I can't do anything until I click somewhere on the screen to give it focus.

Really frustrating and it only happens in v6. Worked around it on Maloria by running GraalControl.makefirstresponder(true); when the player logs in, but it's still an inconvenience with the client.

EDIT: Likely related to playerlist.


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