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Well outfit for me is working fine. :o
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On your client, you will notice that the bullet does not go through the wall. This is the expected behavior and is what happened on v5. For every other client, the bullet will look like it went through the 3-tile wall. This does not happen if the shooter is using v5. http://img133.imageshack.us/img133/2835/12061511.png |
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I also found a bug when using IMG tags in PMs with .gif files, in order for the image to actually animate, you have to left mouse click and hold down onthe scroll bar on the PM window. |
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Happens to me too. |
What do you mean with "put on head"? The sethead command is server side and will work fine.
Animations are not supported in external pm windows, weren't you previously complaining that gifs in pms crash v5? |
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that seems like it could potentially be part of the problem. |
Wouldn't surprise me if the ability to properly modify those variables clientside has been disabled as a means of preventing those without a customisation pack on iPhone servers from being able to alter their appearance beyond a check such as the onHeadChanges() function, or to prevent the hacking of it.
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Please allow people to have the option of using the OLD / original PM list.
I personally, really really like it and absolutely prefer it over the integrated or newer one. |
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the new playerlist is fine, it just needs to be coded to fix some bugs to be more related to V5's playerlist.
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Annoying bug that's been plaguing V6 is how the client window sometimes freezes, the game still runs but everything in the client window is frozen. You can still see the playerlist work though.
It happens mostly when you resize the window. |
@ bullet projectile, there is the fact that i cant shoot and damage the person upclose and certain guns i can shoot through certain length walls (unstick me walls/bushes on era) while damaging unexpected players with invisible bullets, ex shotgun, sten. Etc.
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Also in the sound, it sometimes has a sudden jump in amplification to the sound, like a very loud popping sound randomly, and it hurts my ears.
Also you should add an option to mute the choir sfx when receiving a PM. |
When I try to close the game it freezes.
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Changing player.head on clientside should work fine normally, although there is a check for trial accounts which will make the head switch back to head0.png if it's not one of the allowed trial heads.
It's also making sure that the head graphics are on the server, can someone check if the head graphics are available there (via /find command)? |
I was testing it out and it seems you can set your head, but it sometimes doesn't change like Luda says, and if I try it again, it will finally change, but sometimes it doesn't until I reconnect and set it.
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This is definitely occurring with heads that exist on the server and are otherwise usable, I recall /find filename being the first thing I tried testing upon hearing about the problem, this is also happening with swords + shields (though not bodies), this leads me to believe it's just a case of the data not being sent to or received properly by the server.
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Are they going to release the In-game playerlist and profiles?
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I've been using V6 for a while now, more than a month..?
The lag is suppressed a lot in V6, and levels load seamlessly without having a client pause each time I enter a new level. However there is some small small burts of client lag/freezing on the overworld, but I'd take that over the annoying level loading freezes anyday. But the smoother gameplay is the main reason I'm using V6 for now. |
I'm starting to see random people's bodies shrink and grow back to normal, while being transparent when they do stuff like walk or attack.
Kind of annoying. |
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By the way, on the new beta, screenshot feature = total chaos. My video card and monitor freak out and graal freezes.
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Just for future reference I've compiled the links to all of V6 Beta clients here.
Windows: http://www.graalonline.com/downloads...al_windows.zip Mac: http://www.graalonline.com/downloads/beta/Graal_mac.zip Linux 32-Bit: http://www.graalonline.com/downloads...al_linux32.zip Linux 64-Bit: http://www.graalonline.com/downloads...al_linux64.zip |
Thanks boss.
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Has anyone had issues with the players array being empty clientside? It's happening to me both on GMAPs and in single levels randomly on Mac. Reconnecting fixes it.
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I don't consider myself to be knowledgeable about how these things work, but it seems like certain things don't add up and so I'm seeking some further clarification.
One of the more commonly mentioned advantages to the new client is reduced lag, I understand that displays have been largely over-hauled, so I didn't really expect an improvement on script time which I'd guess isn't really possible to much extent anyway. Sure enough when I test script time via showscriptstats and /clientstats within RC, systems are taking a higher percentage of resources in the V6 client. I've considered the possibility that there may be new processes that might lead to a visible increase on display related script times, but ultimately be speeding things up in the background. However when I check CPU usage of the entire client via windows task manager this is also a higher number in V6 compared to V5. One possibility I've considered is that the current beta client could possibly contain alot of consuming debug processes which would be removed with the real thing, another possibility is that the new built-in optimisations of displays are rendering the optimisations of displays within Classic's custom systems un-necessary. A common example of this optimisation would be the storing of display objects, then simply modifying the objects x, y, text and colors whenever there's a related change from the relevant player, as opposed to creating a new display each frame. Another thought is simply that script time is being sacrificed to save on a different form of resource. Another thing I'm somewhat confused about is that I've read directX has been phased out of the new client, with opengl now being some form of default. When I open the client normally to test usage I'm getting a significantly higher percentage compared to when I am deliberately opening the client via shortcut with "-opengl" at the end of the target. There may be a good explanation for this but it goes against my current understanding. |
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About speed:
- the base systems in v6 take much less CPU time - scripting is 20-50 % faster (fast delivery of events, optimized statements etc.) - the particle engine is around 20-50 times faster than before - GUI drawing, especially for gui styles (.wba), has been improved - it's now using DirectX9 instead of DirectX7 - always using optimized bitmap fonts - scripts use less memory, graphics might take more (depending on the driver) Things that could eventually slow down a little bit: - hacker protection - some older graphic cards might have slower implementation of DirectX9 than DirectX7 (you can use OpenGL by using parameter -opengl to speed it up eventually) About script stats: That can be a little bit tricky, the /clientstats shows relative percentages so when the game is faster in general you usually get higher percentages for the same action. The task manager is not really known for accurate results. |
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Example: PHP Code:
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Obviously don't really care about syntax, whatever works better is fine. Function calls really do cause some bad overhead issues in certain places and being able to inline things would be really useful. |
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