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  #1  
Old 01-19-2006, 07:16 AM
jake13jake jake13jake is offline
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disabling v2,3?

When will v2 and v3 be disabled? There's a lot of stuff ready for Classic that uses clientside gs2.
  #2  
Old 01-19-2006, 07:21 AM
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You can disable v2 and v3 on your server.
Add this to your server options:
HTML Code:
v30enabled=false
And it will redirect non-v4 users to the download link when they login.
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  #3  
Old 01-19-2006, 08:28 AM
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hmmokay, I'll tell Manager that.
  #4  
Old 01-19-2006, 02:27 PM
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We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess
  #5  
Old 01-19-2006, 07:37 PM
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Quote:
Originally Posted by Stefan
We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess


It's been twenty hours, ready to test!
  #6  
Old 01-19-2006, 08:46 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess
Yea, I was kindof figuring that v4 was just not entirely debugged. Is that the problem where my text turns into weird things? Off-topic (concerning my gs2 movement system for Classic), is there any chance of you making a clientside getareanpcs?

I'm trying to separate players, tiletypes, and NPCs in my movement system rather than using onwall2. Why? It might seem unneccessary at first, but it offers a lot of functionality.

Separating players is a different problem from separating NPCs. It's a lot easier to optimize finding a player by cycling through the players array with a constant width and height. However, NPCs can have a dynamic width and height. That means you can't necessarily check within a certain range of NPCs. You also can't check the dontblock() and blockagain() functions by cycling through the npcs array. However, having a function for each of them would still make things easier.

What might doing this offer?
1. We can make it so that players with a certain flag don't block.
2. Using that, we can rewrite what determines which players can or can't be hit.
3. Using that, we can expand the definition of nopk zones. Making it so audiences in events are safe AND can't block the way out.
4. We can make dontblock zones for narrow passages (ex. water-land blue dock thing)
5. We can make a spectate mode, for people using focus commands that enable them to change their focus using the movement keys so they wouldn't get hit, and wouldn't block.

Hmm... let me add, there are a lot of NPCs on Classic. Particularly on the gmaps. Which is making clientside optimization quite an issue.

Last edited by jake13jake; 01-19-2006 at 09:32 PM..
  #7  
Old 01-19-2006, 11:24 PM
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Hmmm there is clientside findareanpcs(), but it might be a little bit bugged, only work for level npcs. In the next version it should work better.
  #8  
Old 01-20-2006, 12:22 AM
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Quote:
Originally Posted by Stefan
We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess
Good, I was going to beg you for that
  #9  
Old 01-20-2006, 03:43 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
Hmmm there is clientside findareanpcs(), but it might be a little bit bugged, only work for level npcs. In the next version it should work better.
eek.. can't figure that out.
I'm assuming findareanpcs(x,y,w,h)... and it returns indeces?
However, it's always giving me 0 here.
PHP Code:
function onNPC(tx,ty,w,h) {
  
temp.tnpcs  findareanpcs(tx,ty,w,h);
  
player.chat temp.tnpcs.size(); 
ADD:
and I tried player.chat = temp.tnpcs.image for that and
and I also tried it for temp.tnpcs.findareanpcs(tx,ty,w,h);

I just can't get it to work at all -_-

ADD
O WAIT. I know why now. Stefan said it only worked on level NPCs. I interpreted that as a detection problem. Hopefully next version it will be available for weapon NPCs too.

Last edited by jake13jake; 01-20-2006 at 06:17 PM..
  #10  
Old 01-20-2006, 03:50 AM
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No, array of npc objects. If you want indexes use getareanpcs.
  #11  
Old 01-20-2006, 04:04 AM
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Quote:
Originally Posted by Rick
No, array of npc objects. If you want indexes use getareanpcs.
I don't really care what I'm getting.. I just want to get something. right now I'm getting 0 for array size.
  #12  
Old 01-20-2006, 04:32 AM
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Quote:
Originally Posted by jake13jake
Yea, I was kindof figuring that v4 was just not entirely debugged. Is that the problem where my text turns into weird things?
That bug is affecting lots of people, it isn't limited to just Intel 82810 (which has freezing problems). It has been around for a while but it is hard to reproduce You can turn off bitmap fonts in the options if it bothers you, but you may notice Graal act slower if you do.
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  #13  
Old 01-20-2006, 05:08 AM
excaliber7388 excaliber7388 is offline
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Quote:
Originally Posted by CheeToS2
That bug is affecting lots of people, it isn't limited to just Intel 82810 (which has freezing problems). It has been around for a while but it is hard to reproduce You can turn off bitmap fonts in the options if it bothers you, but you may notice Graal act slower if you do.
No, we can turn bitmaps fonts off to read however, it continues to frezze, and lag a lot while in use it's too bad that v2 couldn't be simply upgraded, not with all the features of v4, but still able to handle gs2 that way, no one would have to disable it, and there wouldn't be so much lag for those with this gfx driver
  #14  
Old 01-20-2006, 11:42 PM
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Check with the latest version?
  #15  
Old 01-21-2006, 12:12 AM
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Quote:
Originally Posted by Stefan
Check with the latest version?
*cries* you didn't make it so I could findareanpcs with NPCWs .
  #16  
Old 01-21-2006, 12:26 AM
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Quote:
Originally Posted by jake13jake
*cries* you didn't make it so I could findareanpcs with NPCWs .
? it works
Ah but its bugged on gmap, will be fixed with the next version, sorry for that x-x
  #17  
Old 01-21-2006, 12:30 AM
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yeah gmap is bugged, also lags a bit (a considerable amount more than v2), weapons also have errors. Can't seem to tell things like strequals(#w,weapon_name)), and some other commands. But that might be v4 in general. My biggest problem is extra lag. other than that, I can play v4, and it hasn't frozen yet (I've only been on a bit, but I'll tell you if it freezes)I reall y don't think v2 should be disabled just yet. I also had errors with opening PMs (just lagged a lot)
  #18  
Old 01-21-2006, 12:33 AM
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Quote:
Originally Posted by excaliber7388
yeah gmap is bugged, also lags a bit (a considerable amount more than v2), weapons also have errors, and the text size is a bit too big in weapons screen. I realy don't think v2 should be disabled just yet.
Um what has your post to do with my/jakes post? Or I don't understand it right.
Is v4 working for you now?
What is bugged with gmaps?
What errors do weapons have?
  #19  
Old 01-21-2006, 12:55 AM
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lags going away, but the above weapons errors are still there for DR at least x_X
  #20  
Old 01-21-2006, 01:45 AM
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Quote:
Originally Posted by excaliber7388
lags going away, but the above weapons errors are still there for DR at least x_X
It's probably simple scripting errors being caused by the new scripting engine.

ex. this.width = n; this.height = n; can't be used.
  #21  
Old 01-21-2006, 03:32 AM
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Quote:
Originally Posted by excaliber7388
lags going away, but the above weapons errors are still there for DR at least x_X
Have you tried to enable bitmap fonts, that should work now and can speed up the game quite a lot in some cases
  #22  
Old 01-21-2006, 03:54 AM
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yeah overall, it has sped up quite a bit, however I still am having trouble with weapons, they randomly fire when i start the server, the don't follow the code (for example, when I start, the player automatically does the fishing gani, even on land), don't do triggeractions, i have a script that is nealy never ending. Could this be because they are in gs1? if so, v4 should be able to handle gs1 as well as gs2
  #23  
Old 01-21-2006, 04:09 AM
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Quote:
Originally Posted by excaliber7388
Could this be because they are in gs1? if so, v4 should be able to handle gs1 as well as gs2
Graal4 supports GS1, just that it is more picky. There were things you could get away with in GS1 that you can't in GS2.

Maybe, check this out. After you have an idea what Graal4 is fussy with, take a look at the weapons in question and see if you are able to find a fix.
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  #24  
Old 01-21-2006, 05:56 AM
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Oh, and stefan, I can't get it to work in any level from my movement sys. If it should work and it doesn't, a case similar to the gmap updateboard and showpoly fixes in that they didn't work for Classic at first, I ask you to please come to Classic and take a look. It's the last piece of my movement system before I can stop using onwall/onwall2 on Classic's new (future) movement system, and start deciding on the vars for nopk spectate and pause. Right now though, I can restructure the default moving class a little bit.

lol, done... now Opposite Boots are one line of code, and Gravity boots are like 5.

Last edited by jake13jake; 01-21-2006 at 06:47 AM..
  #25  
Old 01-21-2006, 05:57 AM
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i'm following many of the rules, but im still having trouble making it all work x_X how could it be so much more 'picky' x_X what else could I be doing wrong, theres no missing ; or {} out or f place, i replaced this. with temp. I formatted everything well, what else could I do?
  #26  
Old 01-21-2006, 06:48 AM
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Quote:
Originally Posted by excaliber7388
i'm following many of the rules, but im still having trouble making it all work x_X how could it be so much more 'picky' x_X what else could I be doing wrong, theres no missing ; or {} out or f place, i replaced this. with temp. I formatted everything well, what else could I do?
yea, it also notices global variables more often. A few of my movement scripts kept messing up because of staff tool setting the global var for movement handling to -1 or 0, lol. Worked fine in v2 for some reason tho (well... my movements gs2... I'm meaning some other scripts involving the movement handling feature.

Hmm.. is findareanpcs gonna ignore hide() and dontblock()? You can pick up hide through NPC vars, but not dontblock.
I also can't pick up players[i].paused, even though I wanted to rescript the pause system. Will there be any way to make a public flag for a player so I can detect that or will I have to make some weird sort of serverr.paused account list?

Last edited by jake13jake; 01-21-2006 at 08:03 AM..
  #27  
Old 01-21-2006, 04:59 PM
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Quote:
Originally Posted by excaliber7388
i'm following many of the rules, but im still having trouble making it all work x_X how could it be so much more 'picky' x_X what else could I be doing wrong, theres no missing ; or {} out or f place,
Is everything inside an event block?
PHP Code:
if (event)
{
  if (
foo == bar)
  {
    
// code
  
}

Instead of...
PHP Code:
if (foo == bar)
{
  
// code

Quote:
Originally Posted by excaliber7388
i replaced this. with temp.
You clearly don't understand what temp. variables are for.

this. variables are stored within the NPC, temp. variables are destroyed at the end of the current function.
Quote:
Originally Posted by excaliber7388
I formatted everything well, what else could I do?
Learn gscript2 already.
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  #28  
Old 01-21-2006, 05:43 PM
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it's all within an if(created||timeout) event, so yeah, the thing is, I'm currently working on a day/night script and the time works, but the day/night part doesn't its all under if(isonmap) ...oh right XD it doesn't work because gmaps don't work right yet on V4 XD ok, thats that. However this doesn't explain all the other scripts that well, but I could double check. And gs2 is quite hard to learn especially when I couldn't check stuff easily, being that I was using V2 all this time. Anyway, I am learning it
  #29  
Old 01-21-2006, 06:02 PM
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It should be if (playerenters || timeout). I will try to come on Dark Rival to help when i find some time this weekend.
  #30  
Old 01-21-2006, 06:43 PM
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thanks a lot I'm learning gs2, and that should help.
  #31  
Old 01-23-2006, 12:57 AM
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Well on the subject of my movement system.
1. Still need findareanpcs() for weapons on Classic.
2. Would it be possible to add NPC/Player vars for not blocking?
Like NPCs using dontblock() or hide(), and players that are paused or in a nopk zone. I just hate having complications. It's not quite as needed for players when your scripts all control the players. NPCs, however, can change their blocking state serverside or clientside... so once again I'd have trouble there.

I mean, I've gone out of my way to try to institute movement using the most dynamic means possible (ex. It turns opposite boots into one line of code). I'm also hoping to institute it to serverside movement (for baddies and fighting fish), though I'll have to restructure it a little bit, moving away from recursion. In that case, I could use the same restructuring on the clientside.
  #32  
Old 01-28-2006, 04:51 AM
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Quote:
Originally Posted by Known Bugs
Attempting to stream a playlist file causes Graal to freeze
EX: #gscript, cheetos_play.nw
Thats still a big problem, it crashed my comp x_X and now the radio doesn't work for V4...bad
 


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