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  #1081  
Old 05-23-2011, 03:38 AM
oo_jazz_oo oo_jazz_oo is offline
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The new v6 text is so blurry...I opened my inventory and was like, "Whoa".

I could barely read the text! Its bold, but blurry...
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  #1082  
Old 05-24-2011, 01:02 PM
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Quote:
Originally Posted by oo_jazz_oo View Post
The new v6 text is so blurry...I opened my inventory and was like, "Whoa".

I could barely read the text! Its bold, but blurry...
Screenshot?
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  #1083  
Old 05-29-2011, 03:11 AM
alskdjfhg alskdjfhg is offline
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So, hows it coming along?
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  #1084  
Old 05-29-2011, 03:21 AM
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Quote:
Originally Posted by Stefan View Post
Screenshot?
Click image for larger version

Name:	v5.png
Views:	559
Size:	15.5 KB
ID:	52946
Thats how it looks in v5.

Click image for larger version

Name:	v6.png
Views:	551
Size:	17.2 KB
ID:	52947
And thats it in v6.

Same settings. I logged off v6 and logged straight into v5 for the screenshots.
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  #1085  
Old 05-29-2011, 04:59 PM
fowlplay4 fowlplay4 is offline
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Sounds like you guys just want the text to be sharper. I still think it's really ridiculous how much this new font rendering has screwed up basically causing everyone to fix anything font/text related.

Blew up the image for some good ol font analysis.



All fonts appear to be inheritly bold, and a few sizes bigger than their V5 counter-part.
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  #1086  
Old 05-29-2011, 05:56 PM
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Originally Posted by Crow View Post
There seems to be some bug with stretching/mirroring sprites in ganis. The gani in question is at_sword.gani on Atlantis, where I'm mirroring all the sprites for direction 3 (facing right) to flip the image so it's correct for stuff like axes (asymmetrical weapons). This basically works, but sometimes just stops working. I haven't figured out which causes it yet, but it seems to be completely random anyway, especially after a long time of being online. A client restart fixes this. Only affect the mirrored sprites, the others work.
Update on this issue: when changing the window size, it stops working. You can try this on Atlantis. Face right, slash, see some pretty swords, resize the Graal window, slash again, see nothing (when facing right). This also hides some polygons for whichever reason.

Edit: Window size only, even! Changes to the size of GraalControl don't cause the problem.
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  #1087  
Old 05-29-2011, 06:15 PM
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It's pretty clear to me what's happening with the fonts. The new rendering just doesn't use font hinting (aligning the font with the pixel grid so it doesn't look 'blurry') at all, or doesn't apply it as much. Windows is notorious for using a huge amount of font hinting, and often ruining fonts as a consequence. Mac on the other hand is much less extreme about it. I imagine the v6 fonts would match up with how Mac renders fonts decently well. This is really a matter of taste.

I don't know why things are changing size though, that should be fixed.
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  #1088  
Old 05-29-2011, 10:19 PM
fowlplay4 fowlplay4 is offline
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GMAPs don't render properly at extreme resolutions. I.e: 3840x1080
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  #1089  
Old 05-29-2011, 10:30 PM
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Quote:
Originally Posted by fowlplay4 View Post
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080
Screenshot?

Quote:
Originally Posted by oo_jazz_oo View Post
Attachment 52946
Thats how it looks in v5.

Attachment 52947
And thats it in v6.

Same settings. I logged off v6 and logged straight into v5 for the screenshots.
Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.
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  #1090  
Old 05-29-2011, 10:36 PM
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Quote:
Originally Posted by Stefan View Post
Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.
How about bold for nicks and chat and "normal" for everything else?
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  #1091  
Old 05-29-2011, 11:04 PM
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Quote:
Originally Posted by Stefan View Post
Screenshot?



Ok in the next version it will render the Tempus Sans ITC as bold font for nick names and chat, but normal (slim version) in the weapon menu.
It's still blurry for nicks and chat though.
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  #1092  
Old 05-29-2011, 11:26 PM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by Stefan View Post
Screenshot?
Attached.
Attached Thumbnails
Click image for larger version

Name:	gmapbug.jpg
Views:	394
Size:	380.0 KB
ID:	52951  
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  #1093  
Old 05-29-2011, 11:33 PM
oo_jazz_oo oo_jazz_oo is offline
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Quote:
Originally Posted by DustyPorViva View Post
It's still blurry for nicks and chat though.
This. It looks the same for nicks, and showtexts(). (Altho, it seems to not be as bad when using showtext(), that might just be me tho lol)

The text just isnt crisp like it used to be...it just seems slightly blurry.

Also: If you have client-rc opened, and have it as the active window; when you open the player list, it closes immediately.
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  #1094  
Old 05-30-2011, 03:22 AM
BigBear3 BigBear3 is offline
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Quote:
Originally Posted by fowlplay4 View Post
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080
**** dude, I'm only 1600x900
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  #1095  
Old 05-30-2011, 03:29 AM
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Quote:
Originally Posted by fowlplay4 View Post
GMAPs don't render properly at extreme resolutions. I.e: 3840x1080
I can confirm this bug as well. It probably has to do that those levels aren't even sent to the client since you are far away enough.
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