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  #1456  
Old 04-03-2012, 07:31 PM
Crono Crono is offline
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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.
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  #1457  
Old 04-04-2012, 06:38 AM
Tim_Rocks Tim_Rocks is offline
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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.
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  #1458  
Old 04-04-2012, 09:21 AM
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  #1459  
Old 04-09-2012, 12:40 PM
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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.
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  #1460  
Old 04-10-2012, 02:24 AM
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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.
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  #1461  
Old 04-10-2012, 02:53 AM
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Quote:
Originally Posted by Stefan View Post
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.
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  #1462  
Old 04-10-2012, 03:49 AM
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Originally Posted by Stefan View Post
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.
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  #1463  
Old 04-10-2012, 09:07 AM
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Originally Posted by Stefan View Post
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.
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  #1464  
Old 04-10-2012, 10:00 AM
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  #1465  
Old 04-10-2012, 05:06 PM
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Originally Posted by Stefan View Post
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.
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  #1466  
Old 04-11-2012, 05:21 AM
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Quote:
Originally Posted by Stefan View Post
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...
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  #1467  
Old 04-12-2012, 09:21 PM
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Originally Posted by xXziroXx View Post
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.
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  #1468  
Old 04-12-2012, 11:08 PM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by Stefan View Post
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
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  #1469  
Old 04-13-2012, 03:08 PM
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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%
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  #1470  
Old 04-13-2012, 06:39 PM
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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.
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