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  #706  
Old 10-18-2010, 09:53 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Stefan View Post
Can you check if you have correctly downloaded it (should display a valid signature when right click -> properties)
Yeah it had the signature and everything, just found the problem was running it in XP compatibility mode which was a relic I had from the release of V5, it's fine without it.
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  #707  
Old 10-18-2010, 11:07 PM
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Still getting the issue of when I reconnect a couple of times the client freezes.
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  #708  
Old 10-18-2010, 11:12 PM
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I completely forgot about this, but when I was working on my project a while ago I noticed a very odd bug: Having a weapon named Shield caused it to disappear from the players inventory(and any reference to it, even in the weapons array) when the player logged on, until the weapon was updated. Though the last time I tested this I had v5, I imagine it's still there.

Considering it's not a default weapon like Bomb or Bow, I found this a little odd.
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  #709  
Old 10-18-2010, 11:32 PM
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Quote:
Originally Posted by DustyPorViva View Post
I completely forgot about this, but when I was working on my project a while ago I noticed a very odd bug: Having a weapon named Shield caused it to disappear from the players inventory(and any reference to it, even in the weapons array) when the player logged on, until the weapon was updated. Though the last time I tested this I had v5, I imagine it's still there.

Considering it's not a default weapon like Bomb or Bow, I found this a little odd.
There should be a serveropt to disable the classic naming.

EDIT: New client will sometimes just freeze when closing.
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Last edited by MrOmega; 10-19-2010 at 04:23 AM..
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  #710  
Old 10-19-2010, 08:43 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Stefan View Post
A new Windows beta version has been released (5.302):
- fixed chat text of showcharacter() npcs
It seems as if this problem is still occuring for me

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).
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  #711  
Old 10-19-2010, 09:22 PM
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Quote:
Originally Posted by ffcmike View Post
It seems as if this problem is still occuring for me

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).
Yes still happens on Varia (levels: gale_castle-1.nw/gale_castle-2.nw)
It's a db NPC that warps to the next level, it works fine in the first level but after the NPC warps chat text doesn't work at all
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  #712  
Old 10-21-2010, 10:26 AM
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Quote:
Originally Posted by ffcmike View Post
It seems as if this problem is still occuring for me

From what I can tell you set a characters text once, you then set it a second time and it then hides at the time you'd have expected the first text display to hide (if it were a player and not an NPC).
Quote:
Originally Posted by MrOmega View Post
Yes still happens on Varia (levels: gale_castle-1.nw/gale_castle-2.nw)
It's a db NPC that warps to the next level, it works fine in the first level but after the NPC warps chat text doesn't work at all
I can also confirm this has not been fixed.
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  #713  
Old 10-21-2010, 06:20 PM
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I always considered this a bug, and it's still not fixed with v6:

When using play2() or playlooped2() with coordinates, the "direction" of the sound playing doesn't update when the player moves, but stays the same all the time, from the point where the function is called. Not cool. Can't we make this dynamic?
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  #714  
Old 10-21-2010, 09:15 PM
WillaWonka WillaWonka is offline
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You probably already now this but:

All of the era instruments besides flute I suppose are silent and needs the correct .wav supposedly.
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  #715  
Old 10-22-2010, 02:47 AM
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Latest V6 broke the dialog system on Zodiac, narrowed it down to the use of waitfor.

PHP Code:
//#CLIENTSIDE

/*
Proper output:

sending request
request received
returning result 'test'
result returned 'test'

What happens when you have a waitfor:

sending request
request received
returning result 'test'
result returned ''

What happens without a waitfor:

sending request
request received
returning result 'test'
result returned 'test'
*/

function onCreated() {
  echo(
"sending request");
  
temp.test requestVar("test");
  echo(
"result returned '" temp.test "'");
}

public function 
requestVar(a) {
  echo(
"request received");
  
waitfor(this"randomevent"0.05); // Causes problem
  
echo("returning result '" "'");
  return 
a;

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  #716  
Old 10-25-2010, 09:27 PM
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Quote:
Originally Posted by fowlplay4 View Post
Latest V6 broke the dialog system on Zodiac, narrowed it down to the use of waitfor.
Ok thanks for reporting, will be fixed in the next version.
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  #717  
Old 10-28-2010, 01:30 AM
Luda Luda is offline
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If you put a player on ignore who is in the same guild with the tag on at the time, it will keep them under the "Guild" tab
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  #718  
Old 10-28-2010, 06:32 PM
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If you put a player on ignore who is in the same guild with the tag on at the time, it will keep them under the "Guild" tab
In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.
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  #719  
Old 10-28-2010, 08:53 PM
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Quote:
Originally Posted by TSAdmin View Post
In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.
Yeah, I'm fine with that.

Also, am I the only one who finds the automatic name search on playerlist annoying?
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  #720  
Old 10-28-2010, 08:59 PM
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Originally Posted by TSAdmin View Post
In my opinion, I think the "Ignore" menu should be removed entirely and those on ignore should be denoted by their nick/account text in playerlist being red.
I would prefer they were grouped, even if that means grouping them the bottom of the players section.
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