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-   Bug Report (https://forums.graalonline.com/forums/forumdisplay.php?f=193)
-   -   Windows v6 beta test (https://forums.graalonline.com/forums/showthread.php?t=134257598)

Fulg0reSama 11-19-2012 08:11 PM

Whelp, if v6 is officially released, then shouldn't we have a v6 Bug Report thread?

Admins 11-19-2012 11:01 PM

Well we have a whole dedicated forum for it now :D (renamed the v5 bug forum)

ffcmike 11-30-2012 11:08 PM

When using warpto(); on a Database or Local NPC and you've already seen the NPC on your client, it does not appear on your client when you enter the new level.

Admins 12-01-2012 02:29 AM

Warpto() to a different level or gmap?

ffcmike 12-01-2012 02:31 AM

Quote:

Originally Posted by Stefan (Post 1708362)
Warpto() to a different level or gmap?

A different level, no gmap.

Tim_Rocks 12-01-2012 03:45 AM

Yeah, with a clientside database NPC it requires a reconnect to see changes for whatever reason.

ffcmike 12-02-2012 03:33 AM

It seems that with a layer 1 particle image object, a moving particles drawing layer doesn't update in relation to other players/NPCs, which it does in V5.

ffcmike 12-06-2012 08:23 PM

Some files which exist within folders offline but are not online as mainfiles are not found by the client.

For instance in Graal/levels/ganis/

there are images such as:

glare1.mng
skip.png
gralats.png

which the f2 window reports as not found.
On a related note my f2 window stopped appearing a few times while testing this, I had to restart the client, no idea why.

DustyPorViva 12-15-2012 01:37 AM

1 Attachment(s)
I realize for efficiency you are rendering lumps of tiles(4x4?) to textures and rendering the quads for tiles on v6. However can you look into changing the sampling for tiles to nearest neighbor and no AA? As it is now when you are zoomed in sprites are crisp but tiles and npcs are very blurry. Besides the fact the blurring looks bad it also causes a lot of visual bugs with edges and such bleeding with transparency.

I mean the latest update fixed most of the major rendering bugs with zooming but this one still bugs me.

Galdor 12-15-2012 01:55 AM

Quote:

Originally Posted by DustyPorViva (Post 1709464)
Stuffs

Cozy fat trees :D who made those?

Admins 12-15-2012 02:01 AM

Quote:

Originally Posted by DustyPorViva (Post 1709464)
I realize for efficiency you are rendering lumps of tiles(4x4?) to textures and rendering the quads for tiles on v6. However can you look into changing the sampling for tiles to nearest neighbor and no AA? As it is now when you are zoomed in sprites are crisp but tiles and npcs are very blurry. Besides the fact the blurring looks bad it also causes a lot of visual bugs with edges and such bleeding with transparency.

I mean the latest update fixed most of the major rendering bugs with zooming but this one still bugs me.

Doesn't look like a rendering bug, seems the tile gfx is bugged.

DustyPorViva 12-15-2012 02:03 AM

1 Attachment(s)
Quote:

Originally Posted by Galdor (Post 1709466)
Cozy fat trees :D who made those?

Yours truly.

Quote:

Originally Posted by Stefan (Post 1709468)
Doesn't look like a rendering bug, seems the tile gfx is bugged.

I'm not talking about the gass tiles. I'm talking about how the tiles are blurry, which also causes the trees(and many npcs) to blur at the edge of transparency and cause those outlines at the bottom of the trees.

Mostly ganis = crisp. Npcs and tiles = blurry. It just looks bad in my opinion.

Galdor 12-15-2012 02:16 AM

Quote:

Originally Posted by DustyPorViva (Post 1709469)
Yours truly.

http://i0.kym-cdn.com/photos/images/...43/462/79a.gif

Very nice tree btw :D

Admins 12-20-2012 02:00 PM

Quote:

Originally Posted by DustyPorViva (Post 1709469)
Yours truly.


I'm not talking about the gass tiles. I'm talking about how the tiles are blurry, which also causes the trees(and many npcs) to blur at the edge of transparency and cause those outlines at the bottom of the trees.

Mostly ganis = crisp. Npcs and tiles = blurry. It just looks bad in my opinion.

Problem is that tiles are often repeated often and zooming it can create very bad moiré effects, but we can see if we can improve it. On Android you sometimes have a bad zoom factor and then you can see this, a "blurry" version of the tiles look better but of course we need to avoid the effect of tile borders.

Crow 12-20-2012 03:57 PM

Quote:

Originally Posted by Stefan (Post 1710027)
Problem is that tiles are often repeated often and zooming it can create very bad moiré effects, but we can see if we can improve it. On Android you sometimes have a bad zoom factor and then you can see this, a "blurry" version of the tiles look better but of course we need to avoid the effect of tile borders.

I think you should simply draw all layers up to layer 3, then scale it up as a whole, then draw the UI layers on it.


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