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UN: V5:http://www.youtube.com/watch?v=4fERwSyyPK8&hd=1 V6: http://www.youtube.com/watch?v=7Td3j2mE2D4&hd=1 Valikorlia: V5: http://www.youtube.com/watch?v=iDSEWzuDi6A&hd=1 V6: http://www.youtube.com/watch?v=SjM1fhA7ofE&hd=1 Era: V5: http://www.youtube.com/watch?v=HY4nUxLsdIg&hd=1 V6: http://www.youtube.com/watch?v=om2-GQNl7w8&hd=1 GK: V5: http://www.youtube.com/watch?v=Jcw6V0R2iHE&hd=1 V6: http://www.youtube.com/watch?v=g4HYVQGtuR4&hd=1 The problem doesn't only happen when you're viewing a single frame from a gani. If you walk on UN on V5 and then walk on V6, your character will look like he's wobbling around more. This is most obvious when you move with only a single gani frame, which as shown above, shows the head moving on V6. I can record the difference between walking on V5 and V6 if you'd like. |
I can't find a way to disable docking - it is possible?
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The default theme won't load correctly in the new version.
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There is a new version (5.256) which is mainly for a new way to fix the timer problem. The final versions will be faster than these beta versions.
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Sounds like you guys are getting close to fix everything now
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About the timer problem: it seems floating point numbers are majorly ****ed up in Visual Studio 2005/2008, need to dig deeper why in some parts of the engine 8-byte floating point variables are degraded to 4-byte floating point in standard operations. This is the same problem as with the 24*0.1 stuff, so once this is fixed it should also fix the echoing of floating point numbers.
About the small gani problems with scripted movement system: this seems to be a problem with pixel alignment - the player at an odd position between two pixels. This also happens with the skating animation on Classic iPhone on iPhone, will try to fix it sometime. |
I'm still having problems with player.attachplayertoobj and player.detachplayer on Zodiac's boat system. The attaching/detaching is being done on the serverside but it still crashes the client when you get most of the time you get on or off the boat.
The small gani problem is also very apparent when your player is on an attached object like a boat. |
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Ok found the problem with the timer:
"By default Direct3D 9 switches the calling thread's FPU to single-precision mode globally" By adding a flag this is fixed (can also force it by code but didn't know this is actually possible). Will release a new version with this fix soon. |
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