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

cbk1994 04-17-2011 07:05 AM

Quote:

Originally Posted by MrOmega (Post 1643894)
It any kind of polygon in a GuiShowImgCtrl but here, works fine in graal, just not externally, nothing shows.

Why do you do { this}?

MrOmega 04-17-2011 08:38 AM

Quote:

Originally Posted by cbk1994 (Post 1643895)
Why do you do { this}?

I know graal expects a string, but by graal magic it can accept an array. I think it just looks better when I have sometimes do logic in the position and stuff, just habit and preference.

cbk1994 04-17-2011 09:14 AM

Quote:

Originally Posted by MrOmega (Post 1643900)
I know graal expects a string, but by graal magic it can accept an array. I think it just looks better when I have sometimes do logic in the position and stuff, just habit and preference.

No, I mean why do you have a space padding the opening brace and not the closing one? It looks ridiculous.

Crow 04-17-2011 09:52 AM

Quote:

Originally Posted by Crow (Post 1637675)
STRETCHXEFFECT and STRETCHYEFFECT in ganis don't flip the image when using negative values.

Quote:

Originally Posted by Crow (Post 1641262)
But this negative stretch thing really bugs me. [...]

Edit: For whatever reason, it now works (after deleting my Graal v6 folder and just firing up a fresh Graal.exe). It does show the flipped sprite, so that's cool. However, is it possible that there are some kind of quirks done to the rotation math after flipping a sprite? It seems my flipped and rotated sprites are 180 degrees off, while the non-flipped rotated sprites are still fine.

Bringing this up again. I'd really like a statement from you, Stefan, concerning this issue. To me it seems that the math done when flipping and rotating something differs from v5. My flipped and rotated sprites are always 180° off compared to v5.

So, is this actually a bug, or is this intended behavior? If it's the latter, I'll just fix my code. But you didn't say anything about it yet, so I don't know.

Mark Sir Link 04-17-2011 10:28 AM

Quote:

Originally Posted by Stefan (Post 1643863)
- Fixed some problems where multi-line text in external windows was not correctly refreshed

I'm still seeing this issue since the update, primarily in profile quote field, if I've opened that player's profile more than once.

Doesn't seem to happen in PM windows anymore though

Admins 04-17-2011 03:54 PM

Quote:

Originally Posted by Crow (Post 1643906)
Bringing this up again. I'd really like a statement from you, Stefan, concerning this issue. To me it seems that the math done when flipping and rotating something differs from v5. My flipped and rotated sprites are always 180° off compared to v5.

So, is this actually a bug, or is this intended behavior? If it's the latter, I'll just fix my code. But you didn't say anything about it yet, so I don't know.

It is intended. A few months ago the calculations have been fixed. Before it was basicly impossible to use stretchx/stretchy and rotation predictible at the same time.
About showpoly in external windows: We know of it, it will be added sometime but not very soon.

Crow 04-17-2011 04:15 PM

Quote:

Originally Posted by Stefan (Post 1643915)
It is intended. A few months ago the calculations have been fixed. Before it was basicly impossible to use stretchx/stretchy and rotation predictible at the same time.

Alright. Thanks!


Edit: At first I thought sounds in ganis just don't work when using showani, but this problem seems to be a little more complicated. Let me explain.

On Atlantis I'm using a gani containing a particle script and a sound for bush leaves that "explode" into the air when you destroy a bush. Now, to make things smooth, I'm displaying it on the clientside using findImg(). This doesn't seem to work anymore with v6, so I tried some stuff. First I tried doing the exact same thing in a weapon NPC. This, to my surprise, worked. Then I thought it'd have something to do with level NPCs, so I created one that basically does the exact same thing as my bushes, just a little bit differently:

PHP Code:

//#CLIENTSIDE
function onPlayerChats() {
  
with (findImg(200)) {
    
mousex;
    
mousey;
    
layer 1;

    
ani "at_leaps1";
  }


This crashes Graal. I'm lost.

Mark Sir Link 04-18-2011 12:39 AM

dunno if this is the right spot for this request since it's a server request, but can we get a rename file function on the serverside?

A few months back I tried to batch rename files on UN to use underscores instead of periods to fix an issue for mac users, but I ended up having to do it by loading the image into a TDrawingPanel and then saving it again, which broke transparencies and stuff.

Also didn't work for GIFs/MNGs obviously

cbk1994 04-18-2011 12:56 AM

Quote:

Originally Posted by Mark Sir Link (Post 1643994)
dunno if this is the right spot for this request since it's a server request, but can we get a rename file function on the serverside?

A few months back I tried to batch rename files on UN to use underscores instead of periods to fix an issue for mac users, but I ended up having to do it by loading the image into a TDrawingPanel and then saving it again, which broke transparencies and stuff.

Also didn't work for GIFs/MNGs obviously

Quote:

Originally Posted by scripthelp
movefile(str, str) - returns boolean - moves a file from source (first parameter) to destination (second parameter)

?.

fowlplay4 04-18-2011 01:03 AM

Quote:

Originally Posted by Mark Sir Link (Post 1643994)
dunno if this is the right spot for this request since it's a server request, but can we get a rename file function on the serverside?

This should do what you want:

PHP Code:

function renamefile(srcnewname) {
  
movefile(srcextractfilepath(src) @ newname);



Jiroxys7 04-18-2011 05:17 PM

say(int) does not work on gmaps in v5. Was this already fixed in v6? (I can't check right now)

fowlplay4 04-18-2011 11:47 PM

Quote:

Originally Posted by Jiroxys7 (Post 1644148)
say(int) does not work on gmaps in v5. Was this already fixed in v6? (I can't check right now)

Should be deprecated. Just use level npcs and say2 instead.

Crow 04-19-2011 06:46 PM

Two bugs:
  • Using showani() or findimg() to show a gani with (a) sound(s) in it/them on a hidden NPC (hide() has been used), the sounds don't play.
  • Having a setbackto attribute in a gani containing a gani script with a particle emitter crashes Graal. To be more specific: if the gani gets "redirected" to the setbackto one while the image object still exists, Graal crashes. When hideimg() is used on the image before the actual animation has finished (so the image object is gone before the gani is "redirected") it works. I can upload an example gani if you wish.

Admins 04-20-2011 02:51 AM

Quote:

Originally Posted by Crow (Post 1644416)
Two bugs:
  • Using showani() or findimg() to show a gani with (a) sound(s) in it/them on a hidden NPC (hide() has been used), the sounds don't play.

The volume depends on the position of the npc and the PLAYSOUND parameters, may be thats the problem?

Quote:

Originally Posted by Crow (Post 1644416)
  • Having a setbackto attribute in a gani containing a gani script with a particle emitter crashes Graal. To be more specific: if the gani gets "redirected" to the setbackto one while the image object still exists, Graal crashes. When hideimg() is used on the image before the actual animation has finished (so the image object is gone before the gani is "redirected") it works. I can upload an example gani if you wish.

Having an example (server name, level name, script/weapon/command) would help :)

Jiroxys7 04-20-2011 07:23 AM

Quote:

Originally Posted by fowlplay4 (Post 1644194)
Should be deprecated. Just use level npcs and say2 instead.

If you say2("so");


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