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  #241  
Old 01-26-2011, 03:17 AM
NicoX NicoX is offline
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  #242  
Old 01-26-2011, 03:40 AM
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Quote:
Originally Posted by Stefan View Post
I don't see any difference for projectiles, they have not been changed at all. It could be possible that it's a script problem or just different display?
It's not a script problem. My original post on it shows how you can reproduce it, but I'll give advice again:
  1. Get a MK23 on Era.
  2. Find/create a vertical wall that is 3 tiles wide.
  3. Stand facing the wall, flush to its left edge.
  4. Shoot the MK23.

On your client, you will notice that the bullet does not go through the wall. This is the expected behavior and is what happened on v5. For every other client, the bullet will look like it went through the 3-tile wall. This does not happen if the shooter is using v5.

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  #243  
Old 01-26-2011, 03:41 AM
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Quote:
Originally Posted by Stefan View Post
I have no idea what you mean with head problem.
What he means by the head thing is if you put on a head at random times (but most of the time) it won't show for users who are using V5 so you have to set the head again. It just becomes a hassle because you see it perfectly while others don't and you have to keep asking, at least this is the problem for me.

I also found a bug when using IMG tags in PMs with .gif files, in order for the image to actually animate, you have to left mouse click and hold down onthe scroll bar on the PM window.
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  #244  
Old 01-26-2011, 03:49 AM
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Quote:
Originally Posted by Luda View Post
What he means by the head thing is if you put on a head at random times (but most of the time) it won't show for users who are using V5 so you have to set the head again. It just becomes a hassle because you see it perfectly while others don't and you have to keep asking, at least this is the problem for me.
In other words: sethead (and setshield, setsword, setbody) randomly only work on your own client and the changes don't go to the server (doesn't change in /open acct).

Happens to me too.
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  #245  
Old 01-26-2011, 04:02 AM
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What do you mean with "put on head"? The sethead command is server side and will work fine.
Animations are not supported in external pm windows, weren't you previously complaining that gifs in pms crash v5?
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  #246  
Old 01-26-2011, 04:09 AM
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Quote:
Originally Posted by Stefan View Post
What do you mean with "put on head"? The sethead command is server side and will work fine.
Animations are not supported in external pm windows, weren't you previously complaining that gifs in pms crash v5?
Not sure what it is, but the head appears to be set for you, but for everyone else they don't see the change. Also, when you log back on the server you will find your head as head0.png, not the one you actually set. It happens all the time.
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  #247  
Old 01-26-2011, 05:31 AM
EclipsedAngel EclipsedAngel is offline
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Quote:
Originally Posted by Stefan View Post
I don't see any difference for projectiles, they have not been changed at all. It could be possible that it's a script problem or just different display?
I have no idea what you mean with head problem.
If I change my outfit or set my head different, it APPEARS to change on my client, but really it doesn't on the server or anyone else's client. It's very annoying, and the only way you can change it is by going on version 5.


Quote:
Originally Posted by Luda View Post
I also found a bug when using IMG tags in PMs with .gif files, in order for the image to actually animate, you have to left mouse click and hold down onthe scroll bar on the PM window.
I saw that too, but I opened up another client and it animates when you open it from there. Did you open it up in history? Maybe it's the history box's problem, because it seems like it doesn't update the image unless you do something with the history box, like you stated with scrolling down the box.
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  #248  
Old 01-26-2011, 05:49 AM
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Quote:
Originally Posted by Stefan View Post
What do you mean with "put on head"? The sethead command is server side and will work fine.
Animations are not supported in external pm windows, weren't you previously complaining that gifs in pms crash v5?
I wonder if this is something that could possibly be affected by whether or not it is the default sethead command being used, as on Classic for example we have those commands disabled and they are instead scripted, with the player.head variable being modified clientside, wouldn't know if this is the case with UN however.
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  #249  
Old 01-26-2011, 05:58 AM
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Quote:
Originally Posted by EclipsedAngel View Post
I saw that too, but I opened up another client and it animates when you open it from there. Did you open it up in history? Maybe it's the history box's problem, because it seems like it doesn't update the image unless you do something with the history box, like you stated with scrolling down the box.
Yeah, it was in the history box I forgot to mention that.
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  #250  
Old 01-26-2011, 06:10 AM
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Quote:
Originally Posted by ffcmike View Post
I wonder if this is something that could possibly be affected by whether or not it is the default sethead command being used, as on Classic for example we have those commands disabled and they are instead scripted, with the player.head variable being modified clientside, wouldn't know if this is the case with UN however.
95% sure that it is player.head being changed on clientside

that seems like it could potentially be part of the problem.
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  #251  
Old 01-26-2011, 06:39 AM
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Wouldn't surprise me if the ability to properly modify those variables clientside has been disabled as a means of preventing those without a customisation pack on iPhone servers from being able to alter their appearance beyond a check such as the onHeadChanges() function, or to prevent the hacking of it.
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  #252  
Old 01-27-2011, 02:50 AM
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Please allow people to have the option of using the OLD / original PM list.
I personally, really really like it and absolutely prefer it over the integrated or newer one.
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  #253  
Old 01-27-2011, 03:41 AM
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Originally Posted by Zeross View Post
Please allow people to have the option of using the OLD / original PM list.
I personally, really really like it and absolutely prefer it over the integrated or newer one.
Doesn't exist anymore in v6, sorry. That portion of the code has been removed for portability reasons, and this way, the scripted playerlist can be updated for everyone instantly on all platforms without needing to download new client versions. There are still improvements to be made on the new scripted playerlist, probably you can post some suggestions in the feature request subforum.
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  #254  
Old 01-27-2011, 03:52 AM
EclipsedAngel EclipsedAngel is offline
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the new playerlist is fine, it just needs to be coded to fix some bugs to be more related to V5's playerlist.
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  #255  
Old 02-01-2011, 01:57 AM
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Annoying bug that's been plaguing V6 is how the client window sometimes freezes, the game still runs but everything in the client window is frozen. You can still see the playerlist work though.

It happens mostly when you resize the window.
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  #256  
Old 02-01-2011, 03:23 AM
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@ bullet projectile, there is the fact that i cant shoot and damage the person upclose and certain guns i can shoot through certain length walls (unstick me walls/bushes on era) while damaging unexpected players with invisible bullets, ex shotgun, sten. Etc.
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  #257  
Old 02-01-2011, 03:42 AM
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Also in the sound, it sometimes has a sudden jump in amplification to the sound, like a very loud popping sound randomly, and it hurts my ears.

Also you should add an option to mute the choir sfx when receiving a PM.
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  #258  
Old 02-01-2011, 01:02 PM
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When I try to close the game it freezes.
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  #259  
Old 02-01-2011, 01:27 PM
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Originally Posted by Skyld View Post
Doesn't exist anymore in v6, sorry. That portion of the code has been removed for portability reasons, and this way, the scripted playerlist can be updated for everyone instantly on all platforms without needing to download new client versions. There are still improvements to be made on the new scripted playerlist, probably you can post some suggestions in the feature request subforum.
†Cross† helped script the old one, I can get ahold of him on yahoo and force him to help script it back D:
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  #260  
Old 02-01-2011, 02:15 PM
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Changing player.head on clientside should work fine normally, although there is a check for trial accounts which will make the head switch back to head0.png if it's not one of the allowed trial heads.
It's also making sure that the head graphics are on the server, can someone check if the head graphics are available there (via /find command)?
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  #261  
Old 02-01-2011, 02:58 PM
EclipsedAngel EclipsedAngel is offline
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I was testing it out and it seems you can set your head, but it sometimes doesn't change like Luda says, and if I try it again, it will finally change, but sometimes it doesn't until I reconnect and set it.
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  #262  
Old 02-01-2011, 04:17 PM
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This is definitely occurring with heads that exist on the server and are otherwise usable, I recall /find filename being the first thing I tried testing upon hearing about the problem, this is also happening with swords + shields (though not bodies), this leads me to believe it's just a case of the data not being sent to or received properly by the server.
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  #263  
Old 02-01-2011, 06:01 PM
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Quote:
Originally Posted by Stefan View Post
Changing player.head on clientside should work fine normally, although there is a check for trial accounts which will make the head switch back to head0.png if it's not one of the allowed trial heads.
It's also making sure that the head graphics are on the server, can someone check if the head graphics are available there (via /find command)?
I've noticed when using my current account and my old account (trial on hosted servers now) that the head changes to head0.png for my trial but still shows whatever head I set from current character window.
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  #264  
Old 02-01-2011, 08:54 PM
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Are they going to release the In-game playerlist and profiles?
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  #265  
Old 02-01-2011, 11:02 PM
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Are they going to release the In-game playerlist and profiles?
What's to be released about it?
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  #266  
Old 02-02-2011, 01:54 AM
EclipsedAngel EclipsedAngel is offline
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I've been using V6 for a while now, more than a month..?
The lag is suppressed a lot in V6, and levels load seamlessly without having a client pause each time I enter a new level.

However there is some small small burts of client lag/freezing on the overworld, but I'd take that over the annoying level loading freezes anyday.

But the smoother gameplay is the main reason I'm using V6 for now.
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  #267  
Old 02-08-2011, 10:39 PM
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I'm starting to see random people's bodies shrink and grow back to normal, while being transparent when they do stuff like walk or attack.

Kind of annoying.
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  #268  
Old 02-08-2011, 10:54 PM
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Quote:
Originally Posted by EclipsedAngel View Post
I'm starting to see random people's bodies shrink and grow back to normal, while being transparent when they do stuff like walk or attack.

Kind of annoying.
Sounds like a gani script error
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  #269  
Old 02-09-2011, 01:40 AM
EclipsedAngel EclipsedAngel is offline
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By the way, on the new beta, screenshot feature = total chaos. My video card and monitor freak out and graal freezes.
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  #270  
Old 03-13-2011, 04:31 AM
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Just for future reference I've compiled the links to all of V6 Beta clients here.

Windows:
http://www.graalonline.com/downloads...al_windows.zip

Mac:
http://www.graalonline.com/downloads/beta/Graal_mac.zip

Linux 32-Bit:
http://www.graalonline.com/downloads...al_linux32.zip

Linux 64-Bit:
http://www.graalonline.com/downloads...al_linux64.zip
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  #271  
Old 03-13-2011, 04:33 AM
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Thanks boss.
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  #272  
Old 05-09-2011, 05:55 AM
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Has anyone had issues with the players array being empty clientside? It's happening to me both on GMAPs and in single levels randomly on Mac. Reconnecting fixes it.
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  #273  
Old 05-13-2011, 12:46 AM
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Quote:
Originally Posted by EclipsedAngel View Post
I'm starting to see random people's bodies shrink and grow back to normal, while being transparent when they do stuff like walk or attack.

Kind of annoying.
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Sounds like a gani script error
This is on UN, right? Happens after people use the broomstick NPC in v6.
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  #274  
Old 05-19-2011, 07:43 PM
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I don't consider myself to be knowledgeable about how these things work, but it seems like certain things don't add up and so I'm seeking some further clarification.

One of the more commonly mentioned advantages to the new client is reduced lag, I understand that displays have been largely over-hauled, so I didn't really expect an improvement on script time which I'd guess isn't really possible to much extent anyway.

Sure enough when I test script time via showscriptstats and /clientstats within RC, systems are taking a higher percentage of resources in the V6 client.
I've considered the possibility that there may be new processes that might lead to a visible increase on display related script times, but ultimately be speeding things up in the background. However when I check CPU usage of the entire client via windows task manager this is also a higher number in V6 compared to V5.

One possibility I've considered is that the current beta client could possibly contain alot of consuming debug processes which would be removed with the real thing, another possibility is that the new built-in optimisations of displays are rendering the optimisations of displays within Classic's custom systems un-necessary.
A common example of this optimisation would be the storing of display objects, then simply modifying the objects x, y, text and colors whenever there's a related change from the relevant player, as opposed to creating a new display each frame.
Another thought is simply that script time is being sacrificed to save on a different form of resource.

Another thing I'm somewhat confused about is that I've read directX has been phased out of the new client, with opengl now being some form of default.
When I open the client normally to test usage I'm getting a significantly higher percentage compared to when I am deliberately opening the client via shortcut with "-opengl" at the end of the target.
There may be a good explanation for this but it goes against my current understanding.

Last edited by ffcmike; 05-19-2011 at 07:55 PM..
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  #275  
Old 05-19-2011, 07:57 PM
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I've read directX has been phased out of the new client, with opengl now being some form of default.
Where? I thought v6 was utilizing DirectX 9..?
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  #276  
Old 05-19-2011, 08:14 PM
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Where? I thought v6 was utilizing DirectX 9..?
Hm yes this does seem to be the case after all, I must have misread something.
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  #277  
Old 05-19-2011, 08:35 PM
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About speed:
- the base systems in v6 take much less CPU time
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
- the particle engine is around 20-50 times faster than before
- GUI drawing, especially for gui styles (.wba), has been improved
- it's now using DirectX9 instead of DirectX7
- always using optimized bitmap fonts
- scripts use less memory, graphics might take more (depending on the driver)

Things that could eventually slow down a little bit:
- hacker protection
- some older graphic cards might have slower implementation of DirectX9 than DirectX7 (you can use OpenGL by using parameter -opengl to speed it up eventually)

About script stats:
That can be a little bit tricky, the /clientstats shows relative percentages so when the game is faster in general you usually get higher percentages for the same action. The task manager is not really known for accurate results.
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  #278  
Old 05-19-2011, 08:55 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Stefan View Post
About speed:
- the base systems in v6 take much less CPU time
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
- the particle engine is around 20-50 times faster than before
- GUI drawing, especially for gui styles (.wba), has been improved
- it's now using DirectX9 instead of DirectX7
- always using optimized bitmap fonts
- scripts use less memory, graphics might take more (depending on the driver)

Things that could eventually slow down a little bit:
- hacker protection
- some older graphic cards might have slower implementation of DirectX9 than DirectX7 (you can use OpenGL by using parameter -opengl to speed it up eventually)

About script stats:
That can be a little bit tricky, the /clientstats shows relative percentages so when the game is faster in general you usually get higher percentages for the same action. The task manager is not really known for accurate results.
I see, thank you.
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  #279  
Old 05-19-2011, 09:44 PM
WhiteDragon WhiteDragon is offline
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Quote:
Originally Posted by Stefan View Post
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
Is it possible to get an inline pragma for functions?

Example:

PHP Code:
function foobar() {
  return 
this.distance(10102020) * 2;
}

inline function distance(temp.x1temp.y1temp.x2temp.y2) {
  return ((
temp.x2 temp.x1)^+ (temp.y2 temp.y1)^2)^0.5;

would be transformed to

PHP Code:
function foobar() {
  return (((
20 10)^+ (20 10)^2)^0.5) * 2;

at compile time.

Obviously don't really care about syntax, whatever works better is fine.


Function calls really do cause some bad overhead issues in certain places and being able to inline things would be really useful.
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  #280  
Old 06-04-2011, 08:54 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by cbk1994 View Post
Has anyone had issues with the players array being empty clientside? It's happening to me both on GMAPs and in single levels randomly on Mac. Reconnecting fixes it.
This is happening on Windows as well on Kingdoms. Nobody else is having issues with it?
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