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  #881  
Old 02-05-2011, 11:14 PM
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  #882  
Old 02-05-2011, 11:33 PM
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Haha, Tig told me about this bug the other day as it bugged the **** outta him. Guess he didn't fix it after all.
One of a few reasons I'm waiting for a more stable release
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  #883  
Old 02-05-2011, 11:42 PM
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I have a couple of other similar graphical issues with tiles, like this

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  #884  
Old 02-06-2011, 05:40 AM
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Yeah and when I go from the UN gmap to the mining caves it does not load the tileset inside the caves. I have to close the entire client and reload it to get it to switch between the tilesets.
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  #885  
Old 02-06-2011, 06:43 PM
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Originally Posted by Mark Sir Link View Post
Which level name (F5)?
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  #886  
Old 02-06-2011, 06:56 PM
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Quote:
Originally Posted by Stefan View Post
Which level name (F5)?
It's td_lobby.nw on Unholy Nation.
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  #887  
Old 02-06-2011, 10:21 PM
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Quote:
Originally Posted by Stefan View Post
A new v6 beta version (v5.317) has been released for Windows at http://www.graalonline.com/downloads...al_windows.zip:
- fixed some problems with gani script initialization (onPlayerEnters when re-entering a level)
- fixed update problems of gui graphics with grids
- for avoiding problems with the new particle engine you can specify emitter.particle.uniqueparticle = true; which will disable the optimized rendering and allow different text and images for each particle
I have a bleed gani particle. The blood drops hit the ground and stay until they fade.
For this reason, I have to use attachposition=false;
However, if I change levels, the blood will still appear at it's last coordinates, but in the new level.
For example: Let's say I have 2 levels. They are connected with a door.
Now, let's say you have the bleed gani on you. You walk from the center of the room, to the right. Into the second room.
What happens here, is that when you enter the new room, you will still see blood drops trailing from the center of the room off to the right.

Could we get some sort of option to toggle that from happening?

Also, some images seem to not display in the V6 client. (waterani.gif is one example)

And my custom tileset doesn't load in the v6 client, but will in the v5 client.
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  #888  
Old 02-07-2011, 01:02 AM
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Quote:
Originally Posted by Rufus View Post
It's td_lobby.nw on Unholy Nation.
warpto is disabled on Unholy Nation?

Quote:
Originally Posted by Jiroxys7 View Post
Also, some images seem to not display in the V6 client. (waterani.gif is one example)

And my custom tileset doesn't load in the v6 client, but will in the v5 client.
If possible say on which server, level, image and script those things are happening so that I can go on the server and test it.
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  #889  
Old 02-07-2011, 01:23 AM
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Showpoly isn't drawing on the highest layer as it is supposed to and did in V5,
My bombs are still going off and exploding after being placed in the water, which did not happen in V5
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  #890  
Old 02-07-2011, 02:13 AM
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After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.



On a more serious note, with that problem that was occurring when closing the client, it's actually possible to get it to close properly after right clicking the playerlist within the start bar and closing that.

Last edited by ffcmike; 02-07-2011 at 03:47 AM..
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  #891  
Old 02-07-2011, 03:31 AM
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haha
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  #892  
Old 02-07-2011, 04:01 AM
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Quote:
Originally Posted by Stefan View Post
warpto is disabled on Unholy Nation?


If possible say on which server, level, image and script those things are happening so that I can go on the server and test it.
edit: looks like I didn't have the image in my folder. that was probably the issue. But here's the info for the gani issue:
Server: Dev Jiroxys7
Level: All inside levels.
Gani: j7_bleed.gani.
I gave you a weapon that you can toggle the effect with. Say /gani:on to toggle it on, and /gani:off to toggle it off.
I warped you to genesis_mainhouse1.nw so you can see what I mean. Here's how to easily emulate the issue:

-say /gani:on to turn on the effect
-From the center of the level, walk up the stairs into the above level. you should see the particles from the previous level as they disappear. (This works going from the top level down too, obviously.)

Quote:
Originally Posted by ffcmike View Post
After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.
Funny. I give it 8.5/10. Would watch again.
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Last edited by Jiroxys7; 02-07-2011 at 04:28 AM..
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  #893  
Old 02-07-2011, 03:45 PM
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lol @ bug
I've heard that some people have problems with getting an error when closing the app, not sure what the reason for that can be but will try to solve it.
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  #894  
Old 02-07-2011, 03:59 PM
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Quote:
Originally Posted by ffcmike View Post
After slashing bushes for about 11 seconds I have an experience with an annoying bug, I am using the latest V6 client in this video.



On a more serious note, with that problem that was occurring when closing the client, it's actually possible to get it to close properly after right clicking the playerlist within the start bar and closing that.

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  #895  
Old 02-07-2011, 10:17 PM
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I've been having issues where resizing/dragging the Graal client outside of the desktop area causes the client to freeze frame and no longer render

extremely hard to reproduce
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  #896  
Old 02-12-2011, 11:04 PM
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Having issues rotating a showimg

PHP Code:
function onCreated() {
  
with (findimg(201)) {
    
polygon = { 302032020320803080};
    
image "zone_beamh1.png";
    
layer 4;
    
//this.rotation = degtorad(180);
  
}

This works fine but as soon as I uncomment the rotation, it dissapears
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  #897  
Old 02-12-2011, 11:20 PM
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I think showpoly never worked fine together with things like rotation.
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  #898  
Old 02-12-2011, 11:30 PM
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Quote:
Originally Posted by Twinny View Post
Having issues rotating a showimg

PHP Code:
function onCreated() {
  
with (findimg(201)) {
    
polygon = { 302032020320803080};
    
image "zone_beamh1.png";
    
layer 4;
    
//this.rotation = degtorad(180);
  
}

This works fine but as soon as I uncomment the rotation, it dissapears
This has to do with the anchoring position of polygons, which is the upper-left instead of center. Thus when you attempt to rotate it doesn't disappear, it rotates out of the screen space. Try rotating very small radians and you'll know what I mean.

Sorry, gonna have to script up your own rotations for polygons, not that hard though
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  #899  
Old 02-13-2011, 12:27 AM
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Quote:
Originally Posted by DustyPorViva View Post
This has to do with the anchoring position of polygons, which is the upper-left instead of center. Thus when you attempt to rotate it doesn't disappear, it rotates out of the screen space. Try rotating very small radians and you'll know what I mean.

Sorry, gonna have to script up your own rotations for polygons, not that hard though
Don't make me do maths

I think I do know and probably had to do it anyways..
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  #900  
Old 02-23-2011, 02:35 AM
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Login 2 breaks the server-list.

How to reproduce:

1. Serverwarp to Login 2
2. Login into a regular server.
3. Press F8 (Nothing happens)
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  #901  
Old 02-25-2011, 08:38 AM
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With dual screens up, Graal will not open on the secondary screen, it opens on the primary pushed all the way to the side aligned with the mouse axis. Not really a bug, but is somewhat annoying.
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  #902  
Old 03-05-2011, 10:01 PM
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Quote:
Originally Posted by Jiroxys7 View Post
(particle problem)
Fixed it by added a
PHP Code:
function onPlayerEnters() {
  
findimg(200).emitter.removeparticles();

to remove the particles on entering a level
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  #903  
Old 03-07-2011, 03:39 AM
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A new version v5.321 has been uploaded to http://www.graalonline.com/downloads...al_windows.zip :
- fixed projectile bug (reported by cbk1994)
- fixed transparency for tile layer 0: 8-bit pngs/gifs are now drawn without transparency when being used in the base tile layer
- new option: drawallinsidenpcs = true/false (draws all npcs in inside levels, eventually needed if you use a lot of showimgs)
- improved stretch draw in drawing panels and external windows (uses interpolation)
- double-clicking words in GuiTextEditCtrls and GuiMLTextCtrls is selecting the word
- added replacements for virtual keyboards on Classic and Era for iPhone
- removed UDP support because it doesn't work for most people anymore and we want to streamline the client

On serverside we have also fixed npcs move()ing over level borders on gmaps, will be up with the next npcserver update.

Note: please test the new version and post your bug reports. Discussion of technical decisions better fit in other forums, e.g. future improvements or the scripting forums. We want to release the new version as soon as possible.

Last edited by Admins; 03-07-2011 at 04:12 AM..
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  #904  
Old 03-07-2011, 04:05 AM
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You can increase your TCP throughput limit which can make TCP quite a bit faster (~20-25% in my case).

I'm not sure how ethical it would be for Graal to automatically change TCPAckFrequency during installation though.
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  #905  
Old 03-07-2011, 05:27 AM
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Is not being able to upload files such as player graphics in game with the V6 client a known issue?

Also is drawallinsidenpcs a server option, npc or level var?
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  #906  
Old 03-07-2011, 11:57 AM
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drawallinsidenpcs is a client-side global variable.
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  #907  
Old 03-07-2011, 02:10 PM
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Quote:
Originally Posted by ffcmike View Post
Is not being able to upload files such as player graphics in game with the V6 client a known issue?
You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?
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  #908  
Old 03-07-2011, 04:45 PM
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Quote:
Originally Posted by Stefan View Post
You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?
I think Thor meant an in-game upload system like on Era and Classic. We upload player graphics via scripted rc all the time on iClassic..
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  #909  
Old 03-07-2011, 04:48 PM
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Quote:
Originally Posted by Zeke View Post
I think Thor meant an in-game upload system like on Era and Classic. We upload player graphics via scripted rc all the time on iClassic..
And that is not working with the new version? What exactly is not working or giving an error?
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  #910  
Old 03-07-2011, 08:43 PM
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Quote:
Originally Posted by Stefan View Post
- double-clicking words in GuiTextEditCtrls and GuiMLTextCtrls is selecting the word
This is a good start, but it's windows standard that when you double-click a word it selects it (which you implemented), but then if you continue to hold down the left mouse button while moving your mouse over other words, it'll select them as well. Also, if you triple-click a word, it'll select the entire line until the next linebreak.
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  #911  
Old 03-07-2011, 09:08 PM
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Quote:
Originally Posted by Stefan View Post
You mean uploading files with the scripted RC? Is the file-upload window not showing or is the upload failing? Can anyone else check this on their computer?
I mean "requesttext("folder", "PERSONAL");, selectFileForUpload();" which is used for players being able to upload graphics in game.
All that's happening is that once the file is selected the window is disappearing and that's the last of it, there is no onFilesUploaded().

I actually noticed this as long ago as V6 becoming a beta test, just thought there was some deliberate reason for it.
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  #912  
Old 03-07-2011, 10:52 PM
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Quote:
Originally Posted by ffcmike View Post
I mean "requesttext("folder", "PERSONAL");, selectFileForUpload();" which is used for players being able to upload graphics in game.
All that's happening is that once the file is selected the window is disappearing and that's the last of it, there is no onFilesUploaded().

I actually noticed this as long ago as V6 becoming a beta test, just thought there was some deliberate reason for it.
Quote:
Originally Posted by Stefan View Post
I've fixed the file upload, scripts now need to call uploadfile(filename) to actually upload the file (they might like to do other things with the filename) (setting FileSelector_Window.requestscript to make sure it's us who requested it):

PHP Code:
function onMenuItemUploadFile() {
  
FileSelector_Window.requestscript this.name;
  
selectFileForUpload();
}

function 
onSelectedFileForUpload(fullfilename) {
  if (
FileSelector_Window.requestscript==this.name)
    
uploadfile(fullfilename);

..
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  #913  
Old 03-07-2011, 10:53 PM
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Quote:
Originally Posted by cbk1994 View Post
Post
I see, thank you.
I was actually accomplishing this by a different method so must have skipped over that post.
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  #914  
Old 03-08-2011, 03:07 AM
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Seems like the playerlist doesn't update players level as often as it should.

I was also walking around Classic's overworld, pretty normally without warping or anything unusual, there being no gmap update and suddenly it seemed as if all of the npcs within a particular level had been merged with other npcs, I entered an inside (would have been scripted setlevel2 rather than a warp link) and all of the npcs within that level didn't have onCreated called Clientside.
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  #915  
Old 03-08-2011, 04:17 AM
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Quote:
Originally Posted by ffcmike View Post
Seems like the playerlist doesn't update players level as often as it should.
I've noticed that too. I was helping a friend and told him to go to his house, and had my cursor over his name in the player list. I didn't even know he went to his house for five minutes until he pmed me and told me he was there, the player list never updated his level..
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  #916  
Old 03-08-2011, 01:58 PM
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One thing which should be tested a lot: if heads and bodies on classic servers are still displaying fine, we made some big optimizations there to reduce texture and memory space usage.
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Old 03-09-2011, 01:39 AM
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Originally Posted by salesman View Post
border, fillColor, etc don't seem to work with GuiMLTextCtrl in v6
PHP Code:
new GuiMLTextCtrl("Test_Control") {
  
profile GuiBlueMLTextProfile;
  
useOwnProfile true;
  
profile.border 1;
  
profile.opaque true;
  
profile.fillColor = {192224255200};
  
profile.fontColor = {000};
        
  
text "Test";
  
// Rest removed for brevity

The above works fine in V5 and displays the MLTextCtrl with the colored background and border, but in V6, it lacks the border and fill color.
Still having trouble with GUIs not behaving as they do in v5...

Here's what a GUI looks like in V5:
Click image for larger version

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Here's what it looks like in V6:
Click image for larger version

Name:	v6mltext.png
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Size:	4.3 KB
ID:	52518

Am I doing something wrong?
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  #918  
Old 03-09-2011, 03:22 AM
Admins Admins is offline
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About GuiMLTextCtrl: those are not supporting the GuiControl border modes, I don't remember it working in v5.

Last edited by Admins; 03-09-2011 at 03:16 PM..
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  #919  
Old 03-09-2011, 06:44 PM
Zxion Zxion is offline
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One thing I noticed the other day was one of my friends had a bomy (I forget which one, but it was grey) out on Zodiac and it would just shoot off to the right off screen. I was the only one that saw this because I was on the latest beta client. It seemed to happen when he looked right, but it didn't happen all the time.
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  #920  
Old 03-13-2011, 05:50 PM
Rufus Rufus is offline
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My screenshots save in weird colors on v6. Doesn't occur on v5. Doesn't matter what compatability mode it is ran in, or if I disable visual themes/desktop composition.

Windows 7 64 bit
NVIDIA GeForce GTX 570 (latest drivers)
Attached Thumbnails
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Quote:
Originally Posted by Loriel View Post
Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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