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  #81  
Old 01-03-2013, 05:24 AM
Rave_J Rave_J is offline
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I Think there good a decent job with this player world its creative and unique style looking at the screen shots too bad i cant log on to check it out but keep up the good work guys never give up on your goal but everybody going to agree and disagree about decisions are made with staff but that's part of it
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  #82  
Old 01-03-2013, 05:38 AM
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Originally Posted by Rave_J View Post
I Think there good a decent job with this player world its creative and unique style looking at the screen shots too bad i cant log on to check it out but keep up the good work guys never give up on your goal but everybody going to agree and disagree about decisions are made with staff but that's part of it
Appreciate the response, but don't expect everything to look the same as the screenshots showed. We've redone almost everything. That being said, we're proud to announce that the server will be unlocked by the end of this week. We will allow players to log on but only allowed to look around on the main town.
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  #83  
Old 01-03-2013, 06:13 PM
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Screenshots look like Maloria and Delteria's unholy spawn.
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  #84  
Old 01-03-2013, 09:05 PM
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Screenshots look like Maloria and Delteria's unholy spawn.
I'm ok with this
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  #85  
Old 01-05-2013, 06:32 PM
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In a hurry to clean up a lot of stuff to open up by sometime Sunday!
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  #86  
Old 01-05-2013, 07:42 PM
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In a hurry to clean up a lot of stuff to open up by sometime Sunday!
can't wait to look around
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  #87  
Old 01-06-2013, 10:41 PM
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Aaaaaaaaaaaaaaaaaaaaaaaaaaaannnnndd it's open. Come visit! Obviously we're not done. There may be tile errors, bugs, and other messed up things.

Please kindly let us know any bug or issue you find. Thanks.
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  #88  
Old 01-07-2013, 04:03 AM
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Aaaaaaaaaaaaaaaaaaaaaaaaaaaannnnndd it's open. Come visit! Obviously we're not done. There may be tile errors, bugs, and other messed up things.

Please kindly let us know any bug or issue you find. Thanks.
Closed already D: I missed it
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  #89  
Old 01-07-2013, 05:15 AM
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Open again. Fat fingers and being tired lol...
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  #90  
Old 01-07-2013, 07:30 AM
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Entering the abyss causes some weird crap to happen. I'm lagging horribly and the tileset isn't loading
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  #91  
Old 01-07-2013, 02:03 PM
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I heard about the tileset not loading. Not sure why as I have tried both my accounts on 2 different computers and it works fine, as well as, from what I know, no one else having that issue.
The abyss causes weird stuff to happen b/c you shouldn't be able to go there. It's blocked off, but since the tileset isn't loading you can get in. I need to go disable the script instead.
Lag is always a little more un UC servers. Our /showlag ping shows me typically around 80's, and others around 50's - 90's, so I'm not too sure about that either.Most likely your client was loading everythibg which would in fact make you lag, and in your case worse because it was having a hard time loading.

Sorry you're going through this but I'm not sure on loading as it works fine for just about everyone else. The files aren't small, so maybe that's why?

Also, this server does require V6 and I'll be putting a code in for that to make sure those reasons are eliminated.
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  #92  
Old 01-07-2013, 04:25 PM
Decus_Arillias Decus_Arillias is offline
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Quote:
Originally Posted by sssssssssss View Post
I heard about the tileset not loading. Not sure why as I have tried both my accounts on 2 different computers and it works fine, as well as, from what I know, no one else having that issue.
The abyss causes weird stuff to happen b/c you shouldn't be able to go there. It's blocked off, but since the tileset isn't loading you can get in. I need to go disable the script instead.
Lag is always a little more un UC servers. Our /showlag ping shows me typically around 80's, and others around 50's - 90's, so I'm not too sure about that either.

Sorry you're going through this but I'm not sure on loading as it works fine for just about everyone else. The files aren't small, so maybe that's why?

Also, this server does require V6 and I'll be putting a code in for that to make sure those reasons are eliminated.
Make sure your on V6 also...

I did notice someone was saying they're "sticking" sometimes, it does that for me also only on the level links on the gmap. We're not sure if that's even possible to fix.
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  #93  
Old 01-07-2013, 09:11 PM
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I was on v6. I should of specified that it was client sputtering, not internet lag. I sat in there for a pretty reasonable amount of time to no avail, everywhere else I went loaded just fine.

Also you can get in there, you just select it from the teleport menu. EDIT: I see what you mean, theres a barrier there. I don't know how I got around it the first time

Some other things:

For cliff sides, instead of having straight 90 degree angles try and curve it a bit, it looks better.
You seem to swim REALLY slowly, do you get fins or something later?
Some of the trees go transparent when you walk into them but still block you from continuing.
Sword gani seems messed up, I just see a bunch of scrambled images when I swing.
When going through doors my screen flashes several times

Oh and your tileset and level design are great. The Events House looks FANTASTIC
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  #94  
Old 01-07-2013, 10:23 PM
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I like what I see, but I've always disliked the need to use the mouse in graal. I want to navigate menus and such with only the keyboard.

Having to switch to mouse for simple tasks when it shouldn't be needed is bad imo.

I get a good Zelda vibe of this, and look forward to see further progress and what questing will be like!

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For cliff sides, instead of having straight 90 degree angles try and curve it a bit, it looks better.
...
When going through doors my screen flashes several times

Oh and your tileset and level design are great. The Events House looks FANTASTIC
I agree with this.
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  #95  
Old 01-08-2013, 01:44 AM
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I was on v6. I should of specified that it was client sputtering, not internet lag. I sat in there for a pretty reasonable amount of time to no avail, everywhere else I went loaded just fine.

Also you can get in there, you just select it from the teleport menu. EDIT: I see what you mean, theres a barrier there. I don't know how I got around it the first time

Some other things:

For cliff sides, instead of having straight 90 degree angles try and curve it a bit, it looks better.
You seem to swim REALLY slowly, do you get fins or something later?
Some of the trees go transparent when you walk into them but still block you from continuing.
Sword gani seems messed up, I just see a bunch of scrambled images when I swing.
When going through doors my screen flashes several times

Oh and your tileset and level design are great. The Events House looks FANTASTIC
I'll look in to the client sputter. I've noticed it off an on, but from what it sounds like you were loading at a pretty slow rate (not your fault probably the server) and UC servers are in fact slower from what I understand, so when I was referring to that I was referring to you loading everything. The client speaks with the server for a good chunk of what the player does, including player location. Again though, there are things I've noticed as well and we're trying to find the problem. Most of it is on entering a level (even on gmap), so we're trying to eliminate it.

You do get swim fins later. You should have not gotten far and drown in the water. Also with the sword again it's worked for everyone else as far as I know as well as myself with 2 accounts on 2 different computers (first time log in on each different computer), so the only thing I can guess with all the lag, screen, and image/gani mess ups is it was still loading for you.

Looks like you did in fact get the tileset loaded eventually though and thanks on the compliments. Decus has done all the levels himself and probably 99% of the graphics (we've had help here and there).

Not trying to give excuses. I am and will continue to eliminate any lag on this server and glitches for the scripts (the ping a month ago was a steady 200-260 on almost every player that got on). I'm just giving reasons why you may have had issues, going off your first post as the only one with those issues and most of the ones on your second.

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I like what I see, but I've always disliked the need to use the mouse in graal. I want to navigate menus and such with only the keyboard.

Having to switch to mouse for simple tasks when it shouldn't be needed is bad imo.

I get a good Zelda vibe of this, and look forward to see further progress and what questing will be like!
I agree. I'm going to be putting keyboard "controls" into the gui outside of the default (because it's just crappy) so you never have to actually move the mouse, even for things like selecting a weapon, just haven't got that far yet.

Thanks for the stuff guys. Keep it coming. We do appreciate the constructive critcism and bug reports, even if they are single events possibly it helps me to keep it in mind and look for issues.
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  #96  
Old 01-08-2013, 02:43 AM
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Also to announce I thiiiiiiiiiiink our spar works now. I'm the only one one lol, so not 100% sure it's bug free, but logic says it works great!

Try it out, let us know!
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  #97  
Old 01-08-2013, 03:07 AM
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This is what the sword looks like for me. I know this sometimes happens on zod too, though I don't know why
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  #98  
Old 01-08-2013, 03:13 AM
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That's quite odd. We haven't changed the gani slash from the default, so it shouldn't be doing that.
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  #99  
Old 01-08-2013, 03:37 AM
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  #100  
Old 01-08-2013, 03:38 AM
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Horrible lag, and My laptop has 8 gigs of ram , some tiles i cant walk on for unknown reasons. 4/10
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  #101  
Old 01-08-2013, 04:11 AM
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Horrible lag, and My laptop has 8 gigs of ram , some tiles i cant walk on for unknown reasons. 4/10
That's because places we dont want you to go are blocked on layers, I believe.

What was the send/receive, or /showlag ping? Just trying to get an idea of what the lag is for most people. I also have 8 gigs and run fine on it. :/

Also the 4/10 is technically a good thing, being we're not even 4/10 done with the server, so thanks!
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  #102  
Old 01-08-2013, 05:14 AM
Decus_Arillias Decus_Arillias is offline
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Horrible lag, and My laptop has 8 gigs of ram , some tiles i cant walk on for unknown reasons. 4/10
Not being sarcastic, but i also like the 4/10. We scrapped almost everything we did in the past and really started working on this maybe/around for 2 months now. With the team we have (me and cyril) we would defiantly love to have some help getting us to a 10.
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  #103  
Old 01-08-2013, 01:14 PM
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yea its lagging for me aswell. ill check the ping later.
also when i pressed q only 'menu' appeared on the right, the sub categories were listed aswell but had the size of like 5x5 pixel, so i couldnt really use them. whenever i enter a house, my whole screen suddenly seems to flash - its pretty buggy and takes me a while to enter them (until the warp is working correctly)
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  #104  
Old 01-08-2013, 01:42 PM
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yea its lagging for me aswell. ill check the ping later.
also when i pressed q only 'menu' appeared on the right, the sub categories were listed aswell but had the size of like 5x5 pixel, so i couldnt really use them. whenever i enter a house, my whole screen suddenly seems to flash - its pretty buggy and takes me a while to enter them (until the warp is working correctly)
That lag is almost positively because of stuff loading then, because that's what happened to me when we changed the image. I reconnected and it fixed but I had the rest of it loaded already too. I'm ginna wipe my stuff and start clean tomorrow and try that. It seems the people who were hanging out with me didnt have lag to complain about either (could be wrong though) so again it makes me think its just a ton of crap loading at once (sounds, images, gui profiles, and ganis).

I disabled the level warp for inside/outside because its buggy and will fix today. Thanks.
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  #105  
Old 01-08-2013, 04:20 PM
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The menu also had it's categories tiny after I used that "dash" function on the X-button(?). I think some of the problem is because of the observer mode-bar. Because the focus was off after using it so I had to reconnect for everything on screen to be on the right place.

I know that's not really your fault, but for even trials to enjoy the server you'd need to put those factors in when scripting the systems and such aswell.

Another thing is when entering a house. During the load before the screen-flickering I can walk around wherever I like before getting warped so it seems like it lags behind a great deal. It might just be a script that got messed up somehow.
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  #106  
Old 01-08-2013, 09:02 PM
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Might I suggest change the graphics mode on the trees when you fade them. At the moment it's probably from what looks like it 0 by default.
Change it to 1 for a nice transparency fade. Seems to only happen with some trees though... You don't use a class?
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  #107  
Old 01-09-2013, 01:07 AM
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The menu also had it's categories tiny after I used that "dash" function on the X-button(?). I think some of the problem is because of the observer mode-bar. Because the focus was off after using it so I had to reconnect for everything on screen to be on the right place.

I know that's not really your fault, but for even trials to enjoy the server you'd need to put those factors in when scripting the systems and such aswell.

Another thing is when entering a house. During the load before the screen-flickering I can walk around wherever I like before getting warped so it seems like it lags behind a great deal. It might just be a script that got messed up somehow.
I agree on making it work for all accounts. The focus is off because of the screen shaking, it's a bug I'm still trying to correct. Sometimes the dash will "collide" more than once it seems, throwing the event more than its set to do (or just an extra time period) throwing tiles and focus off. The menu thing I'm not exactly sure except that its changing the screen as well.

The warp is lagged because I scripted it that way. It's on an event, because it had a fade out but that bugged as well, so I just left the event there until I fix it but took out the fade. It's going to pause you for a few seconds giving room for a fade that isn't there or corrected yet.
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  #108  
Old 01-09-2013, 01:09 AM
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Might I suggest change the graphics mode on the trees when you fade them. At the moment it's probably from what looks like it 0 by default.
Change it to 1 for a nice transparency fade. Seems to only happen with some trees though... You don't use a class?
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We in fact do use a class. Mode is set to 1. The issue seems to be tree tops and npcs that are on level links. That's why only some work. We're probably just going to take it out all together.

Also reconnecting would load that chat box. I'm gonna script to delay to show up so that doesn't happen. it does in fact have a styled gui it's just loading before the profile can despite my server options to load the profiles first
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  #109  
Old 01-09-2013, 02:40 AM
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Really enjoyed this server for the short time I was logged on. Will check back up in a few days when I have more time to give a more in depth critique.
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  #110  
Old 01-09-2013, 03:14 PM
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This server looks sick. But the windmill is spinning the wrong way; so unrealistic!
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  #111  
Old 01-09-2013, 04:33 PM
xXziroXx xXziroXx is offline
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The windmill animation is also way too choppy. Smoothen it out plx.
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  #112  
Old 01-09-2013, 05:41 PM
Decus_Arillias Decus_Arillias is offline
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Quote:
Originally Posted by DrakilorP2P View Post
This server looks sick. But the windmill is spinning the wrong way; so unrealistic!
Quote:
Originally Posted by xXziroXx View Post
The windmill animation is also way too choppy. Smoothen it out plx.
I smoothed it out quite a bit a couple days ago. Its using 9 frames instead of 4 now. Check again and let me know ;]

Also i'm going to add some effects to the island surroundings, hopefully that will give off more of a environmental feeling of an actual floating island.

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  #113  
Old 01-09-2013, 08:11 PM
DeCeaseD DeCeaseD is offline
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Why would you animate a windmill manually instead of using a rotate script.. ? o_O
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  #114  
Old 01-10-2013, 12:15 AM
smirt362 smirt362 is offline
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Why would you animate a windmill manually instead of using a rotate script.. ? o_O
Because it looks better, especially if you have enough frames
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  #115  
Old 01-10-2013, 01:05 AM
DustyPorViva DustyPorViva is offline
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Because it looks better, especially if you have enough frames
I can't say for something that needs to rotate as slow as a windmill that frames are the way to go. Even if the pixels aren't crisp, the rotation will be much smoother, which is what something like a windmill needs: it looks much calmer.
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  #116  
Old 01-10-2013, 01:14 AM
xXziroXx xXziroXx is offline
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Because it looks better, especially if you have enough frames


Really now Smirt, really now?
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  #117  
Old 01-10-2013, 03:38 AM
smirt362 smirt362 is offline
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Really now Smirt, really now?
I can see the lack of crispiness. If that was a salad I'd SEND IT BACK
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  #118  
Old 01-10-2013, 05:52 AM
Decus_Arillias Decus_Arillias is offline
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Why would you animate a windmill manually instead of using a rotate script.. ? o_O
I did it manually because i didn't know you could script things to rotate. Yes, i lack scripting skills ;] pretty neat that you can though. We will try to get small details done before we release the next continent, which should be within 2 weeks from now. We're holding back so that all inside levels are complete for the outside content and i'm hoping to have that done "soon".
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  #119  
Old 01-13-2013, 10:55 AM
Sooky Sooky is offline
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REALLY good server in my opinion, even thought its not even out yet i can see it will go far
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  #120  
Old 01-13-2013, 11:11 AM
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I'd like to ask you guys to clean up a bit, in terms of content you shouldn't be using. I see you already got rid of our (Atlantis) grass tile, but it's still left in other tiles, like the path edges (grass to dirt tiles). Also, I wonder where in hell's name you got that bush, but I hope you realize that you can't use it. I'd rather not go into detail, but I will if necessary.

Edit: The door, too. Second and third frame of that double door open animation features our (Atlantis) double door. I'm flattered, but please don't use them.
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