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  #1  
Old 11-10-2012, 03:21 AM
Hoyt1134 Hoyt1134 is offline
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I've noticed a bug in v6 where the shift and ctrl keys can become "stuck" when you tab out of the Graal window while holding them. Scripts act as if the shift or ctrl buttons are being held down until you press them again. This does not seem to have any effect on built in features such as the emoticons from holding ctrl and pressing a key, but only on scripted features. It is causing some problems on Unholy Nation where they have custom emoticons, and certain scripts like the hotkeys that require you to not be holding shift when you activate them.
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Old 11-10-2012, 01:19 PM
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Quote:
Originally Posted by Hoyt1134 View Post
I've noticed a bug in v6 where the shift and ctrl keys can become "stuck" when you tab out of the Graal window while holding them. Scripts act as if the shift or ctrl buttons are being held down until you press them again. This does not seem to have any effect on built in features such as the emoticons from holding ctrl and pressing a key, but only on scripted features. It is causing some problems on Unholy Nation where they have custom emoticons, and certain scripts like the hotkeys that require you to not be holding shift when you activate them.
Is this new to v6? I've been experiencing problems like this for many years.
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  #3  
Old 11-12-2012, 11:31 AM
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Fullscreen mode doesn't seem to work at all on dual monitors, just goes black. Ideally the screen with the Graal client on should be the only screen going fullscreen mode.
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Old 11-14-2012, 11:17 PM
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The fact that filenamecache.txt is no longer used with the new V6 makes usage of the Level and Gani editors somewhat more annoying when it comes to loading new images, as you either have to explicitly select the image within the Level Editor, or copy an image into the same folder as Gani Editor.

Or is the goal to force players to pay to use online tools?
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  #5  
Old 11-14-2012, 11:23 PM
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Quote:
Originally Posted by ffcmike View Post
The fact that filenamecache.txt is no longer used with the new V6
What does it use instead?
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Old 11-14-2012, 11:31 PM
ffcmike ffcmike is offline
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Originally Posted by DustyPorViva View Post
What does it use instead?
Not sure exactly but it seems files are scanned for whenever they are required.
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Old 11-15-2012, 11:10 AM
alskdjfhg alskdjfhg is offline
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Priority #1 UDP Support
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Old 11-15-2012, 05:25 PM
Gos_pira Gos_pira is offline
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I bet UDP was scrapped partly because flash doesn't support it(?).
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Old 11-15-2012, 10:00 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Gos_pira View Post
I bet UDP was scrapped partly because flash doesn't support it(?).
It wasn't supported on other platforms as well. Graal's use of UDP wasn't optimal anyway. Ideally Stefan would spend time implementing UDP in the way that it would benefit the game most—but that seems unlikely since it can't be used in Flash and probably won't be used with the iOS devices (although I think it could be).
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Old 11-16-2012, 04:58 AM
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About file scanning: v6 is loading files from the location where it would download them to, also reduced the number of file access operations to make it fast.
About UDP: the complex part is the peer-to-peer nature of the old UDP mode. We have plans to introduce a server-based UDP system sometime (data exchange server independent from the actual graal server), like we do in our game Dinosmash.
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Old 11-16-2012, 05:37 AM
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Quote:
Originally Posted by Stefan View Post
About file scanning: v6 is loading files from the location where it would download them to, also reduced the number of file access operations to make it fast.
About UDP: the complex part is the peer-to-peer nature of the old UDP mode. We have plans to introduce a server-based UDP system sometime (data exchange server independent from the actual graal server), like we do in our game Dinosmash.
What about some hard-coded interpolation for player/NPC movement?
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Old 11-16-2012, 12:06 PM
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Quote:
Originally Posted by Stefan View Post
About file scanning: v6 is loading files from the location where it would download them to, also reduced the number of file access operations to make it fast.
About UDP: the complex part is the peer-to-peer nature of the old UDP mode. We have plans to introduce a server-based UDP system sometime (data exchange server independent from the actual graal server), like we do in our game Dinosmash.
Would this new UDP mode make players smooth again? The V5 and before UDP made the game very smooth, would be nice to see this again.
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Old 11-18-2012, 02:20 AM
WhiteDragon WhiteDragon is offline
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Quote:
Originally Posted by Crono View Post
Would this new UDP mode make players smooth again? The V5 and before UDP made the game very smooth, would be nice to see this again.
It'd make players consideribly smoother than what we have right now in v6, but not to the same degree as the peer-to-peer UDP in v5. But peer-to-peer stuff has no place here, from a programming, security, and arguably gameplay perspective.
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Old 11-18-2012, 02:39 AM
cbk1994 cbk1994 is offline
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Originally Posted by WhiteDragon View Post
It'd make players consideribly smoother than what we have right now in v6, but not to the same degree as the peer-to-peer UDP in v5. But peer-to-peer stuff has no place here, from a programming, security, and arguably gameplay perspective.
I don't see why not. UDP between the client and the server (and not between clients) is going to do very little to improve the game unless you commonly experience packet loss. You won't get better connections to people geographically closer to you like you used to since they still have to go through the server (rather than directly connecting to you).
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Old 11-18-2012, 03:30 AM
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Quote:
Originally Posted by cbk1994 View Post
I don't see why not. UDP between the client and the server (and not between clients) is going to do very little to improve the game unless you commonly experience packet loss. You won't get better connections to people geographically closer to you like you used to since they still have to go through the server (rather than directly connecting to you).
Crono was talking about the smoothness. Packet loss is what causes jaggedness when you have a TCP connection , not latency. All latency will cause is a fixed delay.

So, I disagree with you. Switching to UDP will consideribly help smoothness over a lossy connection (which is the cause of jaggedness 95% of the time). Presumably, that's an improvement to the game.


To eliminate delays, yes, peer-to-peer connections would be required. But aside from the security nightmare, it's annoying to get working properly (you need to do NAT punchthrough, and then hope they don't have any bad firewall rules, other sorts of filtering, evil NAT, etc.), and more importantly, I think it's actually detremental to the gaming experience (although this is an opinion).

I think it's detremental because, although it might help eliminate delays in certain cases, it will increase delays in other cases, and it will also totally destroy your ability to predict other people's movements when you're fighting multiple people, since the delay will vary incredibly highly, and it'll be impossible to get a good idea of what other people are seeing on their screens (it's already hard enough to explain to players how hit detection works without introducing peer-to-peer connections).

Basically, you'd be trading the predictibility of the client-server model for improved delays (in some cases) -- and being able to accurately predict things is half of the fun, at least on traditional servers like GTA.


But that aside, I think even from the security and programming perspectives it wouldn't be the best idea ever.
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