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Old 02-05-2010, 04:58 PM
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Quote:
Originally Posted by WhiteDragon View Post
Graal crashes entirely when a gani that is both an ani and a script is displayed.
Can you give me the server name and level name or command which I need to type to see it? Because on servers like Zone it's working perfectly fine.

Quote:
Originally Posted by TSAdmin View Post
The progress bar (though, for some reason I seem to get this only on GK, though not a GK bug as discovered) in some interfaces seem to be layering incorrectly, generally after they've reached 0%, and end up overlapping other displays they're meant to be underneath.

Stefan or Tig might have to check out what governs the following screenshot for a specific function or object that isn't responding correctly though.
Attachment 50370
Hmmm That GUI should probably be converted to GUI controls sometime or at least use layers > 4. It was done quite a long time ago where such stuff didn't exist yet, and relies on the font height which has changed slightly.
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Old 02-06-2010, 03:10 AM
WhiteDragon WhiteDragon is offline
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Quote:
Originally Posted by Stefan View Post
Can you give me the server name and level name or command which I need to type to see it? Because on servers like Zone it's working perfectly fine.
Are you sure they are an ani script and and a normal ani?

Here is where we are encountering the problem:
  • Server: Classic
  • Level: classic_staff_thor_02.nw
  • Say "dropexplosion"

That uses the exact gani script I provided here.

You could also use *Bomb which is a more complicated script, but has the same problem.


Edit:
Looked at it more, and it seems these conditions need to be satisfied for the crash:
  • setcharani in local clientside NPC (it worked fine as a showani)
  • the gani must be a normal ani + script
  • the gani script must have a showimg in it (even an empty showimg creates the problem)

It seems like the gani script finished before the crash happens, so possible some code problem in the destruction of images in setcharanis.

Last edited by WhiteDragon; 02-06-2010 at 08:31 AM..
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  #3  
Old 02-06-2010, 11:43 AM
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Found a very strange bug..

Whilst testing Dusty's movement system, I found that if I had a high enough speed, I could move so fast the levels wouldn't be drawn in time and I ended up in a black level (except for the animated flower tiles).

The other strange bug occurred in both a custom and default movement system. I started at the bottom left corner of lith.gmap (on Litheria). Holding both up and left I was able to move up against the left hand boundary of the gmap. Eventually, I was walking into pure black.

The other odd issue I'm expierencing is after a while of being on Lith, it seems the timeout becomes more jagged. While I was moving normally with Dustys system, it eventually becomes a rather pulsated. Changing server doesn't resolve the issue and eventually I have to restart the client. Task manager has the client sitting comfortably at 60MB usage with no noticable CPU usage. Would be nice if anyone else could confirm that they have this issue.
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  #4  
Old 02-06-2010, 09:49 PM
WhiteDragon WhiteDragon is offline
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Quote:
Originally Posted by Twinny View Post
it seems the timeout becomes more jagged
This happens on Classic's movement system too!

We actually checked the time occurring between the end of the onTimeout() and the start of the next one, and it was .1 rather than .05. It seems to only happen after being on the server for awhile.
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