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  #841  
Old 01-15-2011, 07:35 AM
Tigairius Tigairius is offline
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Made some large changes to the playerlist on Login 2.

Now profile windows will open at the center of your screen, likewise for PM windows and history.

Your Playerlist will save position now too if you have alwayson checked, so if you open it and move it to a certain spot on your screen, then when you log back into Graal, it'll open in that location. If anyone has any issues, please let me know.

Note: These features are only available on Login 2.
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  #842  
Old 01-16-2011, 01:20 AM
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On testbed, Personal/Mark_Sir_Link/GUITEST

On v5, using this style and changing the font in the profile is working just fine.

http://img834.imageshack.us/img834/1...1295133596.png

On v6, it is replacing the font with something else that doesn't appear to be in the window's blind skin nor is it my default font.

http://img141.imageshack.us/img141/5...1295133197.png

Happening to Jacob_Bald6225 also.

overridestylefont appears to work but isn't allowing the font color to be changed
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  #843  
Old 01-16-2011, 04:38 PM
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It's using the font color defined in the wba file (Personality, ActiveTextR/G/B). You can set the profile.overridestylefont to override the font type, or set style = "" or "none" or so to get rid of the wba stuff in a sub-control.

Hmmm the window position things aren't working at all for me on login2, just seeing some windows shifting positions and the playerlist always appear at {0,0}
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  #844  
Old 01-16-2011, 08:58 PM
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PHP Code:
File downloadguigames_arcmessage2.png (size10128done
File download
guiblue_scroll_noback.png (size2543done
File download
loginserver_en.po not found
File download
login_gradient_blue.png (size309done
File download
graalv4title.png (size32000)...
File downloadgraalv4title.png (size64000)...
File downloadgraalv4title.png (size83319)...
File downloadgraalv4title.png (size83319doneFile downloadguigames_arcmessage2.png (size10128done
File download
verdanabd.ttf not found
File download
graalicon_big.png (size322done
File download
microsoft sans serif.ttf not found
File download
guiblue_scroll_noback.png (size2543done 
I get this every single time I open v6, it's rather annoying to download the same files over and over.

Also, and this is a bug that's been around on v5 for ages as well, when all the downloads are done it doesn't close down the window, and forces you to do it on your own. Which is annoying to say the least.
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  #845  
Old 01-16-2011, 09:06 PM
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Also, if you press Alt (without any modifier) in the main Graal window or an external one, the game freezes completely.
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  #846  
Old 01-16-2011, 09:25 PM
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Quote:
Originally Posted by xXziroXx View Post
Also, if you press Alt (without any modifier) in the main Graal window or an external one, the game freezes completely.
I think that is because it is technically selecting the "window menu" (I am guessing if you press Alt and then when it is frozen press the down key, you will see the window menu appear).
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  #847  
Old 01-16-2011, 10:00 PM
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Quote:
Originally Posted by Skyld View Post
I think that is because it is technically selecting the "window menu" (I am guessing if you press Alt and then when it is frozen press the down key, you will see the window menu appear).
Yeah, I know that much, was just hoping for it to be disabled somehow since the window menu doesn't really do much for Graal.
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  #848  
Old 01-16-2011, 11:35 PM
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Quote:
Originally Posted by xXziroXx View Post
Yeah, I know that much, was just hoping for it to be disabled somehow since the window menu doesn't really do much for Graal.
This is probably more a Windows restriction I am guessing.
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  #849  
Old 01-17-2011, 04:00 AM
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Quote:
Originally Posted by Skyld View Post
This is probably more a Windows restriction I am guessing.
I'm pretty sure it is. If there are no in-window menus available, it treats the ALT key as though you clicked the program icon in the top left of the title bar, which brings up the default "Move, Close, Resize," etc menu. I don't think programs themselves can disable that function. Google Chrome completely removed the title text and icon at the top of their window, yet you can still click that top left corner and achieve the same results.
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  #850  
Old 01-17-2011, 05:33 AM
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Quote:
Originally Posted by Skyld View Post
This is probably more a Windows restriction I am guessing.
It's a restriction of the rendering loop being in the same thread as the Windows message loop. I highly doubt Stefan is going to go through the potential multi-threading headaches to resolve this.
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  #851  
Old 01-21-2011, 06:29 PM
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Quote:
Originally Posted by oo_jazz_oo View Post
Just discovered something.

Now, I don't know much about particle emitters and stuff, but I found a problem with the snowfall on UN.

Basically, the script has the particle image changing every .5 seconds, so it changed the image for each new snowflake.
On v5, changing the image of the particle would only change it for new particles...

On v6, it is changing the image for every particle, ones already created, and new ones.

Not sure if this is a glitch, or if it was a glitch in v5.
The script changing the image of said particle is:
PHP Code:
findimg(200).emitter.particle.image temp.newimg
Quote:
Originally Posted by Stefan View Post
It's an optimization, if you have only one particle template and only simple modifiers then it will try to draw all particles at once instead of drawing it one by one. You could eventually use several particle templates (emitter.particletypes = 2, emitter.particles[1].image = ...).
I don't think that using several particle types is a good solution to the problem your optimization creates. Consider an emitter for controlled text particles, each particle supposed to have a different text. How would you do that? Doesn't work quite as easy anymore with v6, does it?
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  #852  
Old 01-21-2011, 11:10 PM
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Quote:
Originally Posted by Crow View Post
I don't think that using several particle types is a good solution to the problem your optimization creates. Consider an emitter for controlled text particles, each particle supposed to have a different text. How would you do that? Doesn't work quite as easy anymore with v6, does it?
The way I see the particle system (or how I use it), it's for situations where you don't want to devote a loop to display an effect. I.e: Sparkle-trail attached to player.

For what jazz is doing on UN he should only have to declare X~ types of particles and assign each particletype/snowflake a different image. I.e:

PHP Code:
emitter.particletypes 4;
for (
temp.0temp.emitter.particletypestemp.i++) {
  
emitter.particles[temp.i].image "snowflake_" temp.".png";

No need to constant loop and change the images every .5 second.

Could also just set continueafterdestroy to true, and destroy (hideimg) the particle image then re-create it with new values and none would be the wiser unless there's noticeable performance loss.
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  #853  
Old 01-22-2011, 05:51 PM
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Well, currently, I have an emitter with a single particle type which emits text (which is always different) as a particle whenever certain conditions are met. The particle count can jump pretty high, too, so there's lotsa text sometimes. I can't really do that with multiple particle types, since I don't want to create a ton of them. With v5 it works just fine, changing the emitter.particle attributes before emitting the next particle. Using v6, all particles update when changing the attributes

Edit: Code example:
PHP Code:
//#CLIENTSIDE
function onCreated() {
  
with (findImg(200)) {
    
layer 6;
    
    
with (emitter) {
      
nrofparticles 1;
      
emitautomatically false;
      
      
with (particle) {
        
style "br";
        
zoom  0.9;
        
        
font "Arial";
        
textshadow  true;
        
shadowcolor = { 00};
        
        
speed 0;
        
lifetime 1;
      }
      
      
addLocalModifier("range"01"y""add", -48, -48);
      
addLocalModifier("range"0.51"alpha""add", -2, -2);
    }
  }
}

// called by something
function onStuff(s) {
  
findImg(200).emitter.particle.text s;
  
findImg(200).emitter.emit();

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  #854  
Old 01-22-2011, 06:19 PM
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Perhaps a emitter.particle.unique is in order to deal with those conditions.
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  #855  
Old 01-22-2011, 07:36 PM
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Quote:
Originally Posted by fowlplay4 View Post
Perhaps a emitter.particle.unique is in order to deal with those conditions.
Sounds good. Stefan, would you kindly implement this, please? :3
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  #856  
Old 01-22-2011, 07:48 PM
Tigairius Tigairius is offline
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Stefan did that on purpose for efficiency. On kingdoms iphone we have to create a new object each time we want new text basically. After about 30 objects or so, modulus back to 0.
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  #857  
Old 01-22-2011, 08:24 PM
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Quote:
Originally Posted by Tigairius View Post
Stefan did that on purpose for efficiency. On kingdoms iphone we have to create a new object each time we want new text basically. After about 30 objects or so, modulus back to 0.
I know he did. The behavior should be optional, though. I also asked him personally about it, and he replied that it shouldn't even do that with text particles or something like that. He also said I should try two particle types and setting both vars the same, for that would eliminate his optimization, but that didn't work either.
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  #858  
Old 01-26-2011, 12:08 AM
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Ok next version will have emitter.particle.uniqueparticle = true/false, will be released this weekend or so.
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  #859  
Old 01-26-2011, 06:03 PM
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Quote:
Originally Posted by Stefan View Post
Ok next version will have emitter.particle.uniqueparticle = true/false, will be released this weekend or so.
Thank you <3
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  #860  
Old 01-26-2011, 06:44 PM
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Quote:
Originally Posted by Stefan View Post
Ok next version will have emitter.particle.uniqueparticle = true/false, will be released this weekend or so.
I got a friend to tell bout this.
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  #861  
Old 01-26-2011, 10:48 PM
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graal runs on my netbook when using V6.

the last version would not run...so

Thanks!
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  #862  
Old 01-27-2011, 01:19 AM
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Here's an issue I'm having. I'm using GraalControl.onMouseDown() and call a function from within side this. Now within this function I call another and same again in the next function. The params in getDist() are always the params of onMouseDown(), not the ones I send.
PHP Code:
function GraalControl.onMouseDown()
{

  
doActions();

}

function 
doActions()
{

  
someFunction();

}

function 
someFunction()
{

  
temp.dist getDistplayer.xtemp.nx);

}

function 
getDisttemp.x1temp.x2temp.y1temp.y2)
{

  if ( 
params.size() == 4)
    return (((( 
temp.x2 temp.x1) ^ 2) + (( temp.y2 temp.y1) ^ 2)) ^ 0.5);

  if ( 
params.size() == 2)
    return ((( 
temp.x2 temp.x1) ^ 2) ^ 0.5);


Basically in getDist the params are that of onMouseDown() regardless.
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  #863  
Old 01-27-2011, 01:45 AM
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Quote:
Originally Posted by MrOmega View Post
Basically in getDist the params are that of onMouseDown() regardless.
This is intentional. You have to give the parameters names. Stefan explained it somewhere but I can't find the post.

EDIT:
Quote:
Originally Posted by Stefan View Post
The params[] array is only created when the script is called (doesn't even need to be a function, GS1 style). That is either on an event, or when you call a function of another object. To get a variable number of parameters either use func(arg1, arg2, arg3, arg4 etc) and ignore the arguments that you don't want, or pass the parameters as array.

Currently accessing the parameters for each function as array is not possible because it would mean a big speed slowdown, although if it's really important to have it then we could add something like temp.functionparams[] which dynamically converts the function parameters to variables.
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  #864  
Old 01-27-2011, 01:50 AM
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Quote:
Originally Posted by MrOmega View Post
Here's an issue I'm having. I'm using GraalControl.onMouseDown() and call a function from within side this. Now within this function I call another and same again in the next function. The params in getDist() are always the params of onMouseDown(), not the ones I send.

Basically in getDist the params are that of onMouseDown() regardless.
Provide an actual working script (especially in Bug Reports) with some output if you want to help get the issue resolved.

Edit: So it's intentional.

PHP Code:
//#CLIENTSIDE

function onCreated() {
  echo(
"== Created ==");
  
getSomevalue(12);
}

function 
GraalControl.onMouseDown() {
  echo(
"== Clicked ==");
  echo(
"MouseDown: " params);
  
somefunction();
  
this.scheduleevent(1"CheckParams""");
}

function 
onCheckParams() {
  echo(
"check: " params);
}

function 
somefunction() {
  echo(
"somefunction: " params);
  
someotherfunction();
}

function 
someotherfunction() {
  echo(
"someotherfunction: " params);
  
temp.getsomething getSomevalue(12);
}

function 
getSomevalue() {
  echo(
"getsomevalue: " params);
  echo(
"getsomevalue params: " a SPC b SPC c SPC d);

echos..

PHP Code:
== Created ==
getsomevalue
getsomevalue params0 10  
== Clicked ==
MouseDown0,414,540,1,0
somefunction
0,414,540,1,0
someotherfunction
0,414,540,1,0
getsomevalue
0,414,540,1,0
getsomevalue params
0 10  
check
""
My advice, don't rely on the params array when you can specify parameters in the function. In your case just add a second function.
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  #865  
Old 01-27-2011, 02:29 AM
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Quote:
Originally Posted by MrOmega View Post
PHP Code:
  if ( params.size() == 2)
    return ((( 
temp.x2 temp.x1) ^ 2) ^ 0.5);


On second look at your code... lol?
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  #866  
Old 01-27-2011, 02:49 AM
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Quote:
Originally Posted by cbk1994 View Post
On second look at your code... lol?
What? It checks to see if it's getting the dist from two points or just the xdist/ydist. 4 params means its getting it from two actual points...
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  #867  
Old 01-27-2011, 02:52 AM
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Quote:
Originally Posted by MrOmega View Post
What? It checks to see if it's getting the dist from two points or just the xdist/ydist. 4 params means its getting it from two actual points...
You don't see anything wrong with:



?
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  #868  
Old 01-27-2011, 02:55 AM
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Quote:
Originally Posted by cbk1994 View Post
You don't see anything wrong with:



?
Well when you put it in that view I do. But it basically acts as abs(); I could do abs( temp.x2 - temp.x1);

@fowlplay4:
What do you mean add a second function...

Why can't I just recreate the params array when I call a function?
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Last edited by MrOmega; 01-27-2011 at 03:51 AM..
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  #869  
Old 01-27-2011, 03:14 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by MrOmega View Post
Well when you put it in that view I do.

@fowlplay4:
What do you mean add a second function...

Why can't I just recreate the params array when I call a function?
You have complete control over what data you pass to it, instead of checking for how many parameters you pass to a certain function, write a function to take exactly how many parameters you need.

I.e:

PHP Code:
function getDist2(temp.x1temp.x2) {
  
// code for just two points here

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Old 01-27-2011, 03:19 AM
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Alternatively, write an n-dimensional distance function that accepts an array of tuples.
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Old 01-27-2011, 03:20 AM
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Quote:
Originally Posted by fowlplay4 View Post
You have complete control over what data you pass to it, instead of checking for how many parameters you pass to a certain function, write a function to take exactly how many parameters you need.

I.e:

PHP Code:
function getDist2(temp.x1temp.x2) {
  
// code for just two points here

I kinda did that to save lines, but I get ya. I still have the whole problem of not being able to send the correct param array
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Old 01-27-2011, 04:06 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by MrOmega View Post
I kinda did that to save lines, but I get ya. I still have the whole problem of not being able to send the correct param array
Saving lines is almost never an excuse in programming. Do it the way that makes the most sense.
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Old 01-30-2011, 10:37 PM
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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

Last edited by Admins; 01-30-2011 at 11:26 PM..
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Old 01-30-2011, 10:57 PM
ffcmike ffcmike is offline
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The issue where on-screen/layer over 3 displays from level NPCs being hidden when the parent npc is off screen which was (seemingly) previously fixed has returned.

A potentially big problem I've noticed with this latest version is that the clientside dir variables of npcs are -sometimes- not setting properly for all npcs within an entire level which is happening within each npc onCreated, I have no idea why though, it's only happening some of the time, I reconnect and enter these levels again and they work fine, can't really find a common condition for it to occur.

Freezing bug for when closing the client is still occuring, any information on such things like specs that could possibly be of interest?

Also may want to remove the ":" from the end of the downlink link .
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Old 02-03-2011, 12:22 AM
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Anyone experienced problems or has questions about the latest Windows release?

When pressing escape in fullscreen mode it will switch back to window mode (like on Mac). This is scripted so we could change it if it's not wanted.
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Old 02-03-2011, 04:00 AM
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Quote:
Originally Posted by ffcmike View Post
A potentially big problem I've noticed with this latest version is that the clientside dir variables of npcs are -sometimes- not setting properly for all npcs within an entire level which is happening within each npc onCreated, I have no idea why though, it's only happening some of the time, I reconnect and enter these levels again and they work fine, can't really find a common condition for it to occur.
After further testing I've realised this is happening as a result of rapidly entering a level for the first time and then exiting, which ofcourse is a well known cause of problems, this specific problem doesn't occur in previous versions however, plus I always have the script as "this.dir" so with the correct scope.

Also not related to V6 but I think you may need to take a look at this:
http://forums.graalonline.com/forums...21#post1627521

Last edited by ffcmike; 02-03-2011 at 05:40 AM..
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Old 02-04-2011, 12:31 AM
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When ever you show an image that hasn't been uploaded to the server it give you the correct error in the log 'File download: foo.png not found'. Then when you do upload the file to server, it doesn't bother to try to download it. Reopening Graal fixes this though.
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Old 02-04-2011, 12:52 AM
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Quote:
Originally Posted by MrOmega View Post
When ever you show an image that hasn't been uploaded to the server it give you the correct error in the log 'File download: foo.png not found'. Then when you do upload the file to server, it doesn't bother to try to download it. Reopening Graal fixes this though.
Could probably be fixed with a script like this. My function names are off though but the main idea is there.

PHP Code:
function onLevelFileUpdated() {
  
temp.filename extractfilename(params[0]);
  for (
aallplayersa.triggerclient(this.nametemp.filename);
}

//#CLIENTSIDE
function onLogMessage() {
  if (
logmessage.starts("File download: ")) {
    
this.failed.add(filename);
  }
}

function 
onActionClientSide() {
  if (
params[0] == "fileuploaded") {
    if (
params[1in this.failed) {
      
downloadfile(params[1]);
      
this.failed.remove(params[1]);
    }
  }

or something similar if it's really that big of issue.
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Old 02-04-2011, 12:58 AM
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Quote:
Originally Posted by fowlplay4 View Post
Could probably be fixed with a script like this. My function names are off though but the main idea is there.

PHP Code:
function onLevelFileUpdated() {
  
temp.filename extractfilename(params[0]);
  for (
aallplayersa.triggerclient(this.nametemp.filename);
}

//#CLIENTSIDE
function onLogMessage() {
  if (
logmessage.starts("File download: ")) {
    
this.failed.add(filename);
  }
}

function 
onActionClientSide() {
  if (
params[0] == "fileuploaded") {
    if (
params[1in this.failed) {
      
downloadfile(params[1]);
      
this.failed.remove(params[1]);
    }
  }

or something similar if it's really that big of issue.
That is basically the worked around I'm using, just would like to see the game not give up and never try again. xP
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  #880  
Old 02-05-2011, 10:14 PM
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I don't know if anybody has reported this, but I don't feel like reading through 59 pages.

No matter what server I am on I am getting lag spurts. I'll be running around, even within the same level, and all of a sudden the client will freeze up for a couple of seconds and it is rather annoying.
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