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  #1  
Old 04-17-2011, 07:05 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by MrOmega View Post
It any kind of polygon in a GuiShowImgCtrl but here, works fine in graal, just not externally, nothing shows.
Why do you do { this}?
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Old 04-17-2011, 08:38 AM
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Quote:
Originally Posted by cbk1994 View Post
Why do you do { this}?
I know graal expects a string, but by graal magic it can accept an array. I think it just looks better when I have sometimes do logic in the position and stuff, just habit and preference.
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  #3  
Old 04-17-2011, 09:14 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by MrOmega View Post
I know graal expects a string, but by graal magic it can accept an array. I think it just looks better when I have sometimes do logic in the position and stuff, just habit and preference.
No, I mean why do you have a space padding the opening brace and not the closing one? It looks ridiculous.
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  #4  
Old 04-18-2011, 05:17 PM
Jiroxys7 Jiroxys7 is offline
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say(int) does not work on gmaps in v5. Was this already fixed in v6? (I can't check right now)
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Old 04-18-2011, 11:47 PM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by Jiroxys7 View Post
say(int) does not work on gmaps in v5. Was this already fixed in v6? (I can't check right now)
Should be deprecated. Just use level npcs and say2 instead.
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Old 04-19-2011, 06:46 PM
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Two bugs:
  • Using showani() or findimg() to show a gani with (a) sound(s) in it/them on a hidden NPC (hide() has been used), the sounds don't play.
  • Having a setbackto attribute in a gani containing a gani script with a particle emitter crashes Graal. To be more specific: if the gani gets "redirected" to the setbackto one while the image object still exists, Graal crashes. When hideimg() is used on the image before the actual animation has finished (so the image object is gone before the gani is "redirected") it works. I can upload an example gani if you wish.
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  #7  
Old 04-20-2011, 02:51 AM
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Quote:
Originally Posted by Crow View Post
Two bugs:
  • Using showani() or findimg() to show a gani with (a) sound(s) in it/them on a hidden NPC (hide() has been used), the sounds don't play.
The volume depends on the position of the npc and the PLAYSOUND parameters, may be thats the problem?

Quote:
Originally Posted by Crow View Post
  • Having a setbackto attribute in a gani containing a gani script with a particle emitter crashes Graal. To be more specific: if the gani gets "redirected" to the setbackto one while the image object still exists, Graal crashes. When hideimg() is used on the image before the actual animation has finished (so the image object is gone before the gani is "redirected") it works. I can upload an example gani if you wish.
Having an example (server name, level name, script/weapon/command) would help
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  #8  
Old 04-20-2011, 04:55 PM
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Quote:
Originally Posted by Stefan View Post
The volume depends on the position of the npc and the PLAYSOUND parameters, may be thats the problem?
It doesn't seem to be the problem, no. The sound plays fine when the NPC is visible. It does not play at all (or with a volume level of 0, who knows) when the NPC is invisible. Example code:
PHP Code:
//#CLIENTSIDE
function onCreated() {
  
setImg("block.png");
  
setShape(13232);
}

function 
onPlayerTouchsMe() {
  
this.hide(); // take this out and the sound works
  
with (findImg(200)) {
    
thiso.x;
    
thiso.y;
    
ani "swim";
  }


Quote:
Originally Posted by Stefan View Post
Having an example (server name, level name, script/weapon/command) would help
I'll set something up for you and then edit the post soon-ish.

Edit: It's on Atlantis, level name is at_v6_bug.nw. The level contains some bushes to also show the first bug (sound not playing) and then a block showcasing the crash bug. Touch the block to make the gani play, which in turn makes Graal crash. Block's class is "v6_bug", you can play around with that. The gani I used is "at_leaps2" in case you want to check that out. If you want to give the first bug a try, comment out line 164 in the "object" class (that's the hide() call); you'll then see that the sound plays

Also, while you're at it: mind restarting Atlantis' GServer? Maybe you remember, we're having some problems with a GMap and you suggested a restart, but apparently only you can do it.


Edit²: I've encountered another strange bug where I'm creating a GUI control like so:
PHP Code:
  new GuiScrollCtrl("PauseBackground") {
    
0;
    
width  GraalControl.width;
    
height GraalControl.height;
    
    
profile           GuiBlueScrollProfile;
    
useOwnProfile     true;
    
profile.modal     false;
    
profile.border    0;
    
profile.bitmap    "";
    
profile.fillcolor = { 000128 };
    
    
horizSizing "width";
    
vertSizing  "height";
  } 
And instead of filling the whole client window, it's offset a couple pixels and smaller than GraalControl. When changing either x, y, width or height, the control gets its "real" position and size.

Edit³: More info on the GUI control bug: this only seemed to happen to the second control of two controls being created the same way (as shown above). I switched them in my code (so the former second one now gets created first) and both of them work perfectly fine now. I don't know why...

Last edited by Crow; 04-20-2011 at 07:10 PM..
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  #9  
Old 04-21-2011, 07:40 PM
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Quote:
Originally Posted by Crow View Post
Edit: It's on Atlantis, level name is at_v6_bug.nw. The level contains some bushes to also show the first bug (sound not playing) and then a block showcasing the crash bug. Touch the block to make the gani play, which in turn makes Graal crash. Block's class is "v6_bug", you can play around with that. The gani I used is "at_leaps2" in case you want to check that out. If you want to give the first bug a try, comment out line 164 in the "object" class (that's the hide() call); you'll then see that the sound plays
Interestingly the two problems are quite different but are just 2 lines separate from each other in the code:
- it was first adding the showimgs to the display list and then animating them (possibly deleting the showimgs while animating so that it's crashing when displaying them)
- when the npc was invislbe then it was only adding the showimgs to the display list (and displaying them) but wasn't animating them
Both problems are fixed in the next version which should be released sometime this weekend.
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  #10  
Old 04-20-2011, 07:23 AM
Jiroxys7 Jiroxys7 is offline
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Quote:
Originally Posted by fowlplay4 View Post
Should be deprecated. Just use level npcs and say2 instead.
If you say2("so");
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  #11  
Old 04-20-2011, 10:04 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Jiroxys7 View Post
If you say2("so");
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Old 04-20-2011, 12:17 PM
Jiroxys7 Jiroxys7 is offline
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Quote:
Originally Posted by cbk1994 View Post
<img>
yeah i kno.
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  #13  
Old 04-20-2011, 01:15 PM
MrOmega MrOmega is offline
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Quote:
Originally Posted by Jiroxys7 View Post
yeah i kno.
I somewhat lol'd
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