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  #1401  
Old 02-16-2012, 01:28 AM
MattKan MattKan is offline
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How come when you look at a player on another server you can't see their community name, just there account, unlike if you were to look at the same player on the same server?
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  #1402  
Old 02-16-2012, 02:39 AM
cbk1994 cbk1994 is offline
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On a somewhat related note, I'd like to see the account name removed from profiles entirely, and have the profile window title just show the community name.
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  #1403  
Old 02-16-2012, 08:05 PM
Fulg0reSama Fulg0reSama is offline
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Quote:
Originally Posted by cbk1994 View Post
On a somewhat related note, I'd like to see the account name removed from profiles entirely, and have the profile window title just show the community name.
A little curious to ask as to why you suggest this. I've found the use of this quite useful in the past.
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  #1404  
Old 02-16-2012, 08:08 PM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by Fulg0reSama View Post
A little curious to ask as to why you suggest this. I've found the use of this quite useful in the past.
The same reason your forum user id isn't displayed on your forum member page. It's for internal purposes only and doesn't need to be public knowledge.

The community name inconsistencies on the server-side still need to be fixed though. Particularly when player.communityname is false/null.
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  #1405  
Old 02-16-2012, 08:13 PM
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Originally Posted by fowlplay4 View Post
The same reason your forum user id isn't displayed on your forum member page. It's for internal purposes only and doesn't need to be public knowledge.
I understand the reasoning now, but still is it not possible to merely make that sort of information visible to only the people that necessarily need it?
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  #1406  
Old 02-16-2012, 08:47 PM
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Quote:
Originally Posted by fowlplay4
Particularly when player.communityname is false/null.
That's the main reason I still identify players by their account and not their community when scripting something because guest accounts don't have community names. But I agree it doesn't need to be made public.
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  #1407  
Old 02-17-2012, 11:03 PM
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Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.
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  #1408  
Old 02-17-2012, 11:04 PM
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Quote:
Originally Posted by ffcmike View Post
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.
Nope.
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  #1409  
Old 02-17-2012, 11:07 PM
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Quote:
Originally Posted by ffcmike View Post
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.
Yes! I get it all the time.
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  #1410  
Old 02-17-2012, 11:08 PM
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Quote:
Originally Posted by ffcmike View Post
Has anyone else experienced their tab key invoking their S/sword key?
Seems to happen after I've minimised/maximised the screen, then lasts until the next time I press S.
I do have this sometimes, but it's not linked directly to the TAB key itself. It's something to do with the S key (or any other key) not register the lifted key. All Tab is doing when pressed is repeating any "held" key.
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  #1411  
Old 02-17-2012, 11:28 PM
Tigairius Tigairius is offline
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I noticed that Graal v6 still has problems with (paused) sometimes showing up after peoples' names even if disablepause() is active. Seems to happen when people log on. This has become a bit of an issue on Graal Kingdoms because sometimes these players also aren't added to the clientside players array.
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  #1412  
Old 02-17-2012, 11:29 PM
Emera Emera is offline
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Quote:
Originally Posted by Tigairius View Post
I noticed that Graal v6 still has problems with (paused) sometimes showing up after peoples' names even if disablepause() is active. Seems to happen when people log on.
I thought that was a V5 bug too. But yeah it's slightly annoying.
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  #1413  
Old 02-22-2012, 02:10 AM
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When using the new TGUIAnimation effects in order to make a GUI hide/destroy, sometimes the GUI will destroy at the end of the animation, but then not be able to be recreated afterwards.
When this happens, it also breaks other animated GUIs, it could cause them to not appear, or it could cause them to appear but then be unresponsive (such as a button).
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  #1414  
Old 02-22-2012, 09:52 PM
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It's not destroying, only hiding controls.
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  #1415  
Old 02-22-2012, 10:53 PM
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Quote:
Originally Posted by Stefan View Post
It's not destroying, only hiding controls.
Could there perhaps be a variable within the animation control to automatically destroy once the animation has finished?
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  #1416  
Old 02-23-2012, 03:57 PM
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You can also catch the event onAnimationFinished(transition)
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  #1417  
Old 02-24-2012, 12:55 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Stefan View Post
You can also catch the event onAnimationFinished(transition)
The reason a variable would have been helpful was in the event of the weapon containing the GUI script destroying, right now I'm just calling a function to a different weapon and then destroying GUIs after a scheduleevent.

If you had multiple GUIs using the same transition, wouldn't that function collide?
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  #1418  
Old 02-24-2012, 01:27 AM
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Quote:
Originally Posted by ffcmike View Post
If you had multiple GUIs using the same transition, wouldn't that function collide?
I suppose you catch the event from the GUI object you animate?
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  #1419  
Old 02-24-2012, 01:32 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Crow View Post
I suppose you catch the event from the GUI object you animate?
Oh true I misread. In that case I suppose I could always catch the event in a separate weapon from the one being destroyed.

Edit: Works, albeit this is slightly complicated when there's a chance the GUI can quickly be recreated, and its creation is also animated.
Which means I have:

Class within Weapon about to be destroyed -

PHP Code:
temp.gui.destroying true;
SomeSystemWeapon.scheduleDestroyGUI(temp.gui); 
Weapon -

PHP Code:
public function scheduleDestroyGUI(temp.gui){
  
thiso.catchevent(temp.gui.name"onAnimationFinished""destroyGUI");
}

function 
destroyGUI(temp.gui){
  if(
temp.gui.destroying){
    
this.ignoreevent(temp.gui.name"onAnimationFinished");
    
temp.gui.destroy();
  }

Whereas using the scheduleevent method it would be:

Class within Weapon about to be destroyed -

PHP Code:
SomeSystemWeapon.scheduleDestroyGUI(temp.guitemp.time); 
PHP Code:
public function scheduleDestroyGUI(temp.guitemp.time){
  
thiso.scheduleEvent(temp.time"DestroyGUI"temp.gui);
}

function 
onDestroyGUI(temp.gui){
  if(
temp.gui != NULL){
    
temp.gui.destroy();
  }

It works fine for me either way, I just thought a built-in variable to handle it would make things easier.

Last edited by ffcmike; 02-24-2012 at 02:44 AM..
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  #1420  
Old 02-28-2012, 10:14 PM
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Recently I have been having problems with the client freezing up for no reason and forcing me to close and reopen it.
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  #1421  
Old 02-28-2012, 11:15 PM
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Quote:
Originally Posted by SlikRick View Post
Recently I have been having problems with the client freezing up for no reason and forcing me to close and reopen it.
Minimize/Maximize it.
Fixes this for me.
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  #1422  
Old 02-29-2012, 02:00 AM
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Quote:
Originally Posted by Fulg0reSama View Post
Minimize/Maximize it.
Fixes this for me.
But you shouldn't have to do that to fix it though, that's why I posted it here so it can be fixed
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  #1423  
Old 02-29-2012, 02:09 AM
Fulg0reSama Fulg0reSama is offline
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Quote:
Originally Posted by SlikRick View Post
But you shouldn't have to do that to fix it though, that's why I posted it here so it can be fixed
Well, it's at least a bandaid solution until it's actually resolved, right?
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  #1424  
Old 02-29-2012, 06:33 AM
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Not sure if anyone else has posted about this, but has anyone noticed little red lines in GUIs? I thought it was just an Era problem, but they also appear on the login window. I'm running windows 7 64 bit if that helps.

Edit: Also happens in v5, I'll test to confirm though.
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  #1425  
Old 02-29-2012, 07:42 AM
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Quote:
Originally Posted by Tim_Rocks View Post
Not sure if anyone else has posted about this, but has anyone noticed little red lines in GUIs? I thought it was just an Era problem, but they also appear on the login window. I'm running windows 7 64 bit if that helps.

Edit: Also happens in v5, I'll test to confirm though.
I your think GuiBlue image got replaced with a broken one causing the red line to appear.
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  #1426  
Old 02-29-2012, 08:03 AM
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Quote:
Originally Posted by fowlplay4 View Post
I your think GuiBlue image got replaced with a broken one causing the red line to appear.
I don't think so—this also happens on Era with some of our GUI bitmaps. They work right for most people but some people see red lines along the 9-slice borders.
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  #1427  
Old 02-29-2012, 08:21 AM
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Quote:
Originally Posted by cbk1994 View Post
I don't think so—this also happens on Era with some of our GUI bitmaps. They work right for most people but some people see red lines along the 9-slice borders.
Well I remember seeing it as well, but I didn't see it when I loaded up Graal. Maybe a driver change had something to do with that.
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  #1428  
Old 02-29-2012, 08:36 AM
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Sounds like ye ol' days of image manipulation in Graal where if the image wasn't divisible by 16 then it had all sorts of clipping and image artifacts when manipulated by light effects and such.
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  #1429  
Old 02-29-2012, 06:02 PM
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Quote:
Originally Posted by fowlplay4 View Post
Well I remember seeing it as well, but I didn't see it when I loaded up Graal. Maybe a driver change had something to do with that.
My desktop computer has always done this, my laptop which is what I'm currently using for the most part just recently started doing this.
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Old 02-29-2012, 06:24 PM
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Quote:
Originally Posted by Tim_Rocks View Post
My desktop computer has always done this, my laptop which is what I'm currently using for the most part just recently started doing this.
You should probably provide screenshots then.
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  #1431  
Old 03-01-2012, 01:02 AM
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Here you go, all GUI's have random little red lines; Even on the log in screen.

Edit: added more pictures
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Old 03-03-2012, 04:43 AM
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Sometimes when you click a GUI on your screen, it can trigger onActionLeftMouse() to an NPC somewhere else in your level, which can even be nowhere near the position you clicked, and gets communicated to serverside too.
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  #1433  
Old 03-05-2012, 08:25 AM
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Fun fact, this doesn't happen on v5 on either one of my computers.
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Old 03-05-2012, 01:43 PM
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Does this also happen in OpenGL mode?
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  #1435  
Old 03-05-2012, 04:24 PM
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Quote:
Originally Posted by Stefan View Post
Does this also happen in OpenGL mode?
Yes.
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  #1436  
Old 03-05-2012, 07:25 PM
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Quote:
Originally Posted by Stefan View Post
Does this also happen in OpenGL mode?
Happens in both. I might delete my folder and start connecting to random servers till it happens again.

Edit: uhm, that didn't work. I saw red lines instantly on start up.
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  #1437  
Old 03-06-2012, 12:55 AM
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Do you also see blue lines when using the VPlusBlue gui style?
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Old 03-06-2012, 02:37 AM
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The only random lines I see are just the red ones.
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Old 03-07-2012, 10:01 PM
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Yes
Ok
I mean do you see red lines with the VPlusBlue gui style?
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Old 03-08-2012, 12:40 AM
Tim_Rocks Tim_Rocks is offline
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Quote:
Originally Posted by Stefan View Post
Yes
Ok
I mean do you see red lines with the VPlusBlue gui style?


Yep, that's the only red line I see though on the VPlusBlue (The random red pixels near the pass field).
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