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  #1  
Old 11-03-2003, 09:26 PM
TheStivi TheStivi is offline
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GRAAL v3 !!!

It comes out today or tommorow i hope because this message :
***global msg from Stefan: I have updated the server lister and servers for the new Graal version

it means the server updatet so changes in source would have no effect =) Hope it comes out in the next hour
GREAT WORK
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  #2  
Old 11-03-2003, 10:18 PM
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A new Graal version yes but v3.0 is already out for several months...

It's v2.21, it takes much less network traffic and should be less laggy. There will also be v3.03 with the same improvements.
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  #3  
Old 11-03-2003, 10:22 PM
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Its not the final release, it is still there for VIP subscribers I suppose. It is just less buggy now.
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Old 11-03-2003, 10:28 PM
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The transparent player list in v 3.0 is annoying
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  #5  
Old 11-03-2003, 10:49 PM
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Quote:
Originally posted by Stefan
A new Graal version yes but v3.0 is already out for several months...

It's v2.21, it takes much less network traffic and should be less laggy. There will also be v3.03 with the same improvements.
3.1 is the one with the new engine, right?
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  #6  
Old 11-03-2003, 11:06 PM
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Quote:
Originally posted by CheeToS2

3.1 is the one with the new engine, right?
Yeah.
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Old 11-03-2003, 11:30 PM
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Graal 3.0 has been out for a couple of months...does anybody actually use Graal 3?
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  #8  
Old 11-03-2003, 11:59 PM
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  #9  
Old 11-04-2003, 12:33 AM
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I used 3.0 for a short while, but the fact that I couldn't resize my window, had that screwy list, and a few -other- "features" made me go back to regular graal, tho I hope to see improvements in the new version =)
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  #10  
Old 11-04-2003, 12:35 AM
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I agree, that playerlist is horrible.
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  #11  
Old 11-04-2003, 01:09 AM
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It's about time a new update has come....
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  #12  
Old 11-04-2003, 01:36 AM
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Quote:
Originally posted by Darenzo
Graal 3.0 has been out for a couple of months...does anybody actually use Graal 3?
I use it because of my computer and gfx card...My computer is not that great, so GK lags and stuff. But with V3 and OpenGL, it doesn't.. Becasue my nNvidia card like GL...
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  #13  
Old 11-04-2003, 02:04 AM
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CRAP! Stefan! I need to talk to you!

[edit]

Oh, wait, i'm not going to worry myself unless a new RC is released. *calms down*.
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  #14  
Old 11-04-2003, 02:54 AM
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Quote:
Originally posted by Darenzo
Graal 3.0 has been out for a couple of months...does anybody actually use Graal 3?
I did for a little bit until I messed with the resolution D:
Now when I open Graal v3 it messes up and I have to ctrl +alt + del to close it =(
I hope I can figure out how to fix it soon.
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  #15  
Old 11-04-2003, 03:56 AM
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Quote:
Originally posted by Thought
CRAP! Stefan! I need to talk to you!

[edit]

Oh, wait, i'm not going to worry myself unless a new RC is released. *calms down*.
the next rc will be scripted.. :x
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  #16  
Old 11-04-2003, 04:01 AM
Thought Thought is offline
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Quote:
Originally posted by CheeToS2

the next rc will be scripted.. :x
Correction: one of the next rcs will be scripted.
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  #17  
Old 11-04-2003, 06:33 AM
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Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
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  #18  
Old 11-04-2003, 09:06 AM
TheStivi TheStivi is offline
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OK I hope the new version comes out soon *hApPy* xD
i dont use v.3 because the shield bug on classic servers the shield got wrong position -_-
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  #19  
Old 11-04-2003, 09:09 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
Seems a little vague. Sent where?
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  #20  
Old 11-04-2003, 09:15 AM
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Quote:
Originally posted by -Ramirez-
Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
That will probably never change...
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  #21  
Old 11-04-2003, 09:20 AM
TheStivi TheStivi is offline
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Quote:
Originally posted by Kramer


That will probably never change...
i think so too
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  #22  
Old 11-04-2003, 09:22 AM
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Quote:
Originally posted by Kaimetsu
Seems a little vague. Sent where?
From the server to the client. I'm not sure if the same is done from client to server. Haha, I guess it was kind of stupid to specifically mention 2.21 as the change for this, as it would be a GServer change. Maybe something has to be changed in the Graal client as well, I don't know. Regardless, it would be a very good modification.
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  #23  
Old 11-04-2003, 11:04 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
From the server to the client. I'm not sure if the same is done from client to server.
So wait... when I'm playing, everybody else's positions are always rounded to the nearest 0.5? O_o That can't be right. Slow movement would look horribly jerky.
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  #24  
Old 11-04-2003, 11:10 AM
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Quote:
Originally posted by Kaimetsu
So wait... when I'm playing, everybody else's positions are always rounded to the nearest 0.5? O_o That can't be right. Slow movement would look horribly jerky.
Well, maybe not for players, but I know it does it with NPCs, as I've thoroughly tested it.
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  #25  
Old 11-04-2003, 11:34 AM
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Quote:
Originally posted by -Ramirez-

Well, maybe not for players, but I know it does it with NPCs, as I've thoroughly tested it.
I've also experienced this rounding. On your screen you move slowly and smoothly, but on others' screens you move every 0.5 tiles. Though this was a long time ago, it may be fixed by now, but aparently not.
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  #26  
Old 11-04-2003, 11:41 AM
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What's even stranger about it is that it doesn't really ROUND either, it's more like an int() on the coordinates... except to 0.5 and not whole numbers. 5.99999 is 5.5, 5.499999 is 5. It's extremely weird. It sucks when you're trying to do extremley accurate onwall stuff with NPCs. They end up going over walls slightly because of this truncating.
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  #27  
Old 11-04-2003, 12:31 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
What's even stranger about it is that it doesn't really ROUND either, it's more like an int() on the coordinates... except to 0.5 and not whole numbers. 5.99999 is 5.5, 5.499999 is 5. It's extremely weird. It sucks when you're trying to do extremley accurate onwall stuff with NPCs. They end up going over walls slightly because of this truncating.
Wouldn't the move command solve that problem?
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  #28  
Old 11-04-2003, 12:47 PM
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Quote:
Originally posted by Kaimetsu
Wouldn't the move command solve that problem?
No. Surely you're not forgetting that move; sends starting coordinates as well. Those coordinates are the truncated coordinates, which screws up the end result of the move.
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  #29  
Old 11-04-2003, 02:43 PM
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Quote:
Originally posted by -Ramirez-
No. Surely you're not forgetting that move; sends starting coordinates as well.
You'd be executing it on the server, so I assume you're talking about sending those coords to the player. I'd be surprised if those were truncated too, but I won't rule it out. I was just talking about the collision-detection part of the problem; regardless of what the player sees, the NPC's true position will not overlap a wall if the proper option is passed to the move command.
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Old 11-04-2003, 03:01 PM
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Quote:
Originally posted by Kaimetsu
You'd be executing it on the server, so I assume you're talking about sending those coords to the player. I'd be surprised if those were truncated too, but I won't rule it out. I was just talking about the collision-detection part of the problem; regardless of what the player sees, the NPC's true position will not overlap a wall if the proper option is passed to the move command.
I AM referring to server-to-client. It does truncate the values. It's very frustrating.

Oh, and the "wall check" option of move; is pathetic. Have you ever actually done experiments with the move; command? If you have, you'd notice severe flaws in that as well. Using "noplayeronwall" has no effect on that. Also, it doesn't even appear to be SENT clientside. NPCs I've used it on go over walls clientside, but they don't serverside. You can tell because their position is set to where it should be when they move again. (All of this is done in a serverside move, just to make that clear.)
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  #31  
Old 11-04-2003, 03:27 PM
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Quote:
Originally posted by -Ramirez-
Oh, and the "wall check" option of move; is pathetic. Have you ever actually done experiments with the move; command? If you have, you'd notice severe flaws in that as well.
Such as?
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  #32  
Old 11-04-2003, 03:59 PM
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Quote:
Originally posted by -Ramirez-
Using "noplayeronwall" has no effect on that. Also, it doesn't even appear to be SENT clientside. NPCs I've used it on go over walls clientside, but they don't serverside. You can tell because their position is set to where it should be when they move again. (All of this is done in a serverside move, just to make that clear.)
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Old 11-04-2003, 04:43 PM
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Okay, that's one. Have you reported it to/discussed it with Stefan?
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Old 11-04-2003, 05:03 PM
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Quote:
Originally posted by marcoR
I used 3.0 for a short while, but the fact that I couldn't resize my window, had that screwy list, and a few -other- "features" made me go back to regular graal, tho I hope to see improvements in the new version =)
I used it for about 5 minutes. I could hardly see the players in the playerlist, no graphics were transparent (they all had black boxes around them), and there was no chat bar X.x
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  #35  
Old 11-04-2003, 05:19 PM
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I also dislike how it looks. I think the less lag is great, but no need to wreck the GUI. The playerlist is not nice and the inner mouse is pointless and makes it hard when you want to take the mouse outside the window to X off it (well not hard but the mouse is invisible on those areas)
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  #36  
Old 11-04-2003, 05:26 PM
Kaimetsu Kaimetsu is offline
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Your concerns about the current release of 3.0 are valid, but most (if not all) of the hardcoded GUI elements (playerlist, weapon list etc) are going to be entirely scripted. They can be modified however you want, and all the decent playerworlds will probably have custom-made systems.
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  #37  
Old 11-04-2003, 05:50 PM
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Well, I think the main concern is being confined to inside a non-resizable window?
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  #38  
Old 11-04-2003, 06:29 PM
Kaimetsu Kaimetsu is offline
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Quote:
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Well, I think the main concern is being confined to inside a non-resizable window?
Fair enough. I don't know if that'll ever change, but I don't know why it wouldn't.
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  #39  
Old 11-04-2003, 07:17 PM
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That's fine Kai, but I still think the DEFAULT should at least look decent.
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  #40  
Old 11-04-2003, 09:27 PM
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I've said it many times before and I'll say it again. I like Graal the way it is, changing it with this new stuff will change..everything. I hate the way you cant resize windows, I've been playing with windows stretched all the way up down left and right for 1 and a half years. X_x
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