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  #361  
Old 07-03-2010, 05:54 PM
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Quote:
Originally Posted by Stefan View Post
- the timeout problem is hopefully fixed
It has intermediate jolts but overall has only been prolonged by 10 minutes. I have made it to 78minutes online before it got buggy like before.
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  #362  
Old 07-03-2010, 06:14 PM
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eh the effect i pointed out before hasnt been fixed yet ;[ guess its not related to the timeout stuff people suggested before
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  #363  
Old 07-03-2010, 06:22 PM
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Tile Layers still aren't rendering correctly at all (or at least the level I attached).

Note: The V5 image was displaying random garbage tiles till the window was resized then it worked fine.
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  #364  
Old 07-03-2010, 07:40 PM
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Alt 8+9 so awesome lol, shame it seems to blur everything but my head and shield though. Cursor doesn't change back from the <-> to the regular icon when I move my mouse from the playerlist to the main window. This also happens with the cursor on the sides of the main window.

Also yeah:

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Originally Posted by Crono View Post
eh the effect i pointed out before hasnt been fixed yet ;[ guess its not related to the timeout stuff people suggested before
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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  #365  
Old 07-03-2010, 07:44 PM
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formattimestring() is crashing the Windows client when providing non-standard % codes.
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  #366  
Old 07-03-2010, 09:17 PM
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Quote:
Originally Posted by TSAdmin View Post
It has intermediate jolts but overall has only been prolonged by 10 minutes. I have made it to 78minutes online before it got buggy like before.
Can you explain a little bit more or prepare something simple for me test it?

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Originally Posted by Crono View Post
eh the effect i pointed out before hasnt been fixed yet ;[ guess its not related to the timeout stuff people suggested before
Explain?

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Originally Posted by fowlplay4 View Post
Tile Layers still aren't rendering correctly at all (or at least the level I attached).
Note: The V5 image was displaying random garbage tiles till the window was resized then it worked fine.
What's the level name where I can easily test it?
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  #367  
Old 07-03-2010, 09:30 PM
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Ok there seems to be some massive slowdown for most people, will do a new version very soon.
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  #368  
Old 07-03-2010, 09:46 PM
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Quote:
Originally Posted by Stefan View Post
What's the level name where I can easily test it?
zodiac_icedungeon-test.nw on Zodiac.

I believe Crono was referring to gani jittering effect. A good example of it was on Classic iPhone with the slippery snow ground, when the player is sliding the head seems to move first and then the rest of the sprites/body follows.
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  #369  
Old 07-04-2010, 12:05 AM
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I will check the tile layers.
BTW: please someone on Zodiac remove that client.bufftime_expbuff=3349.300830075 stuff, it's updating that 20 times each second, which is causing 600 bytes being sent by each player each second, probably without real purpose (can't use some simple client-side var?).

Update: the problem with the tile layers had to do with the detection for fully black or transparent tiles (for optimiztations) which wasn't correct for RGBA images so tilesets with RGBA images were ok but not palettized ones. It will be fine with the next version which will be up in a few hours.

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  #370  
Old 07-04-2010, 12:18 AM
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This is trying to use the docking playerlist. The only thing I can think of that is causing this is the second monitor, but Skyld also has a second monitor and he said it works for him.

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  #371  
Old 07-04-2010, 12:38 AM
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Quote:
Originally Posted by Stefan View Post
I will check the tile layers.
BTW: please someone on Zodiac remove that client.bufftime_expbuff=3349.300830075 stuff, it's updating that 20 times each second, which is causing 600 bytes being sent by each player each second, probably without real purpose (can't use some simple client-side var?).
That's been dealt with (once every 5 seconds instead of 0.05), and it does have an important purpose ultimately it comes down to so people don't complain when they reconnect and their Gelat Purchased EXP Potion buff is gone.

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This is trying to use the docking playerlist. The only thing I can think of that is causing this is the second monitor, but Skyld also has a second monitor and he said it works for him.
Also works fine on Win7 64-bit with dual monitors.
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  #372  
Old 07-04-2010, 12:57 AM
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Quote:
Originally Posted by cbk1994 View Post
This is trying to use the docking playerlist. The only thing I can think of that is causing this is the second monitor, but Skyld also has a second monitor and he said it works for him.
Do you have other programs running which try to dock at the same time? The docking mechanism in Windows is made by Microsoft which means it's not exactly intelligent and programs need to hack everything itself to support it correctly, although Graal is basicly only doing the basic things to not interfere with other programs too much. It should be the same as in v5.

Update: ok can reproduce the problem on Windows7, will try to fix it.

Update: provided a new version to Skyld, it should go live tomorrow:
- fixed playerlist docking on the right side of the screen
- fixed the optimizations for tile layers
- fixed a slowdown problem with the networking
- doesn't crash on strftime anymore

Last edited by Admins; 07-04-2010 at 03:42 AM..
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  #373  
Old 07-04-2010, 04:17 AM
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Quote:
Originally Posted by Stefan View Post
Can you explain a little bit more or prepare something simple for me test it?
There's not really anything you can prepare I'm afraid. It is the same timeout bug as in the previous release, except it starts after having the client open for around 78 minutes instead of the previous 68 minutes.

As for the intermediate occurrence, it is easy to notice it with things such as musical instruments or anything that you can forcefully hold a sound down with so you can use your ears to hear the breaks in the timeout.


On the note of sounds though, I have noticed that every now and then there is like a digital "Pop" or digital "Crack" sound when there is a bit of noise coming from all directions. Easy way to reproduce this I guess is standing in the middle of Unstick Me on Era where people play a lot of instruments and randomly shoot in No PK for no reason.
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  #374  
Old 07-04-2010, 04:29 AM
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The timeout becomes really obvious on Zodiac, when all the spell/casting effects start appearing choppy as well as movement.

You can use this simple moving block script I posted here on a server of your choice, let your client idle for the 78 minutes, and debug away.
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  #375  
Old 07-04-2010, 05:07 AM
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There is also a timer showing the time from staring the client which will flash yellow/red once the glitch takes place on Era. Top left.
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  #376  
Old 07-04-2010, 07:30 AM
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Quote:
Originally Posted by Stefan View Post
Explain?
I do recommend viewing these at 720p and full screen (for the best clarity).

UN:
V5:http://www.youtube.com/watch?v=4fERwSyyPK8&hd=1
V6: http://www.youtube.com/watch?v=7Td3j2mE2D4&hd=1

Valikorlia:
V5: http://www.youtube.com/watch?v=iDSEWzuDi6A&hd=1
V6: http://www.youtube.com/watch?v=SjM1fhA7ofE&hd=1

Era:
V5: http://www.youtube.com/watch?v=HY4nUxLsdIg&hd=1
V6: http://www.youtube.com/watch?v=om2-GQNl7w8&hd=1

GK:
V5: http://www.youtube.com/watch?v=Jcw6V0R2iHE&hd=1
V6: http://www.youtube.com/watch?v=g4HYVQGtuR4&hd=1

The problem doesn't only happen when you're viewing a single frame from a gani. If you walk on UN on V5 and then walk on V6, your character will look like he's wobbling around more. This is most obvious when you move with only a single gani frame, which as shown above, shows the head moving on V6.

I can record the difference between walking on V5 and V6 if you'd like.
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  #377  
Old 07-04-2010, 08:43 AM
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I can't find a way to disable docking - it is possible?
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  #378  
Old 07-04-2010, 10:00 AM
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Quote:
Originally Posted by Stephen View Post
I can't find a way to disable docking - it is possible?
^ I would like this as well. When the playerlist automatically opens (It's become habit to move my mouse to the top right since it opens at mousex/mousey still), it docks if I'm not careful.
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  #379  
Old 07-04-2010, 01:01 PM
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Quote:
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I can't find a way to disable docking - it is possible?
Yes, I can add an option for that today.
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  #380  
Old 07-04-2010, 01:25 PM
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The default theme won't load correctly in the new version.
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  #381  
Old 07-04-2010, 01:29 PM
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The default theme won't load correctly in the new version.
Can you delete your filenamecache.txt and let me know what happens?
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  #382  
Old 07-04-2010, 01:42 PM
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Can you delete your filenamecache.txt and let me know what happens?
It still seems to be glitched. I switched my theme but it won't retain the settings when I restart the client, it's frustrating.
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  #383  
Old 07-04-2010, 01:59 PM
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Quote:
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Yes, I can add an option for that today.
Thank you. I can't open my playerlist at all without messing up my desktop because of the glitch on my computer.
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  #384  
Old 07-04-2010, 02:02 PM
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Can you delete your filenamecache.txt and let me know what happens?
Skyld, could I try out the V6 Beta? D:
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  #385  
Old 07-05-2010, 04:38 PM
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There is a new version (5.256) which is mainly for a new way to fix the timer problem. The final versions will be faster than these beta versions.
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  #386  
Old 07-05-2010, 11:00 PM
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Sounds like you guys are getting close to fix everything now
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  #387  
Old 07-11-2010, 03:10 AM
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About the timer problem: it seems floating point numbers are majorly ****ed up in Visual Studio 2005/2008, need to dig deeper why in some parts of the engine 8-byte floating point variables are degraded to 4-byte floating point in standard operations. This is the same problem as with the 24*0.1 stuff, so once this is fixed it should also fix the echoing of floating point numbers.

About the small gani problems with scripted movement system: this seems to be a problem with pixel alignment - the player at an odd position between two pixels. This also happens with the skating animation on Classic iPhone on iPhone, will try to fix it sometime.
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  #388  
Old 07-11-2010, 03:30 AM
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I'm still having problems with player.attachplayertoobj and player.detachplayer on Zodiac's boat system. The attaching/detaching is being done on the serverside but it still crashes the client when you get most of the time you get on or off the boat.

The small gani problem is also very apparent when your player is on an attached object like a boat.
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  #389  
Old 07-11-2010, 03:36 AM
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Quote:
Originally Posted by Stefan View Post
About the timer problem: it seems floating point numbers are majorly ****ed up in Visual Studio 2005/2008, need to dig deeper why in some parts of the engine 8-byte floating point variables are degraded to 4-byte floating point in standard operations. This is the same problem as with the 24*0.1 stuff, so once this is fixed it should also fix the echoing of floating point numbers.

About the small gani problems with scripted movement system: this seems to be a problem with pixel alignment - the player at an odd position between two pixels. This also happens with the skating animation on Classic iPhone on iPhone, will try to fix it sometime.
Which floating point model are you using?
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  #390  
Old 07-11-2010, 04:18 AM
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Ok found the problem with the timer:
"By default Direct3D 9 switches the calling thread's FPU to single-precision mode globally"
By adding a flag this is fixed (can also force it by code but didn't know this is actually possible). Will release a new version with this fix soon.
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  #391  
Old 07-11-2010, 06:25 AM
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Quote:
Originally Posted by Stefan View Post
About the small gani problems with scripted movement system: this seems to be a problem with pixel alignment - the player at an odd position between two pixels. This also happens with the skating animation on Classic iPhone on iPhone, will try to fix it sometime.
Quote:
Originally Posted by fowlplay4 View Post
The small gani problem is also very apparent when your player is on an attached object like a boat.
It happens on all ganis, good to know that the problem has been spotted and will be resolved.
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  #392  
Old 07-11-2010, 09:19 PM
fowlplay4 fowlplay4 is offline
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New beta V6 Client Change Log?

Still crashing when getting attached to the boats on Zodiac. Doesn't seem to be the case on GK but the ferries are glitchy as hell trying to get on them.
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  #393  
Old 07-11-2010, 10:01 PM
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5.258 should fix the timeout bug and echo(floating point) things, and also avoid the jittering of player animations with scripted movement. It also adds support for Ctrl+A, scripted RC find dialog and edit-as-text.
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  #394  
Old 07-11-2010, 10:19 PM
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Also looks like you cleared up some issues happening with tile-layers as the levels I mentioned before are no longer glitching.

Remaining Bugs:
- Gani Crashing Error (someone like cbk or WhiteDragon else is going have to confirm this one)
- Keys staying in down state when Opening External Window
- Attach related crashing (described in my posts)
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  #395  
Old 07-12-2010, 03:38 AM
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Hm, I notice that FPS takes a heavy hit when moving into populated areas, GMAPs and moving through level links on the GMAP still (as from 5.255 onwards, this doesn't happen in 5.254)

Edit: I made a short video as an example of this. Things to notice are:
1) Alone off the GMAP = Maximum 21FPS is achievable.
2) Entering the GMAP = Sharp drop before coming back up a little bit
3) Moving closer to populated areas (NPCs, Players and more noticed Projectiles) = Drops again
4) Moving back into an unpopulated area = Back to 21FPS

(Best in expanded 480p, I didn't mean for it to record my entire screen)


Direct link: http://www.youtube.com/watch?v=6lryA8zJ9MI
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Last edited by TSAdmin; 07-12-2010 at 06:46 AM..
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Old 07-12-2010, 05:31 AM
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Old 07-12-2010, 11:47 AM
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Quote:
Originally Posted by TSAdmin View Post
Hm, I notice that FPS takes a heavy hit when moving into populated areas, GMAPs and moving through level links on the GMAP still (as from 5.255 onwards, this doesn't happen in 5.254)
This has to do like with the network data amount?
Is the timeout fine now?
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  #398  
Old 07-12-2010, 12:47 PM
TSAdmin TSAdmin is offline
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Quote:
Originally Posted by Stefan View Post
This has to do like with the network data amount?
Frame Rate. The GMAP and populated areas seem to make the FPS jump up and down (lower and normal erratically)

Quote:
Originally Posted by Stefan View Post
Is the timeout fine now?
Timeout appears to be fixed. I spent 120 minutes straight on the new client and it didn't happen at all I think we can cross that one off the bugs list
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Old 07-12-2010, 12:56 PM
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TSA I can confirm that FPS drop here as well.
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Old 07-13-2010, 06:33 AM
cbk1994 cbk1994 is offline
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- Gani Crashing Error (someone like cbk or WhiteDragon else is going have to confirm this one)
The scroll writing (event shop) on Graal Kingdoms GANI crashes the Mac client so probably also the Windows client. There is also a GANI on Era which crashes the Mac client (the mining rock machine "fail" GANI). I will look into both of them and try to figure out what the problem is but I can confirm it exists.
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