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  #1  
Old 10-24-2005, 08:56 AM
jake13jake jake13jake is offline
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Resolved: showpoly issues

There are quite a few showpolys in this script. Each one shares one coordinate with the previous one until it goes in full circle around the player. The script works fine in version 2, but in version 4 it has these strange gaps.

Wait, that isn't the only thing with showpoly issues for me, my online tile editor as well has issues with it.
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  #2  
Old 10-24-2005, 10:07 PM
Admins Admins is offline
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For the showpoly bug please give me the server name, level name and script name so that I can test it myself. What is the problem with your tile editor ?
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  #3  
Old 10-25-2005, 12:49 AM
ZeLpH_MyStiK ZeLpH_MyStiK is offline
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Speaking of tile editors, the updateboard2 bug still exists:
Server: #gscript
Level: shadowblaze_test.nw
NPCW: Zelph_OLE


Plus, showpoly with index below 200 seems to only work for the player who's calling the showpoly function.
Server: N-Pulse
NPCW: SB/Test3
Just a little example, works fine for the player calling it, but other players either can't see it at all or see little white lines on the edge.
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Old 10-25-2005, 03:01 AM
CheeToS2 CheeToS2 is offline
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Quote:
Originally Posted by ZeLpH_MyStiK
Speaking of tile editors, the updateboard2 bug still exists:
Server: #gscript
Level: shadowblaze_test.nw
NPCW: Zelph_OLE


Plus, showpoly with index below 200 seems to only work for the player who's calling the showpoly function.
Server: N-Pulse
NPCW: SB/Test3
Just a little example, works fine for the player calling it, but other players either can't see it at all or see little white lines on the edge.
The updateboard2 thing requires a GServer and NPCserver restart to take effect (assuming the new GServer has been uploaded).

Not sure about the showpoly thing, I will look at it when I have time, but I am positive that showpolys with indices below 200 do work, so your script probably does something unusual.
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  #5  
Old 10-25-2005, 04:23 PM
jake13jake jake13jake is offline
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Server: Classic

Lantern Circle: Class named lantern_darkroom
Levels: quest_forest_05.nw, quest_water_18.nw

Tile Editor: Weapon of Same Name
Uses showpoly for interface control, (scroll bars, resize, window mobility, tile selection showpolys seem to work). Right-click takes you out of a mode like window moving, window resize, or scrolling; might be good to know.

If I were to rescript the Tile Editor, I'd probably only do it after the first 8-9 or so quests were up, and use showimgs for gui control instead, as well as expand its functionality.
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  #6  
Old 11-21-2005, 08:47 PM
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I tried to fix the lantern problem, but it seems to be quite complicated. So I have fixed the script on classic to only use one single polygon.
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  #7  
Old 11-21-2005, 08:53 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
I tried to fix the lantern problem, but it seems to be quite complicated. So I have fixed the script on classic to only use one single polygon.
That's what I was trying to do initially, but it kept on drawing over the player. See Massokre/Curse NPC for example.
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  #8  
Old 11-22-2005, 12:01 AM
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Quote:
Originally Posted by jake13jake
That's what I was trying to do initially, but it kept on drawing over the player. See Massokre/Curse NPC for example.
Well then do it right next time
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  #9  
Old 11-22-2005, 03:11 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
Well then do it right next time
Well, in that case I have to ask, what is the order of coordinates that showpoly uses to draw?
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  #10  
Old 11-22-2005, 02:32 PM
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?
0 -> 1 -> 2 -> .... -> 0
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  #11  
Old 11-22-2005, 09:00 PM
jake13jake jake13jake is offline
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So it always returns to the first coordinate after it finishes the rest of the coordinates. Would there be any effect of setting the last coordinate to the first coordinate, or would that be unneccessary?
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  #12  
Old 11-24-2005, 08:08 PM
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Unneccessary I guess
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