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  #1441  
Old 03-08-2012, 04:30 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Tim_Rocks View Post


Yep, that's the only red line I see though on the VPlusBlue (The random red pixels near the pass field).
He means the GUI style. Press F3 and change the GUI style to "vplusblue".

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  #1442  
Old 03-08-2012, 05:29 AM
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Oh, it's on it now. I don't see lines anywhere on vplusblue, I was using default though.. As for the rest of the GUI's there's still lines.
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  #1443  
Old 03-15-2012, 06:02 PM
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Everytime I connect my laptop to a new internet connection, it erases my password and I have to re-enter it. And it doesn't remember previous connections or anything. I'm staying at a hotel with two flakey wifi connections and every time I have to switch to the other, I have to re-enter my password.

(This is annoying because rather frequently I'm told my password is "Incorrect" so I'm forced to change it, and I'm forced to go with the randomly generated one.)
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  #1444  
Old 03-22-2012, 05:49 AM
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client got reset to start page and I got these script errors

Script: Function -ScriptedRC.addPlayerlistMenuEntries not found in function onCreated in script of Weapon -Playerlist
Script: Function -ScriptedRC.addPlayerlistMenuEntries not found in function onCreated in script of Weapon -Playerlist
Script: Function switchToDirectX not found in function universe.onConnectingToServer in script of Weapon -Serverlist
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  #1445  
Old 03-23-2012, 02:13 AM
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Particle effects are shown in the wrong place when I move GraalControl. It doesn't happen in v5 or when the effect has multiple particle types.



The effect code used in the video:
PHP Code:
//#CLIENTSIDE
function onPlayerEnters()
{
  
with (findimg(200)) {
    
with (this.emitter) {
      
this.delaymin 0.05;
      
this.delaymax 0.05;
      
this.nrofparticles 1;
      
this.emitautomatically true;

      
with (this.particle) {
        
this.image "block.png";
        
this.lifetime 5;
        
this.alpha 1;
      }

      
this.addlocalmodifier("once"00"angle""replace"0pi*2);
    }
  }

Setting this.particleTypes = 2; stops it from happening.
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  #1446  
Old 03-25-2012, 08:15 AM
Tricxta Tricxta is offline
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Polygons seem to shift up whilst the player is in trial mode. What I find weird is, it doesn't do the same to images...
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  #1447  
Old 03-25-2012, 10:26 AM
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Originally Posted by Tricxta View Post
Polygons seem to shift up whilst the player is in trial mode. What I find weird is, it doesn't do the same to images...
That also happens to particle effects.
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  #1448  
Old 03-27-2012, 11:53 AM
xXziroXx xXziroXx is offline
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Found a bug that applies to both v5 and v6. When you draw an NPC on a TDrawingPanel (clientside) it causes the NPC to first become invisible and thus not getting drawn. The NPC is not displayed again until it changes image/gani or the level is updated.

Example code:

PHP Code:
 new GuiDrawingPanel("Test_DrawingPanel") {
  
width height 200;
  
screenwidth/width/2;
  
screenheight/height/2;
  
clearall();
  
  
// Let's scan through the NPC's in the level and draw them!
  
for (temp.npcDatanpcs)
    
drawobject(00temp.npcData);
 } 
Problem does not occur when trying to draw player objects.
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  #1449  
Old 03-27-2012, 09:31 PM
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Also, speaking of drawObject(), the objects drawn does not get removed from the TDrawingPanel after using clearAll().
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  #1450  
Old 03-29-2012, 03:11 AM
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Quote:
Originally Posted by xXziroXx View Post
Found a bug that applies to both v5 and v6. When you draw an NPC on a TDrawingPanel (clientside) it causes the NPC to first become invisible and thus not getting drawn. The NPC is not displayed again until it changes image/gani or the level is updated.
Hmmm the problem can be that the npc was not previously visible when you were drawn it on the drawing panel? It might load the textures just in memory and then cannot be drawn normally to OpenGL/DirectX.
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  #1451  
Old 03-29-2012, 03:47 AM
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Quote:
Originally Posted by Stefan View Post
Hmmm the problem can be that the npc was not previously visible when you were drawn it on the drawing panel? It might load the textures just in memory and then cannot be drawn normally to OpenGL/DirectX.
I took a somewhat laggy and inconclusive video to try and show you the problem.



Source code:
PHP Code:
  new GuiDrawingPanel("Test_DrawingPanel") {
    
width height 64*16;  // Creates a drawing panel as big as the level
    
0;  // Places the drawing panel in the top left corner of the screen
    
clearall();
    
    
// Let's scan through the NPC's in the level and draw them!
    
for (temp.npcDatanpcs) {
      
// Draws the NPC on the board on the same position as it is placed at in the level
      
drawobject(temp.npcData.x*16temp.npcData.y*16temp.npcData);
    }
    
    
// Makes the drawing panel click-through, moving around is a pain in the ass otherwise
    
useOwnProfile true;
    
profile.modal false;
  } 
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  #1452  
Old 03-30-2012, 04:16 AM
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Quote:
Originally Posted by fowlplay4 View Post
2. openurl(url); still opens URLs without any kind of prompt as compared to V5 which prompted you.
Ya this should be fixed. Just grabbed an NPC that opened my browser and sent me to a site without any kind of warning.
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  #1453  
Old 03-31-2012, 04:38 AM
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Years will pass, and V6 still won't be released...
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  #1454  
Old 03-31-2012, 05:13 AM
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It's 'kind of' released at the moment, used to have to wait for them to post a link to it. Now it's on their download pages.

A V6 update that addresses all the requests and fixes of the players so the playercount will want to use V6 is what we're really waiting for.
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  #1455  
Old 04-01-2012, 04:32 AM
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Originally Posted by fowlplay4 View Post
It's 'kind of' released at the moment, used to have to wait for them to post a link to it. Now it's on their download pages.

A V6 update that addresses all the requests and fixes of the players so the playercount will want to use V6 is what we're really waiting for.
v5: 27 (40%), v6: 39 (59%) - Era
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  #1456  
Old 04-03-2012, 07:31 PM
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Quote:
Originally Posted by Tim_Rocks View Post
v5: 27 (40%), v6: 39 (59%) - Era
Obviously because you annoyed the **** out of everyone with the stupid "LOL UPGRADE TO V6 OR ENDURE THIS ANNOYING POP UP EVERYTIME YOU LOG IN ^___^". fowlplay summerized it here.
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  #1457  
Old 04-04-2012, 06:38 AM
Tim_Rocks Tim_Rocks is offline
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Originally Posted by Crono View Post
Obviously because you annoyed the **** out of everyone with the stupid "LOL UPGRADE TO V6 OR ENDURE THIS ANNOYING POP UP EVERYTIME YOU LOG IN ^___^". fowlplay summerized it here.
Lol, I also made it so when I check for v5 and v6, it sends a message to v5 players to upgrade.
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  #1458  
Old 04-04-2012, 09:21 AM
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  #1459  
Old 04-09-2012, 12:40 PM
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Levels with tilelayers are behaving extremely strange in v6. The first time you enter a level every session, all of it's surrounding levels on a gmap is completely covered in blocking tiles that won't dissapear until the level is updated. It creates some very inconvenient problems for non-staff players.

@Stefan, check it out yourself on Maloria at mal.gmap.
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  #1460  
Old 04-10-2012, 02:24 AM
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Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
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  #1461  
Old 04-10-2012, 02:53 AM
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Quote:
Originally Posted by Stefan View Post
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
It would be great if you could first make the current layers work properly without needing a staff member to update level everytime you enter it. Really, please check it out on Maloria @ mal.gmap.

I'm very interested in the special offline editor for the new map format though, especially if the format will be available on servers soon - I don't want to have to remake the entire server once they are.
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  #1462  
Old 04-10-2012, 03:49 AM
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Quote:
Originally Posted by Stefan View Post
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
Lemme test dat.
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  #1463  
Old 04-10-2012, 09:07 AM
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Quote:
Originally Posted by Stefan View Post
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
I'd love to give that a shot.
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  #1464  
Old 04-10-2012, 10:00 AM
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  #1465  
Old 04-10-2012, 05:06 PM
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Quote:
Originally Posted by Stefan View Post
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
I will be your tester.

@Andre, that sounds like a lovely idea.
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  #1466  
Old 04-11-2012, 05:21 AM
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Quote:
Originally Posted by Stefan View Post
Hmmm wondering if we should more focus on making the new map format available since it's offering much more cool stuff for layering, on the other hand the online editor for it is not finished yet. It could be possible to provide the special offline editor for it though if someone is interested.
I'm interested...
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  #1467  
Old 04-12-2012, 09:21 PM
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Quote:
Originally Posted by xXziroXx View Post
It would be great if you could first make the current layers work properly without needing a staff member to update level everytime you enter it. Really, please check it out on Maloria @ mal.gmap.
The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.
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  #1468  
Old 04-12-2012, 11:08 PM
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Quote:
Originally Posted by Stefan View Post
The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.
Aha, I see. Thanks for taking care of that
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  #1469  
Old 04-13-2012, 03:08 PM
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v6 seems to be eating up alot more CPU than usual, does anybody else notice this? Maybe my computer is just a tad outdated, but v5 ran perfectly. When running v6, my CPU is constantly at 100%
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Old 04-13-2012, 06:39 PM
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Originally Posted by r3ckless View Post
v6 seems to be eating up alot more CPU than usual, does anybody else notice this? Maybe my computer is just a tad outdated, but v5 ran perfectly. When running v6, my CPU is constantly at 100%
I take it you still have a single core processor. So, yes, that means your computer is outdated. Still, should run well on a single core CPU as well.

What bothers me is that it's very noticeable that Graal doesn't have a very good implementation of OpenGL. Even though it's not half as bad as it used to be, CPU usage is still higher in OpenGL mode. It also does a lot of things really funky/slowly.
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Old 04-13-2012, 07:46 PM
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I take it you still have a single core processor. So, yes, that means your computer is outdated. Still, should run well on a single core CPU as well.

What bothers me is that it's very noticeable that Graal doesn't have a very good implementation of OpenGL. Even though it's not half as bad as it used to be, CPU usage is still higher in OpenGL mode. It also does a lot of things really funky/slowly.
What's the difference when I use OpenGL? I don't see any noticeable changes or any performance improvements.
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Old 04-13-2012, 08:10 PM
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Originally Posted by Emera View Post
What's the difference when I use OpenGL? I don't see any noticeable changes or any performance improvements.
The difference is, simply put, that everything is rendered using OpenGL instead of DirectX. There are no visible performance impacts on most computers, but it does use more processing time, and things like taking screenshots takes longer, which delays certain effects one could code (like the one Dusty made :3).
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  #1473  
Old 04-13-2012, 08:14 PM
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Quote:
Originally Posted by Crow View Post
The difference is, simply put, that everything is rendered using OpenGL instead of DirectX. There are no visible performance impacts on most computers, but it does use more processing time, and things like taking screenshots takes longer, which delays certain effects one could code (like the one Dusty made :3).
Also some GPUs support DirectX or OpenGL better than one or the other. On my current PC I can't really tell a difference, but on my older PC's openGL was unplayable, not only because of speed, but also because it had a ton of graphical glitchesl; especially relating to rendering text.
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  #1474  
Old 04-13-2012, 08:18 PM
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Originally Posted by DustyPorViva View Post
On my current PC I can't really tell a difference, but on my older PC's openGL was unplayable, not only because of speed, but also because it had a ton of graphical glitchesl; especially relating to rendering text.
I blame that on Graal's implementation of OpenGL. It actually made games like Quake run a lot better than they'd have with DirectX.
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Old 04-13-2012, 08:41 PM
xXziroXx xXziroXx is offline
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Originally Posted by Stefan View Post
The problem is the last tile (4095) which is colliding with the -1 transparent tile. When loading the tile layers from cache then the -1 tile becomes 4095. I've fixed it, so it should be fine in the next version. To avoid the problem in the current version you could make the last tile transparent. In the next version the tile 4095 cannot be used in upper tile layers anymore.
Hmm, this only solves the display issue of it though. If I make the 4095 tile transparent, the cached tiles in surrounding levels are still blocking.
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Old 04-13-2012, 09:31 PM
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Yeah I do have a single core processor. Planning on getting an upgrade soon, hopefully. My laptop has a dual core, but the LCD light blew out or something, I need to replace the screen.
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Old 04-15-2012, 11:07 PM
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Going by task manager CPU percentage, V6 is performing significantly better for me with both OpenGL and DirectX now I've put back in a different graphics card. OpenGL has gone from 7 - 10% idling in an empty level on Classic (scripted systems considered) to .5 - 2%.
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Old 04-16-2012, 04:09 AM
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I have a GeForce 6100 nForce 405 video card. It's integrated, though. But it has run countless games without problems before. I think it may very well be my single core processor. Idk, I'm going to tweak some settings in the NVIDIA control panel. See if I can make it perform a little better with OpenGL.
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Old 04-16-2012, 07:16 AM
Tim_Rocks Tim_Rocks is offline
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One thing I found annoying was when you're in the middle of a PM or you have several PMs open, if the client gets disconnected all PMs will close.
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Old 04-18-2012, 05:12 PM
xXziroXx xXziroXx is offline
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No matter what server I logon, GraalControl seems to not have focus so I can't do anything until I click somewhere on the screen to give it focus.

Really frustrating and it only happens in v6. Worked around it on Maloria by running GraalControl.makefirstresponder(true); when the player logs in, but it's still an inconvenience with the client.

EDIT: Likely related to playerlist.
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Last edited by xXziroXx; 04-18-2012 at 05:58 PM..
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