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  #1666  
Old 11-19-2012, 08:11 PM
Fulg0reSama Fulg0reSama is offline
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Whelp, if v6 is officially released, then shouldn't we have a v6 Bug Report thread?
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  #1667  
Old 11-19-2012, 11:01 PM
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Well we have a whole dedicated forum for it now (renamed the v5 bug forum)
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  #1668  
Old 11-30-2012, 11:08 PM
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When using warpto(); on a Database or Local NPC and you've already seen the NPC on your client, it does not appear on your client when you enter the new level.
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  #1669  
Old 12-01-2012, 02:29 AM
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Warpto() to a different level or gmap?
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  #1670  
Old 12-01-2012, 02:31 AM
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Quote:
Originally Posted by Stefan View Post
Warpto() to a different level or gmap?
A different level, no gmap.
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  #1671  
Old 12-01-2012, 03:45 AM
Tim_Rocks Tim_Rocks is offline
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Yeah, with a clientside database NPC it requires a reconnect to see changes for whatever reason.
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  #1672  
Old 12-02-2012, 03:33 AM
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It seems that with a layer 1 particle image object, a moving particles drawing layer doesn't update in relation to other players/NPCs, which it does in V5.
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  #1673  
Old 12-06-2012, 08:23 PM
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Some files which exist within folders offline but are not online as mainfiles are not found by the client.

For instance in Graal/levels/ganis/

there are images such as:

glare1.mng
skip.png
gralats.png

which the f2 window reports as not found.
On a related note my f2 window stopped appearing a few times while testing this, I had to restart the client, no idea why.
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  #1674  
Old 12-15-2012, 01:37 AM
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I realize for efficiency you are rendering lumps of tiles(4x4?) to textures and rendering the quads for tiles on v6. However can you look into changing the sampling for tiles to nearest neighbor and no AA? As it is now when you are zoomed in sprites are crisp but tiles and npcs are very blurry. Besides the fact the blurring looks bad it also causes a lot of visual bugs with edges and such bleeding with transparency.

I mean the latest update fixed most of the major rendering bugs with zooming but this one still bugs me.
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  #1675  
Old 12-15-2012, 01:55 AM
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Quote:
Originally Posted by DustyPorViva View Post
Stuffs
Cozy fat trees who made those?
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  #1676  
Old 12-15-2012, 02:01 AM
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Quote:
Originally Posted by DustyPorViva View Post
I realize for efficiency you are rendering lumps of tiles(4x4?) to textures and rendering the quads for tiles on v6. However can you look into changing the sampling for tiles to nearest neighbor and no AA? As it is now when you are zoomed in sprites are crisp but tiles and npcs are very blurry. Besides the fact the blurring looks bad it also causes a lot of visual bugs with edges and such bleeding with transparency.

I mean the latest update fixed most of the major rendering bugs with zooming but this one still bugs me.
Doesn't look like a rendering bug, seems the tile gfx is bugged.
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  #1677  
Old 12-15-2012, 02:03 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Galdor View Post
Cozy fat trees who made those?
Yours truly.

Quote:
Originally Posted by Stefan View Post
Doesn't look like a rendering bug, seems the tile gfx is bugged.
I'm not talking about the gass tiles. I'm talking about how the tiles are blurry, which also causes the trees(and many npcs) to blur at the edge of transparency and cause those outlines at the bottom of the trees.

Mostly ganis = crisp. Npcs and tiles = blurry. It just looks bad in my opinion.
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  #1678  
Old 12-15-2012, 02:16 AM
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Yours truly.


Very nice tree btw
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  #1679  
Old 12-20-2012, 02:00 PM
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Quote:
Originally Posted by DustyPorViva View Post
Yours truly.


I'm not talking about the gass tiles. I'm talking about how the tiles are blurry, which also causes the trees(and many npcs) to blur at the edge of transparency and cause those outlines at the bottom of the trees.

Mostly ganis = crisp. Npcs and tiles = blurry. It just looks bad in my opinion.
Problem is that tiles are often repeated often and zooming it can create very bad moiré effects, but we can see if we can improve it. On Android you sometimes have a bad zoom factor and then you can see this, a "blurry" version of the tiles look better but of course we need to avoid the effect of tile borders.
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  #1680  
Old 12-20-2012, 03:57 PM
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Quote:
Originally Posted by Stefan View Post
Problem is that tiles are often repeated often and zooming it can create very bad moiré effects, but we can see if we can improve it. On Android you sometimes have a bad zoom factor and then you can see this, a "blurry" version of the tiles look better but of course we need to avoid the effect of tile borders.
I think you should simply draw all layers up to layer 3, then scale it up as a whole, then draw the UI layers on it.
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