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  #361  
Old 07-03-2010, 05:54 PM
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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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Last edited by Skyld; 07-03-2010 at 08:11 PM..
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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.

Last edited by Admins; 07-04-2010 at 12:52 AM..
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  #370  
Old 07-04-2010, 12:18 AM
cbk1994 cbk1994 is offline
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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
fowlplay4 fowlplay4 is offline
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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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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.
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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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
fowlplay4 fowlplay4 is offline
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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
cbk1994 cbk1994 is offline
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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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