| Client Side Issues | |
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oldschool Experienced Newbie
Posts : 26 Join date : 2012-12-27 Location : Canada
| Subject: Client Side Issues Fri 11 Jan - 8:58 | |
| Hey guys,
I would like to mention a few small issues I see in the repository, and perhaps someone can verify and we can get them resolved.
1.) Dying, for me when I die and do a /release I do not regen, not added back to the table, it seems that the property update notify feel apart here. am I alone on this? or do other people have this issue also?
2.) Window dragging seems to be partially implemented, is this resolved anywhere? I am near complete on it, just need to finish some of the offset math when doing the move.
3.) Skill persistence, not really sure on what happens here, but the trainer does not recognize that I have the skills already.
4.) Are the binaries in the repo out of date with respect to multiverse.jar and mars.jar?
Add more if you got them!
For the regen thing, I am fairly certain I did not fix it correctly, I simply hacked regen from the server side, in on release I restart regen for the health mana and stamina.
After reviewing the python side, it looks like a property event update to the deathstate should have fixed it. I will have to look into it again for a better solution. | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Tue 5 Mar - 14:41 | |
| Hi oldschool, I'm also having this issue (#1). When I do a /release the player now moves but can't execute an attack, I'm sure your server regen hack did the trick Not sure if this is a client issue but I also have this to add: When you attack NPCs, most of the time they face backwards while attacking during encounter. And sometimes the wolves float around when you overlap with their space or bounding box (during attack) I will post a screenshot to follow up.. Not sure about the Window dragging part, where is that? | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Client Side Issues Tue 5 Mar - 17:06 | |
| i think what he meant in the UI, if you create a dragable window for ie: inventory window, it does not allow you to drag, infact the stock inventory window is supposed to be draggable as per looking at the code, but it does not allow you to drag it.
at least it did not work for me in the default stock sampleworld | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Tue 5 Mar - 18:33 | |
| Here is the "Floating Wolves" bug snapshot. I've managed to sneak up and come in underneath for a better shot, lol. I think it is not a major issue and also a good thing that we're not using small NPCs on our project (as of the moment). Just another bug to add to the list ..one great thing about the engine though, HDR+Bloom effect-in-one, yayy! @tichfuie: Ok, I see that. thanks. | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Client Side Issues Tue 5 Mar - 19:46 | |
| is the HDR/Boom already active by default or where do you enable it? | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Tue 5 Mar - 20:05 | |
| Hi tichfuie, Yes, I think you can check out each effect pass by pressing ALT-CTRL-C (I have not tested this yet) I did enable it permanently with our test client by adding some lines in the WorldInit.py located in Assets directory under /Scripts. Find the first two lines below (around top part) and add the remaining code underneath it: - Code:
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if not ClientAPI.World.IsWorldLocal: ClientAPI.ShadowConfig.ShadowTechnique = ClientAPI.ShadowTechnique.Depth ClientAPI.ShadowConfig.ShadowTextureSize = 2048 # ADD HDR Effect CurrentCompositor = 'HDR' compositor = ClientAPI.Compositor.Compositor(CurrentCompositor) # HDR needs a special listener ClientAPI.Compositor.SetupHDRListener(compositor) compositor.Enabled = True ClientAPI.Write('Activating compositor: ' + CurrentCompositor)
Added is my shadow texture setting to 2048 (better quality) Other effects in the TestCompositor.py sample. The HDR effect already has the bloom shader/pass included (as per screenshot). | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Client Side Issues Tue 5 Mar - 21:05 | |
| very nice, thanks
the HDR/Bloom works good, a little bit bright for my taste, tried dimming all the way down to dark ambient and directional light in scene in world editor, but does not make any difference, still kinda bright for my eyes.
Ill take a look at compositor file to see if has any brightness adjusting.
BTW , nice tip for the shadows, that looks great, in the 2048 texture size.
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Client Side Issues Wed 6 Mar - 2:16 | |
| The movable window was never fully implemented. Unfortunately since I was unable to modify the C# code to implement it long ago I wrote a python/xml frame that I inherited every movable frame from so I have not spent any time trying to implement it. I can take a look at your code if you want since the offset should be similar to the ones I used.
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Wed 6 Mar - 17:41 | |
| Sure thing tichfuie. Yes, the shadow settings made it more realistic and finer. I got my monitor brightness down to 0 so at my side the bloom looks ok Hmmm.. there should also be a brightness level in-game (wishlist).. - tichfuie wrote:
- very nice,
thanks
the HDR/Bloom works good, a little bit bright for my taste, tried dimming all the way down to dark ambient and directional light in scene in world editor, but does not make any difference, still kinda bright for my eyes.
Ill take a look at compositor file to see if has any brightness adjusting.
BTW , nice tip for the shadows, that looks great, in the 2048 texture size.
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Client Side Issues Thu 7 Mar - 1:55 | |
| You might be able to implement a brightness level in game but you would either have to prewrite the material files or write something that modifies them when the value is changed. | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Sat 9 Mar - 11:55 | |
| yes, got that Delurin. thanks | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Client Side Issues Sun 17 Mar - 17:00 | |
| @Rotello
might found a bug while setting shadows texture size to 2048
every time i setup the shadow texture size to 2048
ClientAPI.ShadowConfig.ShadowTextureSize = 2048
the c# client starts to acting up, when window resizing ie:
maximize c# client window or resize by mouse dragging client window from a corner, seems that the ingame viewport remains the initial size when client was launched and client freezes, so you need to restart it.
can you corroborate on this, maybe is my setup.
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Client Side Issues Mon 18 Mar - 11:42 | |
| Yes, it's a confirmed bug. I'm getting this also when using 2048 quality and switching back from full screen to desktop.
I would say it's a minor issue but this bug is definitely tough to track down. | |
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