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-   -   Tile Errors (https://www.graalians.com/forums/showthread.php?t=25772)

4-Lom 03-04-2015 04:38 AM

Yeah other people saw it 'open' too, but couldn't go in.
After like half an hour it was closed again, though.

LwMark 03-07-2015 11:53 AM

If u saw it open, means someone did somethin to it because it was always closed. U found a rare moment

twilit 03-09-2015 11:52 PM

Recently Ive seen a lot people use a glitch or lag to get between the sides of MoD Fort and the trees that are supposed to prevent that. It would be nice if more trees, or rocks were placed on both sides of MoD to prevent people from using this glitch.

Kirko 04-03-2015 05:54 PM

While egg hunting I found a couple of tile errors.

This is by the fishing guy in swamp.
http://i.imgur.com/1ymvhi9.png
http://i.imgur.com/QUpIKOn.png

next to archery.
http://i.imgur.com/XVp0pXd.png

North of battle arena.
http://i.imgur.com/YFlZjuK.png
A lot of cliffs have this error.
http://i.imgur.com/tzv9IqL.png

Seņor Albonio 04-04-2015 10:25 AM

Quote:

Posted by Kirko (Post 551379)
While egg hunting I found a couple of tile errors.

This is by the fishing guy in swamp.
http://i.imgur.com/1ymvhi9.png
http://i.imgur.com/QUpIKOn.png

next to archery.
http://i.imgur.com/XVp0pXd.png

North of battle arena.
http://i.imgur.com/YFlZjuK.png
A lot of cliffs have this error.
http://i.imgur.com/tzv9IqL.png

These have bugged me since I first saw them.
Especially the one near the school.

Vic 04-05-2015 04:40 PM

Idk if anyone goes around and fixes these but in the zone:

http://imgur.com/RQlFfN8

Imprint 04-05-2015 07:31 PM

Quote:

Posted by Vic (Post 551895)
Idk if anyone goes around and fixes these but in the zone: http://imgur.com/RQlFfN8

I do read this thread actively but I'm away for easter at the moment. I will fix the errors from the last few days when i get back home.

twilit 04-05-2015 11:10 PM

Quote:

Posted by Vic (Post 551895)
Idk if anyone goes around and fixes these but in the zone:

http://imgur.com/RQlFfN8

I dont think theres a tile for that. the tileset doesnt have concave corners for baths/pools.

Vic 04-06-2015 02:22 AM

Quote:

Posted by Imprint (Post 551938)
I do read this thread actively but I'm away for easter at the moment. I will fix the errors from the last few days when i get back home.

Take your time, enjoy your vacation!


Quote:

Posted by twilit (Post 551990)
I dont think theres a tile for that. the tileset doesnt have concave corners for baths/pools.

Ah, I don't know much about this sort of stuff but is there a way to make a new tile? It doesn't look like it would be too difficult.

Kirko 04-06-2015 02:26 AM

Just need to add it to tileset or use a npc.

deadowl 05-02-2015 02:46 AM

Delta Island where you cross towards the castle has cliff tile errors.

I give up on cliff tile errors. If I travel between Delta and Graal Castle their are just too many of them.

4-Lom 05-02-2015 03:29 AM

Need some incentive to continue this, honestly. They're still out there.

Crono 05-02-2015 11:47 AM

I went through people's posts and fixed what I could. If you see anything keep posting it here.

Neil 05-02-2015 12:04 PM

Oasis has loads of tile errors. On cliffs

Crono 05-03-2015 12:49 PM

Quote:

Posted by NM (Post 558823)
Oasis has loads of tile errors. On cliffs

Oasis is one big tile error.

Neil 05-03-2015 03:06 PM

1 Attachment(s)
Instead of having a massive tile error ridden island for vip, we should get a personal level! I'd love to play my level in iClassic that I made.

Here's some errors in the guild house with the waterfall cave and the spar arena

Howl 05-03-2015 03:08 PM

I reckon Oasis should get a large revamping, so there's like, updated graphics and new tiles. Hence meaning less tile errors :o

Seņor Albonio 05-03-2015 07:58 PM

Quote:

Posted by Howlgraal (Post 559112)
I reckon Oasis should get a large revamping, so there's like, updated graphics and new tiles. Hence meaning less tile errors :o

I'm somewhat against the "new tiles" part, it's the only area with the old iClassic tiles. And y'know memories.

Crono 05-04-2015 12:41 PM

Quote:

Posted by Howlgraal (Post 559112)
I reckon Oasis should get a large revamping, so there's like, updated graphics and new tiles. Hence meaning less tile errors :o

Yep...

Imprint 05-05-2015 01:03 AM

I combed through a few I missed a while back and everything should be fixed now. I appreciate all the posts they are very helpful. I have been inactive so they weren't getting fixed, but now I have the time to read it actively. If you find anything, take the time to put it here!

I am also working on fixing the oasis cliffs, so no need to post those.

deadowl 05-06-2015 03:49 AM

5 Attachment(s)
Attached are my cliff error finds for the main overworld so far. Not sure if you want to count the first one as an error, but it's definitely an inconsistency. The ones in Deadwood are southern cliff tiles that are proportioned incorrectly.

I will never include the cliff by Fuitad's (old name for place north of The Joint, west of the bridge) because its tile errors pretty much need to be taken as sacred.

Edit: Balamb Island has the same cliff tile errors as Deadwood that I posted examples of. Air Asia Town was also full of them when that was around. Don't know about the VIP Island because I don't have VIP.

Also, my previous cliff tile error statement was primarily because the visual cues I used were for older cliff tiles.

deadowl 05-06-2015 05:19 AM

1 Attachment(s)
Found another one.

Crono 05-06-2015 07:11 AM

Fixed the tile errors, will fix the rear cliffs that are incorrectly tiled later.

deadowl 05-07-2015 01:29 AM

4 Attachment(s)
Not sure if you missed the screenshot I put in a separate post, or if you got your changes overwritten. In the meantime, that cliff in Swamptown and the ship dock at Delta look good to me now.

Edit: I'm going to double check by going up to Snow Town because there's a chance the level is cached and that's what I might be seeing.

Okay, double checked and I still don't know whether there's a cache issue there. I guess you can find out.

Found a bunch more cliff tiling errors in Snow Town though. Also, for some reason, the tileset for Snow Town didn't load for me.

Crono 05-07-2015 02:19 PM

Fixed, gib more.

Crono 05-07-2015 09:04 PM

Quote:

Posted by deadowl (Post 561258)
Not sure if you missed the screenshot I put in a separate post.

fixt

deadowl 05-07-2015 10:13 PM

5 Attachment(s)
You missed one that I posted (albeit you fixed the more obvious error from the same screenshot). Here are some more, this time with more annotation.

In graal-cliffs-14.png, I'm not so sure whether to call the middle circle a tile error. I never really tiled that style of cliff junctions because it always looked like a massive tile error to do them that way. I neglected to annotate similar cliff junctions.

Also, you might just want to temporarily change your tileset to make the dirt-cliff-edge tile a solid red square when editing so it's easier to identify where that mistake is. There are stray uses of it all over Snow Town.

deadowl 05-08-2015 12:30 AM

7 Attachment(s)
Did some rounds in the cave system (y'all should hook it up with fox's cave somehow).

Edit: added one from near Snow Town. The same junction closer to my char is def. not consistent with the one circled.

Number one thing that irritates me now (that missing half-gate).

Crono 05-08-2015 10:34 AM

Fixed everything except for graal-cliffs-19.png (too lazy to redo since a lot of the cliffs there are connected). The grass patch in graal-cliffs-13 is because of your tileset (its snow online) and the other side of the gate appears for me on my client so it could be a cache problem on your end.

deadowl 05-08-2015 02:37 PM

Quote:

Posted by Crono (Post 562285)
Fixed everything except for graal-cliffs-19.png (too lazy to redo since a lot of the cliffs there are connected). The grass patch in graal-cliffs-13 is because of your tileset (its snow online) and the other side of the gate appears for me on my client so it could be a cache problem on your end.

It's probably an FB problem. It happens across several different different computers. So I'll file that in bugs as well as the tileset loading issue in Snow Town.

Quote:

Posted by Crono (Post 562285)
Fixed everything except for graal-cliffs-19.png (too lazy to redo since a lot of the cliffs there are connected). The grass patch in graal-cliffs-13 is because of your tileset (its snow online) and the other side of the gate appears for me on my client so it could be a cache problem on your end.

Are you sure graal-cliffs-19.png issue isn't just that the ledge needs to jut out one more or one less tile?

Crono 05-08-2015 03:26 PM

Quote:

Posted by deadowl (Post 562337)
Are you sure graal-cliffs-19.png issue isn't just that the ledge needs to jut out one more or one less tile?

Yeah, it's like when an entire cliff section is short by one tile. I'd have to find the root of the problem.

edit: think i got it

edit2: ya fixt

deadowl 05-08-2015 11:53 PM

12 Attachment(s)
Haven't taken a look at the cave fixes yet. Here to report some more in Snow Town, but mainly misuse of a cliff tile in paths.

Some more east of Sardon's

More corner issues to add.

All makes me wonder why anyone even bothered to write over my cliff tiling anyway. It's like no matter how many errors I discover, more and more appear.

Also to add, I'm still seeing the graal-cliffs-18.png error.

Crono 05-09-2015 11:32 AM

The left-most error on graal-cliffs-34 (even when fixed) is a tileset error, it happens on all the grass cliff turns in that direction. I think the 18 error was intentional. I'll see if Dusty can fix it up with gfx.

Rest is fixt.

deadowl 05-09-2015 09:20 PM

10 Attachment(s)
Regarding graal-cliffs-34.png, both of those junctions appear correctly west of Taylor Richaard's. The graal-cliffs-18.png, why would anyone do that intentionally? It's inconsistent and ugly.

Okay, so regarding graal-cliffs-45.png, I'm not expecting anything to be done about the beach junction, I'm just pointing out that it's incredibly awkward. You can take it on as a challenge if you feel up to it. Also noticed a couple more cliffs with incorrectly tiled north-faces in York Town, but it's certainly not as prevalent there as it is in Balamb and Deadwood.

Imprint 05-10-2015 09:35 PM

fixed

Dusty 05-10-2015 11:49 PM

graal-cliffs-42 isn't necessarily a tile error. It's a standard way to do that transition with default pics1.

Pummie 05-11-2015 11:13 AM

1 Attachment(s)
Attachment 17863

Huh? Is this my IPad that's just being weird or...??

deadowl 05-11-2015 01:56 PM

Quote:

Posted by Pummie (Post 564261)
is my IPad that's just being weird or...??

Your screenshot is freaking huge.

Crono 05-11-2015 02:01 PM

Quote:

Posted by Imprint (Post 563977)
fixed

stop stealing my thunder i did most of those

1v1 mid sf no runes p***y winner gets an uncommon item

randomuser3954 05-11-2015 02:22 PM

How did Imprint become levels staff? I haven't seen any of his levels :/

Lynx V. 05-11-2015 02:58 PM

Quote:

Posted by Crono (Post 564277)
stop stealing my thunder i did most of those

1v1 mid sf no runes p***y winner gets an uncommon item

lame, only tryhards play sf, farming competition, 1v1 dark seer first to get 6 rapiers wins, enigma black hole prize

Imprint 05-11-2015 03:25 PM

Quote:

Posted by randomuser3954 (Post 564282)
How did Imprint become levels staff? I haven't seen any of his levels :/

Bribery.

deadowl 05-11-2015 11:41 PM

1 Attachment(s)
Quote:

Posted by Dusty (Post 564046)
graal-cliffs-42 isn't necessarily a tile error. It's a standard way to do that transition with default pics1.

NOT A TILE ERROR PER SE

I honestly would say I have no idea. I would swap out for the original pics1 if I knew how to do that on Facebook because then I could provide feedback consistent with that tileset. If I see a tile that does the transition a lot more smoothly I'm going to assume it's supposed to be the tile that gets used. I've attached with red circles what I would also consider tile errors if I saw an instance of a tile that better performed the transition.

P.S. @Imprint (I assume Crono knows), Deadwood and Balamb north-facing cliffs are still incorrect.

deadowl 05-12-2015 01:17 AM

1 Attachment(s)
Forgot to upload this one the other day.

Others outstanding:
  • Balamb northface cliff transitions (North part of the island)
  • Deadwood northface cliff transitions (South part of the town)
  • York Town/Snow Town Rails northface cliff shadow (southwest of tree/bushes)

Red 05-12-2015 01:28 AM

Quote:

Posted by deadowl (Post 564457)
Forgot to upload this one the other day.

Others outstanding:
  • Balamb northface cliff transitions (North part of the island)
  • Deadwood northface cliff transitions (South part of the town)
  • York Town/Snow Town Rails northface cliff shadow (southwest of tree/bushes)

wow very detailed

deadowl 05-12-2015 01:55 AM

4 Attachment(s)
Quote:

Posted by OG (Post 564459)
wow very detailed

I was the person who initially tiled those big mountains, so I know cliff tiling (albeit this is a different tileset so I'm not impervious to error). Also, I've had training in wildlife tracking.

Anyway, here's another error south of Swamp Town.

And... another one near that unresolved northface shadow.

Another northface shadow error right at Delta Island cave entrance.

Adding this next one. I don't consider it an egregious tile error, and I haven't really been reporting this kind of error where it's hard to avoid it. But when I'm done finding the really bad ones, I'll start reporting more of this type, which might possibly be only fixable via additional graphics.

Dusty 05-12-2015 02:43 AM

Quote:

Posted by deadowl (Post 564434)
NOT A TILE ERROR PER SE

I honestly would say I have no idea. I would swap out for the original pics1 if I knew how to do that on Facebook because then I could provide feedback consistent with that tileset. If I see a tile that does the transition a lot more smoothly I'm going to assume it's supposed to be the tile that gets used. I've attached with red circles what I would also consider tile errors if I saw an instance of a tile that better performed the transition.

P.S. @Imprint (I assume Crono knows), Deadwood and Balamb north-facing cliffs are still incorrect.

In pics1 that is the best transitional tile there is for that specific transition(the one on the right looks more like an error, while it would look fixed with the new tileset):

http://i.imgur.com/HTPL00s.png

All those "tile errors" are just a byproduct of the proper way cliffs should be tiled with pics1. Not saying they shouldn't be fixed, but don't be surprised if you find them in nearly every cliff corner.

deadowl 05-12-2015 02:46 AM

Quote:

Posted by Dusty (Post 564480)
In pics1 that is the best transitional tile there is for that specific transition(the one on the right looks more like an error, while it would look fixed with the new tileset):

All those "tile errors" are just a byproduct of the proper way cliffs should be tiled with pics1. Not saying they shouldn't be fixed, but don't be surprised if you find them in nearly every cliff corner.

First one is cleaner, and is the transition I used when I tiled cliffs. The current tileset, as far as cliffs are concerned, makes that word a bit obsolete.

Imprint 05-12-2015 03:15 AM

  • Swamptown cliffs fixt
  • Water facing cliffs fixt

I hate cliffs now.

deadowl 05-12-2015 03:18 AM

Quote:

Posted by Imprint (Post 564489)
  • Swamptown cliffs fixt
  • Water facing cliffs fixt

I hate cliffs now.

I just added another one in an edit to my last post. The complexity of cliffs is definitely one of the things I found interesting. I basically went around the smaller cliffs around graal and extrapolated a style that scales up to larger sizes. There are "errors" in the Zorbi/Waterfall mountain that seriously can't be avoided if you're making use of the waterfall siding tiles. I put them to use because I'd never really seen them used extensively. There's still the opportunity to touch them up with graphics though (I pioneered those 45deg graphics that are on MoD Fort and Sardon's Tower.


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