Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Classic Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=26)
-   -   Tile Errors (https://www.graalians.com/forums/showthread.php?t=25772)

Mio 12-17-2014 06:15 AM

Not really a tile error

4-Lom 12-18-2014 03:51 AM

1 Attachment(s)
Quote:

Posted by Mio (Post 527509)
Not really a tile error

Well it has to do with the visual appearance of the winter tileset. Maybe its NPC, technically, but I am not familiar with the system in place. Here's another one that showed up... and was not previously there...

4-Lom 12-18-2014 05:51 PM

1 Attachment(s)
Here's another one... in bottom right hand corner of the 'fountain' level (down one screen from MOD tower).

This is on facebook, by the way, and I had looked at all these areas previously. There was no green spot ANYWHERE at that point (went to all accessible areas in game) and now they have started appearing again.

Sardon 12-18-2014 07:48 PM

i found out graal was 2D :0

MrSimons 12-25-2014 04:49 PM

near the onnet forest.

http://gyazo.com/bbe509c3d36ca933b6bbd10822cb3336.png

Tricxta 12-27-2014 02:45 AM

http://i.imgur.com/g4uKeXz.png
York town cave(Horse race track).

Imprint 12-27-2014 09:34 AM

Quote:

Posted by Tricxta (Post 530175)
York town cave(Horse race track).

Yeah, that one is a lost cause. It's a mess. No point in fixing it unless it's totally redone with the newer cave tiles

Livid 12-27-2014 02:37 PM

Quote:

Posted by Imprint (Post 530264)
Yeah, that one is a lost cause. It's a mess. No point in fixing it unless it's totally redone with the newer cave tiles

Dont.

Imprint 12-28-2014 12:15 AM

Quote:

Posted by Livid (Post 530339)
Dont.

New cave tiles so qt.

Livid 12-28-2014 09:50 AM

Quote:

Posted by Imprint (Post 530508)
New cave tiles so qt.

York is like the town trapped in time, let it be :(

Pummie 01-03-2015 12:22 PM

1 Attachment(s)
Attachment 17010
The top part of the lights are gone
And you can't sit on the chairs that are behind the table

deadowl 01-03-2015 06:28 PM

Quote:

Posted by Dusty (Post 522643)
The treetop thing is actually an issue with android/flash users getting cached images instead of the actual updated images.

I've gone through and changed it so scripts properly handle the season change instead of relying on the image updating for users. Let me know if there are any other trees that are still green because I actually can't see the green ones myself.

I also fixed the grass issue.

Dusty, I hope you're using classes for reused NPCs. For any tree-top NPCs you could probably have a single class to specify image clipping parameters (as well as tree color parameters) if that's not already the case. Definitely a solid move not to rely on filenames being updated for winter tiles and images.

Edit: Also, you could have repetition parameters. There's no reason to be sourcing more than just a single image for treetops or more than a single script for a single rectangular grid of treetop tiles.

Also, I don't get what the issue with the grass was. Only thing that I have a pet peeve with is when 4x4 square swamp grass tiles can't be cut. Some swamp grass tiles are diaganols though and so a 4x4 of those type probably shouldn't be cuttable. You could write up a debugging script that draws squares around cuttable grass and different smaller different-colored squares around would-be cuttable grass to help make that more consistent.

Some cliff tiling, in the meantime, is really annoying. It's like people forget proportions or something. I spent a ton of time normalizing cliff tiling in my time. Fortunately my work covered almost all of the overworld (at least the parts that haven't been retiled since). Of course proper cliff tiling can be restrictive with ledges. Air Asia was a really good example of bad cliff tiling where that wasn't the case.

Quote:

Posted by 4-Lom (Post 527800)
Well it has to do with the visual appearance of the winter tileset. Maybe its NPC, technically, but I am not familiar with the system in place. Here's another one that showed up... and was not previously there...

I would consider it a tile error as well, since the problem is NPCs used as substitutes for tiles.

Dusty 01-03-2015 07:21 PM

Quote:

Posted by deadowl (Post 532512)
Dusty, I hope you're using classes for reused NPCs. For any tree-top NPCs you could probably have a single class to specify image clipping parameters (as well as tree color parameters) if that's not already the case. Definitely a solid move not to rely on filenames being updated for winter tiles and images.

I am well aware of classes, but you have to realize Classic was around for years before I got on the project. Years of non-scripters adding content.

Quote:

Posted by deadowl (Post 532512)
Edit: Also, you could have repetition parameters. There's no reason to be sourcing more than just a single image for treetops or more than a single script for a single rectangular grid of treetop tiles.

There is only one tree image.

Quote:

Posted by deadowl (Post 532512)
Also, I don't get what the issue with the grass was. Only thing that I have a pet peeve with is when 4x4 square swamp grass tiles can't be cut. Some swamp grass tiles are diaganols though and so a 4x4 of those type probably shouldn't be cuttable. You could write up a debugging script that draws squares around cuttable grass and different smaller different-colored squares around would-be cuttable grass to help make that more consistent.

None of that had anything to do with the "grass issue." It was simply that the sprite images weren't properly reflecting the tileset in houses(so people were picking up blue bushes from the winter sprites when their houses were using the grass tileset). This was all fixed last year, but they seemed to creep back into existance because non-scripters.

Quote:

Posted by deadowl (Post 532512)
Some cliff tiling, in the meantime, is really annoying. It's like people forget proportions or something. I spent a ton of time normalizing cliff tiling in my time. Fortunately my work covered almost all of the overworld (at least the parts that haven't been retiled since). Of course proper cliff tiling can be restrictive with ledges. Air Asia was a really good example of bad cliff tiling where that wasn't the case.

Air Asia is an example of a lot of bad things.

deadowl 01-03-2015 07:33 PM

Quote:

Posted by Dusty (Post 532520)
This was all fixed last year, but they seemed to creep back into existance because non-scripters.

I'm going to skip over everything else because I understand and have to face such problems on a regular basis (don't need to mention it's annoying). However, the creeping problems suggest a systemic QA problem. Not sure if you're the server manager but the manager should be taking care in QA. How would you go about to implement a process for making sure that such problems are minimized?

deadowl 02-16-2015 09:05 PM

Okay, so left part of the "gate" of the fountain south of MoD Fort has never actually worked shown up for me.


All times are GMT. The time now is 04:15 PM.

Powered by vBulletin/Copyright ©2000 - 2025, vBulletin Solutions Inc.