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twostars

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Everything posted by twostars

  1. This happened because it was a new account. It was attached so early that Trovo reported it was invalid. I'm not 100% certain on the timeline here, but it may have done so before the account was verified. As above, reattaching the account via the Control Panel fixes this.
  2. All good. It's most likely something I caused with the large DirectX + UI scaling patch. Your case rules out pretty much all special causes so it should be easy enough to repro.
  3. Okay it's definitely not the swap. It must be an in-game interaction causing this then. Did this just recently start happening or has this been a thing for a long time? I have changed cursor things with the previous patch, so either I caused it then or it's an official interaction. I'll have to fiddle around with it and see if I can reproduce it. I didn't notice it when testing the other stuff, so I'm a little surprised this happens.
  4. I was actually hoping for the file in your client folder, so that I could get a complete idea but what's the "Windows cursor" setting set to -- and are you running in fullscreen? Mostly I'm just trying to figure out if it's caused by something I had to implement for UI scaling, where it'll swap to the software cursor in specific cases -- and if it's using the software cursor, it still swaps back to the Windows cursor in certain other cases. The swap is where I wonder if it's breaking but I'm unsure as of yet if any of this applies to you. Obviously it's not UI scaling directly, but that doesn't rule out the swap.
  5. Fixed a disconnect issue caused on device loss (e.g. when your monitor turns off). Reworked official draw limit behaviour. Rather than only drawing the first X effects/objects attempted to be drawn, it now prioritises drawing the closest effects/objects, so you should no longer have an issue with your own or nearby skill effects not being drawn when the limit is low. It will now only affect those furthest away. Optimised font drawing behaviour to reduce unnecessary CPU usage. Improved anticheat behaviour on slower systems. Fixed an issue where disabling precaching could cause increased stutter on teleports (e.g. Descent). Note that precaching should only be disabled if memory usage is a concern. The primary purpose of having precaching enabled is to avoid having to load files on-demand, reducing stutter. This change helps to mitigate some of these problems, so that memory usage can still remain low, while fixing some of these unfortunate side-effects. Fixed a bug causing players to be unable to attack each other in the Clan Arena. The party commander mark ("1") is no longer shown while a player is stealthed and Lupine eyes is not active. The mark will be automatically shown again once the player unstealths or when Lupine eyes is enabled. Added an option for showing/hiding the Helis/Judgment target effect in the Options Editor. This setting can be found under "Graphics" -> "Render" and can be changed live. Added an option for toggling the use of ROFD short capes in the Options Editor. This setting can be found under "Graphics" -> "Render (extra)" under "Character models" and can be changed live. Note that this setting should be changed for both Low & High population areas as desired. Fixed a bug with walking on ladder trucks, causing players to either be unable to climb on, or fall through. Fixed the Discord presence update when initially logging in-game. It will no longer show players as being on a load screen after the initial load. Fixed some movement issues contributing to some visual desync. Corrected the visual attack power of the one-handed Javana and Gigantic Axes. UIs: Info box - fixed resize not enforcing minimum dimensions correctly after changing the UI scale. Durability - fixed default position & scale. Buff icons - fixed a couple of bugs with scaling causing the bar to be able to go offscreen.
  6. Do you have multiple monitors? Have you configured the UI scaling setting?
  7. Messed up in what way? Things should be essentially the same. The only default changed this patch was the V-Sync setting. We swapped things over from DX8->DX9, removing any existing compatibility layers in the process which knowingly caused obvious brokenness. We added the renderer setting to give more direct support for players with systems that still don't support DX8/DX9 directly (Intel 12th Generation onboard graphics, Arc GPUs). If you didn't touch anything, the only baseline default that should've changed is the V-Sync setting & that is because it was enforced differently before in DX8, so to avoid confusion with frame rates changing, we defaulted it to off in this patch. The main things different should be the frame rate (it generally should be higher with no compatibility layers involved, and with faster math code and various optimisations to slow code), and direct compatibility for unsupported systems (rather than it just outright breaking). The one other thing I can think of that would differ is the GPU used by the game. Previously, this would've been defaulting to your onboard/integrated graphics unless you specifically turned on the "Laptop dGPU fix". Now, it defaults to the dedicated GPU. But in DX9 this is entirely controlled by your Windows "Graphics settings", so you can go Start -> Graphics settings, and switch it back if you want it to use your onboard/integrated graphics again (in english this is referred to as the "Power saver" setting, but it lists which card is associated with which). Edit: I just saw your updates (this took me far too long to reply!). That explains it - the far older draw limit change. We lowered that default from max because it was too much for some peoples' systems. Easier to just default it and have people increase it as their system supported it etc. I don't really like that setting though. It's silly that it's enforced as an overall limit, regardless of where things are positioned. I will probably be improving that behaviour to just apply to the actual drawing stage, because the memory usage for preparing for that isn't really that big. That way it'll limit after it's sorted, not before, so things up close that matter won't ever be affected by it. I don't know why it was ever officially implemented this way. It's very silly.
  8. Mostly it'll help reduce stutter when you load into areas, but all is still excessive. It just cuts down on the time it takes in a frame to load currently unused assets, that's all. So it'll reduce stutter slightly sometimes. Most of the time, everything it needs is already loaded, and it's just reusing the same assets again.
  9. The Christmas event is now over. Trees and snowmen no longer spawn. However, [Sexy Santa] Parfait remains in Moradon for a bit longer to allow for the exchange of remaining ornaments. Added the Mini Isiloon boss. It spawns upon Chaos Stone destruction in Ronark Land and Last Nation Standing. Added the Isiloon boss. It now appears in Ronark Land and Colony Zone. Added the Odious Collector. It now spawns in Colony Zone and has a chance to drop FT, BDW and LNS coupons. The Kill-Gift personal reward for killing 75 enemies has been updated from a Gold Coin to a Bravery Token. A Bravery Token, along with 10m Coins, can now be exchanged for 10 Bravery Awards at NPC Miraselth. Castle Siege War has been released. Scheduled every Sunday at 22:00 Server Time (UTC+3). Avoid recreating your clan right before CSW; grade updates take at least 2 hours. Rewards: 1 Blue Treasure Chest and 500 NP for each online user in the winning clan, along with access to Delos/Moradon taxes and the Isiloon Floor in the Abyss. Clan War has been released Scheduled every Thursday at 19:00, Saturday at 20:00, Sunday at 19:00 Server Time (UTC+3). Clan requirement: Grade 1. Character requirement: 25k NP. Rewards: 100 KC voucher and 1000 NP for each online user in the winning clan, along with a 45-minute access in Isiloon's Lair. The Silver Oil requirement for crafting exceptional weapons has been reduced for certain weapon types. Raptor and Shard still require 5 Silver Oils. Iron Bow, Iron Impact, Totemic Spear, and Blade Axe now require 4 Silver Oils. Elixir Staff, Mirage, Impact, Graham, Deep Scar, and Priest Impact now require 3 Silver Oils. New farming spots have been introduced in Eslant featuring Half Troll Captain and Stone Golem monsters. The Half Troll Captain is known for dropping low and medium-class items, which can be sold for a decent amount of coins. Added the Personal Weapons to NPC [Exchange] PK Stones. Added the Master Bosses package (x10) to Power-UP Store. Improved the anti-AFK system to detect a larger number of macro farmers. The cooldown of the newly added attack skill for priests has changed from 1 second to 0.5 second. Added daily quests for master bosses found in bowl. 1 Lobo for 4 Bravery Awards. 1 Lupus for 4 Bravery Awards. 1 Lycaon for 4 Bravery Awards. 1 Barkirra for 4 Bravery Awards. 1 Lesath for 4 Bravery Awards. 1 Shaula for 4 Bravery Awards. 1 Orc bandit leader for 10 Bravery Awards. Crafting of Wings of War is now available. A pair of wings can only have 1 elemental type (random on crafting) and can be rerolled at NPC [Wingscrafter] Lyra with an additional 10m coins for another Wings of War with another randomized elemental type. Items required for crafting Wings of War: 1x Wings of God 1x Butterfly Wings 25x Certificates of Invasion (obtained by standing near monuments during blessing) 5x Certificates of War (obtained automatically for winning the Lunar War while being in the war zone) 10x BDW Coupons 250x Merchant Tokens 1x Rhodium [Daily] Personal Weapon quest has been added. Earn a Personal Weapon Token by completing the daily quest, which involves killing the following monsters in CZ: [Quest] Giant Golem [Quest] Uruk Tron [Quest] Troll Captain [Quest] Lard Orc Collect 3 Tokens to exchange them at NPC Dede Korkut in Moradon for a Personal Weapon of your choice. Added 2000 HP and 350 AC [x3] buff scrolls to the Daily Login Rewards. Magic damage has been further balanced with MP bonuses in mind, following the updates on December 28. Fixed an issue where merchant users were incorrectly receiving anti-macro captcha challenges. Fixed some memory issues and made numerous improvements and optimisations across-the-board. Fixed a bug causing dead players in the vicinity of a warp gate to be unintentionally shown as alive when using the warp gate to enter the zone. Fixed an official bug causing the warp destination to not be shown when going from Eslant -> El Morad Castle. Fixed official bugs in which were scrolling notices getting stuck and moving at inconsistent speeds. Fixed an official bug causing models such as trees to sometimes break on device reset. Fixed an official render bug causing a line to "randomly" be drawn from an edge of the screen. The client will no longer slow & delay updates when running behind (e.g. after recovering from a stutter). This helps reduce some visual inconsistencies. Fixed an official bug causing parties to break after extended periods of server runtime. Improved performance when loading in the CTF/CTEF event flag. Improved chat & info box UIs: They can now be snapped together when moving them close. Wiggling them or making large movements while dragging will detach them. Their positions, lock state & opacities are now consistently saved. Their size cannot be saved at this time, but we will look to add this in a future update. The game will no longer exit when running the Options Editor from within the game - at login and via the exit menu. As most options can be updated live, there's no reason to have to close the game for this. Updated client to DirectX 9 (from 8). This natively allows the use of dedicated GPUs, and generally whichever GPU is set via Windows' "Graphics Settings" option. As such, the "Laptop dGPU fix" setting was removed. This also allows for greater compatibility with GPUs that are dropping native support for DX8/DX9 & compatibility layers in general, as they have better support for DX9 than they do for DX8. For cases where there is no native support (e.g. 12th generation Intel CPUs with onboard graphics or Arc GPUs), we add the option to use DXVK (or its somewhat experimental async build). This should be detected automatically and asked to be swapped over, as below: It should be noted that the DXVK (async) renderer has the potential to be faster than native DirectX 9 in some cases, however it is an experimental build, so there's a chance that something could break. You can switch the renderer to DXVK if this is a problem. The Options Editor has been updated to allow this setting to be configured manually (the game must be restarted to apply this): Note that the V-Sync setting default has now been changed to off, as V-Sync is enforced differently than it was under DirectX 8. The existing setting was reset. You can change this in the Options Editor. A client restart is not necessary for this change. Added UI/cursor/font scaling. Those using higher resolutions (e.g. 2K, 4K) tended to previously use Windows' display scale setting, which previously just auto-upscaled everything by the configured scale -- which isn't really running at that resolution at all. As this behaviour unintentionally changed with these updates, and behaved differently across native DirectX 9 & DXVK, we instead tell Windows that we're "High DPI aware" (which can be turned back off in the Options Editor) and add specific UI/cursor/font scaling options which behaves the same as the scaling in current USKO. For example, at base scaling at 1600x900, the game looks like this: As resolution increases, everything gets harder to see. At 2K or 4K, this ends up tiny. This example is easy enough to see, but we'll just use it for comparison (otherwise the screenshot files get huge!). With scaling, we upscale only the portions of the game that matter (UI/font/cursor), and not the entire window, so you still get the screen space and benefit of running it at your native resolution, but can also continue to see the UI. This same screen, upscaled to 110%. Note that as with the official scaling, this is capped by resolution which we'll probably change at some point. Higher resolutions allow for higher scaling. This can be configured as necessary and updated live (just remember to hit "Save" to let it apply). While the difference at 1600x900 isn't too important, at much higher resolutions this becomes essential in order to continue to read text, interact with UIs, etc. Note that as this behaves like the official scaling, the scaling can cause things to be a pixel off. Things can further desync when repeatedly changing the scale in a session. This is unfortunately unavoidable at this time due to technical reasons (which we spent quite a while trying to find a way to consistently workaround), but since it's mostly only an issue when initially configuring the scale setting, you can just restart the client once you're done, which will reset it to be as clean as it can be at that particular scale. Couple of other things to note: 1. The positioning & scaling of clan symbols by names is controlled by the UI scaling currently. This is independent of the player font height or scaling. This will be changed later. 2. The Power-Up Store is currently not scaled. This will be changed later as well. In addition to the font scaling, we've added additional font settings. The MYKO / SOACS font behaviour has been expanded on. We want to ultimately get rid of this entirely at some point, but now it serves to distinguish between the base fonts (not sizes) used & whether or not UIs strings are overridden to bold with SOACS: The base font sizes can also now be specifically configured (and whether or not they're bold): Using the "Replace with SOACS defaults" or "Replace with MYKO defaults" button above replaces all of these settings with the defaults for the appropriate preset. You can see this in action here, where I've changed the size of player names to 9pt (down from 12) and clan names to 10pt (down from 12): We have also added full-scene antialiasing, which is added to the "Render (extra)" tab, as it can be configured to be selectively disabled while in "High population areas": This setting can be applied while the client running. You can see the difference here with it off, and on max (8X). Pay attention to the edges: Furthermore, you can now configure which assets are precached: On startup, the game will load all enabled assets from its various folders. A lot of which it may never need, but it still wastes memory. At the expense of memory, precaching avoids having to load these files on-demand, but its memory usage can be very impactful. So for this, we've added options to selectively disable precaching for certain assets. This setting can be changed while the game is running (which will unload, or pre-load the relevant assets when applying it while in-game).
  10. I haven't looked into how it works, but could you possibly have had a scroll on that expired while you were asleep? It's possible (but again, I haven't checked into it) that this is what counted as using a skill.
  11. He was just joking with you. ALT+TAB'ing is fine. Been ridiculously busy with the rendering, optimisation & bug fixes (some introduced via these changes, which should all be resolved now) that were extremely tedious and time consuming to get to the bottom of, so that one probably won't make it in the next patch unfortunately. I somehow still have some work left, tidying things up with these changes. I'll definitely try to squeeze it in if I can, though. I just need to spend time time first reproducing & investigating it, and I have no idea how long that will take. The "Frozen Blade" issue should be fixed though.
  12. The settings below are split into two sections: "High population areas" and "Low population areas". What determines if an area has a high population is if it has at least "High population threshold" players/NPCs/monsters in it. So as one such example, you can use this to say, enable showing wings only in "Low population areas", while keeping them disabled in "High population areas". That way, in areas like Moradon where there's a ton of people in one area, your FPS doesn't tank as hard. Meanwhile, in the "Low population areas", where you have no problem displaying that stuff, you can tweak things up a bit so you can have better baseline visuals instead. The model level-of-detail (LOD) settings generally just enforce a minimum level-of-detail regardless of distance (unless otherwise specified), so you might configure a minimum of "Low" to not drop the models down to basically potato quality (i.e. "Lowest") when they're reasonably far away. There is another side-effect (mentioned in the note below the dropdown) that having a minimum level-of-detail enabled ensures that the model is even rendered. Ordinarily, when a character model is too far away, for example, it will simply not render at all, which can be confusing. This is defaulted (but custom) to render them at lowest quality instead of nothing (i.e. when the minimum is disabled). Generally if you're unsure you can just not touch them. As the warning at the top states, most changes from defaults will decrease performance (or consume more memory). Disabling any of these settings EXCEPT for the distance caps will result in increased performance, at the expense of visuals. For the most part, these settings were in place before but dictated automatically. This caused unnecessary performance concerns, especially on some systems, so rather than disabling it all outright or providing simple toggles, we figured we'd give you guys the power of customisation, to be able to tweak as fits best for your setup.
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