TEST: New 0.6.0 client version testing time.

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Bertram
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TEST: New 0.6.0 client version testing time.

Post by Bertram »

Hi everyone,

As the time of a new release is approaching with (hopefully) great steps forward, I was suggested to open a thread about the future client testing phase. and here it is!

First of all, if you want to be a tester, all you have to be is a player, so no technical background is given as a prerequisite here, don't worry.

I'll post in a second thread the known bugs, if they're fixed, or how they're planned to be fixed and the related info. I'll also update this thread with the newest info and binaries, so stay tuned!

So, how do I test that client?
- For windows users, you can install the second release candidate, present here:
http://nightlies.manasource.org/mana-0.1.0.20120207.zip

I'll do a new release candidate once the main known blocker bugs of the moment are fixed.

- For Linux users, please follow the following instructions:
You'll first need to install the git package. then in a local folder clone the development repository using this command:

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git clone git://github.com/Bertram25/mana.git
Then, you'll have to make sure to have installed the following dependency list:
http://doc.manasource.org/dependencies (Note that we're using cmake to compile on linux, so you'll need to install it also.)
Then, go to the mana git folder newly created, and compile:

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cd mana
cmake .
make
You'll then be able to run it (without installation) by typing src/mana from the 'mana' repository top folder. (Note that the client won't be translated without being installed, which is a planned feature for a later release.)

To update the repository once certain bugs have been fixed, just go to the mana folder and type: 'git pull'

- Mac user? Well, I'll need help in this area. Can you compile a mac binary from the same repository?

2. What should I test, btw?

The new client has a way lot of changes. So much in fact that everything in it could have a look upon. Yet, here are below the main area where the changes should be tested:
- New movement system. The movement system has been rewritten to not handle being sprite using tiles offset, because this was causing a lot of graphical glitches on players movements, especially on the 'other' players. This has been hard work and is working really much better now. Yet, changes are changes, and that area will surely need tuning.
- Attack, pickup, ..., (main characters actions): As the client has been changed to handle any tile square size instead of the hard-coded 32x32 ones, this might have changed many hidden ways of how the client behave when dealing with the mouse or the keyboard for the map actions.
- The GUI: images buttons have been added, background images to the equipment window have been added, and the chat window should already be much more readable on low opacity case. Those a small examples of what gui part have changed, but I hope you will notice useful changes from the first displayed window at startup.
- The client stability: Don't hesitate to to be rude with the client. Let's try to make it crash. Then tell how to!
For content developers:
- Hair fixes at character creation, dynamic (hair) sprite change according to the equipment, dye channel support in particle effect files, custom monster attack effects and sounds, hit and critical hit effect and sounds on their victim can now be added, and therefore should be tested.
- <insert favourite area here>

3. I've found a bug, yes, I'm sure it is new and no one else has seen it!
Congrats. You can report in this very same topic. Please also add screenshots when possible. (P key in game, IIRC), and never forget to add how you did it and if it does reproduce everytime.
The screenshots will be in the 'My Images' folder on windows, and on the desktop folder on Linux.

Happy testing!

Bertram
Last edited by Bertram on 07 Feb 2012, 08:53, edited 1 time in total.
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Known release blocker bugs: (2012/02/13)

- FIXED in GIT - The inventory isn't displayed correctly (Reported by Jenalya and cody)

- FIXED in GIT - Fix display of the status effect icons (Reported by Ali-G) - Bug Tracker: http://bugs.manasource.org/view.php?id=454

- FIXED in GIT - The magic bar doesn't update from grey (disabled) to blue (enable with MP rising) when the character gets magic back: (Reported by Ali-G) - Bug Tracker: http://bugs.manasource.org/view.php?id=457

- FIXED in GIT - Issue with movements of monsters / the char. (Reported by baedamichi) - Bug Tracker: http://bugs.manasource.org/view.php?id=441
(Taken from baedamichi's PM with permission)
The easiest way to reproduce this should be the following: Attack a monster pressing x, then move your char away after one hit (before the mob is killed). The char will stop making the attack movements, which is unusual (but not a serious problem at first). Then, move your char back to the monster, the char will still not attack. Even if you press the x button multiple times, the char won't attack, you have to "untarget" the monster first and then press x again for your char to start the attack.
While this is a minor annoyance for a warrior, I guess it's a major problem for the gamplay of an archer, who has to move around a lot while shooting his arrows.
Also, clicking on a monster to attack it doesn't work properly when it's not in my attack range or when the monster is moving. When I click a monster which is out of range, my char walks up to it, but it's neither targeted nor does my char attack it. When I click on a monster which is moving, my char would move to the position where the mob was at the moment of clicking, but neither attack it, nor follow it, nor target it.
Tried this on Red Slimes, Yellow Slimes and Skeletons, both on the main server and the test server.
- FIXED in GIT - Go and pickup, is broken (Reported by Ablu and several others) - Bug tracker: Will be part of the issue #441.
When clicking on a floor item, there are two problems:
- The character walks up to the item, but don't try to pick it up.
- The character's direction is not always updated correctly.

- FIXED in GIT - Hard to target characters (You have to click on their head): (Reported by several people)
This bug needs confirmation using my fork. For now, I can only confirm it on the 0.5.3 version.
EDIT: This was confirmed and fixed in the git version.

- FIXED in TMW client data - Map particle bug: (Reported by Jenalya) - Bug Tracker: http://bugs.manasource.org/view.php?id=443
The bonfire in this picture, located near map: 033-1, (position: 66, 36) has a graphical glitch with the new client version.
Correct (v 0.5): http://dl.dropbox.com/u/6532303/tmw/Man ... hot_34.png
Buggy: (v0.6): http://dl.dropbox.com/u/6532303/tmw/Man ... hot_35.png

- FIXED in GIT - Own player movement annoyance: (Reported by Yubaba) - Bug tracker: http://bugs.manasource.org/view.php?id=440
When walking left or right, try picking the down/up key, the player will do a small deviation to the south/north but will come back on the same tile line. If up/down pressed a little longer, it works as expected.
What should happen:
The player should go south/north, even when you slightly press up/down.
The bug is reversable: When going north/south, if picking the left/right key, the same happens.

- FIXED in GIT - Small "jumps" when walking diagonal on eAthena servers when using keyboard to navigate: (Reported by Ablu, info given by Taree) - Bug Tracker: http://bugs.manasource.org/view.php?id=439
Steps to reproduce: Log into a tAthena server. Walk diagonally with keyboard. Nothing happens at first,
but when going near small obstacles, the player does sometimes zigzag due to the current pathfinding (over)simplification
when using tile based movements.

- FIXED in GIT - Remove the auto-untargetting code: (Reported by radiant) - Bug Tracker: http://bugs.manasource.org/view.php?id=445
radiant wrote:After targeting a monster, the target only lasts for a minute before disappearing (at which point my attacks stop as well). When everything that's worth fighting takes over a minute to dispose of, that...throws off the rhythm a lot.
This is then an annoyance when dealing with high-level monsters or long battles in general.

- FIXED in GIT - Chat text sometimes too much north from its character: (Reported by several people) - Bug Tracker: http://bugs.manasource.org/view.php?id=447
The chat text is too away from their characters. This comes from the dehardcodifications of the client height and width made in this area.

- FIXED in GIT - German translation mistake: (Reported by baedamichi) - Bug Tracker: http://bugs.manasource.org/view.php?id=442
The translation mistake mentioned here: http://forums.themanaworld.org/viewtopi ... =4&t=15176 is still not fixed, dexterity is still called "Ausdauer" in the German version.

- FIXED in GIT - Minimap dot color bug: (Spotted by Der Loisl) - Bug tracker: http://bugs.manasource.org/view.php?id=444
According to the code, the color of the dots used for NPC, Monsters, GMs, and party Members should be different and customizable in the Setup->Color tab.
Yet, the color is set twice for monsters and NPC with the second time being always white.

- FIXED in GIT - Spread global announcement to every chat channel: (Reported by Freeyorp following complains) - Bug Tracker: http://bugs.manasource.org/view.php?id=430
Everything is in the title.

- NOT IN 0.6.0 - Problem when targeting and then following a player: (Reported by derpella)
According derpella,
the target circles are not removed when targeting a monster and then following a player, leading to multiple zombi target circles.
This can't be a bug in the 0.6.0 version, as the follow code has been removed to prevent automated (botting) behaviour patterns.
I guess this was in another version than the one where I requested the test?

Feature requests that will make it in the next minor release:

- Add custom chat color support - Bug Tracker: http://bugs.manasource.org/view.php?id=404

- Cycle the NPC targeting with keyboard, using (by default) N key: (Reported by Jenalya) - Bug Tracker: http://bugs.manasource.org/view.php?id=446
When interacting with NPCs in crowded places, targeting another NPC without leaving the keyboard would be better for the user experience.

- Infinite smile support: - Bug tracker: http://bugs.manasource.org/view.php?id=409
Last edited by Bertram on 13 Feb 2012, 11:24, edited 14 times in total.
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Derpella
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Re: TEST: New 0.6.0 client version testing time.

Post by Derpella »

Bugs and issues I noticed:
-crashes with "segmentation fault" as a reason when trying to trade with some people. Noticeably, just right-clicking on a person using 0.5.3 causes this crash
-IMHO emoticon animation is cool, but it could be a little bit slower, or last a bit longer in it's full state
-only head of player is "clickable", I think it will make some things harder
-as it was said earlier, the sprite's walking animation is all broken
I'm Image too much.
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Re: TEST: New 0.6.0 client version testing time.

Post by Ablu »

Derpella wrote:Bugs and issues I noticed:
-crashes with "segmentation fault" as a reason when trying to trade with some people. Noticeably, just right-clicking on a person using 0.5.3 causes this crash
This one should be fixed in Bertrams 0.6
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Re: TEST: New 0.6.0 client version testing time.

Post by Ablu »

Bertram wrote:

Code: Select all

git clone git://github.com/Bertram25/mana.git
Who does not want to use git (or does not has it installed):

Code: Select all

https://github.com/Bertram25/mana/tarball/master
Best regards,
Ablu
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Hi,
Ablu wrote:Who does not want to use git (or does not has it installed)
Thanks for the reminder. :)

@Derpella:

Hi also :)
-IMHO emoticon animation is cool, but it could be a little bit slower, or last a bit longer in it's full state
Emoticons are particle effect files. Thus configurable in the tmwa-client-data repository. An example:
http://www.gitorious.org/tmw/tmwa-clien ... rticle.xml
By playing with the lifetime, fadeout and gravity parameters, you should be able to get the desired effect. Thus, may I inviting you
to propose better values as you find them?
-only head of player is "clickable", I think it will make some things harder
Nice point. Actually, only the square 32x32 square representing the bottom-half of the player is the clickable zone. At least, AFAIK.
Yet, shall we based that upon the sprite image, that certain images would have a too big transparent part, I guess.
As you can see here, for instance: http://gitorious.org/tmw/tmwa-client-da ... e_base.xml

Code: Select all

<imageset name="base" src="graphics/sprites/player_female_base.png" width="64" height="64" />
So, in that case, what to do? Did 4144 solved the problem already, for instance?
-as it was said earlier, the sprite's walking animation is all broken
Do you mean the bugs already reported? Or do you mean other things?

Thanks in advance for your answers, and best regards,

Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by radiant »

After targeting a monster, the target only lasts for a minute before disappearing (at which point my attacks stop as well). When everything that's worth fighting takes over a minute to dispose of, that...throws off the rhythm a lot.
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Re: TEST: New 0.6.0 client version testing time.

Post by cardmaster »

I cant see the soul menhir or touch it >.<
Is it a bug?
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Hi,
radiant wrote:After targeting a monster, the target only lasts for a minute before disappearing (at which point my attacks stop as well). When everything that's worth fighting takes over a minute to dispose of, that...throws off the rhythm a lot.
Thanks for the feedback, radiant. :)
Hmm, this was done on purpose (in the code). I can't remember why, though.
I'm asking everyone here, do we have a consensus to remove that auto-targetting "feature" or is there a need to make it an option, for instance?
cardmaster wrote:I cant see the soul menhir or touch it >.<
Is it a bug?
Thanks for the info. Yet I can't say.
Is this the soul menhir from Tulimshar, or from Hurnscald?

Thanks in advance for your answers, and best regards,

Bertram
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

-IMHO emoticon animation is cool, but it could be a little bit slower, or last a bit longer in it's full state
As told to derpella, this is a question of particle effect configuration, and does not depend on the client code, meaning that you can modify it yourself, and tell us when you find better values. :)
-only head of player is "clickable", I think it will make some things harder
Indeed, I'm on that point.
-as it was said earlier, the sprite's walking animation is all broken
Unfortunately, and as told to derpella, too, this is a bit vague. Do you mean something else than the two bugs put in the second thread of this topic?
Just to be sure, did you try my fork or the windows binary provided? (where there are already fixes for that?)

Thanks in advance for your answers and best regards,
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Bump.
Updated the bug list.
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Bump,

Three bugs left to resolve before new RC. Try the git version already!

https://github.com/Bertram25/mana/zipball/master
git://github.com/Bertram25/mana.git

Best regards,
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Re: TEST: New 0.6.0 client version testing time.

Post by o11c »

Added a live (tracking git master) Gentoo ebuild to my overlay: https://github.com/o11c/ebuilds

Note that if you use this, you won't get updates, because the version number will never change.
Former programmer for the TMWA server.
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Bertram
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Ah nice!

thanks!
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Re: TEST: New 0.6.0 client version testing time.

Post by Bertram »

Bump!

- Movement fixes part 2.
- Beings hard to click on, fixed.
- Several other fixes.
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