Classic Forums

General Discussion => General Graal Discussion => Topic started by: Jet on October 27, 2012, 01:02:49 PM

Title: Cannot connect to Graal
Post by: Jet on October 27, 2012, 01:02:49 PM
Anyone know why when I load my client its says I have been disconnected from the game server before I even see my login screen?
Title: Re: Cannot connect to Graal
Post by: Jet on October 27, 2012, 01:26:24 PM
Scanning folder structure of C:/Users/David/Graal/...
Done.
Created DirectDraw object
Initialized Direct3D7
Initialized DirectDraw
CPU: 64 bit
Graphic Capabilities:
  Hardware accelerated graphics: true
  Video Memory: 725 Mbyte
  Drawing of alpha blended textures: true
  Textures with non-power-of-2 size: true
  3D Textures with non-power-of-2 size: true
  2D during 3D scene: true
  Use 32 bit alpha: true
Initialized Direct3D7
Graal has been activated!
Loading tile definitions for server Login
Connecting to the game server...
Done.
You have been disconnected from the game server.
Closing Graal.
Deleted DirectDraw Surfaces
Finalized DirectDraw
Deleted DirectDraw object
Title: Re: Cannot connect to Graal
Post by: spyke on October 27, 2012, 07:50:08 PM
Servers were down today through about that time, if you can't get on now then it is an entirely different problem that I wouldn't know how to fix.
Title: Re: Cannot connect to Graal
Post by: Trip on October 29, 2012, 04:14:31 PM
For classic wouldn't it make more sense to put an event limit per 24hrs for trials, rather than take away a few levels?
Title: Re: Cannot connect to Graal
Post by: Thor on October 30, 2012, 11:28:39 AM
quote author=Trip link=topic=145.msg1082#msg1082 date=1351548871]
For classic wouldn't it make more sense to put an event limit per 24hrs for trials, rather than take away a few levels?
[/quote]
This is exactly my point.
The problem is Stefan insists on forcing servers to use trial restrictions that are built-in to the client, therefore beyond the control of developers, and will not negotiate any possibility of us scripting our own trial restrictions, even if they'd be more effective.

One way to bypass the level restriction and any level count monitoring would be to use a single level filename, and then copy tiles + npcs from the true level file into the copy by script. I have told Stefan that we have discussed this possibility and would be prepared to use it, will be interesting to see what he says.