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jcsnider

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Everything posted by jcsnider

  1. jcsnider

    Welcome our newest developer

    Oh @WereAlpaca you poor soul.... Jk! Sounds great! Looking forward to those updates. ^^
  2. jcsnider

    Will VR become an option?

    Never say never. But there are currently no plans to incorporate VR support with the base engine. Someone might try once we open source.
  3. jcsnider

    Server Crash

    @Taliel Studios Multiple issues: #1: Generic null reference error in the pathfinding, this will def crash the server a lot. Pasting the stack trace here for me to look at when I have time. 2019-02-19 06:16:55.829 [Error] Message: Object reference not set to an instance of an object. 2019-02-19 06:16:55.877 [Error] Stack Trace: at Intersect.Server.Misc.Pathfinding.Pathfinder.Update(Int64 timeMs) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Misc\Pathfinding\Pathfinder.cs:line 147 at Intersect.Server.Entities.Npc.Update(Int64 timeMs) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Entities\Npc.cs:line 492 at Intersect.Server.Maps.MapInstance.Update(Int64 timeMs) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Maps\MapInstance.cs:line 693 at Intersect.Server.ServerLoop.RunServerLoop() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Core\ServerLoop.cs:line 27 at Intersect.Server.ServerStart.<>c.<Start>b__2_0() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Core\ServerStart.cs:line 175 at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() 2019-02-19 06:16:55.877 [Error] Time: 2/19/2019 6:16:55 AM #2: UPnP Error: Not something we need to worry about, that should not be logged. #3: Process cannot access Nancy.dll error. I guess this doesn't matter anymore @panda with your new api system in b6? #4: Several DB errors. It looks like you are using a MySql database. "Unable to connect to any of the specified MySQL hosts." Is there any chance that your pc/server was disconnected from the MySql server? Internet failure/pc reboots/etc? Are you making changes to the data while the server is running? That can also be a cause for the issue(s) you're describing.
  4. jcsnider

    Maps Getting Deleted

    @XIVashIX: It looks like you've tried the first server. Can you do the same procedure and try the one here now? https://www.ascensiongamedev.com/topic/3679-maps-getting-deleted/?do=findComment&amp;comment=35989 Make sure to make a backup of your dbs first.
  5. jcsnider

    Maps Getting Deleted

    Backup your databases before trying this server! http://www.ascensiongamedev.com/resources/filehost/c527316261d87339fc340989da8e7cc4.zip Please delete logs, see if you can make the error happen, and send me new logs (even if its fixed).
  6. jcsnider

    Intersect Beta 5.1 Released!

    Intersect Beta 5.1 Released! December 5th 2018 Bug Fixes/Problems Solved: Mysql game databases not saving/loading correctly (They will need to be wiped and recreated!) Attacks being cancelled/not registering on the server. Server crash when saving maps that players are on/around. Loading of certain translation strings. (Like Escape Menu & Server Status) Copying/Pasting of game components in the various editor windows Item equipped icon blocking mouse clicks in inventory (Requires re-downloading InventoryItem.json ui file) Bag window failing to load (Requires re-downloading BagWindow.json ui file) Npcs losing targets when firing spells Npcs firing projectiles in random directions Wording for consumable item editor ('Interval' -> 'Amount') Deleted characters not actually being deleted Engine allowing life steal from resources Fixed EndQuest event command Fixed weird event behavior when using labels inside common event. Fixed trading error where item amounts could multiply and make people rich! Up Next As more bugs are found we will get a 5.2 out.. in the mean time we are working on B6 and some performance improvements! Download If you're already using 5.0 just overwrite your .pdbs and .exes! Download If you're already using 4.9.X please view the migration guide! As always please keep in touch with us and report all bugs that you find!
  7. jcsnider

    Maps Getting Deleted

    @moscano, @XIVashIX, @Xenogene: Will you please complete the following tasks for me? Delete your server logs in the Server/Logs folder. Download and replace your server with this one. (Snipped, new one below) Recreate this issue. Zip your entire logs folder, upload to our filehost, and paste the link below for me to review.
  8. jcsnider

    Maps Getting Deleted

    https://www.ascensiongamedev.com/bug_tracker/intersect/map-loss-bug-r1585/ @Xenogene reported this yesterday. It seems that it’s only happening is very large games/worlds. (Like 1k+ maps) Probably the new DB system timing out while trying to determine all of the changes and send them on to the database itself. Ill be sending you all PMs soon with an updated server which should output more information into the logs for me to look into.
  9. jcsnider

    Map Properties...

    No, but that's a great idea! May I ask that you post that here so we can find it when the time comes? https://www.ascensiongamedev.com/forum/64-bugs-suggestions/
  10. While I cannot comment on when this will be addressed I am happy to announce that the engine has been designed in such a way that keeping the players logged in for that time period, or forcing some other penalty for leaving will actually be pretty simple in Intersect. The "keeping players logged in whilst in combat" is on my radar. I made that change for @Henry back when he was working on Arkadia and it took me like 30 hours of work and didn't even work that well. That won't be the issue here, it's just a matter of time before it reaches the top of my todo list.
  11. UI Overhaul Live Progress Thread Introduction Our primary focus with Intersect is shifting. There are no more massive features planned on the roadmap. Going forward, our primary goal is to polish the engine. We want to get it to a stable point where you all can feel comfortable running large games with it, we want the engine to look nice and be presentable on platforms like itch.io/steam/etc, and we want to make sure that all of the default content distributed with the engine moving forward is completely free and legal to use in all projects (commercial or otherwise) forever. Awhile back we hosted a fundraiser to acquire a set of community tilesets/characters/etc in which people could build their games with. Working alongside @Zetasis we created a character generator which will be packaged with the engine starting in B6. Last year I traded @Aesthetic a few months of Intersect hosting in exchange for a ui mockup. (1, 2, 3) Sounds and music have yet to be sourced, but I'm working on it Anyways, I'm finally getting around to working on the new ui, and while nothing in this thread is final, I want to show off the progress that we're making as it's made, and hopefully get everyone hyped for B6! Main Menu Login Registration Settings Controls Credits Error/Informational Window Up Next - Character Creation/Selection Let us know what you think, stay tuned, I will be posting a lot of progress updates in this thread!
  12. jcsnider

    Map Loss Bug

    I concur, that log is unrelated to the issue being reported.
  13. Not even that.. it's also traveling, spending time with friends/family, doing work that produces an income to support myself. Engine is a hobby. If it's not progressing fast enough then take the salt somewhere else, sheesh.
  14. Beta 5 Wrap-Up Dev Blog Nov. 8th 2018 News and Updates We're all but finished with the creation of B5 which will arguably be the largest update this engine has ever seen! I'm gonna quickly touch on some of the changes you all can expect to see and what you all should test as soon as you have your hands on this incredible update! Weather Effects Use a mixture of animations and map properties to create crazy awesome weather effects: The weather is configurable per-map in the map properties box: Equipment Vital Buffs and Animations Worn equipment can now buff your vitals along with your stats! You will be able to give equipment animations as well, so you can create cool effects like glowing boots, or torches, or whatever you want! Spell Updates Lots of bug fixes here but Kibz also added 2 new spell effects which include cleansing (removing all other effects, to escape from stuns and blinds and such), and invulnerability. NPC Combat Conditions We've removed the basic npc types (Attack on Sight, Attack when Attacked, Guard, Friendly) and added far more customization for NPC combat behaviors. You can make NPCs defend your players and attack your players based on conditions such as level, quests statuses, variables, switches, and more! The uses here are limitless but these conditions would be great for having guards of specific towns attacking or defending the players based on factions, or player actions in that town. It wouldn't be hard to make a bounty system like in Skyrim where the player could get in trouble and then pay off their bounty so they wouldn't be attacked on sight moving forward. New NPC Behavior Options: Using event switches to alter NPC Behavior/Aggression on the fly: NPCs that use switches/variables and decide to defend players: NPC Fleeing & Swarm Mechanics This was asked for a lot.. you can now make npcs run away when their health falls below certain thresholds. This is configurable on a npc by npc basis which is really cool. Furthermore swarming is where npcs come to the aid of their friends when they're in trouble. Super easy to setup now and really effective! NPC & Resource Common Events You can now make common events run when a npc or resource is killed both for the killer and for everyone in the killers' party NPC & Resource Dynamic Drops You are no longer limited to only having 10 item drop chances for NPCs and Resources.. you can create however many drops that you want! Resources from Tilesets Don't want to rip trees and stuff out of your tilesets for resources? You don't have to anymore! Resource graphics can be selected directly from tilesets now! General Combat Upgrades Targeting is easier now when trying to click on moving entities. Kibbelz even added in a hotkey for "auto targeting" which will target the nearest enemy when you hit the hotkey (tab by default). Lifesteal and Cooldown reduction on equipment items now work! Items/weapons can now have static attack speeds when wielded, or increase the players default attack speed by a certain percentage. Hotbar Rework The hotbar used to forget items/spells when you no longer had them in your inventory/spellbook. This isn't the case anymore, and the same items don't have to be drug to the hotbar over and over again each time your players go to the store! Class Balancing Updates This is a big one and requested often. Starting in B5 when you make changes to a class your players' stats will auto-update to reflect those changes! This even works with adding/removing the points your players allocate into their stats individually. Event Upgrades You can now use event conditions to compare player switches with other player switches, and compare player switches to global switches - same thing for variables too! Furthermore you can set the value of switches and variables to the values of other switches/variables in the game! Finally, you can set variables to the value of the current real world time expressed in milliseconds. With these values you can keep track of when players accomplish tasks, create real-time farming systems, daily events, and more! Setting a variable to the value of another variable, or the system time: Comparing variable values with other variables: New Escape Menu Tap escape to reach the options window, you also have buttons that will allow your players to logout, go back to character select, or quit directly to the desktop! Better Disconnect Handling Has your server ever crashed on you while you were play testing your game? What happened? In Beta 4 the client crashed too! In Beta 5 the client returns to the main menu and informs the player that the server connection has been lost! This is minor, but also a nice polish update for our engine. Beware: Updates below are targeted towards our developer crowd and technical speak lies ahead! Jsonification We've already been over this once, so I'll link back to that dev blog and just leave it at this; all of the Client, Editor, and Server language, ui, formula, and configuation files use the json format. This simplifies our code, and is arguably easier to work with. Database Overhaul The entire database system for B5 has been redesigned from the ground-up. We are using Entity Framework now to handle a lot of the database communications for us. This new system properly stores your game data in either a Sqlite or Mysql database using proper database columns and values instead of our previous design which used impossible to read binary data dumps. If you don't know what any of this means, don't worry, it's a good thing! Once you're game is running on B5 you won't have to use the migration tool anymore, the server will handle database upgrades for you automatically. The player database is now separated from the game database... so they can be stored in different locations, or you can store player data in a networked Mysql server and game data locally in a Sqlite database or vice versa. We highly recommend that you continue to use Sqlite for the game data.. but it is really up to you. The server has a 'migrate' command built in now so you can switch to the different database formats whenever you want! API Use web services and other applications to communicate, query, and control your server! In Beta 5 this is just proof of concept. We will release documentation soon on how to authenticate with the API and how to start grabbing player data. In Beta 6 we will have more options so you can alter player inventories, change switch/variable values, and more! This will be the de-facto method to integrate your game with your websites/forums, handle microtransactions, and much more! Stay Tuned! The next big post will be outlining our Beta 5 release plans. Our goal to is to get Beta 5 out to everyone as quickly as possible. We really appreciate your patience, and hopefully you are as excited as we are!
  15. Easy to change in the json files I like Up/Down/Left/Right more.. but then you break W/A/S/D. (Rip) Anyways, another small window done, the little info/error window when the server is offline or you type something in wrong:
  16. It gets set back to 0 on the first line, so right before it is ran. At the beginning or at the end doesn't matter too much.
  17. jcsnider

    There has to be a simpler way!

    In the spirit of keeping things organized/easy to find can we move that to a separate topic? Give us screenshots of your quest config. Your final task setup, and the final event the player should talk to. I'm sure we can get it working. I'm going to go ahead and move this thread to the answered forum.
  18. jcsnider

    There has to be a simpler way!

    Lol it's no problem! I agree with you for what that's worth.. and long term it's a goal of mine to have various simplified events or event "templates" to make all of that easier/quicker. Sadly development time just doesn't allow us to tackle everything and there always seems to be a list of larger priorities to tackle. Good news is that with a little event practice it does get quicker. Game dev as a whole never really does though with the ever growing list of things to do haha. Hang in there dude!
  19. jcsnider

    There has to be a simpler way!

    It could be simpler for sure, we could have fields for a basic message, and basic item rewards, etc... but events allow all of that and infinitely more. It was more important to us to provide the powerful option with our limited time over the more limited/user friendly option.
  20. jcsnider

    Not unicode???

    Changed Status to Closed
  21. jcsnider

    Not unicode???

    Not a bug. Our default fonts simply don’t include those characters. You’re welcome to compile your own fonts, but the more characters you include the larger the file sizes and worse the performance will be: https://www.ascensiongamedev.com/topic/771-replacing-fonts-and-adding-font-characters/
  22. jcsnider

    Heroes Apocalypse

    Agreed. Well done!
  23. jcsnider

    Beta 5 Crash when Select char or logout

    It is NOT in 5.1
  24. jcsnider

    Beta 5 Crash when Select char or logout

    Nope. With a line number in the errors logs we should be good.. and there is a very very good chance that panda already fixed it.
  25. jcsnider

    Beta 5 Crash when Select char or logout

    Like other bugs, we will look into this and have it fixed in the next 5.X release . In the mean time you can edit the GUI to hide those buttons if you don't want your players using them.
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