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jcsnider

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Everything posted by jcsnider

  1. No need for two active topics on this subject. Locking this one in favor of the source request: https://www.ascensiongamedev.com/topic/5004-login-in-main-menu/?do=getLastComment
  2. That's proper usage. || works pretty much the same as VBs or.
  3. No to both. Hit would be weird since you can continue other actions after being hit. (Separate mod) Death would be insanely difficult because upon death the entity is immediately removed from existence -- it doesn't stick around in order to render several frames.
  4. MonoGames font engine is extremely basic. You can only generate plain fonts from your Windows font folder. If you have an Arial Bold then that can be used. Shadows, Outlines, and other special effects aren't possible. I'd be open to replacing the font engine with something better down the line, but as of now there are more important systems that need attention.
  5. If that's the case open a bug report because it shouldn't allow trading of bound items.
  6. Routers often block connecting to self via external IP. You can ignore that. Use localhost for yourself and your external IP for everyone else.
  7. Server Status (as seen by AGD): Online It is seen. You're good to go.
  8. Put the IP in quotes so the json format is valid.
  9. If you change the user DB while the server is running you are very very likely to lose data and experience player rollbacks. This is because the server retains DB info at all times and when saving if the DB has changed the server will panic and crash. That means that you can't add users via PHP. It's API or bust, it's literally why we made the API.
  10. You have to tell your router to allow outside traffic from the world to connect to your game. The easiest way is to turn on UPnP in the servers config.json. Most of the time that handles it for you. Otherwise you will need to lookup the model of your Att device on PortForward.com and follow the directions to manually port forward port 5400 UDP to 10.8.0.30.
  11. You have 2 routers or modems acting as firewalls on your network. Intersect automatically forwarded from the inner router (dlink) 192.168.0.1 to your computer at 192.168.0.180 You need to connect to the outer router or modem (helix gateway?) and port forward to the inner. The admin page should be at: http://10.0.0.1 You will need to port forward UDP port 5400 to 192.168.0.1. PortForward.com has guides for nearly every make and model of device if you wanna search their site for the helix they should be able to tell you how.
  12. I almost think event tiles would work better. Even takes an item, turns into a shelf, and then you can get your item back later. That event would be massive but could then be copied and pasted to like 10 locations in the house or something. If you're just dropping inventory items you're very limited, and they will vanish on server reboots. @MohenjoDaro is on the right track though for doing what you asked.
  13. Got all the docs right here: https://docs.freemmorpgmaker.com/dev/start/vs.html Once you have your own git repo setup, and the source cloned and everything you gotta replace Intersect.Client/icon.bmp, commit, and push. Then when you need to pull updates you do this guide: https://docs.freemmorpgmaker.com/dev/pullrequests/pulling.html
  14. Yes, every single time there is an Intersect update people are opting to grab our changes, merge them with their own edits, and then rebuild and redistribute their game.
  15. Nope. It is often used in lower level hardware code (which is what Kibz does IRL).. I personally cannot think of usages for the event system but that's just because I forgot about those operators after college. Gonna tag @Kibbelz, he made have had ideas for it in mind.
  16. Bit shifting: https://www.interviewcake.com/concept/java/bit-shift
  17. You need to install mono. Then use terminal. cd "/Desktop/Intersect Engine/Client and Editor" (replace with the location of your client folder) then mono "Intersect Client.exe"
  18. You can view the modifications by opening this patch, or any others using Diffy.org, but given that we're updating the engine literally daily or multiple times throughout you're insanely better off just hoping on the Gitwagon @Julian @SlapSlapRaps
  19. If you double click the fonts it should show you the font name: I think that's what you want.
  20. Just install it into Windows. That's where the pipeline grabs from.
  21. Your translator is killing you. I'm assuming you're asking about the source code, which yes is right here: https://github.com/AscensionGameDev/Intersect-Engine If you're actually asking about fonts, the ones we've used have been here the whole time: https://github.com/AscensionGameDev/Intersect-Assets/tree/sources
  22. By design Events are tied and owned by Players. Npcs cannot trigger events. I realize this is a source request topic, but the amount of logic involved to get this working, plus the performance impacts of having npcs running events all over the world make this unviable. What about getting more specific and just asking for a 'Summon' spell type that players and npcs could both use?
  23. Don't make modifications to the model builders, snapshots or migrations manually. Follow the guides here https://docs.freemmorpgmaker.com/dev/advanced/database.html
  24. Beta 6.2 Development! 4/5/2020 Introduction Because we're now automatically building and publishing development builds it makes sense to have ongoing development threads so you all know what's new in our development builds. This thread will cover quality of life changes, new features, and more for Beta 6.2. Event Variable Multiplication and Division - (3/30/2020) The first enhancement in Beta 6.2 is the ability to multiply, divide, and shift event variables. Updated Server Statuses - (4/4/2020) The main menu server status indicator will now indicate whether servers are offline, if there are version mismatches, and soon when we add options for player limits it will be able to display if a server is full. *This was added to stable as well post release in order to reduce questions on why the client and server wouldn't connect in the instance of version mismatches. Entity Animation Frames - (4/8/2020) This is probably been the most requested feature that we have put off until now and we're finally caving in! Entity animation frames are in the pipeline at the time of writing and will be available soon! Just add create graphics with the appended postfixes ("_idle.png", "_attack.png", "_cast.png", "_shoot.png", "_weapon.png") in the graphic names in order to activate. These animations work on paperdolls, spell transformations, and can easily be expanded upon with source mods going forward! Previews: Example Graphics: Download (Credit @Zetasis Embedded Auto Updater - (4/21/2020) 6.2 introduces an optional built in updater system that you all can use for your games! It's pretty simple, but requires that you have some sort of web hosting capabilities available to you. To use the updater: In the editor you click on Tools -> Package Update, and that will create a folder full of files for you, upload that folder and it's contents to your webhost! Inside that folder is a file called update.json, get a link to that (ie: https://freemmorpgmaker.com/updater/update.json) and throw that into your Client/Resources/config.json file as your UpdateUrl. As you upgrade your game to new Intersect versions, or update any of your games' resources simply use the editor to package a new update to replace the one on your webhost. Your client and editor will do the rest every time they're launched, they can even replace themselves so you don't need an external updater application. Full documentation can be found here! Loot Ownership - (4/29/2020) @Joyce added new loot options so that loot ownership and timing is taken into account when loot is dropped.! Adds the ability to tag MapItems with an owner, and only allow the owner (and their party) to pick the items up for a configurable amount of time. NPC drops will attempt to use the player that did the most damage to it as the owner, unless killed by something other than a player. Player drops will attempt to use player that did the killing blow as the owner for the items. Unless killed by something else. Items dropped from the inventory voluntarily are also subject to ownership. Items that you are unable to pick up can be configured to be hidden Options for all of this are in the servers config.json Note: The ItemDespawnTime and ItemRespawnTime have been moved/renamed so those values will be reset when upgrading to this version... if you have changed those values please be sure to go and modify them again! More Coming Soon! We're always going to keep working on and improving the engine, we don't really have a roadmap at the moment but we will get more news and a plan going forward out shortly!
  25. Thanks for sharing! It's awesome to have DSO and team members around here ^^
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