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jcsnider

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Everything posted by jcsnider

  1. You need to checkout or be on the branch with the edits you want in the patch. Then you run the git format patch command and reference the original branch to compare to.
  2. Would definitely be a lot better. I don't particularly want to dive into adding additional controls but I welcome others to expand on this patch :).
  3. So the code for the mod is solid.. but our input handling code in the base engine itself need a small tweak. I've created a PR, and once merged the bug above will be fixed: https://github.com/AscensionGameDev/Intersect-Engine/pull/62
  4. Updated the title of this thread. For those who are somehow still skeptical this IS LEGIT. After 5 long years the source is available. Grab it from github and start designing!
  5. Checkout Player.StartCommonEvent
  6. Right click on the download link and save it as discordButton.patch
  7. You'll want to make some tweaks here: https://github.com/AscensionGameDev/Intersect-Engine/blob/198d91a6cb50c9ac7b7f5d7523e4502ea6a0b0f7/Intersect.Client/Entities/Entity.cs#L517
  8. Visual editors only exist for Windows Forms which the editor uses... rendered ui element in game must be defined and designed in code. Pretty much you can pick any element that already exists and find it in code to see how it is defined. The same properties that exist in the json files are the ones you can use in code.
  9. Read the getting started guide.. it will help you set everything up and has links to how to apply Git patches: https://www.ascensiongamedev.com/topic/4760-read-first-installing-modifications-for-users/
  10. To change the version numbers of your projects you need to open the properties for each project: In the project properties you can then set the assembly and file versions. You must change the versions for all components (Server, Core, Client, Editor, Network, etc). A quicker method is to use Find/Replace. Find the version you have, enter the version you want to build and replace for the whole solution: Be careful.. if you change version numbers to make clients and servers connect that have incompatible code you will encounter bugs. It's best to always compile your own client and server at the same time so you know they are based off the same exact code base.
  11. There is a bug with this that I'll try to fix later tonight: https://cdn.discordapp.com/attachments/502642435118333953/694920615676608603/2020-04-01_15-45-22.mp4
  12. Close visual studio and then open it again. The hit Build -> Clean Solution then click Build > Rebuild Solution.
  13. Localhost only allows you to host on your own PC. Go find your gaming rigs local up address. Most likely 192.168.X.X and use that instead. You might have to allow the intersect server through windows firewall.
  14. I think if you change formRandomPlacer.Show(); To formRandomPlacer.ShowDialog(); You can remove all the excess.
  15. Is this all editor-sided code? I'm wondering why there are changes to the DB interface, and such.. I think there are more edits than necessary. You don't need to set the current editor or create new gameobjecttypes. This can be simplified greatly.
  16. The only fool is the title which is only half a fool. I wanted to see how many of these announcements would get insta deleted due to the subject line. The source is legit though.
  17. The first half of this (loot appearing earlier for the killer) is something we would also probably accept as a PR into the dev branch. It is a fairly basic feature i feel most orpgs would want.
  18. Looks okay... for consistency it would be great if you could use the Editor's localization for the form so it can be translated. I'm approving as of now and marking as untested.
  19. Server Config -> Map -> Width/Height The server config also limits to 64 for width/height https://github.com/AscensionGameDev/Intersect-Engine/blob/b95fa91e8b46b997d3d842d0c453605882737756/Intersect (Core)/Config/MapOptions.cs#L35 That isn't as important anymore as it used to be.
  20. MonoGame itself doesn't support gifs. You'd have to get some sort of extension to read your gif, make pngs for each frame (whether it be in memory or on the disk) and then edit the source to rotate between rendering those images at a certain time interval.
  21. Correct. Any time stats are updated packets get sent from the server to client with updates. See Core/Networking/Packets/Server/EntityStatsPacket and PlayerEntityPacket. If you look and see where those are referenced you will see how they are used. Depends on whether it is a client side only property or not... most likely you will want to add to both since later on you mention saving to the database. Changing entities is the first part. Any public fields without the [NotMapped] property is automatically saved to the database. You cannot rename fields or remove fields (for now) due to sqlite shortcomings. If you add more fields you will need to create a database migration through entity framework. I have it documented here. Also, just as a note, the loading of the ui config from json actually happens here: mCharacterWindow.LoadJsonUi(GameContentManager.UI.InGame, Graphics.Renderer.GetResolutionString());
  22. Soonâ„¢ has arrived! Source is out! Learn more here!

  23. First off, we hope you're doing well and staying safe! In order to help fill the time we're happy to announce that Intersect's source code is now available on Github! There are several resources available in order to help developers become acquainted to our code and facilitate collaboration: Github Repo Developer Documentation (tailored towards new/young developers) Developer Discussion Development Questions Source Modifications Custom Versions Bugs and suggestions going forward should be posted on the new Github issue tracker. We invite all developers to assist and submit pull requests as we continue engine development. Our focus moving forward will be on stability, performance, and smaller quality of life enhancements. Intersect has already proven that it can handle dozens of players online at the same time, but there's plenty of room for improvement! Thank you for your patience while we have worked to get the engine to this point! It's taken a lot of work to get here but we're finally happy with the core systems in place. We hope that you all take our work to new levels, and we're looking forward to seeing what you create!
  24. Then delete your client/resources/packs folder and don't hit the texture packing button in the editor.
  25. Replace client/resources/gui/background.png
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