Jump to content

jcsnider

Administrators
  • Posts

    4905
  • Joined

  • Last visited

  • Days Won

    477

Everything posted by jcsnider

  1. Along with the Packs folder they will also need the fonts folder, music/sounds folders, gui/layouts folders. I think that's it...
  2. Not possible without source code modifications, sorry!
  3. Texture packing takes all of your textures and combines them into massive png images in the Client/Resources/Packs folder. The client will load textures from the texture packs if available and ignore whatever is in the individual folders (ie entities, animations, tilesets, etc) The editor creates the packed textures but cannot utilize them, so you still need the raw/initial graphics in order to edit. Furthermore, if you ever add, remove, or change your graphics you'll have to pack again for those changes to appear. Edit: Texture packing is a simple way to get a slight performance boost on some machines. If you don't absolutely need it then don't complicate things for yourself by using it.
  4. Direction Tapping Mod Description: This mod alters player input handling in order to allow turning the player without moving by quick tapping the directional input keys. Media: Git Patch: Download Based On: Version: 0.6.1.239 Commit: faedd06 Setup: No extra setup steps required. Just install the patch and run. Try quickly (very quickly) tapping WASD or the arrow keys and your character should turn without moving to a new tile. Notes: The logic isn't perfect. You gotta tap so fast that you often move to another tile by accident. I didn't want the delay, however, to make movement feel too clunky. There's definitely room for improvement and I invite others to expand on this and create a better implementation!
  5. Discord Button Mod Description: This mod allows you to add a button to your games's main menu. The button has it's own configurable ui file and when clicked will open a url that you define in your clients config. Media: Preview Git Patch: Download (v 1.1 - Current. based on 10d565f/0.6.1.243) Download (v1.0 - Old, based on faedd06/0.6.1.239) Setup: Once the patch is installed, start your client in order for the new ui and configuration options to be generated. After your client starts go ahead and close it and insert the url that you'd like to open within client/resources/config.json. Add this image to your client/resources/gui folder and name it discord.png. You can configure the size and positioning of your discord button by modifying client/resources/gui/menu/discordbutton.json. That's it, pretty simple! Please let me know if this ends up not working for any reason and I'll see what I can do to help out!
  6. Phasing out Beta 6.0! 3/28/2020 At this point in time we feel as if Beta 6.1 is equally stable or more stable than Beta 6.0. Beta 6.0 is now officially phased out and further development builds will be released as Beta 6.2. If you are still using Beta 6.0 it is time to upgrade to the latest version of Beta 6.1 by downloading the Upgrade package and following the instructions within. Currently there are no differences between Beta 6.1 and Beta 6.2 so it doesn't matter which version you are using. Going forward Beta 6.1 will only receive bug fixes and performance tweaks, while Beta 6.2 will start to receive other small enhancements and quality of life changes. This was one of our final steps towards being ready for an open source release-- it's just around the corner now!
  7. Moved to resource requests.
  8. See: https://docs.freemmorpgmaker.com/start/setup.html
  9. Updated the roadmap again. We've been working so hard on getting the engine ready for the source release that we haven't really kept up with and fully decided upon our future goals. We're working on final code cleanup now, and we will be shifting versions soon (6.0 will become obsolete, 6.1 will become stable, 6.2 will become dev). Source will be released very shortly after we have 6.2 dev builds working. (Expected within the next 2 weeks!) There won't be any new features/enhancements for 6.2 over 6.1 at the time of launch, but it's important that we phase out 6.0 as we head into the world of open source After we open source the engine we will work on user enhancements, bug fixes, overall stability, and eliminating performance bottlenecks. Our ultimate goal is to launch the engine on steam but we will need a project management control panel type app in order to make that viable. The engine could use a bit more polish, and we are exploring ways for people to host in strict networks without port fowarding or paying for a VPS. Right now our goal is for a smooth open source release. We will get together and make a list of goals for a Steam release soon!
  10. You gotta regulate speed first on the client, and then use the server for corrections. The client and server should both know how fast the player can move from one tile to the other. Outside of that input event you need to check and see if the player is already moving, if so don't send any packets. The server needs to keep track of the last player movement time and if another movement packet comes in too fast send a position correction to the client. The goal is to find a happy medium where the server allows some timing variation due to potential latency and doesn't send corrections but for that variation to be small so speed hacking isn't an issue...
  11. I ultimately think it looks different enough, but I do post the blanket warning because most people don't actually know. Best of luck!
  12. It looks really good but please be careful. To me that looks exactly like the old Crystalshire UI which is pretty much the only UI that was never publicaly shared for reuse. Robin does stop by every now and then and has been known to ask developers to cease using those assets in particular. I'm not sure if this is all custom or not but I want to give a fair warning. Ricardo has also been warned for the use of the same assets in Crybits and plans to phase them out in the near future. Best of luck!
  13. Events are instanced per player. If you need locations to sync up check the global checkbox by the events name. It is intended that events ignore npc avoid tiles at this time.
  14. Can't. Wait for open source.
  15. Because in the database the colors are saved via string I bet. So in the database it's saved as the colors in your language. Edit: That shouldn't be the case.. but if it is we're certainly not going to change it.
  16. I'm not sure, but that's a completely different issue and needs to be asked in a new thread.
  17. That was fixed in 0.6.1.233. Download the latest Development build and it will work.
  18. Nothing in play yet.. these sorts of very specific and arguably niche edits will have to happen with source edits on a game by game basis.
  19. Computer is configured correctly. Router doesnt support UPnP so you have to manually port forward port 5400 UDP to your PC's local IP which is 192.168.1.199. Figure out what router you have, and then find the guide here on how to port forward by selecting your router brand and then model: https://portforward.com/router.htm
  20. You packed textures. Delete client/resources/packs. Don't use texture packing unless you absolutely have to.
  21. No. 229 was broken. 234 is how it's supposed to work.
  22. The event dies once conditions are no longer met.
  23. Please translate to English for support.
×
×
  • Create New...