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jcsnider

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Everything posted by jcsnider

  1. Updated the roadmap again. Beta 6.1 will be the final Intersect Beta. Once 6.1 is relatively stable we will be releasing the engine's source code ^^ With some help from the community we will work on future plans for the engine, and a roadmap to a Steam release once the source is out Source release is imminent!
  2. Beta 6.1 Wrapup! 2/16/2020 Introduction Beta 6.1 is about to be released and unfortunately we never really wrote dev blogs along the way to talk about the new features, so this will really show off all new features in the upcoming Beta 6.1 release. Extra Client Font Options You can now change the fonts in the clients config to select different fonts for damage numbers, chat bubbles, and entity names/labels! You can now configure the server to keep players logged in while in combat! If they disconnect their character will remain in game until they die or they are safe! Furthermore, item and spell cooldowns persist through logouts and server reboots, no more logging out to refresh cooldowns Colors Cleanup The colors.json file has been cleaned up, and has been made to be more dynamic. You can now add custom item rarities and color them beyond the engine defaults. Trap Spells & Projectile Piercing Kibz added trap spells! Lay traps on the ground and watch your enemies burn when they walk over them . Piercing projectiles will continue to fly through the air after hitting an enemy and can hit multiple targets in a row. Equipment Buffs Kibz added new effects that you can attribute to equipment. Tenacity will reduce the effects of enemy status effects, luck will increase your chances of item drops, and equipment can boost the amount of exp your players gain! Event Command Upgrades Restore HP and Restore MP commands can now adjust vitals by specific amounts (think traps ) Entering an amount of 0 will fully restore vitals, so existing restore commands don't break. Attack Speed Adjustments If you don't like scaling attack speed off movement speed you can now set static base attack speeds for npcs and player classes: Player Labels Events can now be used to set labels over players' heads. These labels can be used for pseudo clan tags, factions, and more! Player Name Colors You can also change a players' name color via an event! String Variables We can finally store strings (text) into variables and collect input from players! Event Parameters Events now have parameters that you can use within string variables and anywhere you enter text. Use the \evtparams to get a list of all parameters available for an event. Use \evtparam{name} for an individual parameter value. Event parameters will contain situational fields as well, for example in a player killed event it will have a parameter for your victim or your killer. Mix event parameters, assign them to string variables, and you can create some really unique features with events that weren't previously possible! Release Plans & Going Forward Starting with Beta 6.1 we're going to open up a second release channel called development. You can upgrade from stable to development and try out the new features, but development releases will be prone to more bugs. You cannot downgrade from development (B6.1) back to stable (B6) due to database migrations, so if you opt to give the development build a try be sure to backup everything first! Beta 6.0 will continue to receive patches in the stable builds channel and should be used for live games until Beta 6.1 is deemed stable. There are no more features planned at this time until we've cleaned everything up . The next major release will be source once Beta 6.1 reaches a relatively stable state! We're actively working on prepping our Github repo, forum, documentation, and more for the imminent Intersect source code release!!!! We're finally here, and hope you all are as excited as we are!
  3. Npc and base player (class) attack speed can be statically set in b6.1
  4. jcsnider

    commands

    No. If you're in game and you are an admin you can hit the insert key on your keyboard to access the ui admin menu.
  5. 2 things: First, make sure you have .net framework 4.6.2 or greater installed. Secondly, if you are using 0.6.0.186 revert back to 0.6.0.185
  6. Undo the changes to your PHP file. Change the line back to: $url = "http://192.168.0.10:5400/api/oauth/token"; Edit your server api config file, change the hostname to: "Hosts": [ "http://*:5400" ], Run your server as administrator so windows will allow it to bind that port, if it gives you an error change the port to 5402. It should work after that.
  7. Don't change the api config file in the server, it is good. Change your php script to $url = "http://phaeniom.freeboxos.fr:5400/api/oauth/token";
  8. Maybe try this: http://phaeniom.freeboxos.fr:5400 instead of http://192.168.0.10:5400 in your php script?
  9. Share your server/resources/config/api config file
  10. What error or errors do you receive?
  11. That UI is completely out of date and totally incompatible with Beta 6+. You can take those images and try to modify the .json files in Client/Resources/Gui/Layouts to match but that is a very long and daunting task.
  12. Make sure Mono is version 6.8+. After that you'll actually have to share the errors for us to help.
  13. Looks like the animation height is also 32 pixels.. if you can confirm that then we do indeed have a bug here. Will want to get this added to the bug tracker once I have it up and running.
  14. Let's clarify before diving into this further. When you say above are you talking about render layer in 3d space or above as in the animation is shifted so on screen it is several pixels higher and doesn't line up with other animations? Any chance of getting screenshots of what you mean, exactly?
  15. Looks like a bug Can you please post it here? https://tracker.freemmorpgmaker.com/jcsnider/Intersect-Engine/issues It will ask you to include your engine version and other information which will help us fix the problem up asap.
  16. @Cernik can you post your specs and what you did to resolve this? Would be nice to have info in order to help others.
  17. It's all based on the height of your 'frames' in the entity sprite sheets. If one sprite has more transparent pixels above their head versus another you'll have the same issue. Only real way to tweak it is to modify the graphics so they are similar.
  18. We use Entity Framework as an ORM which allows us to utilize a code first DB design. When setting up the DB structure we created a HasMany relationship for players having friends. EF (without our intention) created the contraints, which while not necessarily isn't the worse thing in the world unless it's setup wrong. That was the case here. We're definitely still learning as we go, luckily the friends table is actually really unique and the likelihood of this ever happening again is very very low.
  19. Resolving Rollbacks 2/5/2020 Intro Some of you have experienced data loss and rollbacks using Intersect since the new database system was introduced in Beta 5. These rollbacks were extremely rare, required very specific conditions to be met in order to occur, and only a handful of users ever reported the issue. I'm happy to announce that as of Intersect version 0.6.0.180 rollbacks have been resolved, and we've added extra logging and safeguards so they will never happen again! That's pretty much all you need to know, but I want to get a little bit technical and share exactly what happened,, how we've fixed the problem, and how we're making sure it won't happen again going forward. Let's dive in! Overview Before diving into the cause of rollbacks there are a few things you need to know. First, saving changes to a database takes time, based on your processor speed, disk speed, and other factors it can take as little as few milliseconds or as much as a minute. It is not acceptable to halt the server while the database saves, so we run the saving functions on separate threads so game logic/npcs/events/etc are not impacted. Secondly, when building a database you can define various rules. For example, if I designed a database for a blog it would consist of blog posts, users, and comments. One of the rules I would create is comments belong to blog posts. That belonging relationship means that if a blog post get's deleted then all of the comments will automatically get wiped as well. Intersect's database has similar sets of rules, and rollbacks to the player database were caused by one of those rules not being met after deleting a player. When the rule wasn't met database saves would fail until the next server restart. What caused the rollbacks? In order for rollbacks to occur, you the following actions must have taken place in the following order. First, multiple players had to have been on your server. Players must have become friends at one point in time. The server must have been rebooted. Finally one of the players must have tried to delete their character. Our database has a rule on the friends table that makes sure a 'friendship' has 2 existing characters. When the player tried to delete their character, that rule would have been broken, and all database saves from that point on would fail. What else went wrong? We had several issues which made solving these rollbacks difficult. Very few users were reporting the bug because that chain of events wouldn't happen in games unless they were open to the public. Due to us running the database saves in a separate thread, database errors were being lost, instead of logged by Intersect's bug handler. What's changed now in 0.6.0.180? The bad 'rule' that caused saves to fail after characters were deleted has been fixed. We now have better error handling code outside of our primary logic threads. If new bugs are introduced that would result in a rollback, Intersect will detect the issue, log the error for us to fix, and promptly shutdown so data loss is a few minutes at the max instead of days or potentially weeks. Going Forward! Update to 0.6.0.180 ASAP! And after you've done that it's time to get back to work! I want to say thanks to @Dashplant, @Aesthetic, and @Mapyo for helping provide logs & databases while we figured this out. @panda put a ton of time into debugging and improving our database logging capabilities and deserves credit as well. No more rollbacks!
  20. The version of Mono that we use to run our game servers has been upgraded! Between that and the upcoming 0.6.0.180 update a lot of the small annoyances have been fixed including: Long server shutdown times (fix is live and already applied!) Inability to run migrate command within the console Malformed onlinelist within the console and more!
  21. Please keep the discussion regarding this issue here: https://tracker.freemmorpgmaker.com/jcsnider/Intersect-Engine/issues/94#issuecomment-643 If you can provide any extra concrete info in addition to what has been discussed please feel free to do so. I am actively working on finding this bug, and hopefully will have some good news soon.
  22. Import has been broken for awhile and therefore has been disabled. It will make a return at a later date... but probably not before source release.
  23. Best of luck @Khaikaa. We'll look forward to see you around again soon.
  24. Mono versions do not equate to .Net framework versions. Try updating to Mono 6
  25. I'm away on vacation right now, hoping to get back into dev in the very near future. Keeping in mind that I am not available at the moment to test anything having the following will help a lot when I become available: Audio recordings (or video) of the expected behavior vs actual I'm guessing the 'bad' behavior is very obvious to those who are not musicians but it would be nice to know what you're hearing so we can know if we are accurately recreating the problem The audio files you're trying to use. They can be PM'd to me if you're uncomfortable sharing on the forum but they will be critical in making sure this can be resolved. Also, this is technically a bug report, and this post will get lost with the thousands of other posts here.. if you can duplicate your notes above to a bug report we will remember to look into and fix it: https://tracker.freemmorpgmaker.com We have other people with audio/music issues being reported like: https://tracker.freemmorpgmaker.com/jcsnider/Intersect-Engine/issues/89 Hopefully fixing this will resolve those as well. Hopefully it is something that we can easily fix and isn't a MonoGame issue at the core.
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