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jcsnider

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Everything posted by jcsnider

  1. If our server can see that your game is public then your port forwarding is fine. If players cannot connect then something on their network is blocking the outbound connection (which is very rare/unlikely) or their client config is wrong. (Does not include your external ip or wrong port.)
  2. I've watched House enough to know that no one in this world has Lupus... so you're probably good.
  3. Delete the client/resources/packs folder and don't use texture packing until your game is ready for release.
  4. You gotta think of it like a highway.. port forwarding needs to happen at every mile marker: Modem -> Router 1 -> Router 2 -> PC Firewall -> Antivirus -> Game It looks like you've configured Router 2... now you need to configure Router 1 and open it's port to router 2's local ip, and then if your modem is a firewall you'll have to open a port there leading to router 1 as well...
  5. Open the settings menu and uncheck auto close Windows.
  6. Sounds like settings are mostly correct. A few small things to check: In your config UseSSL should be true. Gmail port is actually 587 not 465. If your gmail account has 2fa enabled then you need to create an app specific password for smtp.. here is a link for that: https://myaccount.google.com/apppasswords Quick Google shows that when SMTP settings are valid but result in timeouts it's because it's being blocked by your ISP or network. If everything else above doesn't help it could be that and possibly outside of your control.
  7. The template is an html file in Server/Resources/Notifications/PasswordReset.html. Change however you'd like.
  8. There is no room for such sound logic on this forum or in this engine. Take it elsewhere.
  9. Automated Intersect Builds & New Bug Tracker! 9/16/2019 Automated Builds Now that we've wrapped up most of Intersects' planned features we're looking towards the future of maintaining an engine that's as stable as possible. Part of that future requires us getting new releases and bug fixes deployed rapidly instead of weeks or months apart. In order to achieve this goal we are now using a continuous integration system called Teamcity. Teamcity monitors the Intersect code base, and when changes are detected it automatically creates and distributes new Intersect builds. Build Numbers Every build has a build number, and that number will appear within your Client/Editor/Server. Change Log Teamcity looks at our code base and creates a change log that you can view for each build to see what bugs are being fixed and what changes to expect: Build Notifications When new builds are created Teamcity will update the Intersect download page on FreeMmorpgMaker.com and will make a post on our forums! You can follow the Stable Builds thread to be updated when new builds are generated. Downloads Every build has 3 downloads. (Full/Upgrade/Patch) Full downloads are for clean copies of Intersect for new games/projects. Upgrade downloads are for upgrading from the most recent major Intersect update. (IE: 0.6.0.X -> 0.6.1.X) Patch downloads are if the version number is the same except for the revision at the end. (IE: 0.6.0.0 -> 0.6.0.115) *Patches do NOT need to be applied in order. Stable & Development Builds Stable builds contain bug fixes and performance boosts only since the most recent official release. Development builds (coming soon) will be unstable builds that contain the newest features expected in the next major release. Bug Tracking Our current bug tracker does it's job, but that's it. It leaves a LOT to be desired and it is hard to search to find bugs that have been previously fixed or already posted. I'm happy to announce the new Intersect bug tracker located at https://tracker.freemmorpgmaker.com New Bug Tracker Features Cleaner Interface Easier to Search Better Labels Reactions Assignments More! Reactions You can react to bug reports now, and the bugs with the most reactions/activity that are plaguing the most users are the ones we will try to fix first. Only for Bugs Our current bug/suggestion tracker will be re purposed as solely a suggestion tracker. It makes sense to separate the two, because bugs require more immediate attention and we don't want them getting lost or unseen. I am bringing both of these systems online right now! If you have pending bug reports on our current system please feel free to move them over to the new one! I recommend that everyone go ahead and grab the latest Intersect v0.6.0.115 for about a dozen bug fixes over the original Beta 6 release! We're finally automating!
  10. You should never provide individual users with API access. Instead your NodeJs app will have an API account and it will use that to validate passwords as your users login and your app will then do its own permissions for each user so you can determine who can access what. Your NodeJs app would send any API calls that the users need for them.
  11. On windows if you get this error 2019-09-13 16:47:51.244 [Error] Failed to start API. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Net.HttpListenerException: Access is denied It likely means you need to run as admin. Windows has urlacl which controls the hostnames/ports you can listen on. Alternatively you can use the urlacl command to give your account access to that hostname (http://*:5400) info linked below: (running as admin is easier imo) https://docs.microsoft.com/en-us/windows/win32/http/add-urlacl
  12. I think it would just be: "Intersect Server.exe" --apiport=5400 Not completely sure for windows though.
  13. Mind opening a bug report regarding http://*:5400/ not working via the config along with the error above?
  14. Can confirm it's a bug at this point... If you set the config back to default: http://localhost:5400/ And then launch the server using the parameter: --apiport=5400 Via a terminal does it work?
  15. Share your api.config.json
  16. Email template is stored in the Server/Resources/Notifications folder NPC Names are bugged: https://www.ascensiongamedev.com/bug_tracker/intersect/fix-target-b61-npc-nameaggression-colors-r1695/ Swarm makes nearby npcs of the same type aid the npc you are attacking. Do not check the aggressive box, and the npc will attack and attacked assuming no conditions are set.
  17. Your router is configured correctly, and this line confirms that you've properly configured your pc: When your external ip as seen by our server, and as seen by your router varies that is NOT a good sign: That generally means your network traffic goes through a CarrierNAT (confirmed by the 100.X.X.X address). That CarrierNAT is likely blocking the ports, and you'll have to get them to open them if possible.
  18. Do: http://[public-ip-here]:5400 Instead.
  19. Type netdebug into the server console. Give us the link it generates.
  20. They're set individually for all UI elements. Search for .wav in any of the Client/Resources/Gui/Layouts/*/*.json files If you're not looking to super fine-tune or customize you can just replace the wav files with your own sounds using the same filename and you're good to go.
  21. Best guess is that the version of mono you're using is out of date. You can check your version with mono --version I have about 2 dozen intersect servers running on my Centos machine with mono Mono 5.20.1.19
  22. Added a "sources" branch to the Github repo with the source .psd file for the new UI and all of the MonoGame font/shader sources and generators: https://github.com/AscensionGameDev/Intersect-Assets/tree/sources
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