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Everything posted by jcsnider
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Your client and server language files are wayyyyy out of date. That's why you're seeing all of the text with //section/id. Delete everything in Client/Resources/Languages and Server/Resources/languages to fix that.
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Port mortem report for anyone else that finds this thread. We manually logged into @Rapieros routers web config and port forwarded both ports 5400 UDP & TCP. It immediately started working after that
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Your friend and my server cannot connect to your game. There is a firewall or antivirus somewhere in your network that's blocking connections. Windows has a firewall. Most routers have firewalls. Sometimes modems have firewalls before the router. (In this rare situation Intersect will say that UPnP succeeded when it didn't.) Make sure Windows firewall is off. Send us a screenshot proving it. Then open up command prompt or powershell. Type in: tracert ascensiongamedev.com Send us a screenshot of the output from that command and the following command: ipconfig
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I meant to get back on tonight and play a bit but life got in the way. Hopefully you'll see me tomorrow evening
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Just fixed this, 4.7 was creating your databases wrong. For anyone who started a new project (from scratch/new datbase) in v4.6 or v4.7, your database is broken! Delete everything, and re-download 4.7. This will allow skills, items, etc to be saved again. Sorry for the inconvenience! https://www.ascensiongamedev.com/community/files/file/3-intersect-engine/
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Story Today I did this on my project...
jcsnider replied to SkywardRiver's topic in Design & Creativity
Weather system But each weather thingy is an animation lolz -
Story Today I did this on my project...
jcsnider replied to SkywardRiver's topic in Design & Creativity
http://www.ascensiongamedev.com/resources/filehost/bb9bf9e2f85f7f0b0a40eab36f3c3bd5.mp4 -
I kinda agree. If you do entirely JSON then you have to make 1 query to get what you need and then parse, and everything works the same way. If you go half and half then you have to read all of the custom column values and then still do json parsing after the fact.
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Umm excuse me? Think you should double check the scoreboard my friend
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Just got done with the Jsonification of the UI. Instead of 2 massive xml files (Menu.xml and InGame.xml) we now have 46 smaller/targeted files. Load times are quicker when opening each window and making modifications to specific windows should be better because it'll be easier to find the options that you want to edit.
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For now you don't need to do anything. If you want to make a translation for the new system you can start translating the new files above. This post is more meant to just give everyone a heads up on what I'm doing
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Approved just in time. Looks great! I'll join in as soon as I can
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I understand the technical superiority of using our database as its intended to be used. I also understand how it would improve the lives of many developers (and potentially myself down the line). I'm okay with these changes being made. I do have concerns (Joyce mentioned a couple of them) for when this is done. But I have far more concerns regarding the transition itself. I foresee challenges that I cannot throughly explain in a forum post - this change would require cascading system overhauls all throughout the engine. Regardless, while I'm open to this happening, it's nothing something I really want and right now I see game breaking bugs and larger engine upgrades that could be done that'd take far less time. As a result, I'm not willing to commit the time to make this happen. But @panda might be going all the way. We haven't had a chance to talk so I'm not sure. I'd be rooting for him if I were you.
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Concept "Why should you play my game?"
jcsnider replied to Weylon Santana's topic in Design & Creativity
Most people do not understand how large scale of a project creating a game is. They eventually realize how much work they have to do and get discouraged. They then pick a random flaw or shortcoming in the engine and use that as a reason to pause development or quit their projects entirely. Engine flaws are temporary, and get fixed in our updates. If you halt development between updates because there is a bug in the class editor then you've lost a lot of time you could have spent mapping, creating events, items, quests, etc. Hard engine limitations will soon become soft -- the source code will be out and people can use code to extend functionality and add features that we won't add. Still, most will keep finding reasons to wait for extra features, and keep jumping back and forth between engines trying to find the "perfect" unobtainable fit instead of spending time on game content. In my experience, the best games to come out of communities like there are from developers who can use the same tools that everyone else has to create something that's still unique, engaging, and fun. Games like Arcwyre, Nightmare, Nimue, and The Wheel are prime examples of the point I'm trying to make, their devs have access to the same exact tools everyone else does yet their games look a lot better than the majority posted around here. Features are important but if you have a shitty design concept or nothing special to make your game stand out from other games then you're game likely won't succeed. I think everyone should follow in @Weylon Santana's footsteps and put some thought into their projects in order to determine determine what's going to make your game stand out above the rest. If you can't make a decent list of unique ideas/concepts before getting into lists of new features then you're going to be in trouble. -
Nope, you should be able to add tool types as of now... did you restart the server after messing with the config? Also, im reading the config. You have: <Slot3>Fishing Rod</Slot3> <Slot3>Sheers</Slot3> it should be: <Slot3>Fishing Rod</Slot3> <Slot4>Sheers</Slot4>
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Its looking like @panda is attempting to create the logic that would create columns and extra tables to store all of the game objects' values. That'd be the best case scenario.*** (I'm on edge about this, we'd then have 3 or 4x the tables and the data base would be a mess to navigate and upgrade) If that doesn't happen then yes, at the very least, in Beta 5 the binary blobs will be replaced with serialized json.
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This isn't Eclipse. When you hit save password it doesn't store it as a file in the client folder -- and it doesn't store your password at all, it's a hash, and it's hidden in your registry. So don't worry, distribute your client, your saved info won't go with it.
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Yes, all of the properties will be the same, just a little bit of a different format. For those with existing ui changes, you've be able to throw your modified file into a comparison tool with the default ui file, see what's different, and then manually move those changes to the json equalivants.
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If you hit view, and use that to disable fogs at the top.... ... you can then go into the map grid and select the open to re-download all map previews... ..this window will appear asking if you want to use your current view settings, just hit yes and the fogs will not show up in the grid ------------------------------------------------------------------------------------------------------ Side note, you can also pair that with Day/Night settings to force the grid to take night time shots of your world
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Yes, being able to easy serialize almost any Intersect class/structure will be a big benefit of already using this Json library. I expect to see REST services in the future that process and distribute json objects (like character info, item info, etc, etc)
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Jsonification! Nov. 28th 2017 News and Updates After the buggy Beta 4 release, and 7 (going on 8) patches we're finally making some decent headway into the Beta 5 todo list. I'm working on jsonification -- I'll explain that more later. Panda is working on some database changes and Kibz is back to work with some quality of life modifications. (Infinitely many npc drops and the drop rate going below 1% for starters!) I will let them discuss everything else they're working on at their own pace. Let's jump into what I'm doing. Jsonification (verb: The act of replacing .xml files with .json alternatives) Intersect uses .xml files for all of our configuration purposes. We use xml for basic server settings, color definitions, language translations, and even the dynamic ui system. Xml has been fine, but I recently discovered that by using Json we could eliminate a ton of code from the engine along with several other benefits. The biggest benefit for switching to json is that when we add more options/translations/colors/etc they will appear in your existing translation/config file and not require you to add it manually or start your config again from scratch! (This is huge for people trying to keep up with translations every update) Json files are smaller than xml files Json doesn't use nearly as many characters for layout, so the file sizes are smaller. Pictured below is our current server config.xml file (first) compared to the new config.json file (second). Language files are Jsonified too! Translations will have to be re-done just one more time! In the future, if we change the engine strings then changes will appear in your language files automatically so you only have to translate the new stuff instead of the whole file every single update. XML Language Example (Old) Json Language Example (New) Dynamic UI is up next! This is giving me a good opportunity to revisit Dynamic UI and fix how it works. Instead of the massive files that take forever to load and are scary to work with, I'm separating each window/panel into different json files. The same benefits apply to dynamic ui -- after this update, if we add more options to the ui elements they will appear in your modified files, instead of forcing you to restart your ui design! After this update I promise we'll get some dynamic ui documentation out there! No migration this time Sadly these files have changed too much for there to be an easy migration path. I know this will be particularly hard on those with existing translations and dynamic ui layouts. For translators I'm going to release the new language files early. For dynamic ui'ers I will make a post on how to most-easily port your modifications to the new format when Beta 5 is released. Client.English.json Editor.English.json Server.English.json Migrator.English.json Whats next? After this I will start working on the fun stuff like fixing animation autorotations, resource layering, etc. We will also be (finally) implementing item extra effects like lifesteal and cooldown reduction. Beta 5 is still a ways away -- but I wanted to get this dev blog out to inform people with translations/dynamic ui changes of the new format that's headed this way. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress! -The Intersect Development Team
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Nope. It should allow up to the max stat value set in options. Sounds like this would be a good bug report.
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Well I don't think the actual error got copied but it doesn't matter. You're using Intersecf 4.6... Upgrade to 4.7. https://www.ascensiongamedev.com/community/topic/2421-intersect-beta-47-released/
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Ignore how it looks in the Npc editor. Just select the Sprite and see how it looks in-game.
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One question per thread please. Also, when those windows appear you have to open the details and copy the logs for us. Closing this thread. Make a new one for that.
