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jcsnider

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Everything posted by jcsnider

  1. Outside of something like Github pages (which requires some technical knowhow to setup) I do not know of any good/free services for update hosting. Update hosting is not thing I provide because most webhosts do it cheaper than what I could offer.
  2. Hey @Cocolharicot, thanks for signing up! The cloud hosting service is just for running the game servers. Actually hosting your game content for updates requires a web host of some type. Just about any shared web host will do. I am hoping to provide update hosting capabilities in the future, but right now it wouldn't be cost effective and fairly challenging to setup.
  3. The ogg loop property definitely won't work. The delay between the loops can probably be addressed - feel free to open a bug report and I'll look into it eventually.
  4. You're on the right track. Having players take actions which would impact the existing tile data is totally feasible but not without a bit of code.
  5. Click those to change layers. Put the grass on the lowest layer, and then everything else on the layers above.
  6. The package it creates is technically for updating, the editor can auto update as well which is why every single file is included. For the client, you can delete everything in the /resources folder except: gui/layouts fonts config files And then you can put the 'packs' folder from the update into the client/resources folder and the client will read from those compressed & kinda encrypted files.
  7. Sorry for the super late reply, but we just worked this out ourselves. The launch command needs to be: Without the LD_LIBRARY_PATH set it won't find the sqlite library the server extracts for some reason.
  8. The answer is maybe, but not without some major refactoring which we need to do anyways.
  9. Bumping this because it was written before we had the Beta 7 prerelease builds working properly. I don't have a whole lot to add but be sure to go check out the Beta 7 prerelease builds! Along with what Panda mentioned there's an updated Chatbox with tabs, a new loot window, and more thanks to @Cheshire For anyone not in the loop, Leafling launched on Steam using Beta 7 back in December. Since it's launch Leafling has averaged 80-90 online players at any given time. For all of those constantly asking what Intersect can handle, we know its at least 200 simultaneous players, and based on the metrics we've collected it should be able to handle a lot more We will be bringing a ton of performance updates, bug fixes, qol changes, and overall engine improvements from Leafling into the Beta 7 prerelease builds over the next few weeks/months which will make Beta 7 the first truly ready build for those launching larger games.
  10. So the client requires graphic assets, shaders, fonts, etc in order to run. If you download the Stable full archive here and copy the resources folder into your /build/debug/client and /build/debug/editor folders that you are compiling into it should run fine.
  11. 0.6.2.X The X value is a revision number. When our official systems create builds we always have a revision number that increments each build. The 0 means that your copy was built custom from source so without the source its impossible to know which of our versions it aligns with. Furthermore, when clients and servers are built security keys are generated for both so they can talk to each other. That means that you client cannot communicate with any of our builds, it needs the server and editor that was built at the same time. If you are paying for modifications to the engine you should be paying for the source changes and not compiled .exes. You will ultimately need to make further adjustments, or at least keep up to date with our changes, so the source is the valuable component and the exes are pretty much worthless. Sounds like you're being ripped off. Get the source if you can and walk away.
  12. So you will get an email with a link to the hosting panel and your login information. There you will see a server list: The host is in red. The port of your server is in blue.. type that into your Client/Resources/config.json file. Go into your server and use the Stop button to turn it off: Then go into the File Manager tab, delete everything there. Next, on your local computer make a zip archive of your current server folder contents. This is done by opening your server folder, selecting everything, and then right clicking one of the selected files, hovering over 'send to' and then clicking 'Compressed (zipped) Folder' Next return to the hosting panel and upload the zip folder we created. After your zip archive has uploaded go ahead and unarchive it by clicking the three dots to the right of the file name. After unarchiving you should see your Intersect Server.exe file and your resources folder. You may now optionally delete the zip file you uploaded in the previous steps. Note: If you are using Beta 8 or later my hosting platform requires the 'Intersect Server' binary from the Linux Intersect downloads instead of the Windows 'Intersect Server.exe' binary. Follow the instructions above but then delete 'Intersect Server.exe' and drag/drop the Linux server into the hosting platform instead. Finally go back to the console tab and hit start: Your client should connect and let you play the game, the editor will let you edit the game, and when you're ready to share your game you can send the client to others and they can play too.
  13. Technically the resource items given can be done via an event and therefore limited. The shop quantity control would need to be done via source. Technically all of it should be done via source.
  14. I'd report it as a bug for us to look into on the issue tracker.. might need to make a few tweaks into how animations are rendered.
  15. Is that tree a resource? Or is it actually fringe tiles? The rendering order is different.
  16. Small edit: EventCommand_CreateGuild.cs line 30 should be: cmbVariable.Items.AddRange(PlayerVariableBase.Names); Instead of cmbVariable.Items.AddRange(PlayerVariableBase.GetNameList()); The former sorts by the order in which the variables were created which is what IdFromList() expects. Also in GameInterface.cs after GameMenu.UpdateGuildList(); the following needs to be added: mShouldUpdateGuildList = false;
  17. Basically you will want to do view logic based on screen size in inches or dpi? Basically if you are developing for mobile you just zoom in or scale your rendering up. I don't see another option.
  18. If you open the migration files that EF generated and remove the addition of the foreign key it might work. Sqlite is weird in what can and cannot be added once tables exist.
  19. I like HostKoala.. a lot cheaper than $10/20USD a month. If you get high enough traffic you might need to upgrade but for getting started it's been rock solid for my smaller projects.
  20. How'd you solve it? Please update us
  21. Share the server logs too. If the server is erroring which stems from a client packet (or registration) it will kick the client and log the error.
  22. Gotta jump in and help Damian sometimes.
  23. Additionally we just switched payment processors over from PayPal to Stripe, so if you were interested in hosting but PayPal was a deal breaker or wasn't available in your country I invite you to try signing up again. For all existing PayPal subscribers, your subscriptions will remain in place as-is until you cancel, but Stripe is the go-to platform for new hosting subscriptions. Thanks everyone!
  24. Explained here: https://www.ascensiongamedev.com/topic/4967-dev-blog-452020-beta-62-development-ongoing/?do=findComment&comment=44979
  25. Just make a copy of everything. You will know in the first day or two if you want to stick to 6.2 or not. (Hint: You will.)
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