jcsnider's post in How to publish a game for MacOS was marked as the answer
Include all of these files in the same folder as your client's exe.
Then rename the Intersect Client.bin.osx and Intersect Client.bin.x86_64 files to match your client exe name.
So for example in Ambardia I have
On windows I launch the .exe normally. On Mac I run the osx file. On Linux I run the .x86_64 file.
All the other files are a slimmed down version of mono, so by distributing these alongside your client your players do not need mono installed and it should 'just work'.
jcsnider's post in Are variable GUID value unchanging? was marked as the answer
The guids are static and once generated do not change.
You can copy the Guid of any item (variable or game object) by right clicking their name on the list in any editor. The guid will be in your clipboard and can be pasted wherever you'd like.
jcsnider's post in How safe is changing tile size in 2021? was marked as the answer
All of us devs use 32x32 tiles for testing/development... so using larger tile sizes may result in weird graphical glitches that we just haven't caught/encountered which will need to be reported as bugs for us to fix. That being said, changing tile sizes isn't dangerous.
Changing the map sizes (the number of tiles in width, height) is sorta dangerous because you cannot change them again without wiping all your maps.
jcsnider's post in Managing releases for the database was marked as the answer
Correct forum for sure.
We don't really have any sort of change/revision tracking within the editor (and we really should!) -- hopefully that will come in the future.
I think the best way to do it is to have 2 servers, a low powered development server in which you edit and then a higher powered production server for players.
Then you have a date each week where the production server goes down for a few minutes for updates and you replace the production game database with the latest development database.
That keeps updates rolling out at a stable pace while also making sure no one ever has editor access to your production server.
jcsnider's post in Is there a way to easy transfer properties from one map to another? was marked as the answer
It's being actively discussed right now actually. Stay tuned.
jcsnider's post in Create variable with input variable after /command was marked as the answer
Create a player variable called guild name, make it a string variable so it can handle text.
If you want to use /createguild as a command that's fine but don't worry about the parameter.
Add a command for Input Variable
Then use that to make the guild.
jcsnider's post in Running was marked as the answer
You're literally trolling. First off there's nothing being sold. Secondly, take the patch file, throw it into diffy.org or any other git patch visualizer and you can see the exact lines you are interested in. Shouldn't be on us to go list them all out for you when the info is a few clicks away. Regardless though, it'd probably be best to go find something else that's better at spoon feeding. Topic locked.
jcsnider's post in Source code editing? was marked as the answer
The json files are not source code. The json only describes properties for elements within the actual source code. Once loaded the jsons are rewritten with the loaded properties + any new objects since the json was created. Since you are adding objects in the json that do not exist in the code itself they are being removed.
Here is the file that describes the PlayerBox.json
To edit the actual source we have documentation here (starting with downloading visual studio, cloning the repo, compiling, etc)
jcsnider's post in Beta 7 - v111 lag? was marked as the answer
Following up.. new db system saves global variable modifications in real time in v103+.
This game had an autorun common event that was updating a global variable for every player every map update (give or take).
That led to a ton of waiting for the db to become available, and for disk writing which slowed things down considerably.
I will make an edit in a future version that batches those variables changes, and writes them to the db at a specified interval designated in the server config.
jcsnider's post in It is possible to export to android, do you know if the developers have it in mind? was marked as the answer
Not possible at the moment nor is that sort of functionality planned. Windows, Mac, and Linux only for the foreseeable future.
jcsnider's post in Players now having issues creating characters was marked as the answer
Yeah one issue in 6.2 I never worked out were null character names... if you open the playerdb in sqlite browswer and go to the characters table you can scroll down until you find one with no name, remove that row/record, and then save back to the db. Should fix it.
That issue has been resolved in B7 afaik but the db still needs to be fixed before upgrading.
jcsnider's post in Prerelease 7 packaging system was marked as the answer
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.
jcsnider's post in Issue with starting with source code of intersect engine was marked as the answer
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.
jcsnider's post in I have a client that is version 6.2. was marked as the answer
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.
jcsnider's post in How to use the Intersect Cloud Hosting? was marked as the answer
So you will get an email with a link tot he 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 and upload the "Intersect Server.exe", "Intersect Server.pdb", and the "resources" folder from your own computer.
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.