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jcsnider

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  1. jcsnider's post in Loading Screens was marked as the answer   
    Or the picture things in events might help in B5:
    https://www.ascensiongamedev.com/topic/3343-pictures/?do=findComment&comment=34213
     
  2. jcsnider's post in [FAQ] OpenAL device could not be initialized error was marked as the answer   
    See op
     
    TLDR; Check windows audio settings and make sure you have an active audio device, try plugging in headphones, make sure graphics and audio drivers are up to date.
  3. jcsnider's post in Making items give HP? was marked as the answer   
    Beta 5 has this I think. 
  4. jcsnider's post in Question About event/Logic Flow and pages was marked as the answer   
    I don't think you need a Page 2.
     
    All you would need.. if I understand correctly... is a switch to check and see if the remains were gathered. It's important to note that switches are false by default.
     
    So basically when you get the remains you set the switch to true.
     
    And you make the spawn condition for Page 1 to that it's spawn condition is the switch is false.
     
    So:
     Switch is false so page spawns.
     You get the remains, and the switch changes to true.
     Event despawns and will not spawn again because the switch is true.
  5. jcsnider's post in What is the 'Points' for in the 'Character Info' Tab? was marked as the answer   
    The engine has 5 main stats by default:
     
    Attack
    Defense
    Ability Power
    Magic Resist
    Speed
     
     
    You get "points" by leveling up if you allow those to be given in the class editor. If you get points you can put those points into whichever stats you chose and level those stats up.
  6. jcsnider's post in Admin/Mod No-Clip was marked as the answer   
    We once had no-clip but removed it when Shift + Right click was introduced to warp admins anywhere they wanted to be on the map.
     
    You can't edit or expand the admin control panel right now, but you will be able to once the source is released... and while it would take a lot of code/lot of work everything you mentioned would be possible.
  7. jcsnider's post in Rendering issue up/down. was marked as the answer   
    Are you restarting the server after making those changes?  The config reloads on server reboot.
  8. jcsnider's post in Is it possible to rename TileSet? was marked as the answer   
    Yeah. Gotta get SQLite browser and open the Server/Resources/Intersect.db file then go to the tilesets table and find 2.png and change it to Earth.png there as well. 
  9. jcsnider's post in About the intersect logo on the main menu was marked as the answer   
    That logo is intended to be ripped out and replaced with one for your game. Change whatever you want via the UI xml files. 
  10. jcsnider's post in Error starting intersect server was marked as the answer   
    There is no UPnP outside of a home environment. So you’re good to go. Just change windows firewall to allow the server though. 
  11. jcsnider's post in I need help Intersect engine VPS windows server 2008 error! was marked as the answer   
    Try installing or reinstalling .net framework 4.6.1
     
    The error in the screenshot appears to be of the server having trouble finding .net framework components. 
  12. jcsnider's post in Resources optimization was marked as the answer   
    Definitely better if all inaccessible resources are map tiles. 
     
    Resources do take up some memory on the server and require some extra work to render on the client since the map renders are cached and resources are not.
     
    That being said we understand a lot of people are going to use resources everywhere instead of creating trees and stuff from tiles, that’s okay, it’s optomized fairly well and will be optimized even more in B6. 
     
     
  13. jcsnider's post in Player light optimization was marked as the answer   
    Zero server resources, and same amount of client resources in all cases afaik. 
     
    In cases where map brightness is 100% there might be slightly less rendering work by the client, but only slightly less. 
  14. jcsnider's post in Screenshot support? was marked as the answer   
    All of that is in B5 and yet to be released. Stay tuned!
  15. jcsnider's post in Tileset max size? was marked as the answer   
    It is my understanding that when textures are loaded onto graphic cards the widths and heights must be power of two values:  (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, etc....)
     
    It is also my understanding that the width and height do not need to be the same. If you loaded a 512x1024 texture the graphic card would store it in a 512x1024 space. Where as if one of the values were not a POT, they would be expanded, so if you tried to load a 600x1024 texture then that texture would be stored in a 1024x1024 space.
     
    It's not an intersect limitation, Intersect should support well over 8096x8096, but textures larger than 2048x2048 can be very hard for some graphic cards to handle. It depends on the power of your players' systems.
     
    It is system dependent, and I haven't personally experienced problems resulting of large tilesets before. (Just heard of them)   You will have a surprising number of players with low end (sub $200) amd laptops from walmart filled with bloatware that want to play your game, and it's those players who you'd potentially lose if your tilesets are massive and their low end gpus can't handle the pressure.
     
    Either shoot for 1024 height or go all the way to 2048.. if your tilesets are 1200px in height most graphic cards will allocate those tilesets in memory as 2048px in height anyways, so you might as well make use of that space.
  16. jcsnider's post in Need help with resources/gui/defaultskin.png was marked as the answer   
    That only really matters for the debug menu (F2) and admin menu (Insert) in the client.  The color palette at the bottom was used for buttons and stuff when no style is given via code or the json files.
     
    Here is a video of all of that in use, but I am not really sure what everything does exactly in that file. (The code doesnt document it well either.)
     
  17. jcsnider's post in Leaderboard was marked as the answer   
    It won’t be long. It won’t be long   (tm)
  18. jcsnider's post in Making ground animations deal damage? was marked as the answer   
    No. There is no “deal damage” event in B5.... maybe B6? Or maybe shortly after open source 
  19. jcsnider's post in Will server properly save on window close? was marked as the answer   
    Data tries to save on Alt+F4 and the X button, but once that command or button is pressed we have a limited amount of time to get our shutdown sequence done before windows will force close us.  If only a couple players are online you shouldn’t have a problem but if there is a ton of data to save it might take too long. If you don’t use the ‘exit’ command there is a chance for data loss. 
     
    I don’t recall the interval in B4, but it is going to be like 30 seconds to 1 minute in B5, and we might make that interval adjustable via the config file. 
  20. jcsnider's post in imap file format was marked as the answer   
    Absolutely
  21. jcsnider's post in Map Editor Zooming was marked as the answer   
    It's a popular request for sure, and I can guarantee that this will happen at some point, but zooming is not currently on the roadmap and I'm not sure when it should be expected.
  22. jcsnider's post in Collaborative and Simultaneous Editing was marked as the answer   
    You all can not work on the same map at the same time, or the same game objects (items, resources, etc)
     
    Even if you all do it won’t break anything, whoever saves first will cause the other person to refresh and lose their changes. 
     
    I don’t know how many people have done a lot of simultaneous editting though, so there might be some undiscovered or unreported bugs there. 
     
    You should not fret about losing tons of data or massively corrupting anything - the engine won’t let that happen. 
  23. jcsnider's post in Which programs are needed for open the intersect client was marked as the answer   
    Basically:
    Updated Graphics Drivers
    .Net Framework 4.6.X
     
    A full list of requirements can be found here:
    https://www.freemmorpgmaker.com/docs/en/Welcome.html#page_Requirements
     
    The most common reason why a client won't open is if it isn't extracted from the zip archive when you distribute it.
  24. jcsnider's post in Click Problem was marked as the answer   
    Answer: Clicking mobs is easier in B5, please wait for the next release.
     
     
     
    The biggest reason that the engine is not open source at this time is that we are not ready/do not wish to provide custom coding support. You're free to decompile the engine but you're on your own as far as modifications go until the source is officially released.
     
    A better network connection on the server may help some until B5 is out.
     
    *Topic Locked.*
  25. jcsnider's post in adding resources was marked as the answer   
    Just a png image of the tree and another of the stump... they can be named tree.png and stump.png or whatever.
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