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jcsnider

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  1. jcsnider's post in Tranfer Maps from old client to newst was marked as the answer   
    Each time we release a version of Intersect we include upgrade instructions on how to move to the next version. Upgrading will always allow you to retain all of your data. 
     
    What version are you using? Assuming Beta 3 here is a guide to upgrade to Beta 4.
    https://www.freemmorpgmaker.com/docs/en/Upgrading/Beta3ToBeta4.html
     
    (BTW: All game data is stored in Intersect Server/resources/intersect.db)
    (mapcache.db is an Editor only resource and just stores map images so the map grid in the editor can be displayed as quickly as possible. Deleting mapcache.db will not harm your editor or anything whatsoever, it is cache only and very unimportant.)
  2. jcsnider's post in Damage Text Size was marked as the answer   
    Not at this time. This may one day be a config option but the source will probably be out before then.
  3. jcsnider's post in Distributing Game without Editor was marked as the answer   
    When you are sharing your project you are likely throwing your client and editor folder into a .zip or .rar archive -- that works great.
     
    After the archive double click it to browse the archive and just delete Intersect Editor.exe from the archive.
     
    Even if you distribute your editor have no fear, only accounts with admin access can login and edit your game.
     
     
  4. jcsnider's post in Cant find Resources folder was marked as the answer   
    If you run the client or editor without the resources folder it will automatically download it for you. Just launch either and it should appear shortly after. 
     
    (Unless you have some sort of sandboxing program that doesn't allow your apps to crate files. -- In my experience it's very rare/unlikely that you do.)
  5. jcsnider's post in Cast Animation (?) was marked as the answer   
    tldr; we're working on it. 
     
  6. jcsnider's post in need quest help was marked as the answer   
    Your event looks good.
     
    Between this and Murdocs bug report I think there is a problem with checking how many items have in their inventory using events:
     
  7. jcsnider's post in 4.2 first login event was marked as the answer   
    Do the same exact thing except make it a common event (instead of a map event) and set the trigger to on login.
  8. jcsnider's post in how to fix? was marked as the answer   
    It's so the name can be seen more clearly.
     
    To remove open Server/Resources/Colors.xml
     
    In these three lines:
      <PlayerNameNormalBackground>argb(180,0,0,0)</PlayerNameNormalBackground>
      <PlayerNameModBackground>argb(180,0,0,0)</PlayerNameModBackground>
      <PlayerNameAdminBackground>argb(180,0,0,0)</PlayerNameAdminBackground>
     
    Change 180 to 0.
  9. jcsnider's post in How to do a "Guard" system to control PK was marked as the answer   
    No. Not at this time.
  10. jcsnider's post in Animated sprite config.xml in server. was marked as the answer   
    Animated sprites were also added in Beta 4, open your Server/Resources/Config.xml and add a line like this in the <Misc></Misc> section
        <AnimatedSprites>1.png,2.png,bat.png</AnimatedSprites>

     
    When events, npcs, or players have that sprite they constantly rotate through the sprite flames.... mainly used for birds and flying creatures.
  11. jcsnider's post in Equipment slot in character page was marked as the answer   
    Sadly not possible. We didn't add separate locations for each icon because technically you can add as many equipment slots as you like. So for now we've kept the horizontal scroll view. 
     
    Can be changed in source later. 
  12. jcsnider's post in About projectile orientation was marked as the answer   
    Default orientations face UP.  It was broken leading into Beta 4 but is no longer.
     
    All animations should face up by default. 
  13. jcsnider's post in failed to create graphics device! ???? was marked as the answer   
    Tell them to upgrade their graphics drivers on their machine. If it doesn't allow them to play after that they're screwed  
     
    See: https://www.ascensiongamedev.com/topic/2165-faq-failed-to-create-graphics-device/
     
  14. jcsnider's post in Spell for Party Only was marked as the answer   
    Spells marked as "friendly" should not hit enemies, even in AoE circumstances. Please submit a bug report.
  15. jcsnider's post in Client and Editor are intermittently disconnected every 10 seconds or so was marked as the answer   
    Releasing Beta 4.2 tonight -- it should fix this  
  16. jcsnider's post in Hide the name of a NPC was marked as the answer   
    If you want to hide ALL Npc names you can open Server/Resources/Colors.xml and set the alpha values of the following to 0 (transparent/non visible)
      <AgressiveNpcName>argb(255,255,40,0)</AgressiveNpcName>
      <AgressiveNpcNameBorder>argb(255,0,0,0)</AgressiveNpcNameBorder>
      <AgressiveNpcNameBackground>argb(180,0,0,0)</AgressiveNpcNameBackground>
      <AttackWhenAttackedName>argb(255,255,255,255)</AttackWhenAttackedName>
      <AttackWhenAttackedNameBorder>argb(255,0,0,0)</AttackWhenAttackedNameBorder>
      <AttackWhenAttackedNameBackground>argb(180,0,0,0)</AttackWhenAttackedNameBackground>
      <AttackOnSightName>argb(255,255,200,0)</AttackOnSightName>
      <AttackOnSightNameBorder>argb(255,0,0,0)</AttackOnSightNameBorder>
      <AttackOnSightNameBackground>argb(180,0,0,0)</AttackOnSightNameBackground>
      <NeutralName>argb(255,100,230,100)</NeutralName>
      <NeutralNameBorder>argb(255,0,0,0)</NeutralNameBorder>
      <NeutralNameBackground>argb(180,0,0,0)</NeutralNameBackground>
      <GuardName>argb(255,240,142,105)</GuardName>
      <GuardNameBorder>argb(255,0,0,0)</GuardNameBorder>
      <GuardNameBackground>argb(180,0,0,0)</GuardNameBackground>
     
    If you want to be picky and choosy about which npc names to hide then you will need to wait for the source.
  17. jcsnider's post in The Monster's Level was marked as the answer   
    Absolutely nothing except if you click on them (target them) the new level appears in the hud. 
  18. jcsnider's post in Starter Maps + Anti-Cheat was marked as the answer   
    As for anti cheat, there is very little to worry about. We have an authoritative server model so nothing happens without the server checking. 
     
    This means you can't spawn items, cheat for invincibility, or anything like that. Back in the day with runescape you could use cheat engine to change how much gold appeared in your inventory. You can do that with intersect but you can't spent it because the server knows you don't have it. 
     
    The worst people should be able to do is speedhack a little. The server is lenient on that because it can be hard to differentiate between speed hacking and lag. 
     
    Before going after anti-cheat addons we should wait and see what actual vulnerabilities exist and try to patch them instead of banking on third party software. 
  19. jcsnider's post in When using editor I get disconnected from the server every 1-3 minutes. was marked as the answer   
    This is fixed for 4.2, actually.
     
    I've already sent him a version to test and he confirmed it is fixed.
  20. jcsnider's post in About Offline Server was marked as the answer   
    Offline edits should work as they always have. Just make sure the host in the client/resources/config.xml and editor/resources/config.xml are both set to localhost.
     
    Make sure the port number in client/resources/config.xml, editor/resources/config.xml, and server/resources/config.xml are all 5400.
     
    Even completely offline such as in the case where your PC doesn't have a wifi card or an ethernet (internet) cable attached you should be able to edit and play your game.
     
    Edit: We fully intend to always allow offline editing. If offline editing ever breaks we will move heaven and hell to make it work again  
  21. jcsnider's post in Server refuses to be accessible on port 5400 (Beta 4.1) was marked as the answer   
    UPnP can communicate with your router to open ports. In this case it doesn't seem like you have a router firewall to deal with so you can ignore all UPnP messages. (That really only benefits home users)
     
    That said you still have IPTABLES or some other firewall on the server itself you will need to work though just like on Windows you'd allow Intersect to be communicated with through Windows firewall.
     
    https://stackoverflow.com/questions/24729024/centos-7-open-firewall-port
     
    That might give you a hint at where to start.
     
    Edit: Please note we are now using UDP instead of TCP when dealing with port forwarding. 
     
  22. jcsnider's post in Weapon question was marked as the answer   
    Base damage of your sword does not stack on top of your classes base damage. Probably why you are experiencing difficulties.
  23. jcsnider's post in Move Gui? was marked as the answer   
    Search InGame.xml for EquipmentContainer.
     
    Change <Bounds>5,144,201,38</Bounds>
    The values are X, Y, Width, and Height.
     
    Adding ~20 to the height should get the scrollbar where you want it.
  24. jcsnider's post in Bug in Map Grid was marked as the answer   
    Is a bug and will be fixed in 4.1
  25. jcsnider's post in Change color of text into chat bubbles was marked as the answer   
    This is now an option in Beta 4.  Simply open your Server/Resources/Colors.xml file and you can edit the ChatBubbleTextColor line to set the chat bubble text color to whatever you want.

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