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jcsnider's post in debug message with "Intersect.Client.Framework.Gwen.Control" was marked as the answer
https://github.com/AscensionGameDev/Intersect-Engine/pull/132
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Got a solution ready to merge, just needs approval. Should ship in the next day or two.
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jcsnider's post in Any way to reset the player's attributes? was marked as the answer
Sorry, I misunderstood... umm..Â
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Backup your database and then look at these two columns:
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Set the stat point allocations back to [0,0,0,0,0] and I think when you restart your server it will automatically divy out the points again.
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Edit: In theory we would add a reset stat points event command later on, we just don't have one yet.
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jcsnider's post in Sound problem was marked as the answer
We have an open bug report regarding the issue....
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Hoping to have a fix deployed in the next few days.Â
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https://github.com/AscensionGameDev/Intersect-Engine/issues/102
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jcsnider's post in Help-me compile source! was marked as the answer
Try updating visual studio? You might be missing .net framework 4.6.2 and such...
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jcsnider's post in Better use of " || " ? was marked as the answer
That's proper usage. || works pretty much the same as VBs or.
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jcsnider's post in legend of boreal connection bug was marked as the answer
Routers often block connecting to self via external IP. You can ignore that. Use localhost for yourself and your external IP for everyone else.Â
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jcsnider's post in legend of boreal bug was marked as the answer
You have 2 routers or modems acting as firewalls on your network.Â
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Intersect automatically forwarded from the inner router (dlink) 192.168.0.1 to your computer at 192.168.0.180
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You need to connect to the outer router or modem (helix gateway?) and port forward to the inner.
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The admin page should be at:
http://10.0.0.1
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You will need to port forward UDP port 5400 to 192.168.0.1.
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PortForward.com has guides for nearly every make and model of device if you wanna search their site for the helix they should be able to tell you how.Â
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jcsnider's post in Help-me with source and update + icon was marked as the answer
Got all the docs right here:
https://docs.freemmorpgmaker.com/dev/start/vs.html
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Once you have your own git repo setup, and the source cloned and everything you gotta replace Intersect.Client/icon.bmp, commit, and push.
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Then when you need to pull updates you do this guide:
https://docs.freemmorpgmaker.com/dev/pullrequests/pulling.html
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jcsnider's post in Was the font really released? was marked as the answer
Your translator is killing you.Â
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I'm assuming you're asking about the source code, which yes is right here:
https://github.com/AscensionGameDev/Intersect-Engine
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If you're actually asking about fonts, the ones we've used have been here the whole time:
https://github.com/AscensionGameDev/Intersect-Assets/tree/sources
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jcsnider's post in Guild System was marked as the answer
https://www.ascensiongamedev.com/topic/4765-read-first-standing-requests-please-dont-make-threads-for/
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jcsnider's post in Crafting Timer Question was marked as the answer
The logic as it stands is pretty bad:
Client checks if the craft can happen. Client tells the server it's crafting and starts the bar motion. Server receives the crafting starts a timer. Once the timer is up the server checks if the craft can happen and then actually does the item changes. Â
In the base engine we need to change it so the logic happens as follows:
Client tells server it want's to craft an item Server does the requirement checks and if it succeeds it sends a packet which triggers the bar to start moving If the requirements are not met server side a message should be send in the chatbox telling the client that they have inadquate resources Afterwards everything stays the same, the server monitors the timer and eventually crafts the item like normal. In that second scenario there are bonus points if (in the base engine) the craft button is disabled if they don't have the resources.
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All of that needs to be fixed in the base engine via a PR or by us devs at some point and then afterwards you can hook your requirement checks into the ingredient checks on the server side which would then control whether or not the crafting bar ever starts moving.
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jcsnider's post in Message of player killed by another player or leaving the game was marked as the answer
The killed string is only used when the admin uses the servers kill command via the admin panel, server console, or the api. If you need that message for PvP then use events.
https://github.com/AscensionGameDev/Intersect-Engine/blob/c85fe3381d2e6db6949aa8188cbd1c1a68b7ac7e/Intersect.Server/Admin/Actions/ActionProcessing.cs#L70
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The left game message is here. You can remove or comment out this line with //
https://github.com/AscensionGameDev/Intersect-Engine/blob/c85fe3381d2e6db6949aa8188cbd1c1a68b7ac7e/Intersect.Server/Entities/Player.cs#L304
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jcsnider's post in How to Pull the changes? was marked as the answer
Hit 'compare across forks' then it will let you select yours on the left and ours on the right.
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jcsnider's post in Database Migration was marked as the answer
See this for all sorts of info on the database and how to generate migration files and more:
https://docs.freemmorpgmaker.com/dev/advanced/database.html
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jcsnider's post in Gwen/gameCanvas Tutorial? was marked as the answer
After you define them their properties are loaded from Client/Resources/Gui/Layouts/Game/Characterwindow.json
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You will find your new controls there. Copy the settings to those controls from the existing ones.Â
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jcsnider's post in Generated patch is empty was marked as the answer
You need to checkout or be on the branch with the edits you want in the patch.Â
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Then you run the git format patch command and reference the original branch to compare to.Â
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jcsnider's post in How to trigger an event in source? was marked as the answer
Checkout Player.StartCommonEvent
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jcsnider's post in Fluid animation for diagonal system was marked as the answer
You'll want to make some tweaks here:
https://github.com/AscensionGameDev/Intersect-Engine/blob/198d91a6cb50c9ac7b7f5d7523e4502ea6a0b0f7/Intersect.Client/Entities/Entity.cs#L517
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jcsnider's post in How to compile in a different version? was marked as the answer
To change the version numbers of your projects you need to open the properties for each project:
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In the project properties you can then set the assembly and file versions.  You must change the versions for all components (Server, Core, Client, Editor, Network, etc).
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A quicker method is to use Find/Replace.
Find the version you have, enter the version you want to build and replace for the whole solution:
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Be careful.. if you change version numbers to make clients and servers connect that have incompatible code you will encounter bugs. It's best to always compile your own client and server at the same time so you know they are based off the same exact code base.
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jcsnider's post in Which value on the server side holds the maximum map size? was marked as the answer
Server Config -> Map -> Width/Height
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The server config also limits to 64 for width/height
https://github.com/AscensionGameDev/Intersect-Engine/blob/b95fa91e8b46b997d3d842d0c453605882737756/Intersect (Core)/Config/MapOptions.cs#L35
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That isn't as important anymore as it used to be.
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jcsnider's post in Main menu source question was marked as the answer
MonoGame itself doesn't support gifs. You'd have to get some sort of extension to read your gif, make pngs for each frame (whether it be in memory or on the disk) and then edit the source to rotate between rendering those images at a certain time interval.
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jcsnider's post in Change title screen background was marked as the answer
Replace client/resources/gui/background.png
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jcsnider's post in Main menu gif background was marked as the answer
Not possible without source code modifications, sorry!
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jcsnider's post in Texture Packing. was marked as the answer
Texture packing takes all of your textures and combines them into massive png images in the Client/Resources/Packs folder.
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The client will load textures from the texture packs if available and ignore whatever is in the individual folders (ie entities, animations, tilesets, etc)
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The editor creates the packed textures but cannot utilize them, so you still need the raw/initial graphics in order to edit.
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Furthermore, if you ever add, remove, or change your graphics you'll have to pack again for those changes to appear.
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Edit: Texture packing is a simple way to get a slight performance boost on some machines. If you don't absolutely need it then don't complicate things for yourself by using it.
