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Weylon Santana

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Weylon Santana last won the day on October 9

Weylon Santana had the most liked content!


About Weylon Santana

  • Birthday 04/12/1996

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  • My Project
    Heroes Apocalypse

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  1. I understand now, his example was what really confused me
  2. In config on server has the option for this no? Amout of frames in each animation?
  3. I really enjoyed the game, it was a lot of fun and we'll play it more from time to time, it's very challenging, and the damn werewolf cost me good items, but I was victorious in the end. And Brazilians were being Brazilians in the game as usual
  4. I believe this could consume a lot of resources and give this part "1 NPC each chest + 1 Commom event each Chest " a headache. Look this: Here you can create several chests, (with a password or not, can customize to remove keys or not), and in a much simpler way, using only one variable (basically). Nice idea, but not very viable when there are many chests in the world (like 100-500) (I don't know to what extent my idea is also viable, but so far, everything seems smooth, for several chests)
  5. I always have the latest pre-release version. (today 126) The only thing I remember well is that I was doing a test by modifying some global variables and send chat messages to see values. I tried to redo everything I did when I made this post but it didn't happen again, I tried to speed up the modification of global variables, quickly modifying 2-3 variables at same time in short time intervals with chat messages between changes and still the error didn't come back to happen, that's when I didn't know what to do to reproduce.
  6. I spent all morning trying to reproduce this error, both on localhost and online, I couldn't reproduce it, I think it happened sporadically, it only happened 3 times before I created this post and then not anymore.
  7. He was trying to spawn a monster, but the monster disappeared 3s later, I said there might be an autorun event or common event somewhere that had the despawn npc command activated, then he found the event and deactivated it, now edited the post asking to remove the post because it solved the problem
  8. What does "Sounds like a deadlock somewhere" mean? I could try reproduce to report as a bug.
  9. discord: Weylon#7909 ou https://discord.gg/N4Et2Mx
  10. Cara gostei dessa sua intenção, apoio totalmente, muito legal sua ideia. Sobre o video em si o que eu recomendaria é cuidado no background, as vezes acontece uma coisa engraça como o gato que pulou na cara da pessoa atras de você e ela bateu no gato, fiquei rindo muito com aquilo, e pensar em outras situações para aquela além do seu planejado. Você fez uma arma, que mesmo que tenha pouco dano tem uma distancia muito longa, isso os jogadores podem usar em qualquer lugar, além disso, editar o video com qualquer ferramenta simples por exemplo para cortar o final pode ajudar bastante, além do mais mostrar mensagem na tela pode ser bastante chato quando você estiver jogando, mesmo que seja um prototipo já deixo o aviso. Por fim, por que esse editor não está boa parte traduzido? Tenho quase certeza que traduzi uns 95%, só não traduzi as ultimas atualizações que teve. Partes traduzido e partes não, não atrapalha você? Sem mais a dizer, desejo boa sorte. ===================================================================================================================================== Dude, I liked your intention, I totally support your idea. About the video itself, what I would recommend is careful in the background, sometimes something funny happens like the cat that jumped in the face of the person behind you and she hit the cat, I was laughing a lot with that, and thinking of other situations to that one beyond your plan. You made a weapon, which even if it has little damage has a very long distance, this players can use anywhere, besides, editing the video with any simple tool for example to cut the end can help a lot, besides showing On-screen message can be quite annoying when you're playing, even if it's a prototype I already leave the warning. Finally, why is this editor not much translated? I'm pretty sure I translated about 95%, I just didn't translate the last updates you had. Translated parts and parts not, doesn't it bother you? Without more to say, I wish you good luck. PS: Se for me responder em portugues, coloca a tradução abaixo, regras do forum, como eu fiz acima, se precisar de ajuda e tiver duvidas sinta-se livre pra me chamar quando quiser. If you're answering me in Portuguese, put the translation below, forum rules, like I did before, if you need help and have questions, feel free to call me whenever you want.
  11. At some point, while I was doing something, I don't remember what, everyone stopped, npcs stopped, it wasn't possible to send a message in the chat, etc., but the server didn't crash and there was no error, whoever was in the game didn't took off, but the world didn't work, it was like you were a ghost there. The error only comes when closing the server, this one below, I was wondering if anyone knows what it can be? Can I report even without having "step playback?" 2021-10-05 01:50:01.295 [Error] Message: Got ack for message not yet sent? Stack: em Lidgren.Network.NetException.Assert(Boolean isOk, String message) na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetException.cs:linha 62 em Lidgren.Network.NetReliableSenderChannel.ReceiveAcknowledge(Double now, Int32 seqNr) na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetReliableSenderChannel.cs:linha 246 em Lidgren.Network.NetConnection.Heartbeat(Double now, UInt32 frameCounter) na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetConnection.cs:linha 255 em Lidgren.Network.NetPeer.Heartbeat() na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetPeer.Internal.cs:linha 379 em Lidgren.Network.NetPeer.ExecutePeerShutdown() na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetPeer.Internal.cs:linha 268 em Lidgren.Network.NetPeer.NetworkLoop() na C:\Users\primero\git\agd\lidgren-network-gen3\Lidgren.Network\NetPeer.Internal.cs:linha 236 em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) em System.Threading.ThreadHelper.ThreadStart()
  12. I believe that to make changes to the source, you should at least be a professional in C# or at least have as much knowledge as a professional, you must know what to do, if you are just learning, you should try to do several other things and evolve a little more to start looking through the code yourself and know exactly what to change or how to change. If you are a beginner - intermediate, you can try doing it for fun, but never use it on a serious project if you don't know how to fix it in the future. Try to start with small changes too.
  13. If you could do that, it would be revolutionary, It's impossible to do, and there are no plans that the intersect will ever have. Solution: Have two global variables, then pass the value of one to one variable and the value of another to another variable and compare the two global variables and then reset the global variables Problems: 1 - having many variables, because at least you'll need two to store the player's name, and others for other actions 2 - ESPECIALLY IN PVP you won't get the results you're looking for, because if it's a player against a player that's fine will work perfectly, but if a player uses an area spell and kills several players, there will be strange behavior, or if the player uses a projectile that pierces and kills several in a row , strange behaviors will also occur, and so on. Test my solution and test all scenarios and see for yourself
  14. also, you can change a little how these stats interact in battle by modifying the formula. For example, putting speed to increase or decrease damage too, and so on.
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