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Weylon Santana

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Weylon Santana last won the day on March 2

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. Man, I manipulate the interface so much that it's natural to me, but something like that is extremely useful I will download and test it now. Whatever you need help I will help.
  2. Animations in resources editor have this proposed make the tree falling when resources reaches 0 hp
  3. and now you have to be more careful when using global var with a new database system.
  4. This is hard man and soooo limited with events
  5. Some people have this error when trying to open the client, the client does not start what can be? 2021-04-21 14:15:25.031 [Warn] Directory was specified as a plugin directory but does not exist: 'resources\plugins' -------------------------------------------------------------------------------- 2021-04-21 14:15:25.045 [Info] Discovered 0 plugins: -------------------------------------------------------------------------------- 2021-04-21 14:15:26.132 [Info] Acquiring context lock... (0ms) -------------------------------------------------------------------------------- 2021-04-21 14:15:26.132 [Info] Acquired. (0ms) -------------------------------------------------------------------------------- 2021-04-21 14:15:26.162 [Error] Received unhandled exception from System.Threading.Thread. -------------------------------------------------------------------------------- 2021-04-21 14:15:26.164 [Error] Message: Service 'PluginService' is not yet running. Stack: at Intersect.Core.ApplicationService`2.Stop(IApplicationContext applicationContext) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationService`2.cs:line 108 at Intersect.Core.ApplicationContext`2.<StopServices>b__48_0(IApplicationService service) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 197 at System.Collections.Generic.List`1.ForEach(Action`1 action) at Intersect.Core.ApplicationContext`2.RunOnAllServices(Action`1 action) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 182 at Intersect.Core.ApplicationContext`2.StopServices() in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 197 at Intersect.Core.ApplicationContext`2.InternalDispose() in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 512 at Intersect.Threading.ConcurrentInstance`1.ClearWith(TInstance instance, Action action) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Threading\ConcurrentInstance.cs:line 40 at Intersect.Core.ApplicationContext`2.Dispose() in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 505 at Intersect.Client.MonoGame.IntersectGame.Dispose(Boolean disposing) at Microsoft.Xna.Framework.Game.Dispose() at Intersect.Client.MonoGame.IntersectGame.MonoGameRunner.Start(IClientContext context, Action postStartupAction) at Intersect.Client.Core.ClientContext.InternalStart() at Intersect.Core.ApplicationContext`2.Start(Boolean lockUntilShutdown) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Core\ApplicationContext`2.cs:line 217 at Intersect.Client.Core.Bootstrapper.Start(String[] args) --------------------------------------------------------------------------------
  6. I will give a detailed report on the tests you ordered This is the locked and unlocked cps with 0 players. locked, is usually locked at 65, sometimes decreases to 61 and returns to 65. Unlocked is between 2 million and 100 thousand and 2 million and 200 thousand. This is the locked and unlocked cps with 8 players. same as above. after this test I put the settings you said This is the locked and unlocked cps with 5 players. The players said it improved a little, but it was still bad. 500 - 510 locked, 1 million and 900-998 thousand unlocked After this setup I recorded ingame with 5 players online. Embedded Video Link in the end, i have typed exit on server console and a lot of error spam the console https://www.ascensiongamedev.com/resources/filehost/092609e4fd4322dbdbc04eea4aea8b82.log And about your comment, I find it difficult that the machine is the problem, we had no problems to hold up to 20 players in version 101, why would we have in version 111? If the only thing that changed was the version and not the machine. I don't know if I could test what you said because the machine is not mine.
  7. Edit: ------------------ System Information ------------------ Time of this report: 4/20/2021, 11:30:54 Machine name: DAVI Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_rtm.101119-1850) Language: Portuguese (Regional Setting: Portuguese) System Manufacturer: QEMU System Model: Standard PC (i440FX + PIIX, 1996) BIOS: Default System BIOS Processor: Common KVM processor (4 CPUs), ~2.4GHz Memory: 4096MB RAM Available OS Memory: 4096MB RAM Page File: 1315MB used, 6873MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode
  8. In the playerbox, there are 3 items about hpbar that must be configured. HPBarBackground HPBar ShieldBar In "bounds" did you check if the width and height of these three components are the same as that of mana?
  9. Try to do the following I do not know if it will work I have not tested. Create a common event, let's call it "event" Create an spell type event, let's call it "spell" Create a projectile, let's call it "proj" In the "proj" place "collision of spells" choose the spell "spell" This means that when the target is hit, the spell will be cast. In the event spell, choose the common event "event" In theory: 1 - the projectile will hit the player and cast the spell 2 - the magic will conjure the event 3 - the event should apply the warp effect you want But in theory everything is beautiful, in practice not so much.
  10. You can only create one level of folders, you cannot create folders inside other folders ----------------------------------------------------------------------------------------------------------------------------------------- Você só pode criar um nivel de pastas, não pode criar pastas dentro de outras pastas
  11. I noticed that the server has new settings "Processing": { "CpsLock": true, "MinLogicThreads": 2, "MaxLogicThreads": 4, "LogicThreadIdleTimeout": 20000, "MinNetworkThreads": 2, "MaxNetworkThreads": 4, "NetworkThreadIdleTimeout": 20000, "MapUpdateInterval": 50, "ProjectileUpdateInterval": 50, "PlayerSaveInterval": 120000, "CommonEventAutorunStartInterval": 500 I would like to know if these settings could be causing the game to lag. I was in a more stable version, 101 (there is no stable version, even 6.2 isn't, but this is not so bad), and this version could handle 20 players calmly. Now version 111 can barely handle 5 players, on the same machine that can handle 20. This is just a test we are doing. I would like to know why. The server sends all lag signals to clients, such as: Walking backwards, monsters suddenly deactivating aggression, when they(npc) return to the spawn point(origin) they fill their whole lives suddenly while in combat, in the middle of the fight they ignore the player, deactivating aggression and return to the point of origin, high ping with people who have a great internet speed, and so on. onwards. We did a test with only about 5 people to check if version 111 was fine. And it is not. The lag was so much that you couldn't play. Is there anything I can do in this configuration that can fix this?
  12. I will mark it as the best answer, I do not see it as a bug. It's nice that everyone has their drop while partying. What I would worry about is 1 player opening 4 clients with 4 different accounts and dropping items insanely into his main account.
  13. I was going to ask this in the chat, but this is the place @jcsnider, is it your intention for the intersect to duplicate items for each party member? For example: A monster drops 90 gold (https://prnt.sc/11nntg9) If you have two party members drop 2 lots of 90 gold (https://prnt.sc/11nnqvn) If you have three party members drop 3 lots of 90 gold (https://prnt.sc/11nnnql) etc.. Or is this a bug? I was testing this with some friends and we found it in the latest version (xxxx.111)
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