Peaverin

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    www.zarkram.com

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    Barcelona

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    Zarkram ORPG
  1. Love the style! This may become a very nice platformer game when source comes out! And You can upload it here https://www.ascensiongamedev.com/filehost/ and then copy the link and paste it in the post.
  2. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// This happened to me playing Nightmare by Kibbelz. I guess the bug is that sometimes, monsters spawned above a tile that "is" Z-dimension 2 in the game still have dimension 1. By this I mean that, for instance, if a monster spawns above a bridge it will sometimes have Z dimension 1 while I will have Z dimension 2 so I can't attack him and can pass through him. I exactly don't know how to reproduce the bug as some monster where bugged while others weren't.
  3. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// This happened to me playing Nightmare by Kibbelz. I was running around while some Npcs where chasing me, then I entered a dungeon. When I left the dungeon the npcs where still there, with the red name, but they where ignoring me until I attacked them. It happened more than once. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// It didn't happen always. So just have some monster chase you and then step into a Warp tile so you get teleported to an other map. Then (it didn't happen always) when you are teleported back the NPCS will ignore you.
  4. That's actually an original idea :), but as you said it isn't not stable. I think the best for now is to take this "system" as an example of what events can do and wait until they add the features I proposed or just wait for open source.
  5. The first one you said, when the player logs in the arena again there's no problem because the timer will continue and he will exit it anyways, but yes, the main problem is if the player logs out and don't log in again. As I already said in my post I have already though in ways of solving it but it would require extra event commands which we don't have. But if you come up with a solution with the ones we have just post it.
  6. Client Crash when create character

    @jcsnider I didn't change anything but I don't seem to have this bug anymore. Anyways I sent you my server.
  7. No NPCs on the map condition doesn't work

    I don't know what happens then, you can look at the screenshots, its all properly set. Will be testing it a bit more and see if I can make it run properly but I don't know what I did wrong. Edit: @Gibier Look at this video. The problem seems to be happening when you teleport to a map with the event, so it seems that the condition doesn't recognise NPCs spawned before the players arrival. As you can see, when I enter the map the first time it works fine (the event is in autorun so it repeats itself but it only spawns the NPC 1 time). Then if I tp again to the map it spawns one NPC again despite there's already one.
  8. No NPCs on the map condition doesn't work

    I tested something and I think this command only works well for NPCs generated this way: I think that's the problem, the command does well for map editor spawned NPCs, but if I spawn a NPC by events, then that command won't detect it.
  9. Are the Events handled by the Client?

    Okay, thanks a lot!!! Actually I was really worried about that because I love Intersect but I wouldn't use it if it had that vulnerability. Question is answered so you can close the topic
  10. PVE Arena Using Events and Quest System Posted: 31/01/2018 Written during Beta 4.7 First of all sorry for my English, I know it's not the best but I think you can understand me. I was testing functionalities of the engine and its potential and I managed to create a PVE Arena so I decided to share this here. You talk to a NPC and he gives you the quest to enter the Arena. If you already had the quest taken he asks you if you want to enter. Then you're teleported to the arena. Only one player is allowed to be in the arena at the same time. There are 3 possibilites to exit the arena: 1. Be killed 2. Kill the monster 3.Run out of time(so you can't stay forever and block other player's entrances). Uses events and the quest system. When the monster is killed the task is finished and therefore you can run an event and do anything. There are two known bugs because of the limitations of the event system (or maybe my own limitations, if anybody knows how to fix them without editing source code just say it): Video: The player in the left had already entered the arena before (that's why you see the quest in the quest log is already yellow). The player in the right hadn't. You can see that no player is able to enter the arena if there's already someone in and the 3 ways to exit the arena (die, kill the monster or run out of time). When monster is killed the player gets out of the arena and can enter the reward room. Tutorial: For this tutorial I have two separate maps. The first one is the Lobby and the second one is the Arena itself. First of all we're going to use the following: A Player Switch called "Player in Arena", a Global Switch called "Arena", initially False (will be True if a player is in the arena), and a Global Variable called "Arena Timer". This last one variable doesn't need to be a Global Variable and can be a Player Variable instead but if its Global it could be used for letting other players know how long they will have to wait. Now let's go to make the Quest for this: Follow the image: Green is for optional, Red is for mandatory, Yellow is for anotations. As you can see you can't quit the quest because if some player quitted the quest while inside the arena, then he wouldn't be able to exit by killing the monster (he would still exit the arena when the time goes down so you can actually mark the option but it would be extrange). Then you have to choose the task of killing the monster you want to be in the arena. Then, on task completion event you have to warp the player outside of the arena and set the "Player in Arena" and "Arena" switches to false so other players can enter the arena. Then you can choose to finish or not the quest and reward the player. Now let's go to the Lobby and create the NPC that will teleport you to the arena: Everything is explained in the image "Arena False" and "Arena True" condition list are only formed by "Global Switch Arena is False" and "Global Switch Arena is True".The second page of the event is what will appear when there's a player inside the arena. Note that in this example I've done it this way, with a NPC, but it could be done in a lot of different ways. Last but not least, you might be asking why is the Player Switch "Player in Arena" for. This switch is used now! This is used for when a player dies in the arena, the arena gets reset so other players can enter. Create a Common Event and follow the image: In my case now I have a NPC called "Guard" that after you've completed the quests lets you pass to the rewards room, but you can make it different. The best thing, if the quest can be repeated, is to give the reward at the event that is called on task finished. You can do almost anything you want to! That's the power of Intersect. Your PVE Arena should by ready by now! Let me know If I missed something, if you have any problem/suggestion or if you know how to fix any of the bugs I mentioned above! Thank you!
  11. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// When I create a character and press the button Create, then client crashes. After that I can login and enter with that character with no problems. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Create a character and after pressing Create the crash will happen. I don't why but it didn't happen before, started happening now. /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// 2018-01-31 12:15:15.756 [Error] Message: Se produjo una excepción en el destino de la invocación. 2018-01-31 12:15:15.758 [Error] Stack Trace: en System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) en System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) en System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) en System.RuntimeType.InvokeMember(String name, BindingFlags bindingFlags, Binder binder, Object target, Object[] providedArgs, ParameterModifier[] modifiers, CultureInfo culture, String[] namedParams) en System.Type.InvokeMember(String name, BindingFlags invokeAttr, Binder binder, Object target, Object[] args) en Intersect.Client.Program.Main() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\ClientMain.cs:línea 34 2018-01-31 12:15:15.759 [Error] Stack Trace: en Intersect_Client.Classes.Entities.Resource.Load(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 49 en Intersect_Client.Classes.Entities.Entity..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf, Boolean isEvent) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Entity.cs:línea 139 en Intersect_Client.Classes.Entities.Resource..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 20 en Intersect_Client.Classes.Networking.PacketHandler.HandleMapEntities(Byte[] packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 538 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 234 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(IPacket packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 56 en Intersect.Client.Classes.MonoGame.Network.IntersectNetworkSocket.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\MonoGame\Network\IntersectNetworkSocket.cs:línea 88 en Intersect_Client.Classes.Networking.GameNetwork.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\GameNetwork.cs:línea 141 en Intersect_Client.Classes.Core.GameMain.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameMain.cs:línea 50 en Intersect.Client.IntersectGame.Update(GameTime gameTime) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\IntersectGame.cs:línea 97 en Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) en Microsoft.Xna.Framework.Game.Tick() en Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() en Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) 2018-01-31 12:15:15.759 [Error] Time: 1/31/2018 12:15:15 PM -------------------------------------------------------------------------------- 2018-01-31 13:46:52.482 [Error] Message: Se produjo una excepción en el destino de la invocación. 2018-01-31 13:46:52.483 [Error] Stack Trace: en System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) en System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) en System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) en System.RuntimeType.InvokeMember(String name, BindingFlags bindingFlags, Binder binder, Object target, Object[] providedArgs, ParameterModifier[] modifiers, CultureInfo culture, String[] namedParams) en System.Type.InvokeMember(String name, BindingFlags invokeAttr, Binder binder, Object target, Object[] args) en Intersect.Client.Program.Main() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\ClientMain.cs:línea 34 2018-01-31 13:46:52.484 [Error] Stack Trace: en Intersect_Client.Classes.Entities.Resource.Load(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 49 en Intersect_Client.Classes.Entities.Entity..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf, Boolean isEvent) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Entity.cs:línea 139 en Intersect_Client.Classes.Entities.Resource..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 20 en Intersect_Client.Classes.Networking.PacketHandler.HandleMapEntities(Byte[] packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 538 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 234 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(IPacket packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 56 en Intersect.Client.Classes.MonoGame.Network.IntersectNetworkSocket.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\MonoGame\Network\IntersectNetworkSocket.cs:línea 88 en Intersect_Client.Classes.Networking.GameNetwork.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\GameNetwork.cs:línea 141 en Intersect_Client.Classes.Core.GameMain.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameMain.cs:línea 50 en Intersect.Client.IntersectGame.Update(GameTime gameTime) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\IntersectGame.cs:línea 97 en Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) en Microsoft.Xna.Framework.Game.Tick() en Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() en Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) 2018-01-31 13:46:52.484 [Error] Time: 1/31/2018 1:46:52 PM -------------------------------------------------------------------------------- 2018-01-31 14:43:12.448 [Error] Message: Se produjo una excepción en el destino de la invocación. 2018-01-31 14:43:12.450 [Error] Stack Trace: en System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) en System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) en System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) en System.RuntimeType.InvokeMember(String name, BindingFlags bindingFlags, Binder binder, Object target, Object[] providedArgs, ParameterModifier[] modifiers, CultureInfo culture, String[] namedParams) en System.Type.InvokeMember(String name, BindingFlags invokeAttr, Binder binder, Object target, Object[] args) en Intersect.Client.Program.Main() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\ClientMain.cs:línea 34 2018-01-31 14:43:12.450 [Error] Stack Trace: en Intersect_Client.Classes.Entities.Resource.Load(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 49 en Intersect_Client.Classes.Entities.Entity..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf, Boolean isEvent) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Entity.cs:línea 139 en Intersect_Client.Classes.Entities.Resource..ctor(Int32 index, Int64 spawnTime, ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\Resource.cs:línea 20 en Intersect_Client.Classes.Networking.PacketHandler.HandleMapEntities(Byte[] packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 538 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(ByteBuffer bf) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 234 en Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(IPacket packet) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:línea 56 en Intersect.Client.Classes.MonoGame.Network.IntersectNetworkSocket.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\MonoGame\Network\IntersectNetworkSocket.cs:línea 88 en Intersect_Client.Classes.Networking.GameNetwork.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\GameNetwork.cs:línea 141 en Intersect_Client.Classes.Core.GameMain.Update() en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameMain.cs:línea 50 en Intersect.Client.IntersectGame.Update(GameTime gameTime) en C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\IntersectGame.cs:línea 97 en Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) en Microsoft.Xna.Framework.Game.Tick() en Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() en Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) 2018-01-31 14:43:12.450 [Error] Time: 1/31/2018 2:43:12 PM --------------------------------------------------------------------------------
  12. Hi, this is something that makes me worry about the security of the engine. I was editing some events while I was connected in the map with my character. I already knew that when you edit an event in the Editor, you have to reload the map with your character for events to be refreshed. I realised that if I edit an event in the editor but don't reload the map with my character, the event data is that of before the edition, but it still works. This made me think that events logic is sended by the Server but then handled by the Client. This could be an important security issue, but maybe I'm wrong and the Server has data about the events of each map for each player or something like that. Could anybody answer me this question? Thank you and sorry for my English, I know it's not the best.
  13. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// As the title says. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Create an event with autorun that spawns an NPC if there are no NPCs on the map. Everytime you enter the map the NPC will be spawned as if there were no NPCs on the map. /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// Edit: Video: https://youtu.be/ssCo4iL8wJQ /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  14. Well it's happened to me that i want a cave to have light at certain walls and on lava tiles but then the Block tile dissappears so I can walk over these tiles. One option would be to use block tiles and use events with animations on each tile but I think that would be resource consuming.
  15. This is just a suggestion. I think it's not hard to implement and would give the possibility to create very nice features.