Vhaeriel
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Everything posted by Vhaeriel
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It's really strange, because the same .exe don't work on the windows server, the problem is obviously when the api try to listening on the host i think.
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I'm on a windows server, all work great, it's just the api. Actually my localhost don't target the folder of my server, it's target another website. It's why i ask what the "hosts" need to target on the api ? I think the problem is just because the api can't resolve correctly my "localhost:5400"
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On my personnel computer, the same .exe work fine with api enable But on my dedicated serv, it's bug, i think is a problem on the configuration file but i don't know what. Maybe a stupid question, But what the "Hosts" need to target on the api.config file ? Because i run a lot of server (sql, web, multiple website etc..) on my server
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I'm on the last build of dev branch
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Yes, i don't really modify a lot of thing on the server I've just modified the assembly version
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Hello ! I've a little issue when i try to start the api on my Server -> Any idea ?
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Thank you a lot, i'll check that and share template if i've times !
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Don't forget to edit the file when your client is close, otherwise the values return as before
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It's a "multi" launcher for my webapp, bot, game, and display image for news, patchnote, etc... The problem is, the port 5400 on my server is ALWAYS open, not only when the exe is running, it's why the code will all time display "Online"..
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Hello I make a launcher for my game, but i had a little problem. I want to check if my game server is online or not using (UdpClient udpClient = new UdpClient()) { try { udpClient.Connect("xxx.xxx.xxx.xxx", 5400); label3.Text = "En Ligne"; } catch (Exception) { label3.Text = "Hors Ligne"; } } The problem is, the server is "all time" online, even if the .exe is not running Any idea ?
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First time i @ him ahah :p Yeah it's true, I forgot to include a file !
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All is in the title, on the first startup, the game don't load all my layout. I create a simple Installforge exe for setup.exe On this startup, we had : The Clien.exe, the folder resources (with update, config.json, gui, font...) But, when i launch the client for the first time, all the custom gui don't load. My font don't load etc.. Any idea ? @jcsnider
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Hi, I would only like to share my feelings about the current tool I find that a lot of essential elements are currently missing from the engine Some can be surpassed with a little ingenuity, others its just impractical without modification of the sources (which is not within everyone's reach) I will try to list here what most frustrated me during the development of my game. - No ladder system, however in the basic tileset, there are ladder, so why not have put this type of tile? - I really don't understand the presence of the "Slide" type, when I think that the ladder are more important. In the events, there is a lot missing from the list In "Dialogue" In add text to chat, there should also be the admin channel In the "Logic Flow" list, there should be the possibility to create a loop. In "Player Control", I think we should add a "Change state" as for example, to define the state of the player as stunned, invulnerable etc. There should also be a way to cast a spell on the player (such as applying a buff) - In the execution conditions, for the type of condition, I think that in level or stat, you should add HP and MP - In the edition of the spells, I do not understand the interest of choosing the type of target for the type of spell "event", because the event will always be played for the launcher and not for the target I also think it would be extremely interesting to ensure that if the type of target chosen is other than himself, the event MUST be played on these people, not on the caster. There is missing (I think) a place where to define the noise of the steps of the players I hope I could help by giving my feelings on the current condition of the engine, especially did not see it as bad! I know the engine is still in beta, and that's why I offer all these ideas. Maybe I am wrong in some and it is possible to do it, in this case let me know! I really like this engine, I hope it will go far! Cordially. PS: Sorry for the bad english, it's google trad ..
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Wow so fucking nice, where we can download it ?
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In this case, assuming that I create a climbing sprite, comment "find" my player's current sprite? This would mean that I have to create as many event pages as sprites in my game, with as a condition, for X sprites display X climbing sprites
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Hello, It's me (again) It is possible to hide the NPC Name on an indoor map without brightness 0 ?
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Yes, so without source code it's no possible ?
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Yes, but when you go down, the sprite is wrong, because it's just like you walk down
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Hello. Any solution for climb/ladder system ? I don't really know if it's possible
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Ty
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C:\Users\max\Desktop\Ohria, tchat 2d en ligne\Developpement Source\Moteur\Intersect-Engine>git apply --check mod.patch error: patch failed: Intersect.Client/Entities/Player.cs:1222 error: Intersect.Client/Entities/Player.cs: patch does not apply C:\Users\max\Desktop\Ohria, tchat 2d en ligne\Developpement Source\Moteur\Intersect-Engine> Hello. I try to apply the patch on the latest developpement branch but i getting error when i try to apply the basicmod error: patch failed: Intersect.Client/Entities/Player.cs:1222 error: Intersect.Client/Entities/Player.cs: patch does not apply
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Hello I've little trouble I've change the death system on Intersect. I've add a new trigger type, now i've "On Respawn" and "On death" trigger. My triggers work fine, I can now make a respaw system a bit like World of Warcraft, with cemeteries etc. My character no longer automatically teleports to the respawn point of classes, (so he stays there), that life does not recover 100% when he dies, etc. So currently, I have succeeded perfectly in doing: A "when dead" trigger A potion of resurrection A system to automatically change the player's respawn point relative to the map where he is located (like cemeteries) I only encounter 2 major concerns in my changes: - When the player is considered dead, he can always be attacked, buff, dot etc. So I would like to know if in the code, there is a function like "if target IsDead" to refuse that players can send him a spell. The second problem is that I mainly made this change too to be able to create a resurrection spell, so I would need a check box in the spells, which can say "If the target is dead then spell ok" I also use the event system to check if the player is dead or not, to trigger certain events (such as hold the player) The problem is that I thought suddenly, create the spell of resurrections via an event system (Add 5 hp, realease etc ..) But I realized that the event type spell is executed for the player he uses, and not on the target I'll try to create a new status type like stun etc.. but named "Death" but i don't think it's work.. Any idea ? https://pastebin.com/6ZR9DPSK
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.exe detected as virus false positive
Vhaeriel replied to Vhaeriel's question in Development Questions
On the 0.6.1.0 it's not detected, but on the 0.6.2.0 yes -
.exe detected as virus false positive
Vhaeriel replied to Vhaeriel's question in Development Questions
Yes i know, i've build the developpper branch form github I think the false positive is due to tue updater run at the start of the exe, and download again the .exe before run it maybe
