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Shenmue

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Everything posted by Shenmue

  1. Error like these can occur when: 1) The patch is not up to date with the code, which is probably the case 2) You are not on the correct branch or version of the branch to apply the patch. The post say it's based on 6.1, but it also worked on 6.2 3) You have modifications on your code that have conflicts with the patch. For example you changed a line of code used by the patch, or you applied another one. (Probably not your case if you are in a clean dev version) I've made a tutorial on how to solve this kind of issues with Visual Studio. Link below: Go to the tutorial
  2. I have installed the mod in the past, just tested it and it works fine. Nice work
  3. Simple feature, but doing the difference Working great, thanks
  4. Doing great on my side
  5. I do like the fact that we can see the inside of the castle
  6. Looks good, I like the GUI even if I am not a fan of the buttons.
  7. Everything should be OK. I guess you are having conflicts? Maybe you should try to use the other download links instead of the zip one. What is your case on the 3 options below?
  8. Thanks mate
  9. Like Xiphoid said, be sure to be on the official AscensionGameDev development branch (without any modifications). Error like these can occur when: 1) The patch is not up to date with the code, which is not the case since I tested it on the latest dev branch. 2) You are not on the correct branch or version of the branch to apply the patch. For the diagonal move patch, the right branch is the development branch and the last working commit is shown on the first page with information on how to see the latest commit of your branch. 3) You have modifications on your code that has conflicts with the patch. For example you changed a line of code used by the patch, or you applied another one. I've made a tutorial on how to solve this kind of issues with Visual Studio. Link on the first page.
  10. You can go on the "UpdateSpriteAninmation" method in "Intersect.Client.Entities.Entity" and move the code block related to attacking before the one of moving. Something like the code below should work. if (AttackTimer > Globals.System.GetTimeMs()) //Attacking { ... } else if (IsMoving) { ... }
  11. Solve patch conflicts with Visual Studio Patches can be hard to deal with when they have conflicts. Here is a tutorial on how to use them with the merge operation of Visual Studio. First of all, if you don't know how to apply a patch, you should look the official AscensionGameDev tutorial about them by clicking the link below. How to apply a patch When applying a patch, conflicts can occur when: 1) Basically, you have modifications on your code that has conflicts with the patch. For example, you changed a line of code used by the patch, or you applied another one. 2) You are not on the correct branch or version of the branch to apply the patch. Is the patch working on master or development banch? What is the latest official working commit with the patch? 3) The patch is not up to date with your project version or code. Note: For this tutorial to work, you need to have a branch where the patch can first apply. If the issue is that the patch is not up to date with the version it's supposed to work on, you can right click on the clean branch you want to apply the patch, then on view history. A list of all the modifications (commits) in the branch will appear. Then you right click on the last working commit with the patch, then on new branch and the patch should apply on the new branch without any conflict. If you don't know the last working commit, you will have to apply the patch on branches from previous commits until you find the right working commit. You can also download the official Kash Shop tutorial about patch conflicts on the link below. Download Kash Shop tutorial Or manually edit your project code with the patch one using diffy.org. Click on the link below for more information. About diffy.org Context: I have diagonal movement patch on a branch and I want to apply the running patch on the same branch, but I am having conflicts. 1. Create a branch where the patch is working (official AGD developper branch in this case). 2. Apply the patch on that branch. 3. Go on the branch you initially wanted to apply the patch. 4. Right click on the branch and click on "Merge From...". 5. Select the branch you applied the patch on the "Merge from branch" section. 6. Click on merge. There should be conflicts. 7. Click on the "Conflicts" action link. 8. Click on the file where there are conflicts. 9. Click on merge. Step 3 to 9 Step 3 to 9 separated below 10. A page with conflicts information should appear. Select the checkbox with the code you want to keep. In this case we want both since one is related to the running patch and the other the diagonal move patch (final version is shown on the bottom window. You can edit code on that window). 11. Check all the other conflicts (in this case there was just one). 12. Once there is "0 Remaining" conflicts, click "Accept Merge" Step 10 to 12 Step 10 to 12 separated below 13. Do the same for all the other file on the "Resolve Conflicts" section (in this case there was just one). 14. Once every conflicts have been solved, build your solution to check if there are still errors. Click on "Build", then "Build Solution". You should also do some tests in game to be sure everything is fine. 15. Everything should be fine now. You can commit changes and play with your new mod.
  12. Are they really who they are by hiding who they really are? It looks interesting, but I feel like the design can still be improved (especially the chat bubble gui and the name of the player being too far from him). Will the players just stay in the platform and chat about the platform subject? If the purpose of the game is too chat freely isn't it better if they are teleported on a map dedicated to the platform? From what I've seen on the promotion video, it will be pretty messy if there are 75 people online chatting in the same map. Good luck with your project
  13. I've done some tests and I noticed FPS drop when another client was doing something (not just walking or running, attacking too). However, the FPS drop is not related to the patch nor the running sprite feature since there are the same drops on the vanilla version of the official development branch.
  14. I think Offset are related to the fluidity of screen movement. To have a smooth fall you would probably need to play with these. So I suppose (like you did) if the player fall two tiles down and one tile right, OffsetY should be two times inferior (or superior) to OffsetX. Maybe you could try tmpY += 1 and tmpX += 0.5? Like that for one deplacement the player will move just by one tile max and x value would be always at the right place.
  15. Actually it's hard to figure out what FallCount is, but maybe you should try to divide the OffsetY by 2 when FallCount is greater than 2 instead of multiplying it by 2. Moreoever, I don't know if it's related but actually the OffsetX value is always 0 in the code sample you have shared.
  16. The patch is now working with the latest commit. Issue should be fixed (diagonal projectile and easier hit were fine) Download basic mod Download zip file
  17. Nice, it doesn't really look fire, but I can help on that.
  18. Sometimes money does add more value to your curry you know. Maybe cents are not the right one, but have you tried with a $100 bill? I don't get it. Why adding a slightly sweeter taste when the feel of Japan is everything needed?
  19. I would have said the same. Looks like this tutorial need a V2 from real cooks.
  20. Well I prefer when things are hot. What about the pictures then? Because there are no step numbers for each and it's hard to know which one represents which step. Could you do your job clean please?
  21. OK but can we talk about the peppers? Because I don't have that many at home, it looks insane.
  22. I don't have rice right now, is there a way I can do it without? And I see you chose green apple, is there a reason you did so? Because I personally prefer red one. Plus I also feel like your images are not big enough you know.
  23. I did some work with the patch. If you already have this patch and want to add running frames, download this patch. If you don't have this patch and want to add running frames, download this one. To add running sprite add "_run" at the end of your sprite name.
  24. All NPCs are on speed haha nice
  25. Well, it's a good idea to see how other people did the job so you don't have to reinvent the wheel. Maybe your issue would be solved by now. Plus, when we code, we are mostly using other people codes. However, like JC said you must find a way to reduce the number of packets sent.
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