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panda

Panda
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Everything posted by panda

  1. It's clearly weed or cigarette smoke but why are we asking stupid questions that we know the answer to?
  2. @jcsnider Exactly how does winning the day work, the system doesn't seem to count stuff right.

    1. jcsnider

      jcsnider

      No idea. Ask IPB?

    2. Phenomenal

      Phenomenal

      That explains why I haven't been winning then...

  3. Interface and Networking Updates! Feb. 25th 2018 Network Status I've gone an added a server status label to the main menu that displays the server status. If the client has yet to try to connect to the server it will display "Unknown". If it's in the middle of an attempt it will display "Connecting...". If it currently has a connection to the server it will display "Online". It will display "Offline" if it does not have a connection to the server (but will keep trying to connect to the server). If the server is online but an error is encountered when trying to approve a client connection the client will display "Network Error". All of these labels of course are translatable, and are listed in the "Server" string group in the Beta 5 Client localization files. When the client and server do not match in versions (i.e. client is Beta 4.8.1 and the server is Beta 5.0.0) the client will just display "Offline". This is also the case if the client is Beta 5.0.0 and the server is Beta 5.0.1. I plan on discussing with JC whether or not we will make every version change breaking or if we will make Major/Minor version differences breaking instead, but at least for the time being build/revision differences will also matter. One caveat however is that I do not plan on having the client report which version the server is currently on in the event of a version mismatch, partly because I'm not sure I can get any messages from the client to the server in this case, but also because if someone discovers a vulnerability in a particular server version I would rather them not know which version the server is. While this won't be of much help at the moment if they know which version of the client corresponds to the server, if we do make version numbers not need to match entirely this will at least slow them down. In addition to the server status label, if the client can't connect to the server the Login and Register buttons will also be temporarily disabled until the client is able to connect. Server status and disabled Login/Register buttons when the client is connecting or failed to connect to the server. Server status and enabled Login/Register buttons when the client has connected to the server. In-game Interface Updates In Beta 5 there are also two significant interface changes to in-game, the first being the removal of the options and exit buttons and the introduction of a menu button. The default graphic for this button is the three horizontal bars in the bottom right-hand corner of this screenshot. Clicking that, or by default pressing the Escape key will open the Menu. The options screen is accessible from here, as is the Exit to Desktop button. The close button is there for closing the menu without the escape key. All of these strings are translatable in the "IngameMenu" section of the client localization files. In addition to these there are also two presently disabled buttons, "Go to Character Select" and "Log out". For the time being these are disabled because we do not have code to facilitate either of those actions, and I'm not sure just how much code needs to be changed at the moment (it's at least more than I've done so far) so they're on the back burner for now (with no guarantee they will be in Beta 5). The second major change to the in-game interface is the addition of the map name to the player box in the top left. Because of this the level label has been moved to the left side by default, but there is also a combined name and level label that is disabled by default that can be made visible instead of the name and level being in separate labels. The combined label is a special translation label, and its only real usage is to control the number of spaces between the name and the level. The level string is used regardless for translation, and the formatted value (i.e. "Lv. 100") is passed in as argument {01} in the NameAndLevel string (with name being {00}). The name itself is just the plain player/entity name though, so it doesn't have a string entry in the translation file. The Level and Name labels separately. The combined name and level label. What's Next I plan on making some changes to the network code, hopefully to allow for logout, and make more improvements to the interface code. If I make the changes I have in mind to facilitate logout more easily, I am also considering exploring adding in a JSON server statistics API that can be queried in real-time. JC is also looking into database changes in order to add MySQL support to the server, but the jury is still out on whether or not we will end up implementing this in Beta 5, or whether it will need to wait for Beta 6. I still intend to look into import and export functionality for keybindings, and other UI improvements. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress! -The Intersect Development Team
  4. The bug report was irrelevant though, even in the title (not Windows 10)? No it won't. His pictures are distinctly Windows 10, and that bug was Linux. If anyone read the error log he took a picture of this, this is the crash he's actually encountering, and no it doesn't have a fix because it's not a bug: I imagine Alpha 1.9 or whatever back when Intersect used DirectX wouldn't fail, but we don't use The DirectX MonoGame backend anymore.
  5. Discriminatory timing would be the way we'd implement this, but insofar we do not even pass the time to any input handling so this will still require refactoring to accomplish.
  6. This sounds like you're trying to have two people edit the same map at the same time. If this is the case, this is not supported. As @gallighanmaker said, you can have multiple mappers but it requires that the mappers modify different maps instead of the same map at the same time.
  7. Switch identifiers you mean? So that minor versions also aren't compatible with each other?
  8. Uh what? This is already effectively built-in as of B4. B5 has a different identifier plus I will be generating a new default key pair which will make it totally impossible for a B5 endpoint to connect to a B4 endpoint. There's no need to add in explicit version checking.
  9. I assume you don't have the requisite graphics emulation running in the virtual machine. That being said, if she's only running the client and not the editor she doesn't need a VM, the client and server both run on any platform (they are advertised this way too).
  10. I don't even know what it does. I've never pressed it.
  11. I haven't started adding in easter eggs yet.
  12. I was thinking of adding extra hotkey bars that you could scroll through, but have not discussed this or given it much thought since there are plenty of other things to do still that are "add this" rather than "add more of this", and they take priority. I am interested in doing a fully configurable keyboard (similar to the one MapleStory has), but I do not have any plans for this at the moment. I do not know what JC has in mind.
  13. The best part is that my code isn't the reason it works this way either. Whatever handles blocking isn't interrupting the key press so it makes it all the way to the last bit of code which handles the menu logic.
  14. Woops. The way I have it coded apparently the quests still open. ?
  15. Screenshots! Feb. 17th 2018 News and Updates After several months away from actively working on Intersect JC and I are back doing some work on the engine. We've released Beta 4.8, and are actively working on Beta 5 (if you've been watching JC's stream). Jsonification is close to completion, and next on JC's plate is animations. I've put a full overhaul on database reworking on hold for now (it's really hard to write and write well, and I only have so much patience and concentration at the moment), but that won't prevent the database from being legible. Screenshots It took me a while, but I noticed in the last day or so that I couldn't take screenshots directly with Intersect, so that's what I've been working on today; and good news! It's already finished! There are a few constraints on the screenshots at the moment. In the future I'd like there to be a configurable screenshots directory, but at the moment they are just being stored in the <Client>/screenshots directory. In addition to this, screenshots are of the game only -- which means no cursor, and no window frame in the screenshot. I know I occasionally like having the window frame in the screenshot for some applications I write, but ultimately this is not in the cards based on how screenshots are being created right now, but I don't think it will be missed. What will probably be missed, is the fact that the cursor will not be present in any of the screenshots (at this time) due to the cursor being rendered by the operating system, and the screenshots only include what is rendered by Intersect. If in the future we enable custom cursors, or if I come up with a way to render a fake cursor only for screenshots (this likely will not be the native cursor though, be forewarned), the cursor will also be visible. One constraint that doesn't exist is the keybind: I've already gone ahead and added a configurable screenshot key, and this comes with a default F12 binding (similar to Steam and several games). People are free to change it to Print Screen if they so choose, but as to not conflict with ShareX, or the actual print screen key I opted to use F12 as the default instead. Some examples of the new screenshot key at work: What's Next While adding the screenshot key, I also added 8 other keybindings that I still have yet to write the code for. The first keybinding, opening the menu, will default to Escape, and introduce a new menu to the client through which you will be able to access the Options/Settings, the future Exit to Character Selection button (which will be a server-controllable feature), the future Logout/Exit to Main Menu button, and the existing Exit to Desktop button. The icon buttons for Options/Settings and Exit to Desktop will be removed. The next six all have default keybindings, and they are Open Inventory (I), Quests (Q), Character Info (C), Parties (P), Spells (X -- unless someone has a better suggestion since S is already tied to Down by default) and Friends (F). When I implement these 6 I will also introduce a user-configurable setting that defaults to automatically closing any of the other windows when a different one is opened. The last one I think some people may like, but I don't see most people needing it so it doesn't have a default keybinding, is an Open Options/Settings key. This will skip the Menu and open the Options window directly. Other features that I personally have in mind to add soon are import/export capability for keybindings, and configurable MySQL capability to the server, so keep your eyes peeled. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress! -The Intersect Development Team
  16. Colgate is better than Crest, a new study finds.

    1. Show previous comments  1 more
    2. panda

      panda

      I use Sensodyne, I'm just Doddlerousing.

    3. Oddly

      Oddly

      Was doddlerousing supposed to a pun on my name?

    4. Oddly
  17. Hey if you map accurately then I have no problem... but you're using inaccurate tilesets which produce inaccurate maps.
  18. Accurate maps with accurate tilesets. Every map I've seen so far by anyone has been wrong because their tilesets aren't correct. The issues are minor, but they exist and are irksome.
  19. Giant pandas are magical creature that make good toothpaste. You have heard of it, it's called Colgate.

  20. You specifically have been busy playing League.
  21. Thought it was obvious from this thread that we're mapping out Gen 1/3 (and presumably 2) but we're also obviously not using the shit graphics from RBY/GSC.
  22. That looks to be the wrong Gameboy.
  23. I had thought about doing this, but now that I know it's documented I'm 100% doing this.
  24. Pretty sure the editor allows you to export maps and reimport them. Copying database files will copy everything else too that you might not want. If the maps were from a different version of Intersect you also need to upgrade the database with the migrator to the latest version before exporting them.
  25. panda

    Sqlite

    What kind of server? Who owns it? Is this JC's hosting service that you're talking about (if so you should be asking in that thread, not here)?
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