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Everything posted by panda
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This? https://github.com/AscensionGameDev/Intersect-Engine/issues/1207
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Well since moving to a generic ECS is our target, I'm not sure how useful a specialized system like this will be long term. I think it will probably still be possible after that move, but it's too bug-prone of a feature to include in our code base right now.
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It would have been beneficial for a bug with repro steps to have been opened on the Github repo, as it stands my PR was just a basic change that I think will have fixed it but I can't guarantee it. On the topic of garbage collectors, we are running .NET Framework on main and so we are locked into the .NET Garbage Collector. There are apparently some configuration options we can tweak even in .NET Framework, but none of those configuration options would have fixed this issue (and garbage collection is not even something useful for us to configure yet, the rest of the codebase is not performant enough for it to yield real benefits that wouldn't otherwise be gained by simply fixing the code). As far as I am aware, the .NET Garbage Collector, or any Garbage Collector for that matter, will only trim orphaned structures in memory; in other words ones that no longer have a reference. Our custom marking of an entity as disposed is nothing more than just saying "don't use this anymore" to our own code, but it doesn't trigger any sort of garbage collection. Assuming that the "Target" property was the only remaining reference per your description, my fix of just clearing the property value will allow the GC to collect it whenever it deems fit to run.
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We get no money for development, and funding isn't currently the issue. We wouldn't be able to get enough funding to hire other proper developers anyway, so the code will remain 100% free both for contribution and consumption.
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Walking animation pauses for seemless maps
panda replied to Kaziie's question in Questions & Answers
So talking with the other developers, it's been there for as long as anyone can remember, but they're surprised that it's as obvious as it is in your video especially on local (your server is on the same computer as the clients, right?). One other question -- do you happen to be using tiles that are larger than 32x32? This also occurs on the smaller tile sizes but we're wondering if it's more obvious on larger tiles. You don't have to make your tiles smaller if that's the case (since it'll happen either way) but since it's been there for so long I also can't promise that we are going to figure out a fix for it any time soon (that said it will likely be fixed eventually as I carve out and rewrite more parts of the engine, it just won't be soon because I have so much on my plate). -
Walking animation pauses for seemless maps
panda replied to Kaziie's question in Questions & Answers
It would be extremely helpful if you could get another user to record a video clip of this happening, and provide the amount of ping both you and the other person had during the video. I can't say as I know what is causing it, but the above information may help narrow down what is. -
Compiling the Source into a final release structure.
panda replied to kcclemo's question in Questions & Answers
You should write a script that uses MSBuild to build the project and copies the binaries and assets to where you want, and you should specifically build it with "/p:Configuration=Release". Google will be your friend. As everyone has different desires, environments, and assets, we don't have a prepared script or anything like that to hand out. -
The logs folder, right next to the executables (client, editor and server all work the same way).
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What operating system are you using? Are you running 0.7.0.137-beta or 0.7.1.3-beta-prerelease? If you are on Linux, what version of mono do you have installed? Are you running the server by clicking, or from a terminal? Log files? Also the upgrade files for 0.7 are for upgrading from 0.6.2, you may be missing files that were included in the 0.4.3~0.6.2 upgrade path. If you've been away for 5 years it almost makes more sense to just download the full 0.7.x downloads, and start from there. If you have data you'd like to keep, you will need to do more incremental upgrades.
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For future reference, questions like this belong in the Intersect-specific Q&A section, not the non-Intersect General Discussion section. Client configuration is covered by our documentation, as is distribution of your game. Parts of your question are also covered by the server configuration, also covered in our documentation. MacOS support (at least for Intel-based systems) is covered by the cross-platform compatibility section in the documentation via Mono (installed separately). For Apple silicon (M1 devices), support is more limited, and if you can get Mono running then that can still be used to run Intersect. Mobile devices are not currently supported, and we have no mobile builds at this time. It should be assumed that it is not on the roadmap. If you want to customize the client icon (changing the name is just renaming the file), you need to compile the engine from source (recommended), or use Resource Hacker (not recommended).
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To clarify it has been in prerelease for 5 days already.
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Start with Beta 7.1 the binaries are just put in the default directories, for example "Intersect.Client/bin/Debug/net462/" or "Intersect.Server/bin/Debug/net462/". All of the "build/<configuration>/<project>/" folders are dead starting with 7.1. Assets are now no longer in "build/<configuration>/<project>/resources/" they are in "assets/development/client/resources/" for the client and editor or "assets/development/server/resources" for the server. Using non-default output directories like we were using in 7.0 and before was causing issues with the change in project type (if you look at the .csproj files of 7.0 there's a million things and it's a gigantic mess, in 7.1 the csproj files are almost empty -- that was the project type change). The new assets setup (since "assets/development/" is ignored by git) works really well and this is what my workspace looks like where I have both the Intersect-Assets and Intersect-Engine repos pulled, and I have a symlink on the resources directory so I can live-test the Intersect-Assets repo and update them as my client changes them.
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That link doesn't appear to work, there's a ... in the actual URL too (it's not just a text effect).
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To be clear, there was no issue before, it was just a warning that UPnP (automatic port forwarding) wasn't working. So long as you have manual port forwarding set up, the warning means nothing.
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Well if you're using Google Cloud you don't need UPnP and you can disable it in your config to get rid of the warning.
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See if your issue is related to this: https://github.com/AscensionGameDev/Intersect-Engine/issues/1111
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Have a bug to report? Create an issue on our GitHub repo! Please include screenshots or a video clip, as well as logs if there are any, to help us investigate it.
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Looks like you probably need to do a clean and rebuild on the Intersect.Building project.
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There are 6 errors, and you're showing the 3 that are not the root cause. Please show the other 3 errors.
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Judging by the video that's a 6 year old April Fool's joke too
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alkjsdlkajsdlkjas Claro que no, JC ha posteado en esta sección.
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It is, as is the server. The editor is the only binary compiled for a discussion architecture, and that's x86 (32-bit), not x64. That said, I believe the client and server do not have library binaries for Mac or Linux x86. At least in the case of MacOS, x86 is dead and our dependencies no longer support it.
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Yeah, "tonight" was yesterday. 😂
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Ok, that is the error I saw. Alternatively: https://github.com/OniSensei/Intersect-GUI-Editor/pull/14
