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panda's post in Language selection was marked as the answer
To ditto Gibier but add something additional:
If you have a translation, please share it so other people can use it.
One other thing is that right now a language selector would effectively be useless. You could change the UI, but you cannot change the server's strings, and you cannot change the language of the content. We have been looking into improving this but adding translatable content (the thing holding this back) is not an easy task.
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panda's post in Diagonal Movement was marked as the answer
It is not a patch, it is built into the engine directly. You need an updated version of the engine.
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panda's post in File does not contain a valid CIL image was marked as the answer
You do not use mono anymore, just run it directly.
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panda's post in Error Cooldown 0.7.2 56 was marked as the answer
Fixed in https://github.com/AscensionGameDev/Intersect-Engine/releases/tag/v0.7.2-beta.57
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panda's post in Doubt about "prerelease" branch build was marked as the answer
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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panda's post in Experiments command in server was marked as the answer
It doesn't actually do anything. I added it intending to put experimental features behind it, but it never caught on.
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panda's post in SQLite Update was marked as the answer
1. The screenshot is not an error, you need to follow the instructions
2. Your original post is not in English, but it is posted in the English section
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panda's post in Upgrading to 0.7.2 let the console and editor say it's on 0.7.1.120 was marked as the answer
@Artheios v0.7.2-beta.2 had a bad workflow file, which worked fine when it was on my personal repo testing it due to bad cache-related configuration.
I have since fixed the workflow and v0.7.2-beta.7 has the full downloads, but... they report the wrong version.
This is because of the build caching, where it actually skips recompiling the binaries if nothing changes but the build number is based on the actual GitHub run. Before publishing build #7, I ran it once to verify that everything worked correctly in debug mode (it does not publish anything) and so since nothing actually changed between the two, it did not recompile to change the binary number.
I think that this probably also applied to when I bumped the version from 0.7.1 to 0.7.2, because I didn't actually modify a .cs file to do that, it was a change in a .props file.
Until we have another build that actually changes code however, the binaries will not actually recompile and so the version number won't change -- that said, v0.7.2-beta.7 does contain updated binaries, so you can use that in the interim, let me know if you find any more problems in that. I will see what I can do to make the release information match the binary numbers but that may take a few days.
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panda's post in Resizing Character and Zoom to 16 x 16 was marked as the answer
Currently we do not have the ability to zoom the camera, so at least until it is something that can be done the recommendation is to just make 16x16 sprites, and then scale up to your desired "zoom" level (don't delete the 16x16 originals though! Zoom is something we want to support but we have not had the time to address it and nobody who has attempted it has succeeded to my knowledge).
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panda's post in Auto-Updater was marked as the answer
Update on this situation:
Wix cannot be used with Intersect's updater system. This is because it disallows uploading .json (which is the format the update manifest is stored in), and .exe (which is the client file format).
A video walk-through and text instructions have been added to the official documentation:
https://docs.freemmorpgmaker.com/en-US/deploy/updater/
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panda's post in [v0.7.1.84-beta - v0.7.1.116-beta] Server crash - Received unhandled exception from System.Threading.Thread. was marked as the answer
This should be resolved in v0.7.1.117-beta
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panda's post in Sprite Cast Anim was marked as the answer
"Sprite Cast Anim" is an override for the player sprite added in PR#1347. The gist is that if you have a sprite called "base-male.png" you add "base-male_cast.png" in the same directory as "base-male.png" and it will be an allowed override for the player sprite itself when they are casting.
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panda's post in GUI Questions was marked as the answer
The generic UI art is in default-skin.png and intersect-2021.png, from the screenshot it looks like you are using the intersect-2021 skin.
MenuWindow affects only the menu window, for the non-generic windows they each have their own layout files:
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panda's post in Editor Crash on Guild Variables was marked as the answer
There is a bug fix for inputs that may be related to #1455 merged and present in 0.7.1.57 which is currently building. Please test with 0.7.1.57 or later once available, especially @Ainz Ooal Gown (who I imagine is RecoStar on Github).
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panda's post in Chatbox question was marked as the answer
The chat tab buttons are right below the section you modified.
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panda's post in Chatbox question was marked as the answer
The chat tab buttons are right below the section you modified.
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panda's post in Walking animation pauses for seemless maps was marked as the answer
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).
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panda's post in Compiling the Source into a final release structure. was marked as the answer
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.
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panda's post in Rebranding the Client? was marked as the answer
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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panda's post in Unable to select Mysql connection was marked as the answer
Try shutting down the MySQL server and installing the latest MariaDB and seeing if you can reproduce this issue.
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panda's post in Current BGM music file format / type was marked as the answer
We only support OGG-Vorbis, this will not change.
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panda's post in Construction mode for the type was marked as the answer
The exception is rather self explanatory: your packet class doesn't have a parameterless constructor.
You either need to provide one, or you need to follow Ceras' documentation for using custom constructors.
All of the non-abstract packets in Intersect provide parameterless constructors so we have not done anything like this.
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panda's post in Add symbols to player name was marked as the answer
Username/character names were already up to 24 characters, and names have to match FieldChecking.PATTERN_USERNAME.
Change that pattern (or the method that calls it) to allow other characters or longer names.
