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panda

Panda
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  1. panda's post in Fixed resolution was marked as the answer   
    It's not possible, on purpose.
     
    Wait for source.
  2. panda's post in Direction Blocks? was marked as the answer   
  3. panda's post in Event that doesn't exist still appearing? was marked as the answer   
    If you want, you can send me your Game DB file and I can go find it for you... but it definitely still exists if it's being loaded.
  4. panda's post in Intersect Editor CPU 100% was marked as the answer   
    tl;dr: Yes it is normal.

    The editor runs a tight-loop just like the client because it's always using 1 full thread to handle rendering, content management and network logic.

    Any actively rendered game will always use at least one full core.

    It is using 100% of 1 CPU (or more specifically it's using 100% of 1 core) but you're on a 6-core CPU so it's only using 16% (which is why your utilization is at 20% instead of 100%).
  5. panda's post in ID Database players, NPC, items was marked as the answer   
    There is nothing wrong with the IDs, they are stored in their binary form. Use a hex viewer if you really need to read them (I don't see why you would need to).
  6. panda's post in Character regions for vietnamese was marked as the answer   
    https://www.ascensiongamedev.com/resources/filehost/42e2859de2bc09c0fe47a4d17b714c3b.zip
  7. panda's post in Selling games. was marked as the answer   
    This is answered in our documentation: https://docs.freemmorpgmaker.com/project/about.html#licensing-cost-100-free
  8. panda's post in Api Cors was marked as the answer   
    Until we actually intend to support HTTPS natively in Intersect without a reverse proxy CORS settings should not be used.
     
    Long answer:
    TheAPI should not be interacted with outside of a server-server context on localhost unless it is over HTTPS, which at this time requires a reverse proxy, which will eliminate the need for Intersect's CORS settings.
  9. panda's post in Max Map Size was marked as the answer   
    This naturally depends on every system that uses it. Some computers lag on the default (also recommended) size.
  10. panda's post in Mod groups GUI was marked as the answer   
    Needs to wait for source unless one of us (the devs) do it as a QoL change in our spare time.
  11. panda's post in Intersect integration with Google Stadia was marked as the answer   
    lolwut

    In all seriousness I'm not sure how feasible this is going to be without knowing the technical requirements necessary to use Stadia. Even if our technology stack is supported, Intersect is still currently only suited for keyboard and mouse input -- touch and small screens will require organizational changes on the screen. Stadia would need to work and be responsive to all of this.
  12. panda's post in Is it possible to pass the editor's credentials through batch? was marked as the answer   
    Not without source modifications.
  13. panda's post in Game's Icon was marked as the answer   
    Hence my initial post.
     
    I know it's technically possible, but the reason I didn't call out resource hacker by name (well one of them, the other was because I forgot what it was called and wasn't going to look it up to then not mention it) is because it's not fool proof, and it's a gamble as to whether or not it corrupts the executable when you try to change too many things without knowing the ramifications (source: I've corrupted an executable changing too many things with it before).
     
    The correct answer is "you need to compile it with the desired settings yourself, which requires source". Executable manipulation is not going to be the best option soon, and quite frankly it's a terrible solution for someone who doesn't actually know what they're doing and not something we should have on the forum as an answer, especially not an accepted one.
     
     
    Source.
  14. panda's post in Any way for ban/mute offline player? was marked as the answer   
    Offline you mean? As I said, no. Only unban/unmute right now.
  15. panda's post in Russian language? was marked as the answer   
  16. panda's post in Part system was marked as the answer   
    It is already hard-coded for the party to be limited to 4 people, so nothing needs to be done.

    If you want to change that number, that is currently not possible.
  17. panda's post in Account Passwords was marked as the answer   
    Beta 6 Plans.
  18. panda's post in Intersect - Playstore/appstore crossover? was marked as the answer   
    Unless it gets contributed into the engine, mobile compatibility will never happen in upstream Intersect.

    The closest that might happen is an unofficial mobile port of the client (or a mobile port for an individual game), and I do not see this happening any time soon, at least not for free.
  19. panda's post in Linux and Wine was marked as the answer   
    Peaverin is correct.

    I've never tried to run the editor off of Windows (I don't even have Wine installed), but the server and client work (almost) natively on Linux and OSX, but require you to install Mono and run "mono <executable name>" to start them from the terminal.
  20. panda's post in Where to input my public ip? was marked as the answer   
    The answer is in the screenshot.


    Specifically:


    The file you have open is neither of those configuration files.
  21. panda's post in Exception has been thrown by the target of an invocation was marked as the answer   
    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.
  22. panda's post in More than one Mapper was marked as the answer   
    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.
  23. panda's post in Is it possible to take maps from my other project and transfer them into a new one? was marked as the answer   
    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.
  24. panda's post in Php - Server was marked as the answer   
    Why I upvoted @MiniGrief's post. ^

    No, there is no official way at the moment. Messing with the SQLite DB via PHP is unreliable at best (if they're already in-game it won't be able to kick them, and so when they save it would overwrite any bans you added), and dangerous to your data integrity at worst.

    The best shot you have of doing this safely is to *hrmhrmhrm*decompile the engine to analyze the WebSocket packet structure and try to pipe your commands through a privileged account that way.

    That being said that'll probably be harder to do than just waiting for MySQL.
  25. panda's post in does not save inventory was marked as the answer   
    The problem is that the database was created on IIRC Beta 4.6. This version of Intersect had a bug where the database was created incorrectly, rendering all of the character-related tables effectively corrupt. You need to delete your database and start from the beginning. You may be able to use an SQL editor to export some of the data and then import it into the new database (i.e. items, maps, NPCs) but we do not have instructions for this and it is at your own risk (the only recommended way to resolve this issue is to start with a fresh DB on Intersect 4.7 and manually copy all of your data over with the editor).
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