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panda

Panda
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  1. panda's post in Questions about GUI layout and animated sprites was marked as the answer   
    For the animated sprites part of your question, see this:

    And for the UI:
     
  2. panda's post in Jsonification was marked as the answer   
    This is the only mention of Jsonification is here because there hasn't been a release of it.

    Wait for an announcement.
  3. panda's post in A callout exception has been reported to the target was marked as the answer   
  4. panda's post in Change EXP bar to Money bar was marked as the answer   
    1. Not at this time, source would be needed.
    2. It is not possible to delete the mana bar, but I believe you can hide it.
    3. You can't collect an infinite amount of experience without a level up, you could just make it really high (billions), but eventually they would level up. Source would be required to prevent level ups.

    Not sure if there's a way to prevent mana regen, but if there is I would think using the mana bar for money would be much easier (wouldn't ever level up) than using the exp bar, but there might be a lower limit than 2.1 billion for vitals (health/mana).
  5. panda's post in Client Error? was marked as the answer   
    Errors don't belong in Q&A, they belong in bugs. That being said, in the Q&A section there are FAQs, and this error is one of them.
    Go here for more information:
     
  6. panda's post in Protecting Resources was marked as the answer   
    It is not possible, and this will likely not be provided in base Intersect any time soon, if ever. Assets will eventually be ripped, it's just a question of when, not if.
     
    Also this question has been answered before multiple times.
  7. panda's post in Sound Files was marked as the answer   
    No. SFX are WAV, BGM tracks are OGG.
  8. panda's post in ISOmetric movement was marked as the answer   
    Isometric graphics would require a complete rewrite of the rendering engine and would be no easy task. It is not planned like Azi said, and as far as I am aware we are never planning on implementing this.
  9. panda's post in Where can i change keys? was marked as the answer   
    It's in the settings menu (gear icon). Attack is also bound to E by default.
  10. panda's post in Making server public problem was marked as the answer   
    If it said UPnP was successful but it wasn't accessible publicly, it seems to me that your router is connected to another router somewhere (not necessarily in your home) that has a firewall up, blocking the port. If you live on a campus, your school is almost certainly blocking all ports them deem unnecessary. If you are in a house, your internet provider might be blocking all ports they deem unnecessary.
  11. panda's post in Long Range Skill Cant Use Desc. was marked as the answer   
    The message indicates the string that's missing. You need to go into your language file, and inside combat you need to define the targetoutsiderange string. This is not a typo, it's just missing.

    Below stat4 you need to add <string id="targetoutsiderange">Your message here.</string> to fix this until another release is published with this string.
  12. panda's post in Change Key bind was marked as the answer   
    It has since been added. This will be available in Beta 4 which has yet to be released as of posting this.
     
     
  13. panda's post in Making Projectiles was marked as the answer   
    This now exists, though this should have been in tutorial requests (if the section even existed when this question was posted originally).
     
     
  14. panda's post in Server Load was marked as the answer   
    Not really. The server thus far has only been tested with maybe ~10 or 20 connections. Given how many improvements have gone into the engine, we really can't say for sure what the limit is, and the limit is somewhat defined by the machine running the server.
  15. panda's post in Z-Dimension was marked as the answer   
    See this answer to a similar question for enabling it
    along with this post for usage
     
  16. panda's post in Map Size was marked as the answer   
    Changing the number of tiles in the map is not something we support. The engine is designed to work with the 26x32 dimensions. Use it at your own peril.

    Also there's literally a pinned answered question about this had you looked: 
     
  17. panda's post in DMCA was marked as the answer   
    1. We are not lawyers.
    2. Under no circumstances is posting about or aiding someone in breaking and evading the law an acceptable usage of the forum per section 3 of the forum rules.
  18. panda's post in Custom Items/Resources was marked as the answer   
    Then I currently have no idea what's up.

    This is also running beta 3.1 correct?
    If so, open an issue and mention @Kibbelz in it (I am delegating this issue to him).
    If not, update to 3.1.
  19. panda's post in admin panel of the server was marked as the answer   
    @Gibier Is right.

    And no, we will not be making this into a UI server. The ideal situation is for this to run as a service in the background on a real server, a control panel ideally should hook in via a call system that we haven't made, but it definitely should not be integrated into the server itself.
  20. panda's post in Map Sizing? New to Intersect was marked as the answer   
    All maps are locked to the same size because of seamless maps. This also helps with chunking in memory so stupid-huge maps can't be loaded in and bog down a device.
  21. panda's post in Mounts? was marked as the answer   
    No, not really.
     
    Someone could make it as a source mod later on.
  22. panda's post in From image to model was marked as the answer   
    Not in base Intersect. Later down the road when there Intersect becomes open source someone could add that functionality.

    P.S. Don't ask when the source release will happen.
  23. panda's post in Beta 4.0 getting close? was marked as the answer   
    No ETA on Beta 4. We do have bug fixes, but I do not know if we can make another minor release to get those out prior to networking.
  24. panda's post in Packet structure was marked as the answer   
    It's a moot point why it came to be, and I doubt JC remembers why. It will likely be a short or a byte once I'm done with it, but probably for the sake of future-proofing it will be a short.
     
  25. panda's post in Port-forwarding on a Telus V1000H was marked as the answer   
    Well the guide you linked is pretty close to being exactly what I see in your screenshot, so you'd follow its instructions.
    Also you could look at step 3 on this guide:
     
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