Jump to content

Blinkuz

Contributors
  • Posts

    122
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Blinkuz

  1. When you compile it is most likely that you are selecting only the server, in the upper menu of visual studio you have the option of Build-> Build solution, there you will generate the client and editor compilations, another thing is that the folder of Server resources is something completely different from that of the editor and client, in the editor and client you can copy the one you downloaded outside of the github repository, which already has test assets.
  2. No, there are many things you can do from the editor without having to modify the source, if you want very specific changes then you would have to program it from 0 in the source code. When you compile the whole solution you must use the same client / editor from the Build folder of the source code, depending if you have compiled in realease or debug, if you try to connect the client that is not the compiled one to a modified server and compiled by you then you can have version mismatch error. You need to have the resources folder in both the editor and client build folders.
  3. You must download the source code from the intersect github repository and compile your own version with your changes.
  4. If you refer to the points property that appears last in the character window, they do not refer to skill points but to attribute points, to distribute them among the points you have in your game, as George says those points can be edited in the class editor but I repeat, they have nothing to do with skills.
  5. I understand, I have worked on some software with this framework and it is quite solid and stable, it was an excellent choice on your part.
  6. What makes me most curious is the new framework you decided to use, Lumen? Laravel? Symfony?
  7. Do you have an estimated date to unveil the new cms framework?
  8. I understand, I was also thinking about modifying the current skills of buffs, but adding a unique identifier for the passives and maybe I can change a bit the condition that verifies the time of the buff, it is a bit forced and I do not know what a good idea it can be .
  9. Has anyone somehow managed to have passive skills in their projects? If so, is there any advice or guide where you should start investigating, no matter that changes are required in the source to achieve it as long as the result is good.
  10. Blinkuz

    WIP neo town

    Excellent project, good luck ian, I await news about your project and the combat system :D
  11. From the list of players it may be necessary to leave it or better still make a separate endpoint for the banned lists, in theory it should not be so complex to make the list of banned something optional, I can try to provide with that functionality the problem is the status current PR on github, which for various reasons are not accepting new changes.
  12. To do this you will have to modify the code, I have achieved it by taking advantage of the projectile spawns system and eliminating the animations of the others, for example, I have a 3-frame fireball I generate 3 projectiles in the same direction and I only make it the center has animation and the other 2 are invisible, so you have a collision of more than 1 tile.
  13. Is that launcher public or will it be published with version 1.2 of the CMS?
  14. What I find interesting is the game launcher connected to the news section, do you have an independent launcher?
  15. These features will be public or are they functionalities that you have for your project?
  16. I have had this error before, it has helped me to switch between compilation mode, change from debug to release and see the solution cleaned in each case, then use the button to recompile the solution, sometimes some nugets things are left in some type of cache but with this I solve it.
  17. 1000% agree with this, many times you have to take into account the details and as it is also my case it is not feasible to ignore them just to "save time", in many games I have seen myself appreciating a simple detail of the environment that was made just to To have the certainty that what is there represents something, it could be something completely random or something placed there specifically, but seeing how such a simple detail outside of what is the main alignment of everything is something that I feel very important. Another important point is that in my case, having a fairly large world and by the nature of the game itself (open world based on exploration and with a bit of rolplay to give diversity to the way of playing) requires that although an area of the map it is not recurring enough or there is no mission or something that in some way takes the player directly there because I must make it look exactly good and detailed as the main areas do, since I can not ensure that nobody will go to play in those areas with a friend or behind some role within the game itself, therefore the interest of having everything pending and giving it its respective importance.
  18. In this forum you can only write in English, if you want to receive support specifically in Spanish I recommend you ask the question here: https://www.ascensiongamedev.com/forum/80-preguntas-y-respuestas/ and we will gladly answer you. [ESP] En este foro solo se aceptan preguntas en ingles, asi que no probablemente te cierren el post, te recomiendo ir a la seccion de preguntas y respuestas en español y con gusto te ayudamos con tu problema. https://www.ascensiongamedev.com/forum/80-preguntas-y-respuestas/
  19. Some models and part of the finished maps with the general structure of the first of the 7 countries that I have in my project:
  20. I know I'm not the right person to answer, but regarding network performance I imagine that you don't have many problems since I know gallighanmaker from another game dev community and I was working on a project on the same network system as Mirror In unity, taking into account the latest updates and the performance of the KCP transport that has been implemented in the last few months, the network is working quite stable, they even claim to be able to maintain more than 1000 ccu in a 3d environment.
  21. I do not think it is allowed to ask questions in Spanish in this section, I recommend you delete the post and ask the question in English. Or go to the community section in Spanish and I can answer you without any problem, HABEMOS ALGUNOS DE HABLA HISPANA
  22. I already found the solution by myself, I just had to go through all the projectiles in the spawns in the for instead of the mSpawnedAmount, it was as follows: for (int j = 0; j < Spawns.Length; j++) { spawn.Dispose(j); Spawns[j] = null; mSpawnedAmount--; }
  23. Have you ever tried to remove the spawns from a projectile the moment one of the spawns collides with something? Currently I have added this code to the ProcessFragments() method but the elimination is not covering all the projectiles, when colliding it only eliminates the projectiles created before the one that collided, if the one that collided was the last one generated then all the previous ones are deleted , but I need all of them to be removed including the ones that were before and my 2 neurons can't find a correct way to do it. NOTE: The ProcessFragment () method is in the Projectile class inside the Entities folder of the server. if (killSpawn) { if (Base.KillChildOnCollide) // Here my changes begin to try to eliminate the spawns { for (int j = 0; j < mSpawnedAmount; j++) { spawn.Dispose(j); Spawns[j] = null; mSpawnedAmount--; } } else { spawn.Dispose(i); Spawns[i] = null; mSpawnCount--; } continue; }
  24. Did you do it for version 6.2?
  25. I confirm that it does not work in the latest builds of prerelease 7, you can try to apply the patch manually using this tool https://www.ascensiongamedev.com/topic/5092-hint-examine-patches-with-diffy just Download the source of 6.2 that in theory should work and modify the files manually.
×
×
  • Create New...