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Everything posted by Cheshire
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Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
Unfortunately it's required to really make use of the database. And outside of the steps listed on the documentation there's no extra steps to it. It's a little fiddly the first time you do it but after you get how to do it it's pretty easy. -
Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
That first error only happens if you actually run the server without having a migration. You're supposed to build it not run it. As for the second one, manually rebuild the network project and that should solve it. If it doesn't you may have to copy the file to the location it asks for from your debug folder. -
Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
If you undo changes you've made manually to it and let the migration upgrade the database it should add that field on its own. Basic procedure for adding your own properties and fields to the database boils down to this: 1. Make code changes to relevant classes. 2. Generate new Migration. 3. Compile server. 4. Backup database. 5. Run server and upgrade database. The Entity Framework (our database layer) will handle the scary stuff itself so you can for the most part focus on making your features with little worry about the database. -
Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
Okay, editing the database is not something you would normally do on your own unless you want to cause some pretty serious issues in the future with the ability to upgrade your database to a new version as we release updates for the source. Your best bet would be to add a migration yourself. How to do so is described over here: https://docs.freemmorpgmaker.com/en-US/developer/advanced/database.html#creating-a-migration (For items, you'll want to add one to the GameContext) Once the migration file is created you can simply upgrade your database the same way you'd do after we release an update.. make a backup, run the server and type in READY. If you've set everything up correctly it'll work without errors. The Entity Framework can be a little fiddly so you may need to change a thing or two depending on how complex your changes are. -
Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
I'm not sure if that's all you added to the item, as I'm seeing property names that are definitely not on the base engine. (StatVatCong?) Either way I think there's two problems going on here. One is causing the current issue and the other will be an issue after. It appears your database file is corrupt. Do you have a recent back up you can try and restore? -
Error server when development, edit source code??
Cheshire replied to nvh's question in Questions & Answers
The first question is, what did you add to the item class? And did you edit anything other than this and the editor to do so? And then my second question would be did you generate a migration after editing the item class? Third, did you manually edit the database? That's not an error that should regularly occur so I'm curious what has caused it to happen. -
Yes, however do be aware that you can't downgrade your version this way. If you started with a prerelease build you can't make a source edit on the main branch and replace your executables with that. Main = stable Prerelease = prerelease Development doesn't have an automatic build.
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Not that I'm aware of, I don't see them taking a quick glance through the asset repository either.
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Are you sure you have the same graphics as they do? The engine ships with some base assets but they're likely not enough to complete a game with.
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Movement and attack speed increase interval
Cheshire replied to Sammo P.'s question in Questions & Answers
I'm pretty sure attack speed is set to like 1.5(?) seconds by default and the percentage just shaves a percentage off of that or your own configured attack speed. But I'd have to look that up in the attack methods. This is just by memory from what I've seen ages ago. Maybe someone else can give a more definitive answer before I have a look at it at some point. -
Movement and attack speed increase interval
Cheshire replied to Sammo P.'s question in Questions & Answers
I was under the impression that attack speed is determined by the class for barehanded attacks and the weapon you have equipped. For movement speed I'd have to dig up the method that calculates it. But the files are so large GitHub crashes my phone browser when I hit search. 🤣 -
The relevant DLLs are embedded into the executables and unpacked at runtime. So yes you'll just need the executable. (Possibly the relevant pdb file for line numbers in your log file as well)
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It's honestly an editor imposed limitation. You'd have to change a few values around in the source or request it as an enhancement.
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Easiest way? Just copy the compiled executable to a folder that already has all your assets. If you don't want the easy way, the client should generate all of its folders on its own and you can populate them after the fact.
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Is there a decently simple way to spawn events?
Cheshire replied to IVeve's question in Questions & Answers
I'm not sure it's a simple solution or idea. Granted it's one I have had before but not found a simple way to implement it yet. -
Is there a decently simple way to spawn events?
Cheshire replied to IVeve's question in Questions & Answers
Aside from copy/pasting the event around and setting a spawn trigger variable no. You'd likely need to make your own mechanic for instancing events like this. Would highly doubt you'll find an engine that has everything you'd ever need to make a project work without touching the code at all anywhere. Might be worth trying a few and seeing what works best and then invest in making your game work with the engine and vice versa. -
I think that's probably a bug, I don't think players can do that while casting can they?
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Good luck on your alpha launch! May the waves crash on your ships more so than your servers. 🏴☠️
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You can't edit the same items and maps at the same time. You'd be overwriting eachother's changes. You can work on different things at the same time though. As for the client, set it to connect to your server through whatever publicly available address you have and distribute it through or with whatever update mechanism you want to use. Be it steam, the built in patcher or whatever.
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Winforms for the editor. Everything else (read: the client) uses a custom version of Gwen included with the engine.
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To some degree there's basic support for this yes. You can set a range to roll all stats within from the values you've set. More or less through the included formulae. However to add something like a proper dodge chance you'll have to add that yourself. I don't see why not? It's just maps after all.
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You'd likely want to start here to get the source downloaded: https://docs.freemmorpgmaker.com/en-US/developer/start/github.html As for whatever comes next that's more or less up to you. Depending on what you're looking for the answers vary quite widely as to where to start looking in the source. If you're used to programming in unity some of it should be relatively familiar as I believe the class based structure shouldn't be too out there.
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move data from normal version to developer version??
Cheshire replied to nvh's question in Questions & Answers
If you already know C# you'll likely be fine. That's what the engine is made in after all. It's not quite like Unity code, as it's a lot less editor / visual focussed and more pure code. But I imagine you'd be able to adjust if you already understand the language. -
move data from normal version to developer version??
Cheshire replied to nvh's question in Questions & Answers
You can just copy over your game data database. Do note that you can't move databases from new versions to old versions. (For example, you can move a database from 6.2 to 7, but you can't move a database you worked on in 7 back to 6.2) As for programming, the only thing I can safely say you'd need to learn is to program. There's no real easy or cheat way of getting there. -
Untested [$25] - Minimap for Intersect! [v0.7.1 and more]
Cheshire replied to boasfesta's topic in Source Modifications
You'd probably be able to reuse the existing map render buffers to render it again but smaller. Mind you'll never be able to render anything outside the map grid the client knows about. So if you need to see more than potentially 9 maps you'll have to rework the server to deal with that and the potential performance loss from that.
