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Cheshire

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Everything posted by Cheshire

  1. I'm assuming it won't because I ended up rewriting a few chunks of code here and there related to NPC's. I do believe a similar idea has been pitched officially though. Haven't seen a feature request for it though.
  2. For Player databases: You can't. You'd likely need to take out the DB handling from the server and make a new application that functions as the database layer, then have your servers speak to that application if they want to access the database. For gamedata: Just make a copy of it.
  3. Does this happen on empty maps as well? My guess is that it's trying to load assets when moving to a new map causing the delay. Asset loading is done on the same thread as the map is rendered. So the more you need to load the slower it'll get for a moment.
  4. From my understanding he's already done that, but keeping lists of every weapon in the game for a conditional sounds quite tedious to me in the long run.
  5. I reckon it'd be more efficient long term to add an extra field to each item for a ''type'', ie. Gun, Lance, Sword, etc. and then add a new conditional value that checks against that field. It would require some source work, but would still allow you to make use of the event system as a whole.
  6. That looks to me like the tileset isn't quite the right size.
  7. I suggest posting an issue up on GitHub about it and including a sample graphic and how it looks in game. It's where bug reports are handled. No promise it'll be fixed right away but at least it'll be known and tracked.
  8. I'm pretty sure there's already a basic version of this in the engine right now. At the bottom of the stat selection on the item editor you can set a range which all stats can be rolled between. If that doesn't do what you want it'll at least point you in the right direction.
  9. You'd think changing the frame setting below 4 should work. If it doesn't it might be worth putting up a bug report.
  10. I'm afraid it's all or nothing by default.
  11. Map grids are processed as a grid to some extent. So in theory if you create situations that would border on processing delays you *could* run into delays with projectiles and NPC's updating when they move off of this map. However each map is processed on its own through a threaded queue so one map slowing down should not affect any others in any significant way.
  12. Yes. Sort of? You'd be delaying the time between autorun event triggers. So technically it would perform the same but just less often. Meaning less overall impact.. this does mean your events might not update as often or quickly though. Purpose built code, if things need to be updated real-time all the time then maybe there's a better way to do it other than events. The event system is powerful but it's not always the answer if you want projects to work at a larger scale.
  13. Small scale, probably not. 50+ players on you'll probably feel it at times. What you'll want to do for autoruns is cut them down as much as you can (remember, each page counts as its own instance!) And try to run them on triggers as much as you can. If you think more triggers need to be added feel free to shoot up an issue about them.
  14. I'm not sure there's a way to really do this without a lot of workarounds. You'd likely need to make some form of source modification to make this happen efficiently, I don't think the event system is a good long term solution to do this with.
  15. Those values determine which map Id is on that respective side. I genuinely wouldn't recommend manually editing the database though. I'd suggest writing an import tool within the editor that converts your old maps to the new ones.
  16. That depends on which branch you're working on. Prerelease should be B7.
  17. I'd say make a game worth monetizing before you worry about this.. But yes, it is possible. You'd have to either use something like the CMS you can find on the forums or write your own store integration like Leafling did for Steam. (Although unless you know what you're doing or trust the person doing it for you I'd be pretty wary of doing so)
  18. That is their original state. They're binary blobs of data. Depending on which version of the engine you run they're encoded slightly different though. You'll have to make use of the way the server loads them to make sense of them.
  19. There is no way to do this with the event system. And frankly speaking unless implemented very well it's a horrible idea. (You'd essentially be ddosing your server with keyboard inputs and creating a keylogger unless you do it right)
  20. You'll have to change this in the source in two places. One is in the project properties and the other is in a bitmap file somewhere in the project files. I can't recall where exactly off the top of my head though.
  21. You can, it's in the editor options. Once enabled whenever you build an update from the editor it'll encrypt your resources.
  22. The documentation pages are available over here: https://github.com/AscensionGameDev/Intersect-Documentation Anyone is welcome to add to them and submit a PR.
  23. There is some documentation on the official documentation site. But I don't think it includes a lot of the recent additions.
  24. Ah, I assumed you used a recent one. I don't know, you'd have to look into that yourself I suppose.
  25. Sounds like a bug report to me. Might have broken that by accident on the Dev branch.
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