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Cheshire

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Everything posted by Cheshire

  1. I'm sorry but can you please post the error logs rather than a screenshot?
  2. Ah, seems to be an nvidia overlay of some sorts doing it, googling NO DC overlay seems to give some results.
  3. Are you targeting yourself there? It looks like it's rendering a copy of the window over the window again. Strange, what exactly did you change?
  4. Deleting things from those tables doesn't delete everything related to the account and characters. It just leaves bogus data in your database. You'd have to delete everything else that's referenced in the other tables as well which is quite a chore. If you're going to delete just the users I still think it's easier and less dangerous to just.. ban them. If you ever have code that references back to the user from every character and you don't delete everything you might run into some trouble at some point.
  5. Personally, I'd not worry about deleting them too much and just ban them permanently. The amount of storage space a few accounts take up aren't really worth worrying about and if they're banned no one can log in to them anymore.
  6. There's some documentation regarding getting started with the source code over here: https://www.ascensiongamedev.com/forum/376-official-developer-docs/ You could in theory edit the database, but I would not recommend doing so outside of the server's source code and the server while it runs because you'll just be making your life more difficult. There is no Mobile version nor any plans to make one. It'd be a massive undertaking to rewrite practically the entire engine to make it work on mobile phones.
  7. Make sure you're running the server as well, it's an engine meant for online games. You'd likely want to make sure your game is online.
  8. This only counts for the client, the server doesn't load any resource that isn't a JSON file or database object.
  9. That sounds like a pretty hacky solution that won't perform very well when scaled up to larger amounts of players and projectiles. Personally I'd invest time into making actual hitbox objects and base collision on those.
  10. That method is for starting a craft and requires the menu to already be open. It asks for a crafting recipe Id, not a crafting menu. What (I believe?) you should do, is look at how Packetsenders on the client work, and create a new packet to send to the server (ie RequestOpenCraftingMenu) that the server accepts and handles in its respective PacketHandler class. This basically tells the server "Hey, I want to open a menu! Send me the required information!" From there, you tell the server to send a message through its respective PacketSender to open a crafting menu for the specified player. That method should already exist and is used by the event system on the server side to send information across. The Guid you want to send over is found by right clicking the crafting menu in the editor, it'll copy the Id. You'll have to parse that into a Guid on the server to send it over though. There's a more detailed instruction I could give, but I'm not at my computer right now so it's a bit challenging to do so.
  11. You'll have to send a packet to the server when the button is pressed (much like some menus send a request for data to the server) requesting a specific crafting table (or just tell the server to open the menu) then on the packet handler server-side call the method that opens a crafting menu (like the event system does) and call your specific one or the one requested (depending on which route you go) You can't just tell the server to open a client file or method. You have to send packets back and forth.. but considering most of the required networking is already implemented you'll likely only need to add one custom request packet.
  12. You'll have to rewrite projectile logic and collision logic for the engine to recognise hits beyond the tiles that an object currently occupied. It's not something the base engine is currently capable of.
  13. You'd likely want to send the server a request to open a specific crafting table as part of it is handled from the server I believe.
  14. An alternative method (assuming you don't want to clog up your server with auto run events, which frankly you really should use as sparingly as possible!) is to use the API to check for time elapsed and flip some switches from there. It's a bit more complex but likely performs better long term.
  15. yes and no? 6.2 is the ''stable'' release, but it has massive flaws that prevent it from running multiple users. 7.0 fixes these flaws, but it's not exactly entirely stable yet.
  16. Pre-release is the most stable thing we have right now for large amounts of players. In most cases (unless otherwise mentioned in the announcements) it's a matter of downloading a more recent version and simply replacing the executable files.
  17. Oh I didn't quite catch you meant event variables. I'd personally not do this with the event system as it'll get horribly convoluted and it can't affect stuff outside of its scope such as skill damage.. But I'd definitely use booleans for this still. Yeah it's a lot of them but it's easier to manage long term as there's no weird string combinations going and again boolean operations are faster than string searches.
  18. If you're going to need 300 of them you might want to rethink how they're stored yes. Not necessarily from a performance standpoint, but definitely expandability. Lol What you could do is make a new table where they're all stored like the inventory slots are. (One row for each skill per player) Or what would likely be easier is to make a new class that contains all the skill booleans you want and serialise this class when stored to the database so it stays one field and you don't end up with 300 extra columns in the database. Both those options are preferable over a large string that you look for data in. String concatenation and search operations take more time than checking a simple Boolean from memory.
  19. Unfortunately equipment slots are only a reference to an inventory slot right now so that's just not possible unless someone would take the time to make that change.
  20. Just submitted a PR for this: https://github.com/AscensionGameDev/Intersect-Engine/pull/728
  21. Clever, but what would happen if you end up with several admins doing the same thing? It'd likely end up glitching out so that is something to be aware of.
  22. All of this would be a source code job. (In theory you could just hide the speed upgrade button but users could still send packets to increase the stat so it's a very exploitable solution) There's a few ways you could achieve some of these ideas but all of them would require you to edit the code to make it do what you want specifically.
  23. The dashboard isn't available for the public yet. Only a few people can actually use it right now.
  24. Not at the moment, although there has been some talk earlier today about such a feature in the future. (Templating map properties and applying said templates)
  25. There is no way to do this through events with chat command parameters. Your best bet would be to use the APIs existing endpoints, or add some new ones: https://docs.freemmorpgmaker.com/en-US/api/v1/endpoints/players.html
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