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Everything posted by Cheshire
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How to understand the database in DB Browser?
Cheshire replied to RandemGamor's question in Questions & Answers
Yeah, none of those things are possible unless you shut down the entire server, then make your edits and reboot the server. Do not edit the database while the server is running and even when it's not be really careful with what you do. Not exactly a desirable or recommended approach. The Blobs are exactly the data they are, they're either bulk data or a Guid that identifies an object. (And when it identifies an object, there's an object elsewhere with the exact same Guid that it references.. If you need to know how that works or why, it follows the Relational Database Model) What you're looking for is the API to do stuff like this from, it lets you do live edits of data. (See documentation: https://docs.freemmorpgmaker.com/en-US/api/v1/ ) There's currently no finished front-end for the API, so you'd either have to write your own or wait for a project that's being worked on to be released. I know there's a website (IntersectCMS) around that can do SOME parts of the user management process as well. But it's not focussed on managing your server so much as it is a front-end for your users to log in to and see data from. -
Max Stack Size? + Stackable in bank only?
Cheshire replied to RandemGamor's question in Questions & Answers
The source code is available from here: https://github.com/AscensionGameDev/Intersect-Engine There's some documentation on how to get started here: https://github.com/AscensionGameDev/Intersect-Engine#source-code -
How to understand the database in DB Browser?
Cheshire replied to RandemGamor's question in Questions & Answers
You really shouldn't touch those columns or edit the database manually unless you know what you're doing anyhow. (Especially not at runtime, as those changes are likely overwritten or never read by the server anyway) Those are just the internal Ids that the engine uses to track objects, they're not something sensible you have to worry about. (Even if you saw them, they'd just look like this: 134c9681-45f7-4fa1-8a67-67e3245f9e79 ) So don't worry about those fields. I still don't understand what you're trying to accomplish and what fields you'd need for what though. If we know what you're trying to do it might be easier to point you in the right direction? -
Max Stack Size? + Stackable in bank only?
Cheshire replied to RandemGamor's question in Questions & Answers
I might take a peek at doing this once the current item PR is accepted. Don't want to make two things that mess with the same editor at once. lol -
Max Stack Size? + Stackable in bank only?
Cheshire replied to RandemGamor's question in Questions & Answers
I recall seeing a source modification for this at some point. Although I do agree it would be a nice to have feature in general. -
How to understand the database in DB Browser?
Cheshire replied to RandemGamor's question in Questions & Answers
I think it depends on which values you're trying to look at. Some fields are just references to other fields or guids and won't have any relevant information. Some are basically just dumps of information and others are JSON fields. And then there's the fields that are just actual data you can see as is. -
Create variable with input variable after /command
Cheshire replied to Austermann's question in Questions & Answers
It's based on this so I imagine the examples listed under media would give you some sort of an idea as to how it works: https://www.ascensiongamedev.com/topic/5532-beta-7-guilds/ -
Out of curiosity, did you guys disable the map item despawn timer? Since you seem to be using them for object placement in wondering if that's been an issue yet. Looking good by the way. Interesting to see the video presentation as well!
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Compiling Assets in IE 0.6.2.0 Diagonal Movement
Cheshire replied to KranZera's question in Development Questions
Can you try this with an official release from our actual repository? I don't think we're going to offer much support for builds made by other people on here. (I'd also recommend using 7.0 rather than 6.2 if you want to use asset packing and make a game that's relatively future proof) -
There's the client and server strings files, yeah. Those would do it, alongside some of the graphic files that you'd want to change. There shouldn't be any source edits required for this.
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Can't add a property to the SlotQuantityPacket class without crashing program
Cheshire replied to AlysiumX's question in Questions & Answers
Good to know the problem is solved! For the sake of your own sanity and server performance, I do hope you're not sending the location of the mouse Itself constantly. What would make more sense is to send the tile you want to drop the item on when the player stops dragging the item out of their inventory. -
Can you tell us what you're doing exactly? I'm not sure what you're editing and then running exactly. (The strings.cs file is also overridden by the strings files from the resources folder when run)
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I've not encountered it once after the DB changes and some more changes happened. But I do recall tinkering with the logout procedure a little and it is a bit different from base Intersect if I recall. Can't say I'd remember anything relevant I might have changed though.. assuming there was anything that seemed relevant. Interesting it still persists in Intersect though. With the experience we've had in Leafling where it's gone I had more or less assumed it would be gone in Intersect as well.
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Are you closing the server at any time, and if so are you using the exit command or the red X top right? Other than that I can't say I've ever really encountered rollback issues since the new dB system. Could you perhaps share some server logs?
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So another recent version worked fine? Strange I would have thought a 10 year old cpu that to my knowledge doesn't support virtualization running overprovisioned virtual machines would cause random issues like this on multi threaded applications. Anyway, reading through those errors without looking into them too deeply seems to imply something is wrong with logging? On my phone though so not really looked at the whole thing yet. What's the disk read and write performance like? I remember in Leafling I've had to disable a bunch of logging at some point to stop the server from hanging up frequently due to IO wait times.
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I've seen it work for a good while now, which version is this on? (I think there's been a lot of API changes recently) Also make sure the authorization string is the current password for the user.
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Work Around not being able to get version 7 for development?
Cheshire replied to trollface's question in Questions & Answers
You really don't need to clone the branch again. In GitHub desktop you can select a different branch from the drop-down and it should be fine? -
Your host machine has 4 cores and you've assigned 4 cores to one machine while running another. Can you try to shut down the other VM or not massively overprovision your virtual machines? Unfortunately virtualization does not make for a magic cure that suddenly lets your computer do more things at once it'll just make an attempt at trying to keep up and potentially slow everything down if it's doing too many things at once.
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I don't know how much made it over, but the original code would roll separate rolls for each party member. So every party member has a CHANCE at getting the drop.
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I think it might be a leftover from Leafling's code changes that were spliced into intersect. If you turn on loot ownership and hide items unless you're able to loot them it should at least stop showing it for people other than the owner for a while until it becomes free game. It could be a bug depending on what you want I suppose. Might be worth making this behaviour an option.
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More than 4 frames of Entity Animation?
Cheshire replied to trollface's question in Questions & Answers
Did you restart the server after changing this value? -
Have to rebuild project each time I open a form?
Cheshire replied to Justn's question in Development Questions
Leafling's editor runs AnyCPU or x64 yeah, no issues so far as far as I can tell. (Outside existing issues that persist) -
The server configuration has map options with tile sizes and map sizes, so yes this is definitely possible. However, after you decide on a size I would NOT recommend changing it again as it might make the work you've done unusable.
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I'm pretty sure the spawn list is always done per player.
