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Cheshire

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Everything posted by Cheshire

  1. I don't think delevelling is officially supported, I'm not sure how you're even doing this? To my knowledge there's no proper logic to handle someone levelling down?
  2. The code for this was completely changed in version 6.2, which should in theory release soon. Not sure if you're able to wait for that?
  3. Which version of the engine is this on, and what are the exact settings? I'm afraid I can't read that language.
  4. I don't think you're going to be able to copy/paste that right into the source like that. Mostly because we're dealing with a client and server. Secondly we're dealing with a tile based grid so fine pixel based movements aren't going to work. Anyway, if you want to know where the player movement is handled I'd suggest looking at the movement packets both client and server side and see where those are both called from and where they lead. You'll have to figure out a way to make the movement legal for the server side and look good on the client.
  5. There's some options for this in the server configuration. The tile size should be safe to adjust to some degree. As an extra warning, if you touch the actual map size you'll have to delete all of your existing maps.
  6. Make sure you configure the amount of characters a player can have in the server configuration file. It's set to 1 by default.
  7. Could you please try the build at the bottom of this page? https://github.com/AscensionGameDev/Intersect-Engine/issues/353 It's a known issue that JC is trying to fix.
  8. Been tinkering with the next little RPG-like feature again.. Cooldown groups between items and spells.. As well as a global cooldown. (Configured to be 1.5 seconds in the following preview) And a nice new option that lets you ignore the global cooldown on specific items and spells.
  9. Yeah I think those should be on the button or label for the buttons. Try searching for the GUI image file names in resources\gui\layouts\menu\mainmenu.json I think that's the right file, and the image files should be defined around the same place either the buttons or the labels are.
  10. Which part of it? If I recall almost all of it should be done through the UI JSON layouts.
  11. Good luck with the upgrades. I'd suggest waiting a little longer with that though, 6.2 has a few issues that are being worked on. The new speedhacking protection especially might cause issues for you right now.
  12. I'd suggest only deleting the server configuration file from the server resources folder. Since that'd causing the issue. Or figuring out why it's seeing a quotation mark after Loot -> ItemDespawnTime Seems a bit excessive to delete everything just for a config file error.
  13. Have you made any significant changes to the server config? It looks like there's something not right in the formatting there.
  14. Does the server log say anything?
  15. Going to need some tweaking, but the basics work.
  16. I think that's not the right answer @Beast Realm. That would mess up EVERY sprite he might want to set up with an idle animation in the future. There's another option "AnimatedSprites": [] in the root of the server config that you can add sprite names to to force their sprites to always animate. "AnimatedSprites": ["bat.png", "beholder.png"], Development is not something I'd recommend you use. We're constantly changing and trying things out on that particular branch. As for 6.2, that is open source as it is. It's called the Prerelease branch. https://github.com/AscensionGameDev/Intersect-Engine/tree/prerelease
  17. As I said it should work and I'll try and see if I can fix it tomorrow. But the benefits of the current system are relatively minor aside from certain edge cases where it can improve performance a fair bit. In fact I dare say most people using it mostly hit it by accident. And on the subject of beta 6.2, please be aware of a standing issue with some of the new anti speedhacking code. If you encounter any issues with that make sure to look over here: https://github.com/AscensionGameDev/Intersect-Engine/issues/353
  18. I'm not sure about broken, but it seems so. Will have to look into finding out why it's broken tomorrow. And the system is getting overhauled in a way that's not backwards compatible in Beta 7. (To package up and encrypt assets) So the current system in Beta 6.2 is there, it should work in theory. But it's not supported long term. So you're free to use it. Just may need to completely replace it when the time comes.
  19. Which version is this on? And unless you have a really good reason to do so I would highly suggest not using the texture packing system for the time being.
  20. I've done a few small test things.. And created my own personal label hell.
  21. I think there was someone that made something like this but it had some issues from what I recall. To my knowledge there's no official plans to make anything like this though. Personally I wouldn't want to work on or support something like this either way.
  22. At the moment? You can't unless you make quite a few changes to the way rendering works as it's not a traditional monogame camera.
  23. Another little quality of life thing, page 1 of an event will have their graphics rendered on the map editor now, and not just get the little E symbol anymore. The event graphic is always rendered, unless you disable it through the view settngs. Another small update is that the event editor will try and scroll back to the last section you've edited. Making it slightly easier to work with larger events, alongside with the earlier edit of making the else branch optional! There's also some more bugfixes regarding Linux/Mac support. I believe there's one more feature update in the works, not sure it'll make it into 6.2 but we'll see.
  24. Beta 7 will have custom mouse cursor support. At least a basic level of it for the time being. Could see how it's implemented there.
  25. Small little update.. mostly quality of life and minor bugfix stuff, really. (Such as the focus being brought to the login and registration screen textboxes properly when being opened) I've made the Else branch on Condtional branches optional in the latest build. There's currently some networking issues (related to some new tech to combat speedhacking without it affecting players with high ping) I believe JC is working to iron out and some fixes he's put in over the past couple of days as well. 6.2 is mostly bugfixes and small quality of life changes going forward. But don't forget to report any issues or bugs you encounter over here: https://github.com/AscensionGameDev/Intersect-Engine/issues
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