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Cheshire

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Everything posted by Cheshire

  1. [Obsolete] Guilds This has since been updated and implemented into the base engine. Retaining the post for future reference only. Description: Adds basic guild support to the engine, the UI is based on the Friend List. This was originally written as a test, submitted as a possible addition to the engine and rejected for future planning reasons. Use this at your own risk, this changes a LOT of different aspects of the source code and I am NOT going to take responsibility if you break your upgrade path! A future version of Intersect may or may not get an official Guild system, so don't say I didn't warn you. there's also no guarantee this will work on your build as it was written against an in-development version of Intersect, you may need to fix conflicts yourself as I am not going to keep updating this every other day. Features: Guild Creation through the event system based on a Player Variable for input. Event support for checking whether a player is in a guild with a specific rank or higher. Event support for disbanding guilds. Joining and Leaving Guilds (duh!) Guild Name display over player's heads. Guild Chat Basic Guild Ranks Localization Support Basic Guild UI on the client (Inviting players and leaving the guild, guild member list with online/offline status) Chat commands for elements not present in the UI (/gkick, /promote, /demote, /makeguildmaster) A configuration option that allows the server to toggle PvP between members of the same guild on or off. (By default, does not allow you to attack your own guild members) Media: Git Patch: [Download] Made for no particular build of Beta 7, since they don't exist yet. May have some merge conflicts you may need to resolve yourself as 7.0 gets developped further. Worked as is on 23/09/2020. No I will not make it work on your build. It's provided as is. Additional Resources: [Download] These files are the basic GUI files, please add them to your client. Setup: Download and install the main patch file for the branch you are using. Download and install any update patches IN THE ORDER THEY ARE LISTED for the branch you are using. Download and copy the resource files provided above to your client folder for the GUI to display correctly. Compile and run the server and client, it should automatically generate the new configuration/language entries. Set up a new Player String Variable to store your player's guild name they can fill in, let them fill it in and create a guild with the supplied Event command. Create your guilds and get cracking!
  2. Cheshire

    Camera

    There's a few people that want something similar. But I don't think anyone has done it yet. I've spent some time on it but never got it to work right. I'd have to see if I can find where I messed with it again though.
  3. Cheshire

    Camera

    I believe there isn't one singular area responsible for this, with the way maps are currently rendered. The way maps are rendered and where is separate from the regular camera view, I believe. What are you trying to achieve?
  4. Not really the place to discuss this, but if the changes are accepted it'd be as simple as just upgrading your version of Intersect once it's released.
  5. Not exactly a hint. https://github.com/AscensionGameDev/Intersect-Engine/pull/324
  6. Technically not really a project.. but you know.
  7. That tells you you did something wrong, I don't believe you can just replace your 5.x files with 6.x files and there's more to it than that. I believe there's some instructions for it at the bottom of this post: https://ascensiongamedev.com/topic/4181-intersect-beta-6-released/
  8. Cheshire

    Speed question

    Jeebidy Christmas. Do you happen to have a reproducible example? Can't promise I can look at it right now. But that doesn't sound right.
  9. Cheshire

    Speed question

    Strange, I can't imagine that really being the case if the initial query isn't too slow. Did you time the Linq portion seperated from the part where you assign name?
  10. Cheshire

    Speed question

    Try adding .ToArray() after your select. You've created a sequence of commands that gets executed each time it tries to find data in it, rather than creating an array/list to search through. (Linq is funny like that, if you don't execute it to finalize it yourself it does to every time you request data from it)
  11. Added the ability to configure several new global options for NPC behaviour through the server configuration: * AllowResetRadius - Configures whether or not Npcs are allowed to reset after moving out of a specified radius when starting to fight another entity. * ResetRadius - Configures the radius in which an NPC is allowed to move after starting to fight another entity. * AllowNewResetLocationBeforeFinish - Configures whether or not the NPC is allowed to gain a new reset center point while it is still busy moving to its original reset point. NOTE: Can be used to allow the NPCs to be dragged far far away, as it constantly resets the center of its radius!!! * ResetVitalsAndStatusses - Configures whether or not the NPC should completely restore its vitals and statusses once it resets. After being forcibly reset, the NPC will attempt to move back to its original location. This change also made it so NPCs no longer need a target to let it move through pathfinding, making it easier to add randomised walk patterns that look a bit more natural in the future. Sorry for the messy post, on phone and the forum for some reason hates me for it. No formatting options. 😅
  12. First of, this is the English section of the forum. Should probably run that through Google Translate or something. Anyway, that side.. You'll have to register an account through the client first. The first account registered will become an administrator automatically and get permission to open the editor.
  13. I think you're in mostly uncharted territory here man. I'm not sure any of us have done this. My guess is it would require a complete rewrite of a lot of the client code and networking and won't be a simple task. Hard to put a time unit on as I have never tried to make mono work on Android. I know there's people working on a Unity version for themselves, that might be your best bet as to people to talk to regarding this. (And as a side note, that also sounds far from done.)
  14. I believe I had a few more questions in that post. Might be worth having this information. I'd have to check if this works in the development branch for me. Though I'm not home for a while and we'd really need more information.
  15. Could use a little more information, what version? Did you use any source mods? Is there an error log message? Are you using the option for multiple characters?
  16. I believe you'd be good to go if you transfer the resource folders for the client and server over. Note that visual studio doesn't put the editor and client in the same folder so you may need to copy the client resources to both the editor and client. Alternatively, you could build the source and move the new executables to your games folders.
  17. Interesting, have you considered moving the options out into the options file?
  18. Events can only run for players. There's simply no support for any other entity type in the event system.
  19. Would it not be more accurate to trigger them through a cronjob that changes a value through the API when it has to activate?
  20. I fear your have to edit this in through the source code.
  21. As I said earlier in the shoutbox, theoretically no. However eventually you'll run into issues with texture size support on GPUs. So try not to go too crazy.
  22. Nothing by default, if I recall. But you can set up day/night schedules from the editor to darken and brighten the overworld based on a set timer.
  23. The editor should be in the update.json file, but will be marked as ClientIgnore, the reason it's there is because the Editor can also make use of the update server. It should do this by default, unless you mucked with the filenames. In which case you'll have to change the exclusion list yourself in the code. Please, don't manually mess with these files.
  24. Strange. Are these events on the same map you died on?
  25. I think you may have to specify what kind of an event and how it works. As there's a lot of different ways events can function.
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