-
Posts
935 -
Joined
-
Last visited
-
Days Won
72
Content Type
Profiles
Forums
Downloads
Everything posted by Cheshire
-
Also make sure the map isn't marked as being indoors.
-
How to see the panorama in the editor?
Cheshire replied to iLeGiTiMx's question in Questions & Answers
Wouldn't you be able to simply make the entire map a tile set that way though? It's not quite the same but it is doable. Spread it across the ground layer. The engine optimizes it back into a single object to render to the screen. So performance of rendering tile by tile isn't really a concern. -
How to see the panorama in the editor?
Cheshire replied to iLeGiTiMx's question in Questions & Answers
Panoramas aren't rendered in the editor. That's why you're not seeing them. They're not really meant to be used like this, but rather as a backdrop that moves around a bit behind the map. How come you're not just using a regular tileset though? -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
This was for a very old build of 6.2, I'll update it when that officially releases. Until then it's supported for the build listed on the first post. Otherwise I'd be updating it every other day again. Lol -
If I recall it should be under Map Properties in the editor.
-
I'm not sure if this will work, but I remember parallax image support. Not sure those work in the foreground though. Otherwise I fear it might be a feature request waiting to happen.
-
Anyone having issues pulling new development build?
Cheshire replied to Justn's question in Questions & Answers
I really wouldn't recommend using that build in the first place. All things considered.. But anyway, I had that as well. Deleting the hidden .vs folder in my root solution directory fixed it. Seems to be a weird caching issue in Visual Studio that happens from time to time. -
How to give a quest to an NPC as questgiver?
Cheshire replied to SlyToes's question in Questions & Answers
I believe your best bet would be to do his through the event system rather than Npcs, as those largely count as combat related entities rather than interactive ones. This will give you a lot more control over them as well. -
Just to add to this, it's compression. It's not encryption that's being added. End result is the same, really. People can't just open your files randomly. But it's easy to circumvent when you read the source code and reverse it through the clients code.
-
Assuming you can get mono to run on raspbian, it should work. If I recall the Pi is an ARM based system so your mileage on support there may vary. (A quick Google seems to suggest people did get mono to work, though not always without issues depending on what they tried to do, but that is a mono thing in general)
-
Essentially, that isn't a big deal if you're developing your game. simply means that the server can't expose itself to the internet for others to join and you'll either have to do this manually or find a different place to host it at should you want to have others join you. Mind, not every type of internet connection is capable of hosting servers. Some networks either block it or just make it virtually impossible. (Such as cellular networks)
-
I imagine they've tried to protect their assets somehow. Though this is not currently possible in Intersect unless you were to write such a protection yourself. Mind, even if you do that nothing will stop people from just taking screenshots of your game to copy assets that way.
-
Going to ignore everything else you've said, because frankly that really doesn't belong here. (And just makes me scratch my head) But, only the editor requires windows as it is. And unless that's completely rewritten that won't ever change. It's not DirectX causing the problem, there's methods of running that on Linux just fine. Same with .Net itself. But it simply uses some libraries and calls that Mono can't handle.
-
Screen shake on critical hit
Cheshire replied to Beefy Kasplant's question in Source / Plugin Requests
That looks like it works, but the edges of maps look off and the UI moves alongside with it. Is that intentional, or a byproduct of how you're doing it? (Also, this is the source request board, not "show off your feature I asked for" board. ) -
If I recall reading it correctly every element has the same options in the JSON file. Not everything is implemented or functional for each element however. It might simply not be implemented for this.
-
Story Today I did this on my project...
Cheshire replied to SkywardRiver's topic in Design & Creativity
I feel like the tiling might be a tad too obvious on that. -
What version is that from? If that's really from an old version you'd likely have to read the release notes of every version between then and now and slowly to through every upgrade if that's even possible. I'm not sure I remember that file format though. Not that I've seen every release though.
-
Given the state games tend to release in nowadays, I'm not sure that's a given.
-
Actually looks better than I expected, and less glitchy.
-
Now the real test, what do other players see when they're actually connecting across the web?
-
I reckon it's easier to just run a VM with visual studio on it than try to coerce Code to work with a large solution such as this.
-
Did you run the tool to generate an update file again after doing so and upload it?
-
Can the updater actually download the patch files through http? I'm not too familiar with the code but it looks like it might be decoding a 404/403/html page rather than what it's expecting.
-
I'm not sure it's worth deleting stuff from the database manually like that. Sounds like you might cause more harm than having some bogus accounts would do. But yeah, the accounts are stored in playerdata.db as Kassie said. If you intend to open this file for edits, please close the server first and use an Sqlite browser of some form. I really wouldn't recommend messing with the database records though. Especially not since the data is across several tables and linked together. If you simply want to wipe ALL accounts, just delete/rename the playerdata.db file. That's a much safer option.
