Jump to content

Cheshire

Super Contributor
  • Posts

    935
  • Joined

  • Last visited

  • Days Won

    72

Everything posted by Cheshire

  1. [6.2] Profanity Filter Description: This patch adds a basic profanity filter that is configurable through the server in a file called filteredwords.json. This filter is applied to the following things: Chat Usernames Character names It's nothing fancy, and supports basic features such as wildcards on words. Word of warning, adding an insanely long list WILL slow down your server, as it checks against each entry on the list. The updated version of this mod can automatically mute players for sending multiple filtered chat messages. This can be configured through the server configuration file, under Chat Options. There is language file support for the mute reason. Credits: This was based on the work of James Montemagno. Found his class while searching for an answer to a question asked on the forum, and started writing a class based on his work. Ended up using two of his methods, why reinvent the wheel. Media: Downloads: [Download] Updates: [Download] - Adds the profanity check to user and character names and modifies a method that checks if any filtered words are in a given string. [Download] - Add the ability to mute people automatically after sending a certain amount of filtered chat message. [Download] - Fixes two small dumbs of me in the last update. Built and tested for 0.6.2.420 Setup: The following steps are REQUIRED before this will work properly! Download and install the main patch file Download and install any update patches IN THE ORDER THEY ARE LISTED. Compile and run the server, it should automatically generate the required configuration file! Close down your server, add the words you want to the filter and start your server again. Chat like no one has ever chat before!
  2. Should be able to work something such as this in with relative ease: https://github.com/jamesmontemagno/Censored EDIT: Like I just did, should see it once the post goes public:
  3. Unfortunately, to make it a baseline addition there's some requirements that I'm not 100% sure how to manage. Currently tags are aggregated from all objects and then made distinct.. what would be preferable would be a new table that functions as a lookup table. I'm just not sure how to work the ef to reference unique collections of columns rather than an Id. So for the time being, it's a mod like this.
  4. Can't you use the moveroute/page options to show the ''animation''?
  5. Updated this to work with the newest dev build (0.6.2.420). Note that this DOES NOT include any extra features introduced to the dev branch such as the changes to the regular change item command. This simply updates the mod to be compatible. Download
  6. Most reliable way of doing this would probably be to add a new conditional check yourself for how many players are online. Alternatively, run an external cronjob against the api to check things and change variables around to reset stuff when you need to. This method is more reliable as it can even run when nobody is online.
  7. This was built against an older version of the development branch, before I started adding new official events and the like. It'll take a little work getting it functional again and work with the new event changes. I'll see if I can do that over the weekend. (No promises though, I'm out most of the weekend)
  8. These things are tricky, I recently yolo'd some of these changes together by hitting merge and praying. Seemed to work after I opened the forms in the editor once.
  9. I don't know if it needs to, but you can't have overlapping ports no.. So it should have thrown an error before it ever got to that point, ie at the binding of your ports if that were the case. Since the API uses port 5400 (default) rather than 80 I doubt it'd make a difference where port 80 directs to.
  10. See, that's information you should probably have provided from the start. And I don't know man, is it a linux or a windows server?
  11. Can't reproduce this on a clean build I'm afraid, so must be related to something you've changed I would say? You're going to have to be more specific on what you changed exactly to figure this one out I'm afraid.
  12. That's strange, what version are you using?
  13. Is that a modified server?
  14. Another small change to the dev branch today, party sizes are now configurable on the server config. Just make sure you edit the client's party window Json file to support displaying the party members you're adding! The client will generate the required fields on its own, but by default they will have no display values.
  15. This is caused by a monogame update that was done a while ago. Replacing a shader file resolves the issue: https://www.ascensiongamedev.com/topic/5030-monogame-audio-fix-new-shader-required/?tab=comments#comment-45412
  16. Not as it stands, you'd probably have to add s property to items to determine what sprite to render instead of the players when the item is equipped and then replace the sprite when it's actually being rendered.
  17. It could in theory be done, but you'd have to write in the offset code for it and add sliders for it to the editor.
  18. Out of curiousity, why are you making a launcher exactly? The client itself has an updater in it nowadays. And I am pretty sure that's because UDP is connectionless, it doesn't care whether you are managing to connect or not and just throws your connection out there. The Connect method is a little bit misleading, as it simply sets a default endpoint on the underlying class to send your data to later. You'd have to send data and get something back to really make sure your system is working.
  19. I believe someone was looking at making an editor, but there's no guarantee they'll succeed. Until then, it's a lot of restarting and editing I'm afraid.
  20. The client GUI is defined through the JSON files in the resources\gui\layouts folder. There currently is no visual editor for this.
  21. Are you using a version compatible with that UI? I believe the UI changed between 5 and 6 and they're not compatible with eachother.
  22. I really really urge you to read the documentation and look at the editor window. Almost everything you're asking is in there. There's a class editor inside the editor.
  23. In visual studio, on the properties of the Intersect Client project you can load in a different icon file.
  24. Shouldn't be too hard to fix with a three way apply. I'll have a look later. Ironically it's my own changes that broke it. 😜 EDIT: Updated for Build 0.6.2.419 Download
  25. I'm guessing you messed something up in your installer. Is the shortcut you made starting the program in the right directory? (Also, I'm pretty sure you're not supposed to @ mark JC every question you have :P)
×
×
  • Create New...