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Everything posted by Cheshire
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Are you sure your SMTP settings are correct?
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Make Local Chat Default instead of Global
Cheshire replied to Julian's question in Development Questions
I feel like the easiest way to do this (since you've hidden the option already) would be to find what handles chat input and simply disable the global chat option and call the local one instead. It's not the most elegant, but would work. I'd have to look into the actual code when I have the time for an elegant solution. -
Untested Tags on NPCs, Items and Maps for Event Editor
Cheshire replied to Shenmue's topic in Source Modifications
No worries, they're just small suggestions I figured might be handy for something like this. Might do it myself and post it if I get around to it before you do. -
Untested Tags on NPCs, Items and Maps for Event Editor
Cheshire replied to Shenmue's topic in Source Modifications
That looks like a nifty mod, haven't looked at the source yet though. Out of curiosity, is it possible to add multiple tags per item by adding commas in between them? (or make it a combobox that stores tags? However the ui implementation for that would work it might be handy to tag items as say Ingredient and Food) Would it also be possible to add an option to remove items with a specific tag through events from the inventory? Think a seasonal event ended and you want to wipe everyone's seasonal items from their inventory. Could just make a call to remove all items tagged with Seasonal. Or several quest items (ie loaner tools from a crafting tutorial) being removed in one go. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Did you change anything relating to paper dolls away from the defaults? Mind I haven't tried to update to anything beyond the version I've made this for. So might be related to that. I'll take a look once I get the time. But I'm back to work so I don't have much time during the day. -
Did you add the new updater resources to your client?
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There is, but if you need to ask you should probably start with some basic php (or whatever you feel like using on the Web) lessons and learn to do this securely or get someone to do it for you. Anything related to user information and especially payment information should not be taken lightly.
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Should probably explain what you mean beyond referencing another game. I would imagine not everyone has played that. I know I haven't.
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
And there's nothing wrong with trying to help and fix the crash, but unfortunately the place where a crash occurs doesn't always have to be the same place the actual problem lies in. In this case it was a few lines above it. I slapped together the editors at the end and never really looked back, haha. So I am surprised it took this long for people to break them. Anyway, here's a patch that fixes two editor bugs. One reported by @wishy, the other by @Shenmue This applies to both stable and development branches. Download -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
To be fair, the editors were pretty much an afterthought and I never really tested them. Lol I'll look at it in a moment. I disagree with that as a fix, as it fixes the error, but not the actual issue. The real issue here is that I never added a ''None'' option. Also not entirely sure why you decided to add an MSDN article-looking piece of code there. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Good to know that fixes your problem, and thanks for the bug report. 👍 -
So essentially an AoE spell centered on an npc or specific map tile when called for right?
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Could you try this patch for me please? https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/7b4f51cade9da8a59b8f52d79d353251.patch That sounds an awful lot like "Please write it for me, so I can copy it". And I won't be doing that. I implore you to look at the patch on a website such as diffy.com and see what I've changed in the client's Player and Entity classes as well as the other classes related to rendering objects. That should give you a clue on how to implement your own custom layer. If you have more direct questions beyond "Please write the entire edit for me" I'd be willing to answer them though. -
No, but it is recommended to use a git solution to keep up to date with the source as it gets updated. Otherwise you'll be copy pasting a lot of stuff back and forth every small update.
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
It is, but you'll have to add that yourself. The development version should be rather simple to add this on to. Most methods and variables are expandable.. And you won't need to add new database fields. But you'll have to write the editor edits and clientside character select parts yourself. As well as telling the rendering engine which files to use and when to render these layers. Ah, must have missed that one. I'll look into it when I get back home today. Selecting a hairstyle first should be OK though. And yes, by adding the hairstyle to each class. there is no global list that's shared between all classes. (though you could probably edit that in) -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
I'll take a look at it later then, though I reckon running it with merge conflicts and resolving them yourself will likely work as well until then. (that's pretty much what I do to get the patches updated) EDIT: Updated for build 0.6.2.412 https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/427798520f34bd3981dc363447e0987e.patch -
[Error] Asset does not appear to be a valid XNB file.
Cheshire replied to Toen's question in Questions & Answers
Which version did you download exactly? -
A believe a new shader file was released in this post and the new resource pack downloads to fix the issue:
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
What branch are you using and how often do you update it from the main one? If you're not using the development branch I fear you might be using the wrong patch. If that is the development branch I'll have to try and apply it to an updated fresh pull. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Updated the first post with a fix for the hair warping issue. Should be resolved on both the Main and Development branch if you install the update on top of the main patch. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
This seems to be rather inconsistent for me, as sometimes it's loaded and sometimes it isn't. I wonder if a similar issue exists with equipment paperdolls, as I'm basically sending my data at the same time as equipment paperdolls. The code itself is run for me, every time. The server sends the data. But it looks as if something is overwriting the client's information or they never receive it. I'll have to look into that further. -
MonoGame Audio Fix [New Shader Required!]
Cheshire replied to jcsnider's topic in Announcements & Quick Links
Did you merge the changes from the main branch? -
debug message with "Intersect.Client.Framework.Gwen.Control"
Cheshire replied to Talikan's question in Questions & Answers
Did you enable some sort of debugging? That's no error, it's just a debug message. -
Oh I meant the image for the projectile only, make that one large and have the arrow further up. Less code to edit. (and possibly break future updates with) I believe projectiles count as entities, so they share the same draw method as everything else. You'd likely have to override that one with a projectile specific one for this to work. (or alternatively check if the current draw method is run from a projectile class. Ie if this is projectile do x)
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Weird left/right attack rubberbanding (custom anims)
Cheshire replied to gooby's question in Development Questions
Does both punching and kicking on their own really look fine? That genuinely looks like a sprite issue if you don't change the destination rect. Now for random code nitpicks: There's no need to make a new Random instance. There's a Randomizer class in the source that has an instance for it already. And is there a reason why punching and kicking is public if it's only used within the Entity?
