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Everything posted by Cheshire
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Yeah, I really wouldn't recommend doing this with the event system but it's your party I guess.
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Oh boy, I really would suggest to program in a separate ui specifically for that. The event system can't display something like that I fear.
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I suppose you could make a picture that combines the two if you want them side by side? I'm not entirely sure what the exact end goal is though. But there isn't a way to do it right now.
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Various animated frames for hero and NPC
Cheshire replied to ToshaAngel's question in Questions & Answers
The original question answers yours. -
Various animated frames for hero and NPC
Cheshire replied to ToshaAngel's question in Questions & Answers
Not without some rewriting, like how would the engine know what sprite to use more or less frames for? -
Specified argument was out of the range of valid values. (NPC EDITOR)
Cheshire replied to mem981's question in Questions & Answers
Sorry but this feels incredibly low effort and like a "go fix it for me" topic. What have you changed? What do you do when the issue happens? What have you tried to debug it with? What do you think causes it? And providing two files out of context of the rest of the project assumes we build a project surrounding it to make it run just to fix an issue you are putting no effort in to telling us about. That seems a bit unreasonable. Could you provide a bit more information than just an error that doesn't really tell us anything? -
No problem! And I can see the confusion happening because we never technically promoted b7 to stable despite it basically being our more stable release. Good luck with your project!
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Yeah, a deadlock is essentially an issue that happens because several threads try and modify the same data locks and are all waiting for eachother slowly bogging the system down until it just stops processing and everything is waiting. I imagine it's not a common issue, though if you can find any clues I'd be happy to take a look at it because that's definitely not something that's supposed to happen. Do you happen to know which version of the engine you're running? I know 6.2 has some known deadlocks we resolved.
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Could you try this using the prerelease branch? I believe there were some fixes regarding password recovery in that version and 6.2 is not actively developed anymore.
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Why "Spawn NPC" command does not work??
Cheshire replied to Mitsueda's question in Questions & Answers
I'm not entirely sure I understand the question? Could you provide a little more detail? -
Which version are you using and have you tried to see if the packet arrives at the server at least?
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That's odd, does the client say the password is changed or does nothing happen at all after pressing the button?
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You'll have to go through the database to rename every instance of the tileset I fear. Or simply stick to the current name, that's honestly a lot safer.
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Sounds like a deadlock somewhere, are you able to reproduce it or did it just happen once out of nowhere?
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That's part of the Entity framework and if it were an issue it would be an issue for everyone. As I've said on discord, are you sure you're not somehow cloning your player entities on the server and accidently decoupling them from the database layer by doing so? Try to play without ever using your warp changes or undo changes slowly in your git history to see where it starts. (just make backups of your databases before you do for safe keeping)
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It relies on new sprite sheets with specific names being present, I believe the available ones and their naming conventions are mentioned here:
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That simply means automatic port forwarding had failed and you'll need to do that yourself. Unfortunately how that works is entirely up to your home network setup, your isp, modem etc. So not exactly something we can simply tell you how to do within a few steps. Although it is required unless both systems are on the same local network.
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Possibly. I really wouldn't recommend just deleting stuff from the database especially not when the server is running as it keeps a snapshot of it in memory causing stuff like this. The fix depends on what the damage to their accounts is I fear. If there's nothing of value they could just make new accounts and that'd be easier.
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That's odd it seems like it's trying to load a player that doesn't exist somehow? Does it only happen when one specific user tries to log in? What if they make a new account or character?
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If that fails, you could also try and delete the hidden .vs folder next to your project file, that sometimes caches weird issues in it when swapping between git branches.
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You'd likely want to add your own new compiled query in Player.Database.cs on the server, then write up a UI or something on the client that will display this and request it from the server with a packet when the user opens this menu. Personally I would cache this query result, because once you get a couple thousand accounts it could start taking longer and longer as your game keeps getting players to come and try it.
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No, you'd have to make your own custom branch and probably hide it from people. You can't edit the base branch that everyone uses at all. Learning to make your own game and engine takes quite a bit of time. But learning to program or getting someone to program for you is never a bad idea if you're serious about making a game with custom features.
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How to custom PacketSender.SendActionMsg (Text size, font, animation float....)
Cheshire replied to mem981's question in Questions & Answers
Oh you want to change it per message type? I fear that will be a bit more work as you'd have to add some extra parameters to the packet and then send the extra details over from the server.
