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Cheshire

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Everything posted by Cheshire

  1. In the server configuration json file you should be able to find a line that looks like this and whatever number of character you want to allow for: "MaxCharacters": 5
  2. I would say stick to the prerelease branch as its actually getting updated and is ironically more stable than the stable branch.
  3. You don't normally use a browser to interact with an API. That stuff is meant to be used programmatically. (https://www.cleo.com/blog/blog-knowledge-base-what-is-rest-api) I believe the documentation also lists what http command to use to interact with said command. In this case you'll want POST. An example of how to interact with the API can probably be found in the CMS project that's around the board somewhere. But the API is not supposed to be something that humans interact and read directly.
  4. There's a config option that lets you have more than one character per account, and this adds arrows to switch characters on the character select menu. I fear there is no easy way to do this without some work, but some people set an event on their opening map that checks for variables and teleports people back to their saved spawn points. I think there was a respawn system on the forums you can search for that someone shared that explains roughly how it works? In the editor options, there's an option to package resources. After enabling this, you'll want to go to Tools -> Generate Update. That will create an update folder containing a folder called packs, if you move that to your client and remove ALL graphics, sound and music files from your client they'll be encrypted. You'll need to generate new packs every update though, and the editor can't read these packs. The default UI is what we ship with the engine, not sure there's any others around that look any different. Might have to make one yourself.
  5. A similar question has been asked before over here: Is that what you're looking for?
  6. I fear this section of the forums would require you to speak in English.
  7. As stated the engine has a built in guild system these days, however you'll want to make sure you are using either the prerelease or development versions of the engine to make use of it.
  8. Off the top of my head the DrawName method is on Entity.cs on the client.
  9. For reference I've seen computers that ran the client at like 3fps with lighting enabled but a stable 40ish without. Would really not recommend adding a second lighting pass.
  10. Does your character not have any damage on its class or weapon? That might be the issue.
  11. Can you show us your stats and their stats?
  12. For reference, you can actually change the tile size to your liking in the server configuration as well if you end up not liking the default.
  13. That's because locations are relative and unrelated to the editor. You'll probably need to make a ui file for every resolution if you want to guarantee it looks the same on all resolutions.
  14. Bit off topic but adding to the plugin thing.. Plugins are unfinished and need a lot of work before they can do things server side properly. So far my focus has been on making client side ones work. Don't expect miracles yet and the editor will never support them.
  15. That's not the information I gathered from the first post at all and quite different. Could you provide a clear example of what you want before any more miscommunication happens? I think something is getting lost in translation here.
  16. Unfortunately not because the database layer is case insensitive.
  17. In code you'll likely want to have hashes of names if you want them to be case sensitive and compare those instead of the actual names. Otherwise at the database level you'd have to figure out how to make the fields case sensitive.
  18. You'll want to look here to make changes like this for the username: https://github.com/AscensionGameDev/Intersect-Engine/blob/d009c52df0cf92163ad8d94d03d995194e26d08a/Intersect.Server/Database/PlayerData/User.cs#L581 And over here for the character name: https://github.com/AscensionGameDev/Intersect-Engine/blob/d009c52df0cf92163ad8d94d03d995194e26d08a/Intersect.Server/Entities/Player.Database.cs#L121
  19. I'm also interested if it'll run better with the base client as downloaded from the site without changes. If that runs fine and your own graphics don't, what resolution are the files you're adding? If it doesn't you might want to check if your drivers have changed recently due to an update. I'm also going to add that that cpu was never very powerful to begin with and I think it's most likely simply that your hardware is 8 or so years and old even back then it wasn't very good. There's a good chance that whatever you do (even if you can temporarily fix it now) you'll run into similar issues later down the line.
  20. We'll need a bit more information than that I fear. What sort of a machine are you running? What resolution are you running the client at? What sort of tilesets graphics files are you using?
  21. In that case you have your answer. X and Y has their current location before they are warped away.
  22. I believe there's simply an X and Y property for every entity that holds their current location. Not sure LastMapEntered is a base thing? Also not sure how that's relevant to your question here.
  23. I imagine you'll be able to find plenty of resources regarding monogame and xna input handling. Not sure if anyone here has done that yet.
  24. I'm sorry but either you've changed something or visual studio is throwing a fit for you. You could try to delete the vs folder next to the solution file to see if that resolves it. But if you didn't change anything and didn't muck around with the dependencies it should work to be honest since I can pull a clean copy without issues.
  25. I'm not sure I can replicate this honestly, can you guys check if this reference exists for you? If not, reference the project and build it. (Possibly Nuget Restore as well)
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