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Cheshire's post in Changing the style for text was marked as the answer
I believe you should be able to change the font for the chat window somewhere. You'd have to search for how to import your own fonts though, there should be a tutorial on the forums somewhere.Â
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Cheshire's post in Self-translation of the game was marked as the answer
There's a lot of mentions of the same item slot all over the file. Make sure to change them all to the exact same translation.
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For example, Helmet would need to be replaced with the translation for it everywhere you see the word Helmet.
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Cheshire's post in Compilation of the game was marked as the answer
If by hiding you mean encrypting them, then yes.
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https://www.ascensiongamedev.com/topic/6035-can-i-encrypt-my-resources/#comment-51512
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Cheshire's post in Bug 0.7.1.3 was marked as the answer
Helllo!
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Could you please report both issues separately with an example over at https://github.com/AscensionGameDev/Intersect-Engine/issues ?
This allows us to keep track of running issues!
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Cheshire's post in How do I make the stationary character keep moving/breathing? Is there a tutorial on how to make this animation? was marked as the answer
I believe you just need to add a second sprite sheet with the animation for it.
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Sprite.png
Sprite_idle.png
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And so on for stuff like attack, shoot, sword etc.
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Cheshire's post in Help-me closed resource was marked as the answer
I'm not sure I follow?
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Do you mean encrypting the resource files?
If so that already exists, it's just sort of hidden away in the editor.
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In the editor options enable Asset Packing.
Then under the Tools menu item generate an update. This will create a folder with encrypted resources for you.
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You can then delete everything in your clients resources folder aside from the GUI layout files, shaders and fonts directories and copy in the packs folder from the update you created.
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Cheshire's post in Make Intersect Server Public? was marked as the answer
If your router and internet connection supports UPnP you'll be good to go on the server side by just booting it up.
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Otherwise, you'll have to manually portforward.
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After that you'll want to edit your client configuration to point towards your WAN IP address and the port your server runs on.
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Cheshire's post in Intersect Engine Server Hosting for free? was marked as the answer
I fear you'll find that very little in this world is ever truly free.
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Though truthfully speaking, I would say that making the game should be a bigger priority than finding a permanent hosting spot for it.
Could probably get away using some cloud service credit or free trial runs for a good while though.
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Cheshire's post in Error Linux - Starting API [Ubuntu 20.04] was marked as the answer
Sounds like the error should tell you what's going on. The address you're trying to bind the API to is already in use by something.
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What that is I can't say since I don't know about the setup of your system.
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Cheshire's post in Intersect Cloud Hosting Beta Switchability? was marked as the answer
You can upload any version of the engine you want. Be it one from a year ago or one you compile yourself right now. I believe there's a web interface for that from memory.
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Cheshire's post in I rent a Linux Server but i can't start Server with SSH was marked as the answer
First, I wouldn't recommend starting the server in an SSH session as it'll close as soon as you end your session.
Second, (actually pertaining to this problem)Â I believe this is very dependant on the version of Mono that you use. If I recall there's a few other topics regarding the issue.
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Cheshire's post in Chat Filtering? (Separated Tabs, Windows, etc) was marked as the answer
That should exist if you're using Beta 7 (prerelease).
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I would recommend using that version over B6 even without the feature, despite not being marked as the stable release it's actually more stable and is actively being developed for with bugfixes.
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Cheshire's post in (Editor) Reload Spritesheets? was marked as the answer
There isn't but I recall this feature being requested before. I'm not sure if there's an official feature request for it open though.
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Cheshire's post in Bonus Effect: Negative Cooldown Reduction was marked as the answer
I don't believe there's support for this at the present? You'd likely have to write up a request for this on the GitHub issues page.
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Cheshire's post in Does the Download Contain a Tracker? was marked as the answer
Uhm, why would there be?
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And it's open source, you can always check the source code for yourself and then compile it without any code you don't want to run.
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Cheshire's post in add a sound effect to a mob ?? was marked as the answer
I see, I fear there's no other way to do that than by editing the source.
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Cheshire's post in Newest Dev Build Client won't load? was marked as the answer
For a little update on this, turns out I broke it and somehow managed to make it work just for me due to some funky dependency.Â
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Jc seems to have it working on his side.Â
God bless devolopment branches.Â
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Cheshire's post in guild system ?? was marked as the answer
A similar question has been asked before over here:
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Is that what you're looking for?Â
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Cheshire's post in problem to create mob was marked as the answer
Does your character not have any damage on its class or weapon? That might be the issue.Â
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Cheshire's post in How to change the direction player is looking at without moving? was marked as the answer
I don't think there's an option for this at the present.Â
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Cheshire's post in Intersect Calculating wrong? was marked as the answer
ScaleFactor and CritMultiplier are not integers. Their inclusion likely turns the entire equation into a float or double.
After that I'd likely need to dig into how the library itself works to really give any more useful information.
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The actual math behind it is a little more than just the equation, for example there's this funky line as well:
return min >= max ? min : Randomization.Next(min, max + 1); I think your spreadsheet is a decent indication, but not an exact replica of what the system does.
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Cheshire's post in Mid-combat Regen was marked as the answer
You'll have to edit the source code. It's not a feature right now, though if you were to supply a PR for a server config toggle for this it would probably be accepted as options never hurt.
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Every entity (including players) have an update method, I'm not 100% sure if it's handled in there or in the map update method though.
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Cheshire's post in Most performant way of making periodic events was marked as the answer
You wouldn't directly CALL the common event.
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Basically, you'd want to have a common event that triggers off of changing a variable to do what you need to do.
Then in your API script you change that variable every time you want to trigger the common event.
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Cheshire's post in Simple clear inventory was marked as the answer
I'm not sure why you'd need a way to clear the entire inventory if you want to give things a chance to be destroyed piece by piece.
Those two seem likely two entirely different things.
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Anyway, if you want to have a chance of ''removing'' items entirely from the game on death it might be worth looking into the Player's Die method on the server. That should at least lead down to where items are dropped and you could add a second chance on top of the drop rate there to have them destroyed and remove them from the inventory.
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Cheshire's post in Building release was marked as the answer
The relevant DLLs are embedded into the executables and unpacked at runtime. So yes you'll just need the executable. (Possibly the relevant pdb file for line numbers in your log file as well)
