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Justn

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  1. Justn

    Intersect Beta 5 Released!

    Running awesome so far. Previous project migration seems to have worked great. Edit: Love the fact that it set up all my npc conditions based on my old settings like "guards" and stuff. I was worried I was going to have to set everything back up but now I can just focus on the new stuff with the npcs I have already created.
  2. Justn

    Wav files broken?

    Here is what i have tried so far. Keep in mind music works fine in game only sounds are broken. After each step i restarted pc and tried to use the client again I disabled audio device in windows and reenabled I uninstalled and reinstalled audio drivers, directx. Tried various types of wav files. Tried a fresh copy of intersect 4.9.1 and playing the wav files works just fine. So only my project causing the issues. (Also tried to overwrite my current client files with a fresh copy but same results) This is happening on both my windows 10 pcs. Thanks for anyone who can help me figure this out.
  3. Justn

    Wav files broken?

    Thank you. I will try to convert a few till i find a working one. EDIT: I just realized I am not getting any sound to work in the client. Converted the wav files to a couple of the formats listed in the link but still caused crashes. Tried downloading new wav files and same result.
  4. Justn

    Wav files broken?

    Anyone else having issues using sounds in the game? I have tried several wav files and the client will crash when it tries to play in game (events, animations, etc.) 2018-08-06 22:38:49.430 [Error] Message: External component has thrown an exception. 2018-08-06 22:38:49.430 [Error] Stack Trace: at Microsoft.Xna.Framework.Audio.OpenALSoundController.ReserveSource() at Microsoft.Xna.Framework.Audio.SoundEffectInstance.PlatformPlay() at Intersect_MonoGameDx.Classes.SFML.Audio.MonoSoundInstance.Play() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\MonoGame\Audio\MonoSoundInstance.cs:line 23 at Intersect_Client.Classes.Core.MapSound..ctor(String filename, Int32 x, Int32 y, Int32 map, Boolean loop, Int32 distance) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameAudio.cs:line 240 at Intersect_Client.Classes.Core.GameAudio.AddMapSound(String filename, Int32 x, Int32 y, Int32 map, Boolean loop, Int32 distance) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameAudio.cs:line 191 at Intersect_Client.Classes.Entities.AnimationInstance..ctor(AnimationBase animBase, Boolean loopForever, Boolean autoRotate, Int32 zDimension, Entity parent) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Entities\AnimationInstance.cs:line 46 at Intersect_Client.Classes.Networking.PacketHandler.HandlePlayAnimation(Byte[] packet) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:line 1207 at Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(ByteBuffer bf) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:line 166 at Intersect_Client.Classes.Networking.PacketHandler.HandlePacket(IPacket packet) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\PacketHandler.cs:line 57 at Intersect.Client.Classes.MonoGame.Network.IntersectNetworkSocket.Update() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\MonoGame\Network\IntersectNetworkSocket.cs:line 88 at Intersect_Client.Classes.Networking.GameNetwork.Update() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Networking\GameNetwork.cs:line 141 at Intersect_Client.Classes.Core.GameMain.Update() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\Classes\Core\GameMain.cs:line 50 at Intersect.Client.IntersectGame.Update(GameTime gameTime) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect Client\IntersectGame.cs:line 97 at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
  5. Hi guys. I'm wondering if there is a workaround for my issue. On seamless maps the autorun event starts when the map is loaded next to map the player is currently on. Is that suppose to work like that? if so is there a way for the event only start when the play is physically on the map with the event? Thank you.
  6. Justn

    can someone help me fix this?

    hey its working now! the first map that loads with the editor worked fine it was always when clicking on a different map it would crash. I changed a couple things on the first working map and saved it and then i was able to go to all maps and lights on the bad map are all working! why is that?
  7. Justn

    can someone help me fix this?

    Yea i think i going to have to wait. Everything has been working fine updated from 1.9 to beta 1 and 2 no problems lights were working great in beta 2 was just 1 map where i had different colors that started the issue.
  8. Hello guys I posted this in the bugs section but i have been unable to do anything with my game since it happens everytime i open the editor. Is there a way to debug it without deleting all of my maps? /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// For some reason when I open the editor and click a map to load i get an Unhandled exception error and have to close the editor. Happens every time. I went to one of my maps in-game and noticed lights were not working. Went into editor to check it out thats when I started getting this message. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Open editor and click on a map to load. (Doesn't happen on the first map) /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// Notes from error: ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Intersect_Editor.Classes.EditorGraphics.DrawLight(Int32 x, Int32 y, LightBase light, RenderTarget2D target) in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorGraphics.cs:line 1246 at Intersect_Editor.Classes.EditorGraphics.DrawLights(RenderTarget2D target) in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorGraphics.cs:line 1237 at Intersect_Editor.Classes.EditorGraphics.ClearDarknessTexture(RenderTarget2D target, Boolean screenShotting) in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorGraphics.cs:line 1193 at Intersect_Editor.Classes.EditorGraphics.Render() in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorGraphics.cs:line 174 at Intersect_Editor.Classes.EditorLoop.RunFrame() in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorLoop.cs:line 84 at Intersect_Editor.Classes.EditorLoop.StartLoop() in C:\Users\JC Snider\Desktop\Intersect-Engine\Intersect Editor\Classes\Core\EditorLoop.cs:line 56
  9. Justn

    animated door events?

    Ok I have made some progress I think. I found it works as it does in rpgmaker if I unchecked "global event" I thought global means all players could see the door open I think I don't understand what global event means. when I unchecked it the door opened. Notice how it says Move route for [event name]. When I go back to edit the event it shows this: this doesn't seem to cause any issues with the event running but just wanted to point it out. This is the basic move route for the door animating. So the basic door animation will work if global event is unchecked. Could someone explain what global event means in intersect?
  10. Justn

    animated door events?

    Yea i guess that would work. It worked for a locked door event i had. I guess the move route turning/face direction stuff isnt working? The event always seems just want to face the player and doesn't process the turn commands.
  11. Justn

    animated door events?

    Im pretty new at using the event system on this engine. I am trying to make a a 4 frame door animate opening when pressing the action button. I have tried to do it the way its setup in rpgmaker through the move route face left, right ect. But no matter what i do it is always just showing the first closed door sprite. I tired setting the change pic instead and still nothing. Can anyone help me set this up?
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