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Chronos's post in Patcher that works in v3.1 was marked as the answer
Basically, any application that can download patches from the web and apply them will work. (Be it file based, or actual patch based) After all, it's just an application with resources files that require to be kept up-to-date from time to time. There should be a few of them around the resources board that several people have written over time, I would suggest trying a few and seeing which ones you like best. Bare in mind that most will require you to have some webspace going though.
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I've mostly been having considerations about the back-end lately, given how the current system is not very flexible. Though I've had little time to dedicate to doing much as of late and have been without a laptop for the past month or so waiting for repairs. I've got some plans I might execute soon though! (Involving some data migration to a new server and structural changes on the backend)
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Chronos's post in players can't see assetts was marked as the answer
Adding this here:Â
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It's been up and running for a while, been rather busy with other things in my life though. Currently working on something on the site's back-end but might have some news ready on it soon. Regardless, it works as it is to have patches for your game.
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Chronos's post in Intersect Map Questions! was marked as the answer
I'm not sure what format sounds have to be, but I think it's either *.wav or *.ogg. Anything else will not be recognized.
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I was tempted to say yes, but looking up the exact option I can't seem to find it. Maybe it was never there, would be a good feature request if that's the case! (@jcsnider, confirmation?)
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Day/Night basically goes through a cycle at the time rate (based on real time) you set. By default it doesn't really do much of anything, but in the Editor you can choose Content Editors and then the Time Editor to choose what time of day does what in terms of darkness.
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As for weather, it'd be great if we could set certain regions to allow for certain types of weather. But as of now this is not possible.
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Chronos's post in Reading and editing Account Files was marked as the answer
I personally wouldn't add such a thing to the editors, seeing that implies you need to send it over the network meaning that if you don't do it right you can basically request all user data INCLUDING PASSWORDS through a misused packet. Unless you know what you're doing, that seems like a genuinely bad idea.
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I don't think there's such a thing for Orion, sadly. I only know of one for Intersect.
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Chronos's post in Physics simulation was marked as the answer
You could do this, in theory. But you'll have to make it yourself once the source code comes out as it's not in the base engine.
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Chronos's post in [Translate] Windows and texts for my language was marked as the answer
This is actually something that @jcsnider is working on for the next release. I think he was talking about getting an official translation for Portuguese as well at some point. But regardless, there'll be a way for you to translate everything in the engine in the near future.
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Chronos's post in Use RPG Maker 2000 Sprites was marked as the answer
Just got reminded about this by your post. Finished it.
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All this tool does is change
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into the following:
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Any other steps can be taken with tools that already exist on these forums.
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Chronos's post in Map Size Questions was marked as the answer
You can change it, but this is not recommended as you'll cause all sorts of problems if you don't know what you're doing. Since maps are rendered seamlessly as it is I would highly recommend connecting maps over making big ones. To connect maps just double click on the blank space next to a map in the editor, they'll appear to be ''one'' map in the game client.
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(For a short explanation: Maps are cached in GPU memory once rendered, they are currently stored in a texture at a size that the majority of GPUs will accept. If you change this drastically, however the textures would become much larger and many GPU's, especially older ones will start showing issues.)
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Chronos's post in convert eo maps to intersect was marked as the answer
I'd say no.
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Though not fully impossible, it's certainly not an easy task and likely not worth the effort as you'd be losing data all over since the two engines just aren't the same or compatible. I'm sure someone will eventually try, but right now I don't think we'll see that happening. While the bits required -are- usable without the full source code (which isn't out yet!) I don't think many people have figured out how it works. Not to mention that the two formats are completely different from one another and this likely will not make it easy.
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Chronos's post in Is this a bug? was marked as the answer
You've likely been playing with Z-Layers, make sure you're not on Z-Layer 2 when your NPCs are on Z-Layer 1.
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Chronos's post in Paperdoll Render was marked as the answer
I imagine the shield has to be rendered last if you want it to overlap everything else. Items that are rendered first will be below everything rendered after.
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Chronos's post in Delete Saves? was marked as the answer
This is incomplete, as there's also the bans, characters, char_bank, char_hotbar, char_inventory, char_quests, char_spells, char_switches, char_variables and mutes tables.
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This query should wipe any and all user data from the database, however:
CREATE TEMP TABLE _Users(id INTEGER); CREATE TEMP TABLE _Characters(id INTEGER); INSERT INTO _Users (id) VALUES ((SELECT id FROM users)); INSERT INTO _Characters (id) VALUES ((SELECT id FROM characters)); DELETE FROM users WHERE id IN (SELECT * FROM _Users); DELETE FROM bans WHERE user IN (SELECT * FROM _Users); DELETE FROM mutes WHERE user IN (SELECT * FROM _Users); DELETE FROM characters WHERE id IN (SELECT * FROM _Characters); DELETE FROM char_bank WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_hotbar WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_inventory WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_quests WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_spells WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_switches WHERE char_id IN (SELECT * FROM _Characters); DELETE FROM char_variables WHERE char_id IN (SELECT * FROM _Characters); DROP TABLE _Users; DROP TABLE _Characters; Â
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Chronos's post in Error when running Intersect Beta 2.0 Server app was marked as the answer
I'm curious, did you delete the old libs folder as instructed by the upgrade path? There should not have been an SQLite3.dll file directly in the libs/server folder, as it will automatically be detected from the x86/x64 folders on run-time.
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Chronos's post in help please! (Solved) was marked as the answer
@OxPxTxC I see the problem, you have an older version downloaded! (One we had to fix earlier) You can either download a new copy from the link provided and replace the files, or you could change the contents of Intersect Server.exe.config to the following:
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<?xml version="1.0" encoding="utf-8"?> <configuration> <startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5"/></startup> Â <runtime> Â Â <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> Â Â Â <probing privatePath="libs/server;"/> Â Â </assemblyBinding> Â Â Â <loadFromRemoteSources enabled="true" /> Â </runtime> </configuration>
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Chronos's post in DLC? was marked as the answer
Not currently, or by default. Though you could restrict people with the event system or add something similar yourself in the future.
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I would highly suggest not leaving it on the client-side though, as people can just create these files themselves or copy them to other people. It should be an unlock at the account level on the server.
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Chronos's post in Onlinelist Server Command was marked as the answer
Hardly a bug, you are making a connection and a connection will show up as someone being ''online'', but since there's no account name related to this connection the spot will remain empty.
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What's strange is that this connection is never closed and remains?
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Chronos's post in Access User Accounts was marked as the answer
User accounts are stored in the database alongside the server, much like everything else. You'll want to find an SQLite browser to be able to go through it though.
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Chronos's post in How to make a treasure chest was marked as the answer
Without access to the source there's no way to make NPC's drop chests with fully random loot. You might be able to do something with items triggering events though? It's not perfect but it sort of works.
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Chronos's post in Does this work on Playfab? was marked as the answer
Based on a quick glance, it seems this would require the entire server to be built around their framework. So I doubt that's possible right now.
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Chronos's post in Maximum sprite size? was marked as the answer
Try to stick to powers of two, as anything else might turn a little glitchy, like it'd be squished or plain refuse to work on some systems.
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Chronos's post in custom sprite sheets was marked as the answer
I'm afraid that until the source is out there's no way to make the player sprites use any more frames than the default ones.
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Chronos's post in Tile Type was marked as the answer
A fake autotile is basically what it says, it's a single ''normal'' tile that pretends to be an autotile, it causes all surrounding autotiles to connect to it like it's one of their own. It has its niche uses like when you're trying to get certain tiles to blend together.
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A cliff autotile is just that, a cliff. It uses the 4x4 tile preset from RPG Maker to create cliffs, walls and other such things in an orderly fashion. It has its flaws with having several layers of cliffs next to eachother, but for straight lines it works fine out of the box.
