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Messages - sloopernine

Pages: [1] 2 3 4
1
TNet 3 Support / TNet browser
« on: September 08, 2013, 05:11:20 PM »
Hi!

This question came to my mind when trying out the Warface beta ( Cryengine web browser game )

When using TNet inside a browser game. Lets say I have a amazon ec2 lobby server, but want to have players host the game server.

Is this approach possible? If possible and if players host the server within a web browser game, is it their computer or the server that holds the web browser game files, that takes the load of that created server?

Thanks!

2
Other Packages / UI Starter Kit: Starlink (NGUI + TNet) Highscore question
« on: September 01, 2013, 01:25:18 PM »
Hi!

First wanted to say, bought the kit and it is awesome, not only did I get alot of insight of how to use TNet and NGUI.
I also learned a lot of how to do other cool features, really nice package!

One question tough, the highscore board... This might have changed since I did this on old Darkbasic Pro days, or maybe it was that engine that was the problem.

But I noticed you are using a txt file for the highscore board. When I used that type of solution in darkbasic there was problems when 2 clients was trying to write at same time to the file. Is this something you have noticed with your starlink game or is the txt file just for the example kit, and you are using a mysql database or similar for the actual game?

Thanks!

3
TNet 3 Support / Re: Remote Lobby server problem
« on: August 30, 2013, 04:49:35 PM »
Ah thanks for the info, learned something new!
Then I guess TCP are the way to go,  to keep down bandwidth.

4
TNet 3 Support / Re: Remote Lobby server problem
« on: August 30, 2013, 02:35:30 PM »
But the updates on the picture are same client all time? Seems like they come in a interval of about 3 seconds until I disconnect again

5
Thanks for the honest respons!

I am currently looking at
Quote
Unite '13 Keynote Live
on youtube.

They mention about you and that you are going to talk about the new GUI later that day, are there any video about it?
Because I cant find anything about it...

Thanks!

6
TNet 3 Support / Re: Remote Lobby server problem
« on: August 30, 2013, 03:10:18 AM »
Yup started the TNServer.exe on amazon ec2 with

Quote
C:\Users\Administrator\Documents\GameServer\TNServer.exe -name "LobbyServer" -udpLobby 5129
as target.

I was just concerned that TNServer didnt register my game server, as the console of TNServer didnt give any message  of it.

That would be a nice feature for TNServer in coming updates, that it writes in console when new game server register to it, for easier debug.

Also

Quote
TNServerInstance.Type.Udp
in

Quote
TNServerInstance.Start(5127, 5128, null, TNServerInstance.Type.Udp, Tools.ResolveEndPoint(lobbyServerAdress, 5129));

Is that for telling TNServer what type of protocol game server are using or is it to tell game server what type of protocol lobby are using?

##EDIT##

I have made some progress, but got a new question in addition of the other ones ->

When starting a new server and register it to the lobby server at amazon I see this in the lobby server console



Why are the clien/gameserver hammering/repeating the register part? If it is to check if server still online, where do I change the interval of the check?

Here are the code for I have so far...

  1. using UnityEngine;
  2. using System.Collections;
  3. using TNet;
  4.  
  5. public class startServer : MonoBehaviour
  6. {
  7.     public string lobbyServerAdress;
  8.  
  9.         // Use this for initialization
  10.         void Start ()
  11.     {
  12.         Debug.Log(Tools.ResolveEndPoint(lobbyServerAdress, 5129));
  13.         if (!TNServerInstance.isActive)
  14.         {
  15.             Debug.Log("Starting server");
  16.             TNServerInstance.Start(5127, 5128, null, TNServerInstance.Type.Udp, Tools.ResolveEndPoint(lobbyServerAdress, 5129));
  17.         }
  18.         else
  19.         {
  20.             Debug.Log("Server already started");
  21.         }
  22.        
  23.         }
  24.        
  25.         // Update is called once per frame
  26.         void Update ()
  27.     {
  28.             if(Input.GetKeyDown(KeyCode.Space))
  29.         {
  30.             Debug.Log("Server shutdown");
  31.             TNServerInstance.Stop();
  32.         }
  33.         }
  34. }

7
TNet 3 Support / Re: Remote Lobby server problem
« on: August 29, 2013, 05:12:03 PM »
Shouldnt the TNet server console ( running as  udp lobby server on port 5129) give some kind of message if I register my game server to it? Like when it gives messages when I connect to it as client and use it the TNet server console as the game server?

  1. using UnityEngine;
  2. using System.Collections;
  3. using TNet;
  4.  
  5. public class startServer : MonoBehaviour
  6. {
  7.     public string lobbyServerAdress;
  8.  
  9.         // Use this for initialization
  10.         void Start ()
  11.     {
  12.         Debug.Log(Tools.ResolveEndPoint(lobbyServerAdress));
  13.  
  14.         TNServerInstance.Start(5127, 5128, null, TNServerInstance.Type.Udp, Tools.ResolveEndPoint(lobbyServerAdress, 5129));
  15.        
  16.         }
  17.        
  18.         // Update is called once per frame
  19.         void Update ()
  20.     {
  21.        
  22.         }
  23. }
  24.  

8
Hi ArenMook!

I know you are working 24/7 with the new GUI system to Unity.

What worries me is, when you release that new GUI. NGUI might not be needed anymore? Or do you have some imba cards in your sleeve to still maintain NGUI as one of the top choices of GUI for unity ? Or are they going to be significant different?

Thought I ask, but understand if you are under some type of NDA

cheers!

9
TNet 3 Support / Re: Up & Down info
« on: August 29, 2013, 04:32:54 PM »
No worries! Take your time! I bought the Starlink example menu project not long ago, will the bluetooth example be in there aswell ( As it is greyed out right now) when you finally release the bluetooh part of TNet?

Or do better question, it is going to be in TNet right?

Anyways, I bet you will announce when something new are coming about your awesome products, keep the good work up!

10
TNet 3 Support / Re: Remote Lobby server problem
« on: August 29, 2013, 04:21:08 PM »
Oh embarrassing mistake, thanks!

About the other question

Can I change the "server.dat" to just "". If I dont want to use the save function, or do I do it wrong then?



11
TNet 3 Support / Re: Up & Down info
« on: August 29, 2013, 01:59:22 AM »
Is it planned in near future releases? Or is it as far away as bluetooth? When was bluetooth again btw ? :D

12
TNet 3 Support / Re: Give characters to other player
« on: August 29, 2013, 01:58:10 AM »
Thanks, this really makes some interesting features appearing in my head.

I was thinking, if lets say you play a game with alot of NPCs. Maybe it would be better to split the NPC handling between every player instead of just letting host do it, that would ease up on hosts up bandwidth. And also if players are in different areas of the game, that host dont need to take info on what is happening far away. It is like the non host player are playing his own little game

13
TNet 3 Support / Re: Remote Lobby server problem
« on: August 29, 2013, 01:54:27 AM »
That was not my problem, the problem is that it complains in the IDE, I cant even compile the project, I had another domain there before pointing to my TNet server application.

(And I have another web adress I put there, but it still gave me errors so I couldnt even compile/play)
And the idea is to use amazon EC2 for a lobby server only, and let players host servers on their own...

Here is an image of the problem I have


Quote
Assets/_Scripts/startServer.cs(11,48): error CS1525: Unexpected symbol `<internal>'

14
TNet 3 Support / Re: Remote Lobby server problem
« on: August 28, 2013, 10:30:04 AM »
Is there really no one that can tell me why it complains about that line of code?

15
TNet 3 Support / Re: Give characters to other player
« on: August 27, 2013, 05:39:23 PM »
Are there any "flags"/"tags" that can be set for each created object by the host. That tells if the gameobject are going to be transfered to next host or deleted.

For example the host got his player character, and also handle the NCP players. Host leaves, his character would need to go as the new host already have his character, but the NPCs would be nice to transfer as they still live their lives...

If not this would be nice to add into TNet with some bool statement when creating objects

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