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Messages - Voodooshuffle

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TNet 3 Support / Re: Updated: TNET RFC Error
« on: November 30, 2014, 11:53:14 AM »
I'm pretty much done with the networking stuff, was very simple and easy to use when I got the hang of it. Got to say the new custom object creation came in very very handy, couldn't have done without it. Would like to see a mechanism to pass/refer to Gameobject if possible!

Had a quick question regarding networking testing. In the autojoin I am feeding the IP as my external IP to simulate external traffic and then using different computers to test. However I am noticing on TNServer executable that whenever someone connects it is displaying the local IP 192.168.1.x. Am I actually simulating what it would be like by connecting to an external IP through the external IP specification or is it somehow just using a local connection even though I'm feeding it the external IP? Thank you! I wanted to make sure it could handle internet traffic not just local traffic.

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TNet 3 Support / Re: Updated: TNET RFC Error
« on: November 27, 2014, 12:54:38 AM »
Thank you for all the help, I will look into this!

3
TNet 3 Support / Re: TNET and FPS platform
« on: November 26, 2014, 10:43:47 AM »
I actually got quite far a long, got the basics for the game just need to work on the details and interface. I had a question I keep getting this error:

[TNet] Failed to call TNO #16777214 RFC animatescript.Idler: Object reference not set to an instance of an object   at animatescript.Idler () [0x00000] in C:\Users\Will\Documents\Project73\Assets\myScripts\animatescript.cs:662
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222

UnityEngine.Debug:LogError(Object, Object) TNet.UnityTools:PrintException(Exception, CachedFunc, Int32, String, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:81) TNet.UnityTools:ExecuteAll(List`1, String, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:182) TNObject:Execute(String, Object[]) (at Assets/TNet/Client/TNObject.cs:343) TNObject:FindAndExecute(UInt32, String, Object[]) (at Assets/TNet/Client/TNObject.cs:385) TNManager:OnForwardedPacket(BinaryReader) (at Assets/TNet/Client/TNManager.cs:1089) TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:810) TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:747) TNManager:Update() (at Assets/TNet/Client/TNManager.cs:1113)


It happens on two functions. It doesn't always happen but by the end of a few minutes I have about 999+. It happens on two functions this is the first. I think but I am not 100% sure it started happening after the updated version -- but again I can't remember entirely. Any explanation as to what is going on? I am updating on user input or lack thereof so it maybe it is sending the packets too quick and not able to execute the rfc on each packet?

The function for reference is:

[RFC]
   public void Idler() {
      ani.animation.CrossFade ("idle");
   }


Thank you for the help! Wouldn't have made it this far without all the excellent tutorials and examples.

4
TNet 3 Support / Re: TNET and FPS platform
« on: November 18, 2014, 09:29:25 PM »
Thanks for the help! Using that tutorial I was able to get a basic fps in place but I'm trying to get something more advanced and I'm still working out the basics of networking. I'm trying to port ufps over as a basic framework which admittedly is beyond my skill level. I don't know if your familiar with it at all but it has a ton of event states etc... I'm trying to simplify it. I can sync the transforms but the rest of it is difficult because the remote player uses a different script for handling events then the first person. I think I would have to write a translator script to interpret first person events and transmit them to the appropriate "dummy characters" on the other end. Again this is way over my head but I'm going to give it a shot.

5
TNet 3 Support / Updated: External vs Local Testing
« on: November 14, 2014, 03:55:47 PM »
Hello everyone. I'm going to be upfront, I've never done any kind of multiplayer game before in my life. I purchased all of the Tasharen products to help me figure it out (Starlink, TNet, Multipurpose, NGUI, the spaceship one...) but I'm still kind of lost. I'm trying to make a fps based on UFPS addon -- but I could really use any kind of framework or even no framework at all. If anyone has any documents or video tutorial on how you would go about setting up an fps either with a certain framework or without one, with maybe 8-10 people would you mind sharing with me. I have about 7 weeks to figure this out and even some minor tips that would get me started would be super helpful. After 7 weeks I'm doomed! Thank you very very much in advance.

6
NGUI 3 Support / Re: Button OnClick working with Mouse but not TouchScreen
« on: September 23, 2014, 08:20:17 PM »
Fixed, had to shift UIRoot into perspective, move the button, and make it larger. Combination of steps so far have it working.

7
NGUI 3 Support / Re: Button OnClick working with Mouse but not TouchScreen
« on: September 23, 2014, 03:04:28 PM »
Almost positive it is but I will double check after work. I tried moving the button from bottom left to upper right yesterday. Same problem. Could you tell me what your setting is for pixel on uicamera under the touch and swipe options? Maybe this could be causing the problem.

8
NGUI 3 Support / Button OnClick working with Mouse but not TouchScreen
« on: September 23, 2014, 02:15:29 AM »
I can't figure out for the life of me what is going on after all the tutorials. I have a button that works perfectly with mouse clicking. But it works very rarely with tap on my iphone. I've tried using 3d colliders and removing EasyTouch, none of it seems to work. It seems like if I touch the very most right side of the button it works more, but I could be imagining it. The button does work when I touch it after about 20 or so tries. Can anyone help me figure out what's going on? I'm using the button onclick event to pause the game --works perfect with mouse click.

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