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Messages - danreid70

Pages: 1 [2]
16
TNet 3 Support / Re: RFC Not Being Called
« on: February 20, 2013, 10:34:00 PM »
 :) :) :) and THAT is why I'll buy every asset Aren creates! Awesome! Thanks again Aren!  8) 8) 8)
I'll try that tomorrow night - I'm going to have to compile a list of all these answers you've given me. Especially for developers using JS. I might even be able to simplify my launch, create, RFC code in JS into a short sample that you could check over and use in a tutorial. Maybe this weekend. Might save you some time and would certainly help others hitting the same bumps I've hit. TNet really is friggin slick!!!

17
TNet 3 Support / Re: RFC Not Being Called
« on: February 20, 2013, 07:57:49 PM »
I tried - I have the TNet folder inside Plugins  folder (I upgraded to new version of TNet a night or two ago - moved the TNet folder back out of plugins first - back into root - then upgraded, then moved it back to Plugins folder). I always do that because I found that some installs overwrite things weirdly during updates if they're not in the originally installed location... After upgrade, I moved TNet folder back into Plugins folder (where it sits happily with it's friend, the NGUI folder) :D

All the other functions work great in TNet - I'm figuring out quite a bit more and revamping my code now that I'm "seeing the light" and some of this is making more sense now.  Hell, a LOT of it is making more sense the more I play with it, and read more and more new posts (by the way, your attention to customers on your forum is unbelievable! - you always have an answer, and most times you answer someone's question, it answers another question I haven't thought to ask yet! hehe).

So anyway - if I change my javascript to "@RFC" I get this:
Assets/_SCRIPTS/_SHIP_CONTROLS.js(180,2): BCE0064: No attribute with the name 'RFC' or 'RFCAttribute' was found (attribute names are case insensitive). Did you mean 'System.Security.Cryptography.Rfc2898DeriveBytes'?

If I make it "@RPC", the function never gets called - (my "FireWeapon()" function as above). I even put a Debug.Log right before I call it to ensure I get to it, and the tno.Send(...) is getting called. But the Debug.Log that I put in the first line of my @RPC ... function FireWeapon(...){... never gets called.

It's weird. @RFC causes an error, and @RPC never gets called.

And I have TNet in the Plugins folder.

Anything else I might be doing wrong?

18
TNet 3 Support / Re: RFC Not Being Called
« on: February 20, 2013, 06:31:18 PM »
Aw cr@p. I think I'm going to have problems with this. :( I'm writing all my code in JS - and JS has @RPC.
TNet is written in CS - and CS uses [RFC]...

So I need to use @RPC for my java"script" code - or I have to convert all my stuff to CS -- which I really don't want to even attempt.

OR. As is possibly the case - I'm doing something obviously wrong (again). Believe me, I keep reading through the forums here and on UnityForums - and am slowly making progress without asking too many questions... (I hope... :D).

Has anyone out there gotten tno.Send(...) with an @RPC function in JS to work? Maybe I'm just missing something...

19
TNet 3 Support / Re: RFC Not Being Called
« on: February 19, 2013, 09:08:13 PM »
ahHA! Figured out one other thing I'm doing wrong - not using RFCs correctly - what is the best way to call an RFC (using JS?)... I keep getting an error:
...BCE0005: Unknown identifier: 'Target'.

I'm sure it's because I'm using JS and not CS... I have TNet in the Plugins folder, so it should compile "correctly"... Not sure what I'm doing wrong - this looks as if it should work. Anyone else out there using JS and have this happen with .Send?

I have for example:
  1. var tno:TNObject;
  2. function Start() {
  3.         tno = GetComponent(TNObject);
  4. }
  5.  
  6. //
  7. //and in a later function, where I'm firing a weapon:
  8. //
  9. //    if (tno.isMine){
  10. //        tno.Send("FireWeapon",Target target,1.0f);
  11. //    }
  12. //
  13.  
  14. @RPC
  15. function FireWeapon(n:float) {
  16.     //blah blah blah code here
  17. }
  18.  
  19.  

20
TNet 3 Support / Re: 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 18, 2013, 09:26:40 PM »
Hehe - Trust me Aren, there's never enough time... My workload at "real work" seems to increase on a weekly basis, but somehow, the Time.deltatime stays constant... or something like that. :) And any project I accomplish there never seems to be appreciated. :(

One thing that should help keep you going: all this work you've been putting into TNet is GREATLY appreciated by all your customers/fans! :D  And I hope the steadily increasing number of sales proves it! :D AWESOME stuff! Also, don't be deterred by Windward! You've already proven to be one of the biggest names in the Unity developers circle - it's gotta count for something!

(this Hallmark Card reply will self-destruct in 3... 2... 1...) hehe

21
TNet 3 Support / Re: 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 18, 2013, 09:08:38 PM »
Aren - you know those little "hypothetical" gremlins that pop up and cause weird stuff to happen, and then they just disappear...? Well... I seem to have one in my computer right now. I tested again, in completely blank Unity project, redownloaded and installed TNet, and it ran fine. Reopened my main project, and just deleted that file (not the entire TNet folder because I didn't want to break any connections), and re installed new version of TNet - and the gremlin seems to be sleeping. It started up just fine. Went back to TNServer.exe - ran it, and -- dang gremlin really seems to be snoring away, because it started right up. I swear I didn't have another instance of the server running - I just booted up my PC when I got home, and first thing I did was check your site, log in to asset store to get TNet update, and the rest is history (logged right here for all to see) :D

So - it's working fine! Aren, this friggen rocks! :D Now I just have to make sure I'm actually instantiating my players correctly, (somehow I keep finding "ghosts" of my players left behind when I jump out of and back into channels). Not sure what I'm doing wrong, so I'm kind of experimenting right now. Would love a quick tutorial on best way (with sample code) to start a server, lobby scene (with best practice for using channels), launching a scene, instantiating a character, and then best way to get rid of character when they leave or player inadvertantly shuts down, back into lobby, etc.

I "think" I have it right, but still finding that I'm doing things in "probably" not the best (or correct) way... It "works" and I can get characters into scenes and running around, shooting, damaging each other, etc. via Unity editor and webplayer on another monitor. But would love a great (small!) example of best way to accomplish that for 1st/3rd-person-"shooter" style game. Nothing fancy - just blocks that can join a game and leave correctly, and move around.

I'll keep plugging away. Sorry for rambling on - I'm ecstatic that I got this to work as far as I did, and it's all thanks to your TNet (and by the way, I'm using NGUI - so you have a doubly happy customer here :D ).

Best Regards,
--Dan

22
TNet 3 Support / Re: 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 18, 2013, 08:44:53 PM »
Can you also run the zipped TNServer.exe? It starts, and gets to where it tells me my internal and external IP address, then Windows says it stopped working and crashes. :(

I REALLY love this TNet package, don't get me wrong - I'm not criticizing it at all - it's my favorite plugin ever for Unity! :D I just want to figure out if it's me doing something wrong or if there's a bug somewhere out there. I'm going to try again with another clean Unity package - the one I used just now to try and find bug was the clean one I tested last time - I just upgraded over the original TNet. I'll delete the entire TNet folder and re-install it and post back what happens (so if anyone else out there is upgrading, and gets these errors, the fix might be do delete old TNet folder and then upgrade(?). Will post back in a bit...

23
TNet 3 Support / 1.5.0 issue with TNDiscoveryServer - or is it just me?
« on: February 18, 2013, 08:23:55 PM »
I've been waiting for a long time for a setup like TNet, and am a HUGE fan (I keep reading through the forums for every post that comes through, to get a better understanding of how it works, and have already started using it for a game I've been playing around with for a long while now. TNet has finally given me what I need to make it multiplayer, and I'm really digging it!). And to look at the highest rated, paid, purchased, etc. on Unity's Asset Store, you'll see the TNet and NGUI both up there in the top 5 of ALL of them... I think that says it all! :) Great job Aren!!!

But,  back to my original reason for posting: I updated to new version of TNet in my project, and got the below errors. I did a quick sanity check, because I jumped the gun last time and found it was something in my project causing errors. So this time I created a brand new blank project, and updated TNet again with nothing else in there - still exact same errors - they all seem to reside in TNDiscoveryServer. Please let me know if it's just me, or are others getting this?

Error log:

Assets/TNet/Server/TNDiscoveryServer.cs(120,39): error CS1501: No overload for method `WriteTo' takes `2' arguments
Assets/TNet/Server/TNDiscoveryServer.cs(156,37): error CS0117: `TNet.Packet' does not contain a definition for `RequestListServers'
Assets/TNet/Server/TNDiscoveryServer.cs(173,47): error CS1061: Type `TNet.Buffer' does not contain a definition for `BeginTcpPacket' and no extension method `BeginTcpPacket' of type `TNet.Buffer' could be found (are you missing a using directive or an assembly reference?)
Assets/TNet/Server/TNDiscoveryServer.cs(183,25): error CS1061: Type `TNet.Buffer' does not contain a definition for `EndTcpPacket' and no extension method `EndTcpPacket' of type `TNet.Buffer' could be found (are you missing a using directive or an assembly reference?)
Assets/TNet/Server/TNDiscoveryServer.cs(195,25): error CS1061: Type `TNet.Buffer' does not contain a definition for `EndTcpPacket' and no extension method `EndTcpPacket' of type `TNet.Buffer' could be found (are you missing a using directive or an assembly reference?)

24
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 23, 2013, 07:17:14 PM »
Hi Aren - I love your NGUI (purchased it a few months back, and only now getting to it - kind of a spare time project I'm working on for fun). I really want to (and will) purchase TNet - after reading the forums here and on Unity Forums, TNet sounds PERFECT for my game.

What are the chances you could put a sample in the TNet package, with a character controller - and a very simple connect/choose-lobby/choose-level/launch-level-with-synced-character-controller menu, using NGUI? That's the part I keep getting stuck on. Just something very simplistic.

The reason I ask, is I keep thinking I have the right structure with NGUI, but then I look back at your examples and I keep redoing basic parts as I see how clean you did them in your samples. Your setups are very clean, and I'd like to try and follow that same example with TNet using the NGUI menu. Or do you already have a sample like this in the package?

I'm currently using a very spaghetti-coded Unity networking solution, that I'm wanting to scrap and just start all over with - which is why I started looking at TNet...

Thanks already for NGUI, and keep up the great work with TNet! I'll be purchasing VERY soon!
--Dan

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