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Messages - voncarp

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TNet 3 Support / tnet server crashing
« on: October 25, 2014, 07:57:00 PM »
I have run tnet server with pretty good success on my mac and on a server.  But, recently I can't get it to work on my server, yet it still works on my mac.  The only thing I can think of that is different is that on my server I now have multiple IP addresses.


Here is a event log

- System

  - Provider

   [ Name]  Windows Error Reporting
  - EventID 1001

   [ Qualifiers]  0
   Level 4
   Task 0
   Keywords 0x80000000000000
  - TimeCreated

   [ SystemTime]  2014-10-26T00:36:44.000000000Z
   EventRecordID 2059
   Channel Application
   Computer TestServer
 - EventData
   Not available

TNet 3 Support / Performance
« on: August 05, 2014, 01:46:38 PM »
Multiplayer LAN works fairly decent for me as in the following video:

Its a bit jumpy because at the time I made the video, I didn't separate the renderers.  But, everything works pretty smooth.

I tested this on the free Amazon server and everything is choppy, glitchy, and laggy.  I've read on here that the Amazons free version is pretty weak, so I rented a dedicated server from GoDaddy to test and everything is still choppy, glitchy, and laggy.

Is the disparity between LAN and online games really that big?  Could it be that my code is not that well written or is my design of the game poor for there to be such a huge difference?

I use tno.send for everything.   Do I need to switch to tno.sendquickly?

Is there something else I'm missing?  Or is Tnet not made for this type of game?  Its not a high action FPS shooter as you can see in the video everything moves pretty slow. 

Any thoughts would be appreciated.

TNet 3 Support / Re: Server
« on: July 30, 2014, 04:48:53 AM »
I'm sorry.  The directory I used was an older version of Tnet.  The newer version works fine.  The perils of working alone.

Thanks for the persistent support.  Thats why I've purchased all your assets.  Except for fog of war  :o

Again, my apologies.

TNet 3 Support / Re: Server
« on: July 28, 2014, 05:08:34 AM »
That didn't seem to work.

Vaughns-MacBook-Pro:~ voncarp$ sudo mono /Users/voncarp/Tnet/Assets/TNet/TNetServer/TNServer.exe
No arguments specified, assuming default values.
In the future you can specify your own ports like so:

   -name "Your Server"         <-- Name your server
   -tcp [port]                 <-- TCP port for clients to connect to
   -udp [port]                 <-- UDP port used for communication
   -udpLobby [address] [port]  <-- Start or connect to a UDP lobby
   -tcpLobby [address] [port]  <-- Start or connect to a TCP lobby
   -ip [ip]                    <-- Choose a specific network interface

For example:
  TNServer -name "My Server" -tcp 5127 -udp 5128 -udpLobby 5129

Local IPs: 0

UPnP discovery failed. TNet won't be able to open ports automatically.

Gateway:  None found

Game server started on port 5127 using protocol version 10
ERROR: Unable to listen to UDP port 5128
Press 'q' followed by ENTER when you want to quit.

Would you have any other suggestions?  What are likely causes for no IPs?  Maybe router related?  I allowed port forwarding on 5127-5129 on my Belkin router.

Firewall is off on the Mac.  I do have Norton firewall on but allowed connections to TNServer.exe and ports 5127-5129.  Perhaps, Norton is messing with something else?  Or maybe the router?

TNet 3 Support / Server
« on: July 27, 2014, 04:34:10 PM »
I've had success getting Tnet and Starlink example scenes to work on an Amazon EC2 instance.  I am struggling to get it work setting up on my on Mac.

I'll run the exe from the terminal:

For example:
  TNServer -name "My Server" -tcp 5127 -udp 5128 -udpLobby 5129

Local IPs: 0

UPnP discovery failed. TNet won't be able to open ports automatically.
Gateway:  None found

Game server started on port 5127 using protocol version 10
ERROR: Unable to listen to UDP port 5128
Press 'q' followed by ENTER when you want to quit.

I've allowed the ports from my router and firewall.  I am not exactly versed in what this means.  I cant get the example scenes to work as each attempt results in "Connection Refused."  I am thinking the issue is in my setup.

Would you be able to point me in the direction in how I can resolve this?

Misc Archive / Re: Game built with NGUI
« on: July 21, 2014, 04:37:57 AM »
No ;) Though I've heard about Overgrowth before I started it.

In hindsight, based on feedback from players, I should have used a human character instead of a bunny.  I felt like the cartoony feel to it was more appropriate for a cartoon bunny based on the colors and the unrealistic physics.  However, players disagreed.  The bunny as a protagonist wasn't a popular choice among players.

Misc Archive / Game built with NGUI
« on: July 20, 2014, 06:22:53 AM »
I built this iOS game about a year and a half ago using NGUI and HUD text.  An RPG rabbit game.  Released it towards the tail end of last year.

Here was a video from an alpha build: (didn't see any video embed options)

The alpha video displays an ugly UI, only used for developing purposes.

I've redid the UI and text for a more cartoony look as in the following screenshots:

The first pic is the inventory system heavily modified from one of the example scenes from NGUI.  As you can see from the video, I just swapped the text for sprites. The other pics are in game random scenes.  The health bar in the top right was also used exactly from within NGUI.

My next project is going to have pieces of Starlink, NGUI, TNet, and the Multi-Purpose Game Starter Kit.  My lack of networking knowledge is slowing me and I am struggling with TNet, but I hope to have a multiplayer modern apocalyptic iOS shooter.  So far, I got LAN working pretty good and am trying to move forward with hosting and joining a server.

Let me know your thoughts.

TNet 3 Support / Re: TNManager.CreateEx TNObject ID
« on: July 05, 2014, 05:34:58 PM »
Ok.  I see what the issue was.  Thanks for the push in the right direction.

TNet 3 Support / Re: TNManager.CreateEx TNObject ID
« on: July 04, 2014, 03:32:19 PM »
Yes, they are.

  2. using UnityEngine;
  3. using System.Runtime.Serialization;
  4. using System.Runtime.Serialization.Formatters.Binary;
  6. [System.Serializable]
  7. public class Weapons : Inventory {

It passes when I have all the network ID's set to zero and use TNManager.CreateEx.  However, each object has this error attached:

The game object was not found in the TNManager's list of objects. Did you forget to add it?

Thats when I added it to TNManager and gave them individual ID's.  When I add it to the TNManager, they no longer pass.

In a similar issue with trying to pass in another section of my code:

  2.         public void SetupPistolSlot(Weapons _wpnToSetup) {
  3.                 Debug.Log (_wpnToSetup);               
  4.                 Debug.Log (_wpnToSetup.Name);           //works fine here
  5.                 if (tno.isMine) {
  6.                         tno.Send ("SetupPistolSlotCall", TNet.Target.AllSaved, _wpnToSetup );
  7.                 }
  8.         }
  10.         [TNet.RFC]
  11.         void SetupPistolSlotCall(Weapons _wpnToSetup) {
  12.                 Debug.Log ("inside rfc");
  13.                 Debug.Log (_wpnToSetup.Name);           //returns null
  14.                 int loop = 0;
  15.                 for (loop = 0; loop < pistols1.Count; loop++ ) {
  16.                         //Debug.Log (pistols1[loop].name);
  17.                         if (_wpnToSetup.Name == pistols1[loop].name) {
  18.                                 pistols1[loop].SetActive (true);
  19.                                 pistolSlot = pistols1[loop];
  20.                         }
  21.                 }
  22.         }

The above code: the last debug.log _wpnToSetup.Name returns null.

Do you think my mistake is likely somewhere else in the code?  Or my setup of Tnet?

TNet 3 Support / TNManager.CreateEx TNObject ID
« on: July 03, 2014, 09:44:56 PM »
I have a trigger that spawns random weapons/items.  I use TNManager.CreateEx to spawn the weapons and pass some parameters over to the spawned weapon.  I changed all the TNObject IDs on the weapon so that each weapon has a different ID.  Often it spawns the same item and it says the Network ID is already in use.  I also get error messages stating:

The game object was not found in the TNManager's list of objects. Did you forget to add it?

So I add all these items to the TNManagers list.  But, when I add the items to the TNManager's list it no longer passes the parameters.  Particularly, the Items or Weapons.

This is the code I'm using:
  1.         [RCC(12)]
  2.         static GameObject OnCreate (GameObject prefab, Vector3 pos, Quaternion rot, Items unitName)
  3.         {
  4.                 GameObject go = Instantiate(prefab, pos, rot) as GameObject;
  5.                 ItemPickup cat = go.transform.GetChild (0).GetComponent<ItemPickup>();
  6.                 cat._thisItem = unitName;
  7.                 return go;
  8.         }
  10.         static public void Create (GameObject prefab, Vector3 pos, Quaternion rot, Items unitName, bool persistent = true)
  11.         {
  12.                 TNManager.CreateEx(12, persistent, prefab, pos, rot, unitName);
  13.         }
  15.         [RCC(13)]
  16.         static GameObject OnCreateWeapon (GameObject prefab, Vector3 pos, Quaternion rot, Weapons unitName)
  17.         {
  18.                 GameObject go = Instantiate(prefab, pos, rot) as GameObject;
  19.                 ItemPickup cat = go.transform.GetChild (0).GetComponent<ItemPickup>();
  20.                 cat._thisWeapon = unitName;
  21.                 return go;
  22.         }
  24.         static public void CreateWeapon (GameObject prefab, Vector3 pos, Quaternion rot, Weapons unitName, bool persistent = true)
  25.         {
  26.                 TNManager.CreateEx(13, persistent, prefab, pos, rot, unitName);
  27.         }
  29.         public void DropItems() {
  30.                 if (weaponsToDrop.Count > 0) {
  31.                         int loop = 0;
  32.                         for (loop = 0; loop < weaponsToDrop.Count; loop++ ) {
  33.                                 temp = (Resources.Load ("DropItems/" + weaponsToDrop[loop].Name)) as GameObject;
  34.                                 CreateWeapon (temp, itemDropTransformLocation.position, itemDropTransformLocation.rotation, weaponsToDrop[loop], false);
  35.                                 temp.rigidbody.AddForce (itemDropTransformLocation.forward * 200);
  36.                                 temp.rigidbody.AddForce (Vector3.up * 200);
  37.                         }
  38.                         weaponsToDrop.Clear ();
  39.                 }
  40.                 if (itemsToDrop.Count > 0) {
  41.                         int loop2 = 0;
  42.                         for (loop2 = 0; loop2 < itemsToDrop.Count; loop2++ ) {
  43.                                 temp = (Resources.Load ("DropItems/" + weaponsToDrop[loop2].Name)) as GameObject;
  44.                                 Create (temp, itemDropTransformLocation.position, itemDropTransformLocation.rotation, itemsToDrop[loop2], false);
  45.                                 temp.rigidbody.AddForce (itemDropTransformLocation.forward * 200);
  46.                                 temp.rigidbody.AddForce (Vector3.up * 200);
  47.                         }
  48.                         itemsToDrop.Clear ();
  49.                 }      
  50.         }

Do you know what I am doing wrong?  I am trying to pass a parameter like I would like instantiating.

Thanks for any assistance.

Other Packages / Re: Starlink Tnet Installation Issues
« on: June 15, 2014, 11:48:19 PM »

Other Packages / Starlink Tnet Installation Issues
« on: June 14, 2014, 09:59:34 PM »
Following your videos and the instructions within Starlink it seems the installation order is as follows:
1. Starlink
3. Tnet

I installed all three and removed the example scenes from NGUI and TNet and am getting the following error:

Assets/StarlinkUI/Scripts/Custom/UI/UIServerList.cs(100,42): error CS0117: `Localization' does not contain a definition for `isActive'

Do you know what I am doing wrong?

I updated all three files before installing.


NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 13, 2014, 04:50:21 AM »
I've been using NGUI for nearly two years.  What direction do you think users should go?  Packages like NGUI take quite a bit of time to get familiar with.  It sounds like because of your contract, your limited in what improvements you can do for NGUI. 

Should long time users brace for Unity's next GUI or continue to add NGUI to our projects?

Since your involved in improving Unity's GUI what do you suggest we do?  Which one is better?  Which one will be better next year?  I've found it very inefficient to implement several different GUI solutions for a project.

Like many others, I am huge fan of NGUI.  I've spent countless hours working and learning from it.  However, it seems like your hands are tied.  As odd as it seems, Unity's new GUI seems like a competitor and your tasked with making the competitors GUI more efficient.  If your unable to further grow and expand NGUI because of your contract limitations, it almost seems like all NGUI users will eventually be forced to convert over to Unity's new GUI.

You seem to be in a difficult situation trying to balance your responsibilities to Unity and NGUI.  But, your longtime users now have this cloud of uncertainty on whether there is a sustainable future for NGUI in our future projects.  Is there a best before date now attached with NGUI?   How about HUD text?  Is that going to be usable with Unity's new GUI?

We are going to continue to make games regardless.  But, since you have direction of Unity's GUI and knowledge of the future of whats in store for NGUI, what GUI should we implement in our games to come?

Other Packages / Re: NGUI: HUD Text
« on: September 07, 2013, 12:24:47 PM »
thanks for the reply.

Other Packages / Re: NGUI: HUD Text
« on: September 05, 2013, 10:47:56 PM »
Is it possible to have objects that can block the HUDText?

For instance, if I have a character on screen and an enemy health bar, is there a way that the enemy health bar isn't displayed covering the character, but behind him?


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