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Messages - xandeck

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46
TNet 3 Support / Hosting your own server and be a client same time
« on: September 29, 2015, 08:43:40 PM »
Hello again Aren,

I almost finshed the logic for connection and player database in my game.
But there is something I cannot think right now:
- After creating my server (TNServerInstance.Start(port, udpPort);) anyone can just join it
- Is there any way to put a password even on the server instance? I want players to host their own server in their own PC and invite other players (right now through IP direct connection, later on I will make a good lobby or something like that in SQL maybe)
- If I keep this way, the only way to make a "room" with password is creating a channel with such (which works fine), but I don't want this, I want a password right after connection and not while entering a channel
- An example for this is to avoid new players to enter if there is already a game going on (a shooter mission, in example)

What is the best way to do this, in your opinion?
What I have now is this:
- player A creates a server with TNServerInstance.Start(port, udpPort);
- I join a simple channel, called "MainMenu", where I apply some game logic and then I load to another scene (using LoadScene from TNet, all working good)
- In the new scene, is some kind of building base, I start another channel (with password, so new players will not get here without it... it works)
- But in this logic, all new players connected needs to pass through the first channel
- I know I could leave the channel open with the password, even if noone is there, but it must has a better way, dont you think?

Let me know if possible.
Thank you.

EDIT: also, there is a problem if I use password in these rooms (empty or not), the auto load scene from the joinchannel call is called even if I use the "null" as parameter. Do you know if this is on purpose?
EDIT 2: I made more tests, I am not sure if it is because I am leaving the "persistent" parameter as true is causing the issue, but looks like it is. It is trying to load a scene, even if I set as "null", so it is causing logic problems in my game.

47
TNet 3 Support / Re: Steam API / Steamworks
« on: September 28, 2015, 06:47:52 PM »
Thank you very much for this Aren.

EDIT: Just wanted to say... I was testing also Forge, which is a nice networking, but has a lot of flaws still.
It took me one hour to port Forge to TNet (what I had, of course, not whole all game), lol. I used before with some lab games, now we are officially using in production. Thank you Aren.

48
TNet 3 Support / Re: Steam API / Steamworks
« on: September 23, 2015, 07:58:41 AM »
Thank you @cmifwdll, I appreciate it.
We are checking our options now ;)

49
TNet 3 Support / Re: Steam API / Steamworks
« on: September 20, 2015, 08:59:09 AM »
Hello @ArenMook
Thanks for your reply.

Yes, it is about integrating it. We know it is separate from TNet. I am just asking if someone already did something (as it seems you did) to point us in a right direction.
What we want to do is:
- Cloud saving
- Achievements
- We will have some kind of master server. And we want to show the room list in some kind of a lobby. But we want to integrate Steamworks to show this list and make friends to connect through Steam, as many other shooter games does.
Is there any way that you can help us? Sorry to be direct here, but are you available for a quick consulting (paid)?

Thank you all for your help.

50
TNet 3 Support / Re: Steam API / Steamworks
« on: September 19, 2015, 02:48:27 PM »
Hello @cmifwdll
Thank you for your links.

I am not really asking for "handouts". We already found that wrapper (and it is not in Asset Store, sadly).
But what I am searching it is someone who can help us to get there faster, simple as that. We are also considering in hiring as freelance job for a short time.
All the links you sent we already have... we always look something to learn faster, when possible.
And I really like TNet, just wanted to know if someone already tried something with Steamworks.

51
TNet 3 Support / Re: Steam API / Steamworks
« on: September 18, 2015, 12:59:04 PM »
Well, no one I guess...
Aren, dont you have anything at all that can just point me in the right path?

52
TNet 3 Support / Steam API / Steamworks
« on: September 15, 2015, 02:52:11 PM »
Hello everyone,

Please, anybody has a way of integrating Steam API with TNet?
Aren, do you have? We also are interested buying a solution. Just example scripts to get a game list and/or friends connect, will be enough.
Thank you in advance.

53
TNet 3 Support / Re: Serverinstance from mobile device is not recognized
« on: February 19, 2014, 05:16:08 PM »
Hello, sorry to ressurect this topic... just a question: so I can start my own servers from an Android tablet? or mobile phone?
Thanks

54
TNet 3 Support / iOS / Android Tablets as Server
« on: February 19, 2014, 05:12:49 PM »
Hello,

Sorry to be direct, but I need a quick answer :(
And I did not find anything in this forum...

Is it possible to start a server from a tablet with Android? I mean, make my Android tablet as server?
Thanks in advance.

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