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Messages - Doomlazy

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TNet 3 Support / Re: TNManager.Create() is giving error
« on: October 21, 2015, 12:31:34 PM »
Problem solved.

TNet 3 Support / TNManager.Create() is giving error
« on: October 20, 2015, 11:56:43 AM »
When I use TNManager.Create() I get this error:

[TNet] Failed to call RCC #1.
Did you forget to register it in Awake() via TNManager.AddRCCs?
TNManager:CreateGameObject(GameObject, BinaryReader) (at Assets/TNet/Client/TNManager.cs:1357)
TNManager:OnCreateObject(Int32, Int32, UInt32, BinaryReader) (at Assets/TNet/Client/TNManager.cs:1312)
TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:1117)
TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:879)
TNManager:Update() (at Assets/TNet/Client/TNManager.cs:1426)

I have no idea what to do about this error  ???
Please help :)

TNet 3 Support / Re: TNet can do this?
« on: October 20, 2015, 08:33:40 AM »
Yes TNet can do this.

1. You can make channels on servers so you can have one server, everyone connects to it and players can join or create channels. Channels don't need port-forwarding to join.

TNet 3 Support / Re: Custom Object Creation functions (1.8.0+)
« on: October 20, 2015, 08:29:28 AM »
Is there any easier way of Instantiating a player.
I tried using TNManager.Create today and got the error:
"[TNet] Failed to call RCC #1. Did you forget to register it in Awake() via TNManager.AddRCCs?"
Do I seriously have to set all this stuff up just to instantiate a player?
In Unity all I would need to do is Network.Instantiate and that worked fine for me.
Is there an easier way of instantiating gameobjects Unity-style?

TNet 3 Support / Re: How to get a channel list
« on: October 18, 2015, 06:19:13 AM »
Thanks! This seems to have solved my problem :)

However now I just want to know. What is the difference between, int, int16, int32, int64, uint16, uin32 and uint64..   ???

TNet 3 Support / Re: How to get a channel list
« on: October 17, 2015, 07:08:23 PM »
  1. void OnChannelList(Packet response, BinaryReader reader, IPEndPoint source)
  2.     {
  3.         Console.AddMessage("Fetching Room List...");
  5.         int count = reader.ReadInt32();
  7.         for (int i = 0; i < count; ++i)
  8.         {
  9.             int channelID = reader.ReadInt32();
  10.             int playerCount = reader.ReadInt32();
  11.             bool password = reader.ReadBoolean();
  12.             bool isPersistent = reader.ReadBoolean();
  13.             string level = reader.ReadString();
  14.             string channelName = reader.ReadString();
  16.             print(playerCount);
  17.         }
  19.         Console.AddMessage("Fetched Room List");
  20.     }

From this code you can see that I should get a message in my Unity console containing the number of players in a channel.
For some reason I get rediculous 6 digit numbers instead of the amount of players in a channel.

Example: 1 player connected to a room is supposed to print "1". Instead I get this: "589825"

Please help :P

TNet 3 Support / 2.1.0b and Web Player Errors
« on: September 10, 2015, 10:50:03 AM »
When I switch the platform to Web Player I get the following errors:

Assets/TNet/Common/TNUPnP.cs(15,18): error CS0234: The type or namespace name `NetworkInformation' does not exist in the namespace `System.Net'. Are you missing an assembly reference?

Here is another topic from version 1.9.0 of TNet with a similar problem:

TNet 3 Support / Re: MMO Network Efficiency Question
« on: August 27, 2015, 04:56:12 PM »
I don't think I explained my question well enough so here is what I meant:
When there are no Players within X distance of me, I want to fade out my player model and update my position less frequently.
I am assuming this requires a list of Players in-game and I do already know how to code that.
All I need to know is how do I write "Is any player in the player list within X distance of me?" in C#?

TNet 3 Support / MMO Network Efficiency Question
« on: August 26, 2015, 01:59:18 PM »
When players get a certain distance away from my player, how do I disable them and fade them out so I can't see them and don't receive their RFC calls?

(And when they get close enough to me again, make them fade back and receive their RFC calls again)?

I am making an MMO so I think this would help put less stress on players computers so they don't render players across the map  ;D


Also let me just say this: TNet is amazing!

TNet 3 Support / Re: TNet Newbie Help
« on: August 14, 2015, 12:23:05 PM »
Thanks for the quick reply but I need a list of channels not servers. Will knownServers work for this?

TNet 3 Support / Re: TNet Newbie Help
« on: August 14, 2015, 12:06:55 PM »
I am trying to make an FPS which I have done with the normal Unity Networking before.

I made it so when the player opens the game they automatically connect to a server.
I want players when they are connected to the server to be able to make their own channels or have a server browser showing all the channels.

The "create your own channel" part is straight-forward enough but how do I get a list of all channels?

TNet 3 Support / TNet Newbie Help
« on: August 13, 2015, 05:28:34 PM »
Hello guys I have been using the standard Unity Networking for a while but today I bought TNet.

My questions are:

1. How would I get a server browser of all people who used TNServerInstance.Start?
2. Would those people have to port forward for other players to connect to them?
3. If my game has multiple maps do I make the server do an RFC to instantiate the map into the game or do I have different scenes for each map?

Thanks for reading  :)

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