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    Wow!! It is stuff like this that inspires me. This community is certainly a talented bunch.

    Comment


      Would it be easy to strip out the Networking(MMO) features? At this point I am only interested in the RPG features.
      I don't recommend using the kit to create a single player game. The MMO networking aspects are intertwined with almost every area of gameplay. For example, this is how attack is handled: the client sends an RPC to the server saying that it wants to attack, the server checks the attack range and angle and assigns the damage, then multicasts the attack to the client and to everyone around the character.

      Things from the current kit that could be useful for a single player game are inventory/equipment, camera controls, targeting and simple auto-attack combat, but stripping the kit of networking wouldn't be an easy task.

      It also stated in the getting started part of the documentation to use this kit with a copy of UE4 compiled from source. Will this kit ever get to the point where it can be used with the binary version of UE4?
      This is a question better directed at Epic - currently the dedicated server can only be built when using the source-built version of UE4.

      Wow!! It is stuff like this that inspires me. This community is certainly a talented bunch.
      Thanks!
      Last edited by CodeSpartan; 03-12-2015, 07:48 AM.
      MMO Starter Kit
      Dialogue Plugin
      Voxel Plugin
      Character Customization: Female
      Character Custmization: Male

      Comment


        Phew, just finished exposing owner-only replication to Blueprints and it wasn't particularly easy You can view it and comment here: https://github.com/EpicGames/UnrealEngine/pull/923

        Hope it gets added to the engine, I plan to use it a lot in the next releases of MMO Starter Kit for replicating stuff like experience, inventory, quest progress and other variables that need to be replicated only to the character's owner.
        MMO Starter Kit
        Dialogue Plugin
        Voxel Plugin
        Character Customization: Female
        Character Custmization: Male

        Comment


          Till then I may just add that pull request to my local Thanks Code, I did add my two cents to it

          Comment


            Just wanted to chime in on this kit since I never left a review. The kit is awesome, worth every penny and then some. Well documented and the developer will help you if you have issues. I was not able to find any bugs from what is advertised as a feature. I really don't understand why this isn't on the official Marketplace. Everything works great and is extremely well put together. Anyway keep up the great work, looking forward to more great updates, thanks CodeSpartan.

            Comment


              Just a question out of shear curiosity.

              Does the patcher support triple version numbers out of the box? Such as 1.0.1 or 1.2.4 or the like? And if it doesn't, would it be difficult to edit it so that it does?

              Comment


                Originally posted by CodeSpartan View Post
                Phew, just finished exposing owner-only replication to Blueprints and it wasn't particularly easy You can view it and comment here: https://github.com/EpicGames/UnrealEngine/pull/923

                Hope it gets added to the engine, I plan to use it a lot in the next releases of MMO Starter Kit for replicating stuff like experience, inventory, quest progress and other variables that need to be replicated only to the character's owner.
                The AnswerHub post seems to indicate this was addressed with 4.7.3. Confirmed?
                @thereisnoscotty
                Grand Marshal of the Parade of Madfellows

                Comment


                  Originally posted by soctty View Post
                  The AnswerHub post seems to indicate this was addressed with 4.7.3. Confirmed?
                  Which AnswerHub post? So far the guys at Epic haven't replied to the pull request so I assume I just have to wait until someone reviews it.

                  Just a question out of shear curiosity.

                  Does the patcher support triple version numbers out of the box? Such as 1.0.1 or 1.2.4 or the like? And if it doesn't, would it be difficult to edit it so that it does?
                  It doesn't support triple versions currently. If you wish, you could add the support for it yourself since the C# source for the patcher is open and rather light, but it's not a priority for me at the moment.
                  MMO Starter Kit
                  Dialogue Plugin
                  Voxel Plugin
                  Character Customization: Female
                  Character Custmization: Male

                  Comment


                    Originally posted by CodeSpartan View Post
                    Which AnswerHub post? So far the guys at Epic haven't replied to the pull request so I assume I just have to wait until someone reviews it.
                    https://answers.unrealengine.com/que...struction.html

                    Ben Halliday's answer:

                    Hi all,

                    We believe this is related to the issue reported here:

                    https://answers.unrealengine.com/que...d-0-in-47.html

                    which states:

                    This was caused by default values for inherited values being initialized to zero, rather than the values in their 'super' blueprint. For instance, lets say I have two blueprints: BP_Super, and BP_Child. with BP_Child being based on BP_Super. Values in BP_Child could show up as 0, even if they were set to something non-zero in BP_Super.
                    Thanks for pointing that out, Slavq! There is a GitHub pull request located here that should resolve the issue for you, that will be included in the 4.7.3 release:

                    https://github.com/EpicGames/UnrealE...d19868ba7a1916

                    Thanks for the reports, everyone!
                    @thereisnoscotty
                    Grand Marshal of the Parade of Madfellows

                    Comment


                      Originally posted by soctty View Post
                      This is about the zeroing variables bug in UE, and yeah, the devs said it will be fixed in 4.7.3. However, you quoted my post about the pull request I've made (https://github.com/EpicGames/UnrealEngine/pull/923 ), and it's not related to that bug. It's a new feature that I propose for the engine, to expose owner-only variable replication to blueprints, in addition to regular replication and repnotify.
                      MMO Starter Kit
                      Dialogue Plugin
                      Voxel Plugin
                      Character Customization: Female
                      Character Custmization: Male

                      Comment


                        CP, I recently found this thread and I can't tell you how excited I am to have found it. I am not out to build the next WOW, I would just like to build a game that my family and kids and their friends can play. I started to build the login screens like I have for so many different engines in the past trying to get something going.
                        I posted a small job here on the UR forums and RoyAwesome helped me with it. Then after finding this thread... I think I have the basics that Awesome said he would help with to build a dream I have had for over a decade. I cannot thank you enough for your hard work on this kit. I hope to become an owner after the first of the April.

                        I am so excited to have a chance to have my family explore Firewind Dale. And to build puzzles in the game to make the kids scratch their heads and try and figure them out.

                        If I may, I would like to ask if you would consider a "road map" of sorts so we can see what you are thinking of working on next... I would not ask for time lines... I have found after 14 years of trying to build something.. time lines SUCK! and I would not ask anyone to commit to those.. but.. a road map of what comes next.. .and possibly a chart or poll of features that owners of the kit and people thinking about the kit could vote on or propose to idea ideas to the kit.
                        Not sure that I have written this well enough to be understood...
                        So, I'll go back to gushing about how excited I am to get the kit next month.

                        Thank you again for all your work on this kit.

                        Respectfully,
                        CB

                        PS: and thank you RoyAwesome for your help in what you have done so far and what I hope we work on in the future.
                        Last edited by Tarly; 03-20-2015, 07:12 PM. Reason: got Roy's name wrong
                        Clifford Brock

                        Gamer / Tinkers with MMO Kit
                        Game: Claws&Paws

                        Comment


                          I actually wanted to check on something..

                          Since the engine needs to be compiled from source, and I have NFC what I'm doing on that end, I figured I would start designing the environment and such before doing the full editor compile (I'm holding off for 4.8).. with the intent of migrating the assets over. Is this a sane thing to do?
                          WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                          World Machine to UE4 Export Macro
                          WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                          Comment


                            Originally posted by Zeiten
                            It only needs to be compiled from source if you wish to have a dedicated server. You can bypass this step for now with having a simulated dedicated server or a listen server.
                            CodeSpartan goes over this in his online documentation located here: https://docs.google.com/document/d/1...h.fgvs7d50l9j7

                            To answer your question, it's absolutely sane. There MIGHT be some differences in migrating assets over based on new/removed features (if any are added/removed/changed that you are using explicitly) however Epic has always been good with the migration process of recent engine versions to the newer ones. So I'm 97.2914% sure you'll be fine.

                            Best of luck with your project SaviorNT.
                            There is another reason I need to do a full engine compile.. 64bit support for Windows and some GitHub trickery to merge different branches from Nvidia :\ And thanks for the support, it will be a long, stressful, and expensive project :[
                            Last edited by SaviorNT; 03-20-2015, 09:02 PM.
                            WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                            World Machine to UE4 Export Macro
                            WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                            Comment


                              I'm having trouble with the software, it doesn't seem to save the characters inventory and the animation are not working right on the player in the packaged version.

                              Could you email me at vgee@winterleafentertainment.com

                              Comment


                                I am so excited to have a chance to have my family explore Firewind Dale. And to build puzzles in the game to make the kids scratch their heads and try and figure them out.

                                If I may, I would like to ask if you would consider a "road map" of sorts so we can see what you are thinking of working on next...
                                Thanks for the kind words, I hope that this kit will help you bring your project to life

                                Regarding the road map - it's not as easy to do as it sounds. One example: I wouldn't mind adding some character abilities to the kit, but Epic has started on GameplayAbilities module last year (for their Fortnite game) and now it looks like we might see that module in 4.9 or maybe even 4.8. So now, my implementation of abilities heavily depends on when they will finish theirs and how useful theirs is to an MMO.

                                Among the things that might be added soon are loading screen, quests and health regen. After that - haven't decided yet.

                                Originally posted by VinceGee View Post
                                I'm having trouble with the software, it doesn't seem to save the characters inventory and the animation are not working right on the player in the packaged version.

                                Could you email me at vgee@winterleafentertainment.com
                                Hi, please add me on Skype (CodeSpartan) since it is generally much faster than writing emails. Also, make sure you've done the steps in "Launching for the first time" located here. If you have access to another php hosting with php 5.5+, you could also try it - switching hosting has worked for some of the MMO kit users who had problems. (free x10 hosting has been reported to work well but I haven't tried it myself).

                                Since the engine needs to be compiled from source, and I have NFC what I'm doing on that end, I figured I would start designing the environment and such before doing the full editor compile (I'm holding off for 4.8).. with the intent of migrating the assets over. Is this a sane thing to do?
                                From my experience, environment and props usually port very well to the new releases. As for the blueprints, when I was porting the whole kit to 4.7 it wasn't easy because they changed something in the macro libraries.
                                MMO Starter Kit
                                Dialogue Plugin
                                Voxel Plugin
                                Character Customization: Female
                                Character Custmization: Male

                                Comment

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