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    Originally posted by verid View Post
    Thank you, CodeSpartan, for creating this and releasing it. Looking forward to the 1.2 release.

    As my obligatory suggestion/wishlist: I think a basic skill system and hotbar would be very well received.

    For those who would like to "host" your PHP and MySQL locally (on the same PC you use Unreal Editor), you could try something like Laravel Homestead. It's basically a virtual machine image for VirtualBox + Vagrant and it comes with PHP 5.6 and MySQL. It's a bit of trouble to set up, though far less trouble than trying to install a virtual machine, operating system, PHP, etc. individually. It removes the need for finding (and potentially paying for) a web host.

    If you're having an issue where on the login screen you submit your username and password, the game returns a "logged in" message but cannot proceed further, it's because a PHP error is being generated. I suggest adding this line to mmoconnection.php (because it is included in the other scripts):

    error_reporting(0);

    Place it above this line:

    $servername = 'www.example.com';

    I'm using a webhost but I think xampp/easyphp/wamp would be easier then setting up a virtual machine dont you think?
    It's so UNREAL

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      Is PHP really good? Isnt a Socket Server better, for the login system?

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        Originally posted by verid View Post
        For those who would like to "host" your PHP and MySQL locally (on the same PC you use Unreal Editor), you could try something like Laravel Homestead. It's basically a virtual machine image for VirtualBox + Vagrant and it comes with PHP 5.6 and MySQL. It's a bit of trouble to set up, though far less trouble than trying to install a virtual machine, operating system, PHP, etc. individually. It removes the need for finding (and potentially paying for) a web host.
        I started this thread for a at home setup.. it is the general idea though.

        Home set up

        Info starts about 4th paragraph down
        Last edited by Tarly; 06-27-2015, 08:28 PM. Reason: vague
        Clifford Brock

        Gamer / Tinkers with MMO Kit
        Game: Claws&Paws

        Comment


          New build available for download

          The new build for UE4 4.8.* is available for download on Sellfy! As always, it's free for existing customers. For those who've missed the build notes, here they are.




          Is PHP really good? Isnt a Socket Server better, for the login system?
          I haven't had any problems using PHP for the login system so I don't see the need to switch to a socket server. I'm using a socket server for chat though.

          As my obligatory suggestion/wishlist: I think a basic skill system and hotbar would be very well received.
          Yeah I've thought about it. It's kinda easy to implement yourself though, and I was trying to focus on more difficult stuff - inventory/equipment/quests as some of my priorities. Now that those are out of the way, I will probably add a hotbar soon.

          Hi CodeSpartan. Do you have any plans to get this into the Marketplace? I am interested in purchasing your package, but I am hesitant in going through 3rd party markets, as I would rather have the surety - so to speak - of content hosted in the Marketplace of the engine that this is so specific to, especially since it is blueprint-based.
          They are not accepting assets that contain code to the Marketplace yet. Regarding "surety", Sellfy has been around for more than 2 years now, and that's longer than UE4 Marketplace.

          I would also like to know how you handle instancing and moving between areas. So if I were to suddenly spawn a door to an instanced and randomized dungeon, would that work well with your current structure? Or would that take some modifications to the server side to get that working?
          I haven't implemented instancing yet but it shouldn't be very hard to do. You could modify the chat server source code to send a command that would tell the server to launch a new instance. The server would then send back the newly created instance's port so that the client knows where to connect. Then on the client just use the Load Level blueprint node with the server ip and the received port.
          MMO Starter Kit
          Dialogue Plugin
          Voxel Plugin
          Character Customization: Female
          Character Custmization: Male

          Comment


            Ahoy, I purchased this kit about a week ago and, although I've only tested out the basics of running it locally and communicating with the sql db, I'm very happy thus far. Very excited about the 4.8.1 release, got the e-mail confirmation that there was an update, however the zip I'm DLing from Sellfy is still named 4.7

            Are these the correct files, or is my Sellfy not updating for some reason?

            Thanks!

            P.S. - CodeSpartan, totally agree with you on your opinion of what cross-realm stuff did to wow, I missed actually seeing the same players, knowing who they were, the guilds they used to be in, etc.

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              Hi

              Any idea what this is, when closing PIE session after updating MMOKit version 1.2 to UE4.8.1 github ?
              Click image for larger version

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                YES! Thank You again CodeSpartan for all your hard work, you're truly what represents the best of the UE4 Marketplace community.

                If anyone is on the fence still about this kit, don't be! CS is a great person and very helpful!

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                  HI! Love the kit. been looking forward to playing with the updates. However, when I go to download it (I bought the previous version) It is still giving me the 4.7 version on Sellfy. Glitch?

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                    On Selfy, if you login (using facebook or whatever account you have) you'll then see a Purchases button in the top bar next to your account name. You can grab the update download there.
                    Click image for larger version

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                      Busy coming down... awesome!

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                        It Just now updated to the 4.8.1 version for me. Downloading now.

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                          Originally posted by Thorn View Post
                          HI! Love the kit. been looking forward to playing with the updates. However, when I go to download it (I bought the previous version) It is still giving me the 4.7 version on Sellfy. Glitch?
                          I had the same problem about 15 minutes ago. But I just checked again and it's now giving me the 4.8.1 version, so give it another go.

                          EDIT: The 4.8.1 version is 813.1MB.

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                            Great job CodeSpartan, many thanks. You've taken out a lot of the pain for a lot of people like me that want to give a go at developing their own MMO on the best game engine possible.

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                              Originally posted by CodeSpartan View Post
                              I haven't implemented instancing yet but it shouldn't be very hard to do. You could modify the chat server source code to send a command that would tell the server to launch a new instance. The server would then send back the newly created instance's port so that the client knows where to connect. Then on the client just use the Load Level blueprint node with the server ip and the received port.
                              Ah ok. That is a process I am looking to perform all on one server. Rather than instances and static levels split apart, I'm hoping to have everything centralized until I require some kind of load balancing. I really don't want to mess with multiple servers until it is absolutely required.

                              Unless perhaps that is not currently possible to do all in one server!

                              Comment


                                Originally posted by tomofnz View Post
                                Hi

                                Any idea what this is, when closing PIE session after updating MMOKit version 1.2 to UE4.8.1 github ?
                                [ATTACH=CONFIG]45522[/ATTACH]
                                I might have an Idea of what is going on.

                                Did you use the UE4 migrate feature?

                                or

                                did you copy it out the content folder?

                                I encountered the same problem with other projects if you did not migrate

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