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    When I buy this script shortly, will you be able to work with us if we need help integrating mmo starter kit with other Unreal blueprints or our own necessary changes/additions? Would you be able to add to the blueprint for a fee if we need customization? It is very important we have certain features and Unreal/your script offers most of them.

    Any additions we would need we would have to discuss in private. Is this ok?

    Mike

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      Project Genom has been Greenlit in 7 days. Thanks to everyone who has voted!

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      1. How would the engine perform / handle large open worlds keeping loading screens to a minimal?

      2. How would the engine perform with the possibility of having hundreds of people in a single location?
      From the tests, a single zone should be able to handle about 400-500 NPCs and 100-150 players without additional optimizations (single core cpu will cap if you go higher). A single physical server can have several such zones, using different ports. Loading times would depend on zone complexity.

      Originally posted by karmacomposer View Post
      When I buy this script shortly, will you be able to work with us if we need help integrating mmo starter kit with other Unreal blueprints or our own necessary changes/additions? Would you be able to add to the blueprint for a fee if we need customization? It is very important we have certain features and Unreal/your script offers most of them.
      I'm not taking on custom work right now, but I can provide advice regarding customization on Skype.
      MMO Starter Kit
      Dialogue Plugin
      Voxel Plugin
      Character Customization: Female
      Character Custmization: Male

      Comment


        Great. I am looking at the online documentation. My php server is 5.5 and I know MySQL pretty well. I downloaded the git source for Unreal - release version. I also have Visual Studio 2013 Community installed. The unreal docs say to run setup.bat from the release zip file. Do I do this or do I have to somehow integrate the mmo starter kit with the unreal release? Before I buy, I want to know how to install all of this clearly.

        Thanks for your help.

        Mike

        Comment


          Anyone? How do I compile this? The instructions are vague on this point.

          Mike

          Comment


            Originally posted by karmacomposer View Post
            Great. I am looking at the online documentation. My php server is 5.5 and I know MySQL pretty well. I downloaded the git source for Unreal - release version. I also have Visual Studio 2013 Community installed. The unreal docs say to run setup.bat from the release zip file. Do I do this or do I have to somehow integrate the mmo starter kit with the unreal release? Before I buy, I want to know how to install all of this clearly.

            Thanks for your help.

            Mike
            Run setup.bat and follow the rest of the epic instructions. PM if you have any questions.
            Last edited by thegreathoodoo; 07-17-2015, 09:30 PM.

            Comment


              Originally posted by karmacomposer View Post
              Do I do this or do I have to somehow integrate the mmo starter kit with the unreal release? Before I buy, I want to know how to install all of this clearly.
              The kit itself is just a project folder, you just stick it in your Unreal Projects folder. Compiling the engine itself is just so that you have the dedicated server files there for running your own server, if you're just looking to learn and play around with it for now, I wouldn't really say its a necessity unless you're actually wanting to build something from it. I've had no major issues (though I could be wrong, but I've not noticed anything) while just using the launcher version for playing around.
              Feel free to add me on the launcher or Skype. I'm always happy to chat and give a hand.

              Currently, only one game credit, which is Monstrum.

              Comment


                Ahoy! Does anyone know of an easy way to change a roaming Nov to aggressive so they'll attack a player that enters a radius around them? I tried setting the drop down box to hostile in the npc blueprint but no go yet. Thanks!

                Comment


                  Is the demo cliend stand-alone? Or do I need to put it`s folder somewhere? I got past registration and character creation, stuck on black loading screen.

                  Comment


                    Originally posted by Dimikcus View Post
                    Is the demo cliend stand-alone? Or do I need to put it`s folder somewhere? I got past registration and character creation, stuck on black loading screen.
                    Hi, the demo server was down. It's back online now.

                    Ahoy! Does anyone know of an easy way to change a roaming Nov to aggressive so they'll attack a player that enters a radius around them? I tried setting the drop down box to hostile in the npc blueprint but no go yet. Thanks!
                    There's no working aggressive behaviour tree in the demo right now. You can create your own one by studying the roaming behaviour tree and modifying it.
                    MMO Starter Kit
                    Dialogue Plugin
                    Voxel Plugin
                    Character Customization: Female
                    Character Custmization: Male

                    Comment


                      Alright awesome, thank you sir!

                      Comment


                        Spartan or Others,

                        Question for you guys. I am working on changing the target/fighting system to free target FPS. Integrating the MMO Pack with the realistic weapons blueprint system. Now started thinking about performance last night. I know you guys performance tested this with 150 or so players. However do you have any feel for how spawning automatic rifle bullets (mesh projectiles that are real-time moved on server with physics applied) will impact the back end performance of the server client interaction? Would it be a dumb decision to use true projectiles/ballistics (even though preferred) vs "instant hit" concepts for modern weapons in this scenario?

                        Thoughts?

                        C

                        Comment


                          I've asked that in the RWB thread since I was also curious about this.

                          On another subject, CodeSpartan will you be updating the MMO characters so that there are less XYZButtonPressed nodes and more InputAction nodes, and code moved into functions so they are easily over-ridden? I'm asking because I think it would be easier then for people to update to new kit releases by just over-writing the old one while using child blueprints to over-ride the functions with any additional features required.

                          If you're not going to be doing this then I'll start on doing it for my own uses but I didn't want to start just yet on the off chance that the next release would have done it all for me.

                          Thanks.
                          Last edited by Daniel Skipper Games; 07-26-2015, 10:49 AM.

                          Comment


                            MrMrC, I've yet to experiment with the two different systems, but I feel like what you should do my depend on your game content. For instance, within closed quarters, simulating bullets doesn't really have much practicality. You won't gain any realism if an enemy your player is attacking is within, say 100ft, because the bullet would likely travel quicker than their ping.

                            Also, because small caliber bullets are, well, small, the player likely won't even notice a projectile if you create one.

                            However, if you are going to assume long ranges of combat, then simulations may add some realism.

                            Also depending on the weapon, because the auto-hit mechanic really isn't convincing for a grenade launcher, or those retro-scifi bows which shoot god-knows-what, or most energy weapons, like those of the Halo games.

                            So in other words.... IMO it really depends on context.

                            Comment


                              Fair point. Was thinking for mainly open world outdoor environments. So projectile does make sense. But not sure how the back bone of the network system would react to 1000+ projectile meshes replicating over the server.

                              Comment


                                Might have been asked before... what about saving the state of the game world?

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