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Hello. I’m trying to understand the limits of your package running on UE4.
What’s the maximum map size? From what I understand the maximum size is 2K by 2K because streaming doesn't work with MMOs. Is this correct? If so, how are bigger maps handled? Is the idea to trigger and switch zones? It seems games like WOW had a relatively large continent that didn't require different zones unless I couldn't notice the transition, but they clearly had transition screens when moving between continents or special zones.
Thanks!
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hi guys!
i am developing a game with this package, so far is working well, but i have a question.
1. i have multiple maps, and i can start these using the dedicated server. but how can i implement into the client to load my character into the map he was last on?
2. how can i start an instanced server with a map for a party and move the characters there?
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Originally posted by romanbys View PostHello. I’m trying to understand the limits of your package running on UE4.
What’s the maximum map size? From what I understand the maximum size is 2K by 2K because streaming doesn't work with MMOs. Is this correct? If so, how are bigger maps handled? Is the idea to trigger and switch zones? It seems games like WOW had a relatively large continent that didn't require different zones unless I couldn't notice the transition, but they clearly had transition screens when moving between continents or special zones.
Thanks!
Originally posted by eolet View Posthi guys!
i am developing a game with this package, so far is working well, but i have a question.
1. i have multiple maps, and i can start these using the dedicated server. but how can i implement into the client to load my character into the map he was last on?
2. how can i start an instanced server with a map for a party and move the characters there?
After the connection, when the server retrieves the character data from the database (MMOPlayerState blueprint, OnResponseGetCharacter), it should also receive the map and compare it to the map this server is running. If the map is the same, it means the player has returned from being offline, so the location from the database should be used (the current default behavior). If the map is different, it means the character has traveled from another map and should be placed at some “portal” or “door” location.
I actually plan to add this mechanic to the kit soon.
2. You could modify the C# socket chat server's code to launch instances on demand, that's what I did for Project Genom.
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Hi. The map size is mostly limited by the number of players (about 100-140), not km. You can have several server processes on a single physical server (about 8 full zones on a regular quad-core dedicated server machine). Currently, traveling between server processes (zones) can be done with a loading screen.
So from what I understand then you really couldn't have a large open world (as in the Kite demo which I believe is 10 miles x 10 miles) or for that matter a WOW continent which is estimated at 9 miles by 4 miles because the number of player limitation in that space. You would have to break up a continent into sub-areas with some type of clever transition between sub-areas to keep populations down per area OR you would have to keep the entire continent down around 100 players. Correct?
So a game like WOW which has a huge number of players in a single location is doing something different OR they have very high powered servers?
Thanks!
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Originally posted by romanbys View PostYou would have to break up a continent into sub-areas with some type of clever transition between sub-areas to keep populations down per area OR you would have to keep the entire continent down around 100 players. Correct?
So a game like WOW which has a huge number of players in a single location is doing something different OR they have very high powered servers?
With default UE4 engine it's about 100-150 players per zone (for example ARK developers said they're aiming for 100 players per server for the release), and a lot of other modern FPS games have a similar limit. I guess it could be optimized further, but that's enough for the game I'm working on since you can have multiple zones per physical server or even clone a zone if it reaches the player limit.Last edited by CodeSpartan; 08-11-2016, 12:56 AM.
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Originally posted by CodeSpartan View Post
After the connection, when the server retrieves the character data from the database (MMOPlayerState blueprint, OnResponseGetCharacter), it should also receive the map and compare it to the map this server is running. If the map is the same, it means the player has returned from being offline, so the location from the database should be used (the current default behavior). If the map is different, it means the character has traveled from another map and should be placed at some “portal” or “door” location.
2. You could modify the C# socket chat server's code to launch instances on demand, that's what I did for Project Genom.
2. can you elaborate a little? you mean i can use the chat server to start a new map server instance? like launching a new server processes for that instance on a physical server from a command?
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Thanks again for the reply! Appreciated!
From what I read ARK is approximately 36 square kilometers of land mass. Not that I’m starting here but from what you know can you create a large “continent” using World Machine or similar and sculpt it into UE using the streaming as they did in the “kite” demo (which was 100 square miles I think) and having it work with MMO? Of course having it somehow portal/door/whatever between sections of the continent.
Thanks again!
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Hello CodeSpartan, i would have few questions in regards to MMO kit if you could answer me. Is it possible to develop game with default UE4 dedicated server structure in mind (and Steam SDK) and before the gameplay is done picking up MMO Kit as server solution ,or does it have to be done from ground up with kit in mind? Just asking becouse its authoritative server, perhaps gameplay has to be developed from ground up with this architecture in cross.
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Originally posted by eolet View Postyou mean i can use the chat server to start a new map server instance? like launching a new server processes for that instance on a physical server from a command?
Originally posted by romanbys View Postcan you create a large “continent” using World Machine or similar and sculpt it into UE using the streaming as they did in the “kite” demo (which was 100 square miles I think) and having it work with MMO? Of course having it somehow portal/door/whatever between sections of the continent.
Originally posted by janpec View Postor does it have to be done from ground up with kit in mind?
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Awesome responses. I'll definitely be getting your kit as soon as my new computer is on my desk! Really appreciate all your respones.
You would have to modify the C# source of the chat server for that.
Thanks again!
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Originally posted by romanbys View PostIs that a chat server you wrote or is that part of the engine?
Originally posted by romanbys View PostI see that in the engine documentation there is information on XMPP (Jabber) making me think you can install a Jabber server and interface with it so you can get all the built infunctionality of a full chat server. Thoughts on that?
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Hi,
I'm following your work since the beginning and congrats for the stuff you have done.
I'm really interesting into the seamless travelling of player actors between zone server. I know you said that you will do a "usual loading screen first", but do you have any ETA for this feature?
If I understand properly, each server will manage a zone and client will seamless move from 1 server to another. Does the client will use the level streaming process to manage this so it's smooth on its side and you are changing the server "cleverly"?
thanks,
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Hi,
I don't have an ETA for that yet, since I indeed want to add regular travel and dynamic instances first.
Originally posted by Elvince View PostDoes the client will use the level streaming process to manage this so it's smooth on its side
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