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  • replied
    Good evening CodeSpartan


    Issue #1
    I've tried about 3 times to upload the game to the ftp.
    It does "work" partially, as I can download the game from the launcher, however not the big .pak file.

    I also receive this error when uploading (GameUploader) the game, but yet, I can see the file uploaded in the ftp folder.

    Click image for larger version  Name:	Untitled2.png Views:	0 Size:	55.3 KB ID:	1711553

    how can this be fixed? I've uploaded two times the build, with the same error.
    when I use thelauncher, it will download everything except the pak file, which is 6gb (even though it shows on the ftp folder and is "downloading" the pak from the launcher, as it says the whole game is 6.2gb)

    To be honest, I can even download the file from the FTP and it has the same size, as my build before uploading, so it could be uploading successfully (regarding giving that error). Nevertheless, when downloading from launcher there seems to be an issue where that pak file downloads, but does not end up in the game folder (unzip issues? too big? there is no error on this part)

    Note: this initially happened in the VPS I set up, then I tried doing it on a webhost (bluehost.com) and happened the same.

    PS: i uploaded another project for test, with lots of file no bigger than 10mb and after 20m uploading, same error occured, so its not because of the file size.

    Issue #2

    No, I have not modified any source, except for the launcher images.
    When I do a new "patch" and deploy it, I enter the website.

    I noticed this "slash" to be probably wrong?

    I ask because it says "deploy successfully" however when I try to download the patch file, it gets stucked. Guess what? Remaining Files: 4
    which I believe are these four from the deploy log in the website ftp.

    The first upload/deployment is successfully. Then I just open the game, add a new texture, or change a texture in the map (ThirdPerson default), rebuild, open gameuploader, uploads the files, and when I hit the deploy, it always (or the third time) shows these error.

    Running deployment
    Archives extracted successfully.
    Copying: game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z
    -> game/prueba\Content\StarterContent\Textures\T_Wood_Walnut_D.m.ubulk.7z
    Copying: game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z
    -> game/prueba\Content\StarterContent\Textures\T_Wood_Walnut_D.uptnl.7z
    Copying: game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z
    -> game/prueba\Content\StarterContent\Textures\T_Wood_Walnut_N.m.ubulk.7z
    Copying: game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z
    -> game/prueba\Content\StarterContent\Textures\T_Wood_Walnut_N.uptnl.7z
    ZipSize.xml created successfully.Update deployed successfully.
    Back to admin panel

    The FTP folder created this new archive, error_log:

    [22-Jan-2020 22:22:28 UTC] PHP Warning: copy(game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z): failed to open stream: No such file or directory in /home1/ferretg7/public_html/playhellbreath.com/ftp/index.php on line 267
    [22-Jan-2020 22:22:28 UTC] PHP Warning: copy(game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z): failed to open stream: No such file or directory in /home1/ferretg7/public_html/playhellbreath.com/ftp/index.php on line 267
    [22-Jan-2020 22:22:28 UTC] PHP Warning: copy(game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z): failed to open stream: No such file or directory in /home1/ferretg7/public_html/playhellbreath.com/ftp/index.php on line 267
    [22-Jan-2020 22:22:28 UTC] PHP Warning: copy(game/Engine\Content\EditorMaterials\PreviewShadowIndicator.m.ubulk.7z): failed to open stream: No such file or directory in /home1/ferretg7/public_html/playhellbreath.com/ftp/index.php on line 267


    After this error, the launcher just stops working: it would stop at 17% of a download, getting stucked/not downloading anymore. No matter what.

    regards
    Last edited by Namesis; 01-22-2020, 08:01 PM.

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  • replied
    Originally posted by IFamStudios View Post
    I purchased the 4.23 version of the MMO Starter Kit, do I need to pay for each MMO Starter Kit Upgrade or how do I get the 4.24 update?
    You'll always have access to the latest version on Sellfy as long as you haven't lost your sellfy account.

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  • replied
    I purchased the 4.23 version of the MMO Starter Kit, do I need to pay for each MMO Starter Kit Upgrade or how do I get the 4.24 update?

    Leave a comment:


  • replied
    Originally posted by Realm Games View Post
    Hello, can I use visual studio 2019 for MMO Starter Kit 4.24, Or do I have to use 2017?
    you can use both but recommend use the one in doc

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  • replied
    Hello, can I use visual studio 2019 for MMO Starter Kit 4.24, Or do I have to use 2017?
    Last edited by Realm Games; 01-01-2020, 07:36 PM.

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  • replied
    UE4.24

    LogSockets: Warning: Tried to bind address with protocol None to a socket with protocol IPv4
    LogUDPCommand: Error: Failed to bind listen socket to addr () for Matchmaking UDP

    // InitSocket()
    //
    // Task: Init everything
    //
    bool UMatchmakingUDPComponent::InitSocket(int32 port)
    {
    // Prepare Temp Variables
    bool bSuccess = false;
    ISocketSubsystem* SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
    ListenAddr->SetPort(port);

    // Create the needed Socket
    ListenSocket = SocketSubsystem->CreateSocket(NAME_DGram, TEXT("UDP Matchmaking"), true);
    if (ListenSocket == NULL)
    {
    UE_LOG(LogUDPCommand, Error, TEXT("Failed to create listen socket for Matchmaking UDP"));
    return false;
    }

    // Set config
    ListenSocket->SetReuseAddr();
    ListenSocket->SetNonBlocking();
    ListenSocket->SetRecvErr();

    // Try to bind
    if (ListenSocket->Bind(*ListenAddr))
    return true;

    // Binding failed -> Log Error
    else {
    UE_LOG(LogUDPCommand, Error, TEXT("Failed to bind listen socket to addr (%s) for Matchmaking UDP"), *ListenAddr->ToString(true));
    return false;
    }
    }
    // InitSocket()
    Attached Files
    Last edited by yskwork; 01-01-2020, 07:36 AM.

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  • replied
    hello guys
    anyone worked on server instancing or have any tutorial related to that?

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  • replied
    4.24 version is out:
    - no changes

    If you're updating your project yourself:
    - make sure to use the plugins shipped with the 4.24 version of the kit, because VaRest is undergoing some changes right now and the version you may get from the marketplace may not work correctly with the kit
    - replace these files, get them from the new version of the kit: https://i.gyazo.com/7af45ddc16e3bab0...8e22ad910b.png
    - you will have these errors when you open the project: https://i.gyazo.com/e72f735ae15bd7d4...3ba5404c26.png
    So open up BP_MMOPlayerState and BP_MMOInstance and fix the errors. They're simple - some VaRest nodes changed from pure to impure, so you have to make the execution white line pass through them.
    Example of how to fix: https://i.gyazo.com/2ef2b4b85d198f9a...ce94b695fa.png

    There's a known bug, where the game server timeouts from the chatserver after a couple of days of being online. I'm investigating it. Otherwise the new chat server ran perfectly for a couple of months without needing to be rebooted.

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  • replied
    update on my previous post. i copied the chat server source to another folder. i opened the sln and did the nuget update on the json package. i rerolled the chat with the new version and while it does run fine. it still stalls. =/ it did give me the new json with the .exe like it should and they launch and run great. but no bonus on the stall.

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  • replied
    Good Day. i have a question for codespartan that concerns the chat. we are still using the 4.22 engine. we have not chosen to make the switch to 4.23 as of yet. i was perusing the source for the chat and noticed the version of the newtonsoftjson.dll included with the chat engine is dated 3/14/16 and the version included in the unreal source is dated 11/22/19. could this be the source of the problems with the chat engine? i am guessing the parts of the mmokit when compiled would be using the newer version, but the already compiled component of the chat is using the older version. just curious. additionally the version that appears in the visual studio in the source code seems to point to a version dated 1/28/16.
    Last edited by mastermikie; 12-07-2019, 04:09 PM.

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  • replied
    That is really pretty

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  • replied
    for any one that is interested you can take a look at what we are doing with the kit. here. https://www.facebook.com/Legacyofares/




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  • replied
    i just wanted to say thanks for keeping this updated!
    this project started my journey in UE4 in 2015, and i still use it for inspiration.
    best wishes!

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  • replied
    good day. does anyone have any good insight on preventing multiple user logins? it seems we have been able to log users simultaneously. are we overlooking something or do we need to create that function?

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  • replied
    ¡OMG funciona! Resulta que todo estaba bien, y había puesto un bootleano en un mal lugar, ¡lamento haber estallado! En este momento estoy muy feliz = ')

     
    Spoiler


     
    Spoiler

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