[QUOTE=;583636]
It looks correct from the SS you gave, but without the rest of the nodes I don’t know if you somehow are misusing it anyway somewhere else.
Edit do me a favor though and try filtering by an integer value instead of a string just in case.
I did and it did not help. I added a get extra settings after a find session and watched its value and it is “0” all the time even if I put different number when making extra settings. And after these nodes are just things to show the session in my server list nothing fancy but I moved them so it would be easier to see the Filtering part.
Hey , thanks for making this, and thanks for being so active in the forums. First off the session searching and creating has been super helpful! However I’ve been working on getting VOIP support added and am running into a problem that I did see briefly mentioned earlier in this thread.
Scenario: game built into an executable, using the Steam Subsystem, have another tester on a completely different network (so connecting through Steam over the internet as Server-Client). One person hosts and the other joins.
Local player controllers call “Start Networked Voice” and “Register Local Talker” after the PostLogin event occurs. For a very brief moment voice data can be sent and heard by both people. However it quickly stops functioning. The voice data sent by the server will very sporadically make its way to the other client. Nothing appears to make it from the client to the server (after the initial few seconds after first connection). Looking at the logs I see multiple entries of this (on both the server and client):
[2016.08.21-05.14.17:609][878]LogNet:Warning: Network saturated
[2016.08.21-05.14.17:609][878]LogNet:Warning: Dropped 1 packets due to congestion in the voicechannel
I’m a little worried as the last person (@Frozenfire) said “I have taken VOIP off my project for some time since it’s been happening.” which is fairly disheartening. Anyways, not sure if anything has changed since then, just wanted to mention that I too was having issues with this. Thanks again for your contribution!
[QUOTE=;583689]
Actually a few posts above you was linked one that is now in the OP as well.
Full server browser sample using the plugin.
I downloaded the sample but the filters did not work. Finding server and everything else did but I set filters and it simply just ignored them. Could it be just a bug in plugin?
[QUOTE=Dr_Jerm;584456]
Hey , thanks for making this, and thanks for being so active in the forums. First off the session searching and creating has been super helpful! However I’ve been working on getting VOIP support added and am running into a problem that I did see briefly mentioned earlier in this thread.
Scenario: game built into an executable, using the Steam Subsystem, have another tester on a completely different network (so connecting through Steam over the internet as Server-Client). One person hosts and the other joins.
Local player controllers call “Start Networked Voice” and “Register Local Talker” after the PostLogin event occurs. For a very brief moment voice data can be sent and heard by both people. However it quickly stops functioning. The voice data sent by the server will very sporadically make its way to the other client. Nothing appears to make it from the client to the server (after the initial few seconds after first connection). Looking at the logs I see multiple entries of this (on both the server and client):
[2016.08.21-05.14.17:609][878]LogNet:Warning: Network saturated
[2016.08.21-05.14.17:609][878]LogNet:Warning: Dropped 1 packets due to congestion in the voicechannel
I’m a little worried as the last person (@Frozenfire) said “I have taken VOIP off my project for some time since it’s been happening.” which is fairly disheartening. Anyways, not sure if anything has changed since then, just wanted to mention that I too was having issues with this. Thanks again for your contribution!
You don’t need to register the local talker, it is already done for you. You only use it if you have unregistered a local talker. That being said the plugin only calls Epics voice interface functions, it literally does nothing else.
[QUOTE=Control;584620]
I downloaded the sample but the filters did not work. Finding server and everything else did but I set filters and it simply just ignored them. Could it be just a bug in plugin?
I’ll package out one of my VR test projects and run filtering on it to double check today.
Edit Nope, ran it and it filtered just fine (IE if I removed my ID filter I ton a ton of junk servers from other people using App ID 480.) Are you on 4.13? It appears to have a different way of using SteamSubsystem that may be getting in your way. Check and make sure that the log says that steam initialized.
Hey I did some testing and while I wasn’t getting network saturation I was getting cut offs, which is a reported bug in . Can you remove the register function, make sure that only the client calls StartNetworkedVoice and try again for me?
Edit Oh and I tested the exact same project on 4.13 and voice was working perfectly.
I’ve set up VOIP using the plugin, but I’m experiencing cutoffs. All clients can hear eachother but only for about half a second every time I do “Start Networked Voice”. Weird thing is, it only continuously works if I alternate between the two clients. Push To Talk Client 1: Client 2 hears for a brief second, then I can walk over to Client nr 2, do push to talk and client nr 1 will hear for a brief second. If I try again on the same client it does’t work at all, I have to do it on the other client, for it to work again. It’s crystal clear for that brief second, but then it drops. On .5 (I can unfortunately not change to 4.13 because of another plugin that I’m using).
[QUOTE=;584667]
You don’t need to register the local talker, it is already done for you. You only use it if you have unregistered a local talker. That being said the plugin only calls Epics voice interface functions, it literally does nothing else.
I’ll package out one of my VR test projects and run filtering on it to double check today.
Edit Nope, ran it and it filtered just fine (IE if I removed my ID filter I ton a ton of junk servers from other people using App ID 480.) Are you on 4.13? It appears to have a different way of using SteamSubsystem that may be getting in your way. Check and make sure that the log says that steam initialized.
No I am not using 4.13 but I don’t have a problem with other servers using APPID 480 but with Gamemode filter. The thing is that I am making a game with a variety of mods and if I select a mode that I wanna play, the server list should show only the servers with the selected gamemode. Thats why I need these filters.
[QUOTE=Fantasifall;584741]
I’ve set up VOIP using the plugin, but I’m experiencing cutoffs. All clients can hear eachother but only for about half a second every time I do “Start Networked Voice”. Weird thing is, it only continuously works if I alternate between the two clients. Push To Talk Client 1: Client 2 hears for a brief second, then I can walk over to Client nr 2, do push to talk and client nr 1 will hear for a brief second. If I try again on the same client it does’t work at all, I have to do it on the other client, for it to work again. It’s crystal clear for that brief second, but then it drops. On .5 (I can unfortunately not change to 4.13 because of another plugin that I’m using).
Then you will have to pull the fix from 4.13 for it manually because they never fixed it in , or get your other plugin working on 4.13 when it releases. That behavior is a known bug in and after I tried the exact same project in 4.13 it went away and worked correctly. If you search up answerhub for voice cutting out there is a bug number for it and you can look it up in the new bug tracker, that will point to the commit that fixed it in 4.13.
[QUOTE=Control;584884]
No I am not using 4.13 but I don’t have a problem with other servers using APPID 480 but with Gamemode filter. The thing is that I am making a game with a variety of mods and if I select a mode that I wanna play, the server list should show only the servers with the selected gamemode. Thats why I need these filters.
That is what I was saying, I set a filter with GAMEID random number so that I don’t get the junk servers from steam and it filtered out everything but my server, when i removed the filter it showed all of the junk servers again. This means that filtering is working, now if your filtering is not working then as I said it likely is that you are not actually hosting through steam currently.
You need to run it with -log as a command or in editor as stand alone with -log in the advanced options for launching a window in the editor and confirm that steam is actually loading for you. Also can you shift-tab into the steam overlay during play in a stand-alone launched window in editor?
If you get the log visible and steam is initialized, if filtering is not working then you will see a bunch of warnings when searching for sessions that show servers on app ID 480 that are not for your game.
[QUOTE=;584961]
That is what I was saying, I set a filter with GAMEID random number so that I don’t get the junk servers from steam and it filtered out everything but my server, when i removed the filter it showed all of the junk servers again. This means that filtering is working, now if your filtering is not working then as I said it likely is that you are not actually hosting through steam currently.
You need to run it with -log as a command or in editor as stand alone with -log in the advanced options for launching a window in the editor and confirm that steam is actually loading for you. Also can you shift-tab into the steam overlay during play in a stand-alone launched window in editor?
If you get the log visible and steam is initialized, if filtering is not working then you will see a bunch of warnings when searching for sessions that show servers on app ID 480 that are not for your game.
Thanks a lot for your support, I finally got it working. And now. Can I built a Dedicated Server with this plugin using these Extra Settings?
[QUOTE=Control;585022]
Thanks a lot for your support, I finally got it working. And now. Can I built a Dedicated Server with this plugin using these Extra Settings?
Yes, it should be possible, but no I can’t help you with it as I haven’t built one myself and dedicated servers require some very specific setup procedures as far as I am aware.
Some have managed to get everything working correctly, some haven’t, good luck.
[QUOTE=;584958]
Then you will have to pull the fix from 4.13 for it manually because they never fixed it in , or get your other plugin working on 4.13 when it releases. That behavior is a known bug in and after I tried the exact same project in 4.13 it went away and worked correctly. If you search up answerhub for voice cutting out there is a bug number for it and you can look it up in the new bug tracker, that will point to the commit that fixed it in 4.13.
[QUOTE=;584687]
Can you remove the register function, make sure that only the client calls StartNetworkedVoice and try again for me?
After removing the register function I seem to have gotten the same behavior (the same as @Fantasifall). But it’s good to know it should be fixed in 4.13! Thanks for the quick replies and your continued support. I 2nd the request for a donation method.
[QUOTE=Fantasifall;585106]
Thanks for your support! Can we donate somewhere?
[QUOTE=Dr_Jerm;585119]
After removing the register function I seem to have gotten the same behavior (the same as @Fantasifall). But it’s good to know it should be fixed in 4.13! Thanks for the quick replies and your continued support. I 2nd the request for a donation method.
You guys aren’t the first to ask, but you were the ones to break me…
I don’t ask for or request donations but I added a PayPal link to the OP for people that want to anyway.
[QUOTE=Control;584620]
I downloaded the sample but the filters did not work. Finding server and everything else did but I set filters and it simply just ignored them. Could it be just a bug in plugin?
I’m looking into the problem on Cardinal Menu. You caught a bug I missed. Thanks! 's filters do work. I was passing an integer for the radio buttons and it was set to not filter if 0 and filter if 1 but I changed the filters to an array and the integer now passes numbers greater than 1… which means if you clicked radio button int 2 or 3 without pressing “1” it doesn’t engage filters. Oops, I’m releasing the fix today. If you find more, let me know.
[QUOTE=;579438]
I’ll check it out to make sure ahead of time what needs to be changed, but I am not going to release a 4.13 version until 4.13 is mostly stable.
That being said I compiled one of my test projects with 4.13 the day it was out and i’m pretty sure Advanced Sessions was in that project and I had no issues.
I’ll double check though.
Edit Confirmed, no code changes for 4.13 for Advanced Sessions, also checked the github and they didn’t change any of the subsystem files.
Really glad to hear that! Can’t wait for the update!
(woooo, that was a really looong week without the forums…)
Anyway, as someone making a VR game, I recently updated to 4.13 to take advantage of it’s better VR support… And then realized I had to mostly halt my work on multiplayer without this plugin, and it’s driving me nuts. x3
So yeah, good to hear you’ve already got it working for this version. Hopefully they won’t make us wait through too many more preview builds, before it’s “stable”. heh