MMO Starter Kit

Hmm… I might have emailed the wrong email.
Hi, I am trying to download a copy of the MMOkit. when I go to the link to the receipt email it says it is invalid.
Please advise.
(Well, this posted in forums… I am batting zero right now.)
After reading a few more posts here… I see you need the email address of purchase.

[clifford.brock@gmail.com]

Please consider implementing a basic Replication Graph within your overhaul or somehow optimize so that it is capable of hosting 1000 - 2000 players per server, if possible. I’m not sure how much work that is so of course it may not be feasible. Thanks for an already great product.

Ooo an overhaul?
Like Possibly Gas? or Buffs :slight_smile:

I’m actually looking at GAS right now. I’ve yet to understand how it works, though. Not an easy system to grasp. GAS has support for buffs, though, so yes on that account.

Some cons I’ve encountered so far:

  • can’t be used purely in blueprints as of 5.0
  • difficult to understand

Pros:

  • replicated and possibly client-predicted movement for abilities

I’ll decide whether to put it in when I figure out how to use it properly.

Ive spent a little time with it, and its incredible once you get the swing of it. And Yeah its not 100% blueprints in that regards but only a bit of setup code needed in c++ and you can then make helper functions in blueprints.

GAS does have a learning curve though, but once you get past it, it becomes so fast to setup multiconditional abilities, buffs through the use of gameplay stats, etc.

I hope you do move to GAS I love it and can’t get enough :slight_smile:

(plus prediction is pretty nice and works well :slight_smile: )

My project is aiming to have 500 player characters/actors moving/attacking in the same area for big battles. Do you think it would be possible to have that many or is the character movement component or other part of UE too heavy on the client CPU?

I don’t think 500 is doable in ONE area no matter what. It’s possible if they’re all capsules and all they do is move, but for a meaningful gameplay experience, I don’t think it’s possible.

Any idea where the bottleneck(s) is/are, please?

Hi @,

How are you doing?
How is the MMOKIT Overhaul going?
And is the GAS implentation working out as you expected?

Kind regards,

Hi @ . As i am one of the few that haven’t swapped to 5 yet, i was wondering, is it still possible to get the 4.26 compatible version?

Best Regards, “Yama”.

After almost a month of experimenting with it, I dropped the idea. The system is not production ready in my opinion, too many engine bugs, too much frustration. You end up trying to overcome engine bugs by doing untraditional implementation, it ends up working in PIE, but crashes your game in cooked build. That’s my experience with it, I’ve seen others getting lucky. The bugs seem to be affecting people inconsistently.

So now I’m making my own ability system that’s simple and straightforward. That said, everything in the kit is based on components, which should be easily swappable with your own. So if you want to take out my ability system and put in Epic’s, this shouldn’t be a problem.

Sure, send me an email, I’ll get you a link.

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Hi,

can you send me the link to download ? I purchase it with the email bernath.kylian.pro@hotmail.com the 13 april. 2020 7:00pm

Thanks

Sent.

Hi,

Could you send me the link to 4.27 version download ? I purchased it with the email

Thanks

Hi,

Could you send me the link to download ? I purchased it with the email stormsongwow@gmail.com on sellfy

Thanks

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When I test my Windows MMO Client with a Linux Game Server and Linux Chat Server that are hosted on a VPS, I can log into the game fine and run around but the chat isn’t working. I type hello and nothing appears on the Client nor in the Chat Server logs. The Chat works fine with a local Windows MMO Server, local Windows Chat Server, local Apache and local MySQL. Anyone know how to figure out what IP address the MMOClient thinks the Linux Chat Server is at, whether it is trying to connect at all, or how to diagnose this issue, please? I’m sure my firewall isn’t blocking it.
MMOClient.log (186.9 KB)
MMOServer.log (78.5 KB)
MMOChatServer.log (203 Bytes)

daor.futureofmankind.co.uk resolves to the IP address of my VPS. I uncomment the following line in my hosts file when testing locally on my pc:

#127.0.0.1 localhost daor.futureofmankind.co.uk

I comment it out again when testing with the Linux Server so that connections should be to the Linux Server instead of my local machine. I also tried “ipconfig /flushdns” after commenting it out.

Process Explorer does not show any attempted connections on tcp port 3457 to anywhere, for the MMOClient.exe.

Update: Nevermind I found the cause/solution: mmogetserver.php needs an IP address, not a DNS name.

Hi @, i’m a previus buyer from Sellfy, could i have a coupon code for the new migrated Gumroad? I message you the mail used for buy mmokit.
Thanks.

Thanks again @, CouponCode riceved.

Hi Moore_Game_Dev,
Your log is write problem:
Log: Couldn’t connect to server. TcpSocketConnection.cpp: line 410
Tcp socket thread was destroyed.

I no longer use 's TCP socketees Chat solution and I also waved goodbye to PHP. I wrote my own chat based on Websocket. (For me the API handles all chat and background processes)
There used to be an unofficial forum for MMO where I described the solution.
Try these:

$ip = gethostbyname('daor.futureofmankind.co.uk');
echo $ip;
$result = dns_get_record("daor.futureofmankind.co.uk");
print_r($result);
1 Like

The v2 of the MMO Kit has been released on the Marketplace: MMO Kit in Blueprints - UE Marketplace