I am considering picking this up, however I had recently picked up another asset that seems to launch the same way, by the icon in the folder. I cant seem to get those assets into the viewpoint editor to make changes. Obviously you can make changes to this starter kit. How do I get it into the editor
Deathstrike,
I want to clarify, you want to be able to change the icon that launches the game? If that is correct, open cleanthirdperson.uproject, then click on file in the upper left corner and package product, then click packing settings. Click on Description on the left. File that all out⊠make sure your thumbnail is 192x192. I save mine in the kitâs main folder. Then, on the left side of the screen scroll down to platforms select windows. On the right you will see âGame iconâ this icon should be 128x128.
When you package the game you should have your icon as the launchable .exe now.
(Please keep in mind this is only for a windows game setup. I have no exp. in any other setup.)
I hope this helps, if not, could you please try and explain what you are trying to do.
Respectfully,
Iâm sorry for the confusion, Thanks for the Response Tarly, but what Iâm worried about, and It may be obvious after I purchase the kit, is how do I open it in the Unreal Editor I have another asset that I purchased that opens the way it is described in the documentation but it brings me to a playable state but does not allow me to open it in the editor to make changes or see the blueprint layouts.
Edit: Never mind I just figured it out but thanks
Gratz man.
I hope you decide to buy the kit. I canât say enough great things about it. Or the support I have gotten from CS>
I purchased it, havenât followed the directions completely yet, I was hoping I could just open it in the UE4 editor and get to work, but it looks like I may have to just take a step back, and setup those servers as described in the documentation before I can start working. Unless you know of another way :). But when I try and load into UE4 editor I get several errors, thatâs why I figure I have to setup the server side components first.
Hi @ all
Is there a reason why a DataAsset is used for each single item and the db stores the path, and not one DataTable(list of all items) where you can acccess it via ID and you would store the ID in the db?
how many player can be supported using this? Is it limited to the 128 or it just comes down to how powerful the server you hosting the game on?
Welcome aboard Deathstrike!
You need to follow all the directions on the documentation link to get it up and running, it really is not that long once you get into it. If needed, simple grab XAMPP to run a local server for testing, it will help you a lot to get the basis down with the server running before moving to a host site. I myself used it to run the kit locally to get a grasp of how things work. I am currently setting up a website with account creation ability which has the bells and whistles, so going through the process locally first helped me understand what I needed remotely.
Hopefully weâll see a new release soon with the updated patcher (crosses fingers), I know is really busy, we may have to send him some Red Bull!!
Thanks , hopefully I will have time this weekend to get it fully set up, one question do you recommend using the same cpu to install the xampp or should I put that on my other pc
In my opinion you can set it up locally on the same cpu(computer), get the bases down how everything works, compile the MMO kit with the proper build(explained in documents), setup your database, learn how the information is stored and recalled for your game. Then once you have the base kit learned to the point you could set it up with your eyes closed it will be time to decide how you want to progress your game building, remember your the lead game designer, get a path in mind. If you wish to then move your database to another cpu(computer) or even go remotely, I am using One.com that was suggested in documentation, you will have less trouble as you understand how things work from the local setup to get it up and running. Think of it like walking up a set of steps, first step says get the kit running and compiled, concentrate on what your doing on that step before thinking about the next step. When your done there, look up to the next step and continue on and so forth and so forth. What this does is build a good base of knowledge inside you for the next level which helps cut down on time consuming mistakes that hold back development.
Once you have your setup to where you happy with performance and cost, then you can move onto the next step, for me it is getting a proper registration site, with confirmation emails, account management, a central place to control game access. What was good about that was as I jumped into php to setup my account registration page it helped me understand what is going inside the kit with the php code being used. I used this website for information on setting up a registration page, here is link, but you can choose what ever you like I only mention this as an example. Next step for me will be to get the patcher and game download setup so a person can download the game, patch it and begin playing. Iâm not even going to begin to add content until I am comfortable deploying updates, patching and client building. mentioned possible a work over of the patching system with the update to Engine 4.11, hopefully that is not too far out. Then of course once you have all this in place your ready to add content, design features, deploy to your download, have it downloaded, patched and tested. That is my route, but each designer will have to decide his/her path. The kit has a good base layout and gets better and better with each update, much better than some kits I have used. The support from is top notch!
If your like me you want to hurry up and get to design and world building, but remember, learning and setting up the base gives you a strong foundation to work on, so if you encounter issues or problems in design mode you know how to trouble shoot and find the problems. This can save precious time when itâs time to manage your workload. I hope this helps, and look forward to seeing what cool games emerge from this great kit!
Deathstrike.
I agree with . I set up IIS on my server here at home⊠then set up the game server⊠Got everything going⊠with a TON of help from ⊠Then, I moved All of my IIS stuff to GoDaddy. And I still run my game Server here out of the house⊠then, as I make changes, I patch and upload what I need to my GoDaddy account web page for my friends can log in and see what I have done. They make suggestions and I rise and repeat⊠After I have my toons ready for account creation I will then go about âDigging holes and planting treesâ and make a terrain(s) and work on in game stuffâŠ
If I ever get to the point my kids and their friends out grow my home connection. I will then look at moving the server to a real server site.
Just my two cents worth.
,
Do you have a timeline on your next release with update to 4.11 and the launcher update? Any chance we can get the registration/login moved to the launcher/patcher? I would gladly pay to have this done if itâs something you need to cover your time, never enough hours in the day to get done whatâs needed.
What we have now is great, just wanted to move inline with main MMOs. Another thing that would be nice is a way to exit launcher.
thanks,
[FONT=Times New Roman]
[Lead Developer/Designer]
I would pay even more for this
+1 from me too for 's request
I digged though the code of the mmo kit. Who did this too and knows the stuff inside out? Would be great to get some contacts to share knowledge and help each other. If your interested contact me.
Hi guys. Me and my team have been using this and working on our own project. Please check out our latest dev video.
If you are interested, there are more vids, and we have our own forums :).
http://www./Forums/
The theme we are going for is a dystopian sci fi mmofpsrpg with heavy influence on social elements, think like Game of Thrones in a gritty cyberpunk future :).
Cool man.
Keep up the great work.
T.
Awesome work Death wyrm, I like the theme, looking forward to your postings on your development.
Always motivating to see others working hard with the kit.
Hey Everyone,
I hope itâs OK to post a link here, I am not trying to derail the thread, itâs a video I made on renaming the default MMOkit to your new name of choice. covers it in the Troubleshooting and FAQ section of the documentation, I followed the UE4 AnswerHub reply. The plan for me is to keep a video record of development as I go along to not only have reference but help others that might need it.
Here is the LINK
Any feedback is welcome.
Hey man⊠that is AWESOME⊠I have wanted to try and move from the âCleanthirdpersonâ to âClaws and Pawsâ for some time. Do you have a Click by click note pad doc on this?
The one time I tried⊠I had to wipe out my kit and start over⊠;(
Hi,
I believe itâs much easier for game designers to choose items for enemy loot, quest rewards, etc with DataAssets. Also, assigning assets such as item icons and sounds is much easier with DataAssets than with DataTables (by a popup menu instead of by path).
I donât think that sending the paths when saving/loading the character stresses the server since they are not sent often (a regular forum or website handles much more requests), but if you really want to send ids I guess you could modify UE4 editor source code so it assigns a unique autoincrement id to each item or quest.
Without further optimizations, about 100-140 per zone. You can have multiple zones (server processes) on a physical server depending on its hardware.
If youâre serious about your game, I strongly recommend using Steam launcher/authorization as soon as possible. If a game on Steam has its own launcher and authorization, that is redundant and can be annoying to a lot of players. This means you have to treat MMO Kit authorization as temporarily and prepare for Steam Greenlight. After Greenlight you can start distributing to your testers/backers with Steam launcher and shared authorization (you donât have to release Early Access just yet).
With that in mind, I donât plan to add registration to the launcher.
Speaking from experience here, we used to have our own launcher with Project Genom, but since we moved to Steam launcher/authorization we are never going back.
I do plan to add a button to exit the launcher