I can try to answere your questions.
for the 3rd question when I get the error it say Yes or No I hit yes it I get this error CleanThirdPerson could not be compiled. Try rebuilding from source manually. Because if I can get the project on UE4 and if you say is true with editing eveyry thing in UE4 I could just like remake it all or edit it its just that error I cant find anything for it. and then the launcher tutorial makes no sense? and I Iām not new to the game making process I just never worked with a MMO Kit and I would like some guidance with out like messing up the whole thing.
This is the error i mean.
try to start it as admin or deactivate your antivirus. thats the way i handle this error.
CleanThirdPerson could not be compiled. Try rebuilding from source manually. such error antivirus no
Hello. Iām trying to understand the limits of your package running on UE4.
Whatās the maximum map size? From what I understand the maximum size is 2K by 2K because streaming doesnāt 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 didnāt require different zones unless I couldnāt notice the transition, but they clearly had transition screens when moving between continents or special zones.
Thanks!
hi guys!
i am developing a game with this package, so far is working well, but i have a question.
- 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?
- how can i start an instanced server with a map for a party and move the characters there?
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. Iāve implemented a seamless solution for Project Genom and I plan to release it eventually, but I want to release regular zone travel and on-demand instances first. WoW uses the same principle I believe, since the enemies from the old zone disappear when you change zones.
- You could add a āmapā column to the ācharactersā table in the database and save the map along with other character info (in MMOPlayerState blueprint, CreateSaveCharacterRequest). When the client gets the list of its characters with name, level, etc, it should also receive the map and use it to connect to the right server.
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 āportalā or ādoorā location.
I actually plan to add this mechanic to the kit soon.
- You could modify the C# socket chat serverās code to launch instances on demand, thatās what I did for Project Genom.
Thanks for the quick reply!
So from what I understand then you really couldnāt 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!
This is what WoW does - each zone (e.g. Orgrimmar, Durotar, etc) is a server process with seamless transitions (thatās why when you enter a zone, suddenly a bunch of mobs pop up in front of you), at least thatās how it was last time I played.
With default UE4 engine itās about 100-150 players per zone (for example ARK developers said theyāre 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 thatās enough for the game Iām working on since you can have multiple zones per physical server or even clone a zone if it reaches the player limit.
- yes! thank you, that is a very good solution and i will implement it like this.
- 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?
Thanks again for the reply! Appreciated!
From what I read ARK is approximately 36 square kilometers of land mass. Not that Iām starting here but from what you know can you create a large ācontinentā using World Machine or similar and sculpt it into UE using the streaming as they did in the ākiteā 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!
Hello , 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.
Yep, thatās correct. You would have to modify the C# source of the chat server for that.
Yes, it will work. It depends on the number of players you want on that map - for 100-150 players (like ARK servers) you donāt even need portals/doors - just 1 server instance will be enough, and clients can use World Composition streaming.
MMO Kit is similar to a template project or a demo such as ShooterGame - the easiest way to work with it is to customize it, you canāt easily āaddā it to another project.
Awesome responses. Iāll definitely be getting your kit as soon as my new computer is on my desk! Really appreciate all your respones.
Is that a chat server you wrote or is that part of the engine? I 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?
Thanks again!
MMO Kit comes with a socket C# chat server, I meant that one.
For an MMO itās best to use a custom written chat server (instead of IRC/Jabber), such as the one that comes with the MMO Kit. Itās because it needs to know about groups/guilds, zones and such.
Hi,
Iām following your work since the beginning and congrats for the stuff you have done.
Iām really interesting into the seamless travelling of player actors between zone server. I know you said that you will do a āusual loading screen firstā, 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 itās smooth on its side and you are changing the server ācleverlyā?
thanks,
Hi,
I donāt have an ETA for that yet, since I indeed want to add regular travel and dynamic instances first.
Yes.
@
Been prototyping on UE4 for almost a year now and started using the kit a few months ago.
Just want to say thanks for all the great work your doing !
Does anybody know how to add more classes select in main menu(it states at a toggle widget) but i cant figure it out.
I did it the hard way, and it worked, but i deleted it so i can try to figure out the better way lol but im stuck.
IT is pretty though!
Has anyone used the zoning method with the OpenLevel node outlined in the FAQ? (I know the example is not ready yet.)
I have it working, but it does not work as I expected and I am trying to figure out what I need to change.
I have two dedicated server processes running on the same PC with different port numbers and different maps. Players can connect to the first server w/o problem but if one of the players zones (trigger box) it kicks all the connected players off the first server. The zoning Player connects to the second server fine.
What am I missing here?