MMO Starter Kit

yep, tried all of these steps, DMZ on and off, router set to my DDNS on and off, UPNP on and off, firewall has exceptions and rules to allow ports and programs through (all of them including apache, server, ect) and turned on and off. I’ve opened the map name, the ip, the ip with port, tried running server locally on my main machine that I build from before I deploy to the server (-local tag) and no matter what I do it is always the same case. The initial map loads fine, lets me login to the mysql database fine (tables altered fine if i register, create or delete characters, ect) but as soon as I enter world the loading screen pops up, plays for a few seconds then “fatal error.” I get the fatal error every which way I try to open my server map.

It’s also worth mentioning as well that when I run netstat -ab -p UDP port 7777 is taken by:
0.0.0.0:svchost.exe

I have no “svchost.exe” application in task manager to kill per say… however I have a few service host applications with sub applications all being run from this application. “Service Host: Network Service(5)” for example. Not sure if I should kill these and try again or if that’s a major windows function for windows server 2012 R2. I guess a bit later when I get frustrated enough I might try it lol.

EDIT:
UPDATE:

So after working with it a bunch more tonight I found a few silly mistakes I made, and also came to the conclusion the NAT router wasn’t necessarily “helping” my situation so I decided to port it over to a VPS. I got everything setup as per usual, mysql, apache, forwarded ports, ect, but I’m still crashing on entering the world.

I double checked and have rebuilt the client and server multiple times to make sure the maps were being cooked, and it is definitely logging that the map is there in the server log. This time I was able to `open “mapname” from within the client and it loaded the map!!! no UI or anything of course because it bypassed the login, but finally some headway.

This leads me to think that somewhere in the chain something isn’t going right when it tries to actually start loading the map on the client. (I still get the simulation timestep error in log as well as it pretty much looks exactly the same, no change.) At this point I’m not sure what else it could be.

I am running 4.13 as well just btw, figured I’d make mention of that.

I’m using the kit in 4.14 just fine…

take a screenshot of your mmogetserver.php and of mmoinstance inside the kit
also what is your php server version?

Current PHP version: 5.6.28
running xampp for apache and mysql

if you’re referring to if they are identical then yes and no. I’m running a no-ip dns.

“Hostname” in mmoinstance is set to http://dnsurl/
mmogetserver.php is referencing the external ip of the vps server. Do both of these need to reference the external ip? Didn’t really think that mattered as the connection is being registered on the server (showing that its doing something) so I assumed no ports were holding it back and the dns did its job and routed the request.

Also, i do have the .dll for the php zip, that doesn’t really matter right now though I think because I’m not even on the launcher stage…

Ok, last update from me, I was able to figure it out. I’m not entirely too sure what exactly fixed it but I have a feeling some of the logic was the issue from the old project I was porting into this one. I’m sure it was a combination of that and a few silly mistakes in my haze of goin on 3 days of workin on this almost straight with little sleep >.<

your xampp server is half secure i can download the client as it should be :wink: also i see the php files on your server but i cant open them :wink:

EDIT: secure your php files with .htaccess

yeah I’ve just been gettin things back to basic trying to pinpoint the root of this crash… it’s back, then it works fine, then it’s back, then it works fine… le sigh…

Me and the guy I’m working with on this kit have both fallen prey to this client mismatch error. He’d had it before (he was accidentally running the project off a different version of Unreal source) however it had only been in his game. Now we both have the error.

What’s even more odd is that this change has happened from one day to another with literally no changes made.

Hi everyone. Sorry for the delay in this update. As you may have heard, I was having legal issues with the game I coded, so I wasn’t in the capacity to answer a lot of people on Skype, in PMs, or in this thread lately. I’m still swarmed, but the legal issues are now resolved, so I should be able to answer you more consistently. I’ll be making an Answerhub-like site for MMO Kit in a couple of days, and if the questions you asked remain unanswered, please come and post them on the new site and I’ll do my best to reply.

The build for UE 4.14 is out on Sellfy and on the demo server. Aside from the 4.14 port, it contains a fix for saving completed quests and a fix for chat not losing keyboard focus correctly. Also, the “sequence contains no matching element” bug has been fixed for the launcher.

For people who want to upgrade your existing projects from 4.13 to 4.14, here are the instructions:



1. Open file Source/CleanThirdPersonServer.Target.cs and delete the following lines:
    public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
    {
        if (HostPlatform == UnrealTargetPlatform.Mac)
        {
            return new List<UnrealTargetPlatform>();
        }
        return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
    }
 
    public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
    {
        return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
    }
	
2. Modify https://i.gyazo.com/a7b1f0c533d97468e2101ad4b0f67f69.png

3. In mmogetcharacter.php, change line 76 to: 
		$quests] = array('quest'=>$row_quest, 'completed'=> $row_completed ? 1 : 0, 'task1'=> $row_task1, 'task2'=> $row_task2, 'task3'=> $row_task3, 'task4'=> $row_task4);

4. Replace one old node with these two highlighted nodes: https://i.gyazo.com/ce84376e5a0be7da35583217c975b62b.png

5. Highlighted nodes:
https://i.gyazo.com/c57faba00e23da18021bc3ef947ae297.png


Nice job Spartan. Also know that everybody here (especially those of us who have been indie developers in the past) support you. It always sucks to get mucked up in legal issues. Hope you got your fair share.

Very nice, great work !

So, I figured I’d post just a little update with my problem just in case anyone else runs into it down the road. Lots of testing and log reading and more testing has showed that my problem was never in the network (even though there were some weird hiccups here and there… user error lol…) but with my truesky plugin. Still working through getting it all to play nice together though but I’m certain it is the case.

I repackaged a fresh build of this kit with the plugins installed but not used (I’m running several) and added them back in one at a time (which is why it’s been taking a bit to work through) to see if and which plugin was the issue. Of course the last plugin I test was the issue (truesky) but maybe this will help someone searching on google for a similar problem.

Thanks again spartan for the amazing pack you’ve put together, best software I’ve ever purchased, and I’m learning so much with it! Hope all goes well with your legal stuff.

Edit: Finally finished upgrading UE4 to 4.14 from the 4.13 build I was having this issue with (for those with similar problems) and upgraded truesky to 4.14 as well. The problem has been 100% resolved with the upgrade, so if you’re on 4.13 and having dedicated server conflicts with truesky, make the switch and it’ll run fine. It does seem to be a simulation time conflict going on with that version.

Thanks !

Let’s give this a try. If you have questions, please post them on this site from now on.

Welcome back, . It’s good to see you.

Cannot register
122.JPG

Ive just registered and everything went smooth. It seems you have problems with displaying standart reCAPTCHA (thats very odd). Try different browser i guess (Chrome, FF etc).

Just faced that “Wrong client version, make sure you are using latest client” thing, after ive decided to port to 4.14 from 4.13… i did everything from plain kit. Everything i’ve used was from most recent versions with exception of PHP files. I’ve kept old mmoconnection.php and mmogetserver.php, and overwritten rest files. It got fixxed after ive deleted all PHP files from server entirely, reuploaded original files and put my info in them. After that it started to work. Thats very odd, since those 2 files didn’t change (my best guess is that those other files didnt get overwritten somehow). Im leaving this here in-case someone gets same problem when they try to upgrade from 4.13 to 4.14. As some ppl allready said: Start fresh = backup and remove everything old first.

@Tarly:
I belive i saw a question from you somewhere, about cheapest way to host mmo kit on dedicated server (sorry if im wrong and sorry that it took so long to respond hehe).
My servers being hosted on VPS under Linux. PHP/MySQL part lives on my production servers with rest of my web-sites among with other legacy projects and few other ppl projects. Game and chat servers reside on 2 cores х 2,7 Ghz, 512 MB RAM VPS which costs me around 6 bucs per month. It sucessfuly runs game server + node.js version of chat server. Im not sure if it would be possible to run everything on a single machine with those specs. Also i never did a stress test, 4 clients online was of what i tested so far. I do belive its a cheapest way … however you gonna need chat server that runs under Linux. Wine did’t work for me (original chat server was written for 4.5 framework and latest wine has 4.0 mono). There are other options, but thats topic for different post about my struggle with it during past 2 months lol

, Man, i cant buy this kit, cause im from Russia and paypal hates me. Cant buy it because it says “only RUR transactions aviable”…
Could you please create the same order, but with RUR cost in Sellfy ?

I haven’t tried, but I’m pretty sure you can just launch it under mono on linux natively, without wine.

*The easiest way to describe what Mono currently supports is:
Everything in .NET 4.5 except WPF, WWF, and with limited WCF and limited ASP.NET 4.5 async stack.
Compatibility | Mono

So just install mono and do mono mmochatserver.exe *in console and it doesn’t matter that it’s a windows file extension, it just contains CIL instructions.