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    #46
    Originally posted by Metathias View Post
    While were waiting for these much anticipated videos to release. Think you could tell me whether or not they will cover a full steam implementation? Or perhaps even better dedicated servers on steam? Cause right now im not quite sure steam, and more especially dedicated servers on steam are even possible right now without some pretty hefty re-plumbing of the Onlinsubsystem in C++.
    I don't think you'd need to do anything that crazy to support dedicated servers. All you should need to do is make sure your dedicated server build starts a game session on startup and registers itself with steam. There's some hoops to jump through on the Steam side to make sure your dedicated server can connect to steam, but that should be mostly in steam, not the OSS. Maybe I'm crazy, but that's what it looks like you'd need to do having never done it myself.

    PS. I'd love to see EPIC do up their own backend as a service for their dev's.. Just a thought. Could be profitable. =)
    This would be cool, but it would be an epic mountain of work/maintenance. It would probably be easier for them to just make sure they have a well documented workflow to get dedicated servers working on the most popular providers. I don't think Epic could reasonably compete with the resources Amazon and Microsoft can pour into cloud services/support.

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      #47
      For those looking for information on how to even 'turn on' Epic's Steam integration, I've made this tutorial.

      http://allarsblog.com/2016/02/26/BasicSteamIntegration/

      Its one of many in a series about multiplayer projects and platform integration. If you would like to keep up to date about future tutorials, I'm livestreaming the tutorial creation over at http://www.twitch.tv/awesomeallar

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        #48
        Originally posted by Allar View Post
        For those looking for information on how to even 'turn on' Epic's Steam integration, I've made this tutorial.

        http://allarsblog.com/2016/02/26/BasicSteamIntegration/

        Its one of many in a series about multiplayer projects and platform integration. If you would like to keep up to date about future tutorials, I'm livestreaming the tutorial creation over at http://www.twitch.tv/awesomeallar
        i saw that yesterday pretty easy explanation, any chance revealing JIRA Feedback Reporting tut?
        Game Designer @ Masked Pharaohs ..
        I'm Providing Arabic Support For Any One ..

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          #49
          Hey all,

          Jeff W has been jumping in here with updates but wanted to provide one as well as I just heard about the issue with the recording. Sadly it looks like I'm going to have to re-record the series over again due to the audio issues our editors discovered when prepping the series for release.

          Agreed about this series being jinxed lol... I'm working with our team here to see if I can release the finished project so that you can jump into it and dig it a part in the mean time while I determine when would be a good time to sit down and re-do this. With GDC coming up in two weeks, I've got other things on my plate so I won't be able to do it until after then but is the first thing on my list post-GDC to do.

          Jeff or I will post an update once we determine how we can release the project for you guys to download and take a look at.

          -W

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            #50
            Thanks for the update Wes! Sorry for the poopy series of events.

            Releasing the project would be a great stopgap though, so +1 from me on that idea. Looking forward to the series when it materializes eventually anyway

            As far as things that would be nice to know in the meantime, the stuff I'm most confused by is the difference between Lobby and Internet sessions in the Steam OSS here:

            OnlineSessionInterfaceSteam.cpp Line 230
            Code:
            if (Session->SessionSettings.bUsesPresence)
            {
            	Result = CreateLobbySession(HostingPlayerNum, Session);
            }
            else
            {
            	Result = CreateInternetSession(HostingPlayerNum, Session);
            }
            And then also what you guys use for chat. Do you guys just use RPCs/replication, or are you using Steam's lobby chat interfaces for sending messages?

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              #51
              **** it that means additional weeks of work on these tutorials but every cloud has a silver lining so maybe you can extend it and put there some extra topics like stable networking for 64+ players; server scalability; server performance; load balancing; redundancy; game world synchronization etc. Can at least some of these subjects find place in upcoming series? If no then I hope you will expand multiplayer topic

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                #52
                Hey Wes,

                thanks for your post! It's very sad to hear that you seem to have such strange issues with this series (especially because it's the tutorial I've ever waited for since I work with unreal engine 4)
                But I'm really glad to hear that you will work on it after gdc

                Hoping for a release of the project in the meantime

                Best regards and thanks for your effort,
                Daniel
                Daniel Mihajlovic |Freelance 3D Artist | Showreel

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                  #53
                  Too bad that you have to re-do all the work, but this can be an opportunity to improve it. One thing I'd like to see is game world synchronization as Sadaleus said.

                  For example: I create a game session and before loading the level 4 guys are chatting in the lobby.
                  I press GO and we start playing, everything works perfectly.
                  Then 1 guy quits and another one joins.
                  How can we make it so the new guy sees the game exactly as the other 3?

                  There is a question related to this here: https://answers.unrealengine.com/que...over-netw.html

                  Even if you don't talk about this thanks anyway, it's my most anticipated UE4 tutorial ever.
                  ProBoon, Old-School FPS, Open Source & Tutorials
                  Support Project Boon on Patreon

                  On Steam Soon, Click Below

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                    #54
                    Just wanted to bump this thread and ask about the current roadmap for the series
                    Daniel Mihajlovic |Freelance 3D Artist | Showreel

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                      #55
                      Another bump.
                      ProBoon, Old-School FPS, Open Source & Tutorials
                      Support Project Boon on Patreon

                      On Steam Soon, Click Below

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                        #56
                        April bump
                        Game Designer @ Masked Pharaohs ..
                        I'm Providing Arabic Support For Any One ..

                        Comment


                          #57
                          Hello everyone,

                          I am sure by now you think that this series was a hoax or some terrible late April Fools prank. Alas, that is not the case. With GDC now in the rear view mirror along with other tasks that I had been assigned, my attention can shift back to getting this out the door. The very good news is that in the time between finishing recording of the series the first time, we've upgraded our video capturing machine and software so the quality will be that much better and the turn-around time should be that much shorter. Again it all depends on our video editing team (which I've spoken to already and the person working on this says that he wants to get it out the door as much as I do).

                          The update that I have is that I'm scheduled to re-record the series this week and hand it off to the video team at the end of the week. Could be as early as next week it hits Youtube. I still want to expand up on this so keep your suggestions coming in terms of what it is you want to see from this series. As of now, I'll probably include all the stuff that I had originally stated so that I can get it out quicker and we'll update it down the road with your suggestions.

                          Really appreciate the patience guys, that's why you are the best community!

                          -W
                          Last edited by DizzyWes; 04-04-2016, 09:16 AM.

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                            #58
                            Originally posted by Wes Bunn View Post
                            Really appreciate the patience guys, that's why you are the best community!

                            -W
                            You get what you deserve and you Epic guys are simply the best developer out there

                            I'm really happy about the good news and let's cross fingers that it will be released next week

                            Best regards,
                            Daniel
                            Daniel Mihajlovic |Freelance 3D Artist | Showreel

                            Comment


                              #59
                              I really hope this doesn't come off as arrogant, but I'd definitely be way more interested in the c++ version of this tutorial. Sometimes it seems like c++ is treated as a second-class citizen in UE4 learning resources. I guess this isn't so surprising because BPs are UE4's big shiny feature that attracts newcomers and non-programmers, but it's a bit disappointing that something as crucial as coding is often left for people to figure out on their own. This is especially frustrating in UE4 because of how atypical and macro-magic-filled c++ is.

                              It's somewhat worrying because for the last 2 years, people have kept requesting more c++ learning material in the forums and youtube training, but we barely ever get anything because the amount of people who have never coded before and wish to make an entire MMO in blueprints by themselves probably outweighs the amount of people who want to get serious with c++

                              But I guess it wouldn't be too hard to get a general idea of how to handle this in c++ based on the blueprints and maybe a little bit of c++ tips accompanying this tutorial series... Actually, written tutorials would probably be a better format for code. I wish Epic could include a little companion c++ written tutorial with all of their official youtube tutorials

                              *end of rant*

                              Anyway, I'm still excited for this, even if it doesn't sound like it. Epic is really good at maintaining a lively dev community. You're doing a great job. A GREAT JOB
                              Last edited by Philippe St-Amand; 04-04-2016, 11:31 AM.

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                                #60
                                Hi Philippe!

                                I don't want to go too far afield in the networking thread, but I do want you to know that we are listening on the C++ resources front.

                                Lately, have you had a chance to check out:
                                - The revamped Battery Collector series - https://wiki.unrealengine.com/Videos...MsgJqnEB_dGiM4
                                - The Tanks vs. Zombies training live stream - Part 1: https://wiki.unrealengine.com/Videos...eo=NyXq0Hy9xQs, Part 2 coming tomorrow!
                                - Our written C++ tutorial section, where we're always adding more, and there is a fairly large addition coming soon. - https://docs.unrealengine.com/latest...als/index.html
                                - Unreal Match 3, a new sample with a lot of focus on the C++ side of things - https://docs.unrealengine.com/latest...ch3/index.html

                                There are still a lot of things we want to do in this area, so stay tuned, and definitely know that we do appreciate the feedback!

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