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    #16
    Hey there,

    i'm currently upgrading the project to 4.8. Sadly i'm facing a few problems and since i want to let possible customers know what
    i am working on and that i care about bugs, i will list the problems (they are only appearing in 4.8 though):

    - LoadingScreen from MainLobby to Lobby is correctly added and you can see it with a breakpoint, but otherwise the level switch
    seems like killing the LoadingScreen before the actual event fires. This is not happening with the LoadingScreens between Lobby and Map

    - When playing with a ListenHost and Client in the Editor, the Client looses its MainMenu when the Server starts a new Game. Somehow,
    because of loosing the network connectivity, the client removes its MainMenu (without calling one of my events) and tries to readd it. This
    is prevented since he can't open a MainMenu while already having a MainMenu. This is workedaround for the moment by allowing exactly this.

    - ServerTravel with a Client from Lobby to GameMap crashs with a Nullptr exception of a LocalPlayer cast. I am currently tracking it down.

    Only the last error is truly breaking and i will not sleep till this thing is fixed or at least the cause is found.

    Release of 4.7 Version is still next week i hope. The 4.8 Update will either come with it or will be updated as soon as i fixed the crash.


    EDIT: Funny enough, i found the source. A multicast to show the LoadingScreen on all clients caused it. Let's see if i can fix this. Otherwise
    i will need to remove the loading screen for a few days to at least release 4.8 with all other features.


    EDIT2: 7 hours later, it seems like i got everything working again. Needed to change some things. Once the package is released, please let me know
    about bugs asap! I will create a new support thread once the package is release.
    Last edited by eXi; 07-03-2015, 10:34 AM.
    Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

    My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
    (Including 100+ Pages Multiplayer Network Compendium to get you started.)

    Comment


      #17
      Its great to see you care about your product. I'll be standing by watching for updates.

      Comment


        #18
        The chat system in any game is really important,I play two games,world of warcraft and world of tanks . World of warcraft is a superior chat system and make the game very social. you have all chat in one window regardless if it is your guild,dungeon,raid,trade,world defense. You can also turn of each group to make the chat less intense. Chat window can be configured very easy. The log in in the game,instances,joining groups,raids are effortless. I am looking forward to see a video of your finished product.

        Comment


          #19
          Originally posted by Ligor View Post
          The chat system in any game is really important,I play two games,world of warcraft and world of tanks . World of warcraft is a superior chat system and make the game very social. you have all chat in one window regardless if it is your guild,dungeon,raid,trade,world defense. You can also turn of each group to make the chat less intense. Chat window can be configured very easy. The log in in the game,instances,joining groups,raids are effortless. I am looking forward to see a video of your finished product.
          Hey there, yeah i played WoW years ago too, and i know about the system there. But to be honest, this chat is not as perfect as theirs.
          You have standard things like /all, /group and /whisper chat, as well as commands like /playerlist (1 word command) or /invite PLAYERNAME (2 words command).

          For now they are all displayed in the same window, but it won't be hard to split them. You just need to use different arrays for the chat messages. Then you can display them in different tabs.
          But my project is not about a perfect chat. It is about showing how to achieve a chat and other network things in Blueprints at all. So you understand how RPCs, replication and the classes themselves
          are working together. With that information you should be ready to create every system you want.
          Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

          My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
          (Including 100+ Pages Multiplayer Network Compendium to get you started.)

          Comment


            #20
            Finally it is released:

            https://www.unrealengine.com/content...f1d8b7505dcc92

            If you have any questions or if you find any bugs, please tell me here:

            https://forums.unrealengine.com/show...116#post328116
            Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

            My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
            (Including 100+ Pages Multiplayer Network Compendium to get you started.)

            Comment


              #21
              Not to take anything away from your project, but Generic Shooter by Michael Allar (also on the Marketplace) appears to have everything this does plus a full FPS shooter game (he's uploading the "Lobby" functionality soon, but it currently has everything else). And it's only $19.99...

              Perhaps you could shed a little clarification on this.. Is there something I'm missing?

              Here is a link to the Generic Shooter project for your review...
              https://forums.unrealengine.com/show...Support-Thread

              Comment


                #22
                I would like to make a request of adding native Steam support.

                I understand the BP functions of Steam are limited but for those of us that do not 'code', the limited bp Steam functions are a great place to start (and unfortunately lacking from this kit).

                Comment


                  #23
                  Originally posted by OEGInc View Post
                  Not to take anything away from your project, but Generic Shooter by Michael Allar (also on the Marketplace) appears to have everything this does plus a full FPS shooter game (he's uploading the "Lobby" functionality soon, but it currently has everything else). And it's only $19.99...

                  Perhaps you could shed a little clarification on this.. Is there something I'm missing?

                  Here is a link to the Generic Shooter project for your review...
                  https://forums.unrealengine.com/show...Support-Thread
                  Hey, thanks for your answer. It could be that the projects share some features and i can't say what Allar exactly did in his project.
                  Sadly we both submitted our projects at the same time (mine was delayed, because there were too many submissions for the past 2 weeks already).

                  But my project is for beginners to have a well documented Start, where they can see how things work and also ask me to get some more clarification.
                  I don't know if Allar has the exact same functionality in all his features, so you better watch my Video and compare.

                  I payed heed to commenting everything and keep an overall clean Blueprint. You will find a comment for nearly every function, explaining what is done
                  and also a "Reroute Node - Bombed" event graph, because i wanted to keep the project as easy too read as possible. If you scroll up a bit, you
                  can see a screenshot of one node graph.

                  There are also some Tutorial Blueprint, teaching the some basic information about classes and how to use them in Multiplayer. This is more like an
                  educational project, that also helps beginners to understand Blueprint Networking. If you are already very skilled in this and you only need
                  the things working, then i guess Allars Project is well suited for you. If you are a real beginner and you want to learn how these things are done, i would
                  recommend my project (i don't want to say that you don't learn from Allars Project!).

                  And also, this project here is not a shooter. The functions are separated from each other (with some minor overlapping, for example the Chat and the Group System).
                  For example i don't know what features Allars Chat has, but you can control the Group System (which is build like an RPG Group System) over the Chat.

                  You can use the features from this project for all different kind of games. That's why i only put a small Jump Collecting Game in it (to also display a Winning Screen).

                  At the end, it is totally up to you which project you prefer and i know that the price might be way higher than Allars one. To be honest, Allars 20$ are awesome, i wouldn't
                  sell for that low price, since i know how much time and effort i put into this (:

                  Check out the Marketplace with the Information and Videolink:

                  https://www.unrealengine.com/content...f1d8b7505dcc92

                  You can also check out this OpenOffice Textdocument, which contains the Features of this project.
                  This was what i sent to Epic, but it seems like they took a smaller version for the Marketplace site:

                  https://www.dropbox.com/s/flpwcqk34i...eList.odt?dl=0

                  EDIT: Just a quick example for the teaching part again:



                  This is again how i made the Blueprints. So you can actually see and learn how this works and don't need to mess with crossing
                  wires and functions that do something you don't understand. And even IF you don't understand a function or i missed a comment,
                  you can come to me and ask me for clarification (:

                  The comments you see in this pictures are short, because the logic behind it is inside their functions (you can see that the commented
                  parts are only 2 nodes).

                  Originally posted by ArsDigita View Post
                  I would like to make a request of adding native Steam support.

                  I understand the BP functions of Steam are limited but for those of us that do not 'code', the limited bp Steam functions are a great place to start (and unfortunately lacking from this kit).
                  What exact Steam things do you need? Steam is marked as an "OnlineSubsystem". If you integrate Steam into your project (there are some good tutorials out there), it should work out of the box, because the Session Nodes will then call
                  the underlying Steam Functions. Everything else is still handled in UE4 Networking (like replication).

                  If there are function nodes that are using Steam directly, i would step back from using that in my project here, because i don't want to limit it to Steam.
                  Last edited by eXi; 07-12-2015, 04:06 AM.
                  Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

                  My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
                  (Including 100+ Pages Multiplayer Network Compendium to get you started.)

                  Comment


                    #24
                    well to be honest i wanted to purchase the system but when i saw the price i didn't , if it was 30$ or something i would say yes but 50$ is just to much for a blueprint

                    Comment


                      #25
                      In regards to eXi's post above...

                      As for why you would want this over mine, eXi has already stated some good points.

                      My chat system is very limited. It doesn't even have 'team say' atm, although it will in the future. At no point will it ever support grouping or whispers though. That will never be on my roadmap as simply it just isn't needed for Generic Shooter. If you need that functionality in Generic Shooter, I would say buy eXi's and integrate it into mine.

                      eXi's lobby system is more featured and more... dare I say... generic. My lobby will allow for chat, team switching, readying, and map voting. Not really much else, and the early versions won't really have much "I want to add this new option in" support easily. Also, while Generic Shooter is modular in its architecture, it isn't designed to take one part out of the whole and apply it somewhere else. eXi's system will work much better for an existing project, whereas I highly recommend people merge their stuff into a Generic Shooter project instead of the other way around. My asset is a great project starting point. eXi's is much better suited for implementing into your existing project. I get a *ton* of questions asking how to implement Generic Shooter into existing projects and there isn't really a clear answer, but that is what eXi's system is all about.

                      As for my price point, yes it is low, but it will also be increasing with each update. So buy it now if you want it at $19.99, because it won't be that forever. At some point it could eclipse eXi's price point and rise above it, provided eXi's stays the same. /shamelessselfpromotion

                      I did a fairly decent job at commenting my blueprint logic. If I were to post screenshots of it, it'd look comparable to eXi's. The difference with mine though is I do some crazy things and some of the logic is deeply technical (for instance the replicated weapon logic), so while I have the same level of commenting, admittedly its not enough to actually learn from unless you're already familiar with higher level systems. eXi's would be a much better starting point in that regard, and that's definitely a worthwhile selling point. I would like to improve my asset on this front, but this effort is easily the most time consuming, and I'm already working 2+ jobs.

                      I provide a Shooter project. eXi provides an implementable gameplay system. While we overlap on a bulletpoint feature list, they are significantly different. Unfortunately this appears to be creating some sort of perception that these are competing assets. eXi's system would not easily integrate into Generic Shooter, nor mine into his, but this doesn't mean they are competitors, it means they fill entirely different niches.

                      I recommend eXi's asset over mine if someones brand new to blueprint networking and wants to learn how to pass data around. That being said, I recommend buying mine too, because, well, I made it. Buy both!
                      Last edited by Allar; 07-12-2015, 04:37 AM.

                      Comment


                        #26
                        If i could, i would upvote what Allar just said.

                        Both packages are fantastic in their own rights!
                        Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

                        Comment


                          #27
                          Well, i couldn't have said it better (: Thank you so much Allar for the kind words! Thumbs up for buying both of them!
                          Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

                          My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
                          (Including 100+ Pages Multiplayer Network Compendium to get you started.)

                          Comment


                            #28
                            well with all that explained i guess i have to buy it

                            Comment


                              #29
                              Support those that support you. Your price is fine. Too bad I cant buy it for a few days as im away from my desktop. Rest assured I will be buying your project as it still has more value than the current price listing in my opinion.

                              Comment


                                #30
                                PRICE REDUCTION!

                                Starting with the fresh and new year, my project will be reduced to 30$ starting 1st January 2016!
                                It may be only temporary, so make sure to grab a copy if it was too expensive for you the last time!

                                Hope everyone has wonderful holidays and a great start into the new year!
                                Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

                                My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
                                (Including 100+ Pages Multiplayer Network Compendium to get you started.)

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