Game Development Community

1.7.0 Dedicated Server issues

by Jeremiah Fulbright · in Torque Game Engine Advanced · 05/18/2008 (11:21 am) · 3 replies

I'm finally getting around to fix some of the issues our guys have been seeing with 1.7.0, primarily related to joining a dedicated server.

There seem to be a ton of cases were full pathnames are being used, when they should be returning as relative names. The best example for us is missing textures, where the server is looking for the textures in the Client's full path.. eg (C:/TGEA/Build/Core/Data/Textures/mytexture.png) instead of (Core/Data/Textures/mytexture.png) which is leading to some issues, not to mention serious log spam from being unable to find files.


The largest issue right now is that animations aren't working on dedicated server for our player models. They work locally and in a listen server situation (for the host), but other clients don't see animations.. And if any animation moves the arms (has an arm thread), itll crash the clients

#1
05/18/2008 (12:02 pm)
I think I've seen this bug actually Jeremiah. I *believe* I fixed it, and it had to do with some of the string class stuff or something (1.7 has the string class right?). I'll have to dig in for a few minutes at work on Monday and see if it's the same issue I saw when I was building some new objects that relied on art or some such. As I recall it wasn't that bad to fix, if it's the one I'm thinking of.
#2
05/18/2008 (8:05 pm)
I eliminated the issue with animations on our player models, although still don't understand it, since it worked fine before 1.7.0.

We previously executed an entire directory of .cs files (using findFirstFile/findNextFile) for our animations/players, but it seems like some pathing was getting messed up in relation to the TSShapeConstructor. I am now executing each file individually and its working just fine.

I just wish all of the pathname stuff wasn't fooled with :(
#3
05/19/2008 (7:44 am)
Did you forget a tilde? Maybe I had a different issue.