Missing sequence problem
by Jesse P · in Artist Corner · 08/21/2008 (12:42 pm) · 3 replies
I also posted this in the networking section but I thought it might possibly be an animation problem or something since it's talking about "sequences" so I'll post it here too, sorry for the double post. I'm trying to implement multiplayer in my game but when I network two computers together and launch a game it gives me an error when someone joins the game, it says "(Missing Sequence for starter.fps/data/shapes/adam/player.dts")" The only thing I'm using the Adam player for is for my AI bad guys, it works fine in single player. Anyone have any ideas what this error means and how to go about fixing it? I've made absolute certainty that both computers have the exact same version of my game. Thanks
#2
08/21/2008 (5:06 pm)
I kinda fixed it but it doesn't really explain why it's occurring, what I did is compare the adam.cs with all the dsqs listed with the player.cs for my player.dts animations, and then deleted all the dsqs mentioned in adam.cs that I wasn't using (the ones that are not listed in player.cs), and then renumbered the sequence 0 to whatever. It works but I'm not sure why it was giving me problems before, and what if I wanted to use those other DSQs for the Adam player. I dunno, oh well hey we'll see if anyone can shed some light
#3
It always works in single player. Only is an issue with networking.
I'm thinking that it's a poorly initialized buffer somewhere... or maybe a hardcoded value somewhere that only causes a certain number of buffers to be initialized. Something to that effect. I was thinking it possibly had something to do with code related to NetworkStringTable, but that's pure conjecture at this point.
I'm using TGE 1.5.2
11/18/2008 (6:22 pm)
I also ran into this. Through testing I identified that it has nothing to do with the animations/files themselves, but something about the engine butchering animation/filenames when transferring over the network. It only happens when you have ~32+ dsq animations. So removing some to get yourself a smaller list is the workaround, but it's hardly optimal.It always works in single player. Only is an issue with networking.
I'm thinking that it's a poorly initialized buffer somewhere... or maybe a hardcoded value somewhere that only causes a certain number of buffers to be initialized. Something to that effect. I was thinking it possibly had something to do with code related to NetworkStringTable, but that's pure conjecture at this point.
I'm using TGE 1.5.2
Torque 3D Owner Scott Warren
For me this problem seemed to be that my Player Character was used also as the enemy. For my lack of time to get to it for the last 2 months.. it remains.
Somebody here at GG might read this post though and get a better idea of the exact issue and maybe the both of us can learn from it.
My thought is that I should be looking more closely at seperating the "enemy" related files from the "player" related files.
Lastly, I don't think it's an animation problem and this post is probably in the wrong area..