Beta 2 Bug:: Multiplayer support in FPS kit Broken (Jimmy Rig)
by JesseL · in Torque 3D Professional · 05/22/2009 (10:56 am) · 23 replies
In Beta1 I could join the game with another computer. In beta 2 when I try it ends halfway into loading datablocks. Haven't done any research just posting findings.
Jimmy Rig fix:
Commenting out the lights.cs file in FPS kit lets me connect to a normal game on the same machine.
Jimmy Rig fix:
Commenting out the lights.cs file in FPS kit lets me connect to a normal game on the same machine.
About the author
I just realized that if I wanted to create a cat that caught on fire and ran up a telephone pole and then burst into a blue waterfall. That wouldn't be to hard!
#2
05/22/2009 (12:43 pm)
It's not an error message, you just can't load the datablocks. It'll just sit in once place and go nowhere. I have this problem too.
#3
Edit::
The only changes I can see are adding of the Decal Manager but its client side.
05/22/2009 (12:53 pm)
There are No Error Messages. There is no spoon.Edit::
The only changes I can see are adding of the Decal Manager but its client side.
#5
If your a student you already show a great deal of future promise! If your the instructor I bet your a real good teacher.
On first glance I think there is a particle emitter or datablock missing. I have 3 other things on my list tonight, but will add this for #4 to investigate.
05/24/2009 (2:14 am)
Nice detailed error report 'WestCoast TAFE(#0001)'!If your a student you already show a great deal of future promise! If your the instructor I bet your a real good teacher.
On first glance I think there is a particle emitter or datablock missing. I have 3 other things on my list tonight, but will add this for #4 to investigate.
#7
How do the Beta2 exe/.dll work if you drop them into the Beta1 FPS kit folder? This would at least tell us if it is missing artwork. Switch the Beta1 exe/.dll with a Beta2 FPS would tell us if it is in the code. Of course there are all types of other things that could fail and ruin the results...
05/24/2009 (2:57 am)
Just a thought, i would test myself if i had time.How do the Beta2 exe/.dll work if you drop them into the Beta1 FPS kit folder? This would at least tell us if it is missing artwork. Switch the Beta1 exe/.dll with a Beta2 FPS would tell us if it is in the code. Of course there are all types of other things that could fail and ruin the results...
#8
05/24/2009 (4:22 am)
This may or may not be related to the problem here. But we had a similar datablock issue when porting Repopulation, and the issue was caused by core/stream/bitstream.cpp having a line which was commented out in T3D. In our case the fix was to uncomment the stringBuffer = buffer; on line 30. This may or may not help in your case, but might want to give it a try.
#9
I installed both Betas and spent a few hours trying to find this yesterday, and I'm not really sure what caused this to happen. The last time I checked multiplayer functionality was before Beta 1.
The exe/dll from Beta 1 will work in place of those of in Beta 2. But it is definitely fubared in the repo now too. So something changed recently -- within the last couple of weeks -- that causes this. Even disabling all datablocks and hosting/joining into the empty room was unsuccessful. I've begun to feel that something is "off" with the datablock loading/counting/verifying and the whole mission load/acknowledge sequence.
I never recieved any of the particle warnings that Westcoast pointed out (release or debug)... but there was this warning every so often:
05/24/2009 (7:05 am)
I can confirm this one now. I installed both Betas and spent a few hours trying to find this yesterday, and I'm not really sure what caused this to happen. The last time I checked multiplayer functionality was before Beta 1.
The exe/dll from Beta 1 will work in place of those of in Beta 2. But it is definitely fubared in the repo now too. So something changed recently -- within the last couple of weeks -- that causes this. Even disabling all datablocks and hosting/joining into the empty room was unsuccessful. I've begun to feel that something is "off" with the datablock loading/counting/verifying and the whole mission load/acknowledge sequence.
I never recieved any of the particle warnings that Westcoast pointed out (release or debug)... but there was this warning every so often:
Quote:
DecalData::unpackUpdate, failed to find Material of name &s!
#11
I for example didn't even have a sun of any kind in, making me first think that there is a graphical problem with beta 2
05/24/2009 (9:04 am)
the FPS starter kit in Beta2 is pretty messed up mission wise (and potentially more).I for example didn't even have a sun of any kind in, making me first think that there is a graphical problem with beta 2
#12
On a network (LAN), and/or by hosting a dedicated server, I can manage to connect by not exec'ing lights.cs in art/datablocks. Why that would be so, I still don't know. Anyone care to try that on their own?
On the same computer with two instances of Torque 3D running It still hangs up on loading datablocks no matter what -- even if there are only a handful of datablocks being loaded (player, camera, marker, etc).
05/24/2009 (1:09 pm)
For those who are trying to make use of mulitplayer, how are you testing it?On a network (LAN), and/or by hosting a dedicated server, I can manage to connect by not exec'ing lights.cs in art/datablocks. Why that would be so, I still don't know. Anyone care to try that on their own?
On the same computer with two instances of Torque 3D running It still hangs up on loading datablocks no matter what -- even if there are only a handful of datablocks being loaded (player, camera, marker, etc).
#14
06/01/2009 (2:11 am)
Any updates on this issue? I'll test out a real remote dedicated server as soon as I have time, but I just wanted to bump this.
#15
06/03/2009 (3:48 pm)
I just move the exec call for lights.cs to after the decals.cs script in datablockExec.cs and it works just fine. Seems like there's some underlying system that isn't quite as it should be...
#16
06/03/2009 (4:39 pm)
Hmmm, well there is a sort of order that datablocks should be in, and with all of the new things being added to Torque I guess we're still trying to find that order.... thanks for the observation Andreas it's extra incentive to figure this out!
#17
I tried commenting out the lights.cs and it only worked sometimes. Seemed to work more often if I changed the character's name that was joining.
06/03/2009 (6:37 pm)
Umm well I put the lights.cs after the decals.cs and it still doesn't finish loading.I tried commenting out the lights.cs and it only worked sometimes. Seemed to work more often if I changed the character's name that was joining.
#18
06/03/2009 (10:19 pm)
Quote:Now that's one I haven't tried yet. Don't you just love little things like this ;)
Seemed to work more often if I changed the character's name that was joining.
#19
06/08/2009 (4:08 am)
Anyone from GG can confirm that Beta 3's Multiplayer FPS Genre Kit is working?
#20
Whether it was a light or decal issue being client side and trying to run on the server (or vice versa) I don't know. But I did talk to one of the Dev's a week ago and he mentioned that being a possiblity.
06/08/2009 (9:09 pm)
I haven't done any extensive testing yet, but it appears that the problem has been resolved with the current state of the repo. I'm unable to properly test a network or internet game right now but I was able to just now connect two instances on the same machine together -- which I couldn't do before. Whether it was a light or decal issue being client side and trying to run on the server (or vice versa) I don't know. But I did talk to one of the Dev's a week ago and he mentioned that being a possiblity.
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