Game Development Community

multiplayer implemented?

by Ron Kirkland · in 3D Isometric Kit · 06/06/2009 (3:22 pm) · 23 replies

Has anyone got multiplayer working in the kit yet?
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#1
07/18/2009 (7:19 pm)
I like how this question was ignored.

For as much money is charged for this stuff you really shouldn't ignore people, especially if you want more people to pay for it. I was really seriously thinking about picking up the engine, and this kit until I saw the forums..

Bad business
#2
07/19/2009 (12:12 am)
This was not a question directed at the maker of this kit. It was addressed to other people working with it.

How would he have any idea what people may or may not have done with it so far?

If there was a clear "yes" then I'm sure that would have been posted. As it is the answer is clearly no.

#3
07/20/2009 (6:07 am)
Thanks James.

@Thomas, I try to answer all of the questions that are directly addressed to me but since this question was addressed to the commmunity i did not answer it.

As of right now i do not know of anyone that has but a few people were talking about how to do it and they seemed like it would be fairly easy.
#4
07/20/2009 (10:47 pm)
I am very leary, because I have heard some pretty bad things about the business practices around here lately, and although I like what I see, when you purchase a license, I want ALL the info prior to doing it, and the shop page for any of the addons, really just do NOT cover any real info, and since the excuse is always "you knew exactly what you were paying for, so there is no refund", and as its stands right now, that's just not the case. like how customizable is it, and are you stuck with only what you coded it for. The engine has multiplayer, so why does your kit not support it? Why is AFX required? Just because?
#5
07/22/2009 (4:28 pm)
The kit is not multiple player enabled because i did not code for it, you can certainly modify the kit to encompass this.

AFX is required for spell casting. Since the kit has the INT stat which increases the damage of the spells from AFX.

You can customize anything you wish with the right coding, if you want to change what a stat does then you need to modify some torque script and some minor engine coding. If you want to add a new stat simply follow what i did for the others. Remember you get the source code so as with anything if you want to change something you can, but its up to you to know how to do that.

as far as refunds go i cannot help you there since the kit is sold by garage games they are the only ones that can issue a refund.

If you have any other questions feel free to ask, i dont want you to feel like you got ripped off.
#6
07/22/2009 (4:37 pm)
Just my $.02

Torque by default is multiplyer enabled. Anything (or any kit) that breaks this, is.. breakage..

On top of that, it was advertised as a "Diablo" resource type solution.

Diablo is multiplayer enabled.

This is not something I would call completely honest business practice, and if GG is in step with that, then I don't want anything to do with them either.
#7
07/22/2009 (5:10 pm)
Well, my question would be AFX has a good camera system, and this kit broke it. How do I put it back to the AFX system camera? How do I put in point click movement? How do I customize the GUI? the inventory GUI, the Spell icon GUI, the health/mana GUI, etc.. I have no idea how torque script works, and their docs, really don't help much.

Any resources you know about for this type stuff would be really appreciated.
#8
07/23/2009 (6:43 am)
@ron - diablo is also single player which is why i used diablo as a reference. Sorry you don't approve of me not adding in multiplayer.

@Thomas - the AFX camera is still there, i didn't do anything to break it. You simple need to remove the references to Advanced Camera in torque script and use only the standard camera.

mQuaker has click to move working here www.garagegames.com/community/forums/viewthread/86875

the health/mana/spell gui are all stock AFX guis the inventory Gui can be found in game\scriptsAndAssets\client\ui

inventory.png for the background and playgui.gui for the GUI and playgui.cs for the script that controls the gui
#9
07/23/2009 (4:47 pm)
well the server actually hasn't been changed in AFX, it is still there.

--------- Starting Dedicated Server ---------
Exporting server prefs...
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Namespace::unlinkClass - cannot unlink namespace parent linkage for ammo for ItemData.
Error: cannot change namespace parent linkage of ammo from ItemData to ShapeBaseImageData.
Namespace::unlinkClass - cannot unlink namespace parent linkage for Equipment for ItemData.
Error: cannot change namespace parent linkage of Equipment from ItemData to ShapeBaseImageData.
Namespace::unlinkClass - cannot unlink namespace parent linkage for Equipment for ItemData.
Error: cannot change namespace parent linkage of Equipment from ItemData to ShapeBaseImageData.

//-----------------------------------------------
Loading light datablocks from: common/lighting/lights/

//-----------------------------------------------
Loading light datablocks from: common/lighting/filters/
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP2/orc_warrior_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP1/orc_warrior_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/CT/orc_warrior_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP2/orc_mage_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP1/orc_mage_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/CT/orc_mage_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP2/sporc_mage_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/SP1/sporc_mage_seqs.txt
Autoloading ISK Sequences from C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/scriptsAndAssets/data/shapes/player/CT/sporc_mage_seqs.txt
Autoloading AFX Modules...
*** LOADING MISSION: ISKMission
*** Stage 1 load
Mission file ISKMission not found.
*** Stage 2 load
Could not find mission ISKMission
Engine initialized...
Sending heartbeat to master server [IP:74.63.12.22:28002]
Got Connect challenge Request from IP:192.168.1.101:4225
Got Connect Request
Connect request from: IP:192.168.1.101:4225
CADD: 4313 IP:192.168.1.101:4225
Sending heartbeat to master server [IP:74.63.12.22:28002]
Client 4313 disconnected.
Issuing Disconnect packet.
CDROP: 4313 IP:192.168.1.101:4225
Resetting server defaults...
Missing file: C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/common/defaults.cs!
*** LOADING MISSION: ISKMission
*** Stage 1 load
Mission file ISKMission not found.
*** Stage 2 load
Could not find mission ISKMission
Got Connect challenge Request from IP:192.168.1.101:4225
Got Connect Request
Connect request from: IP:192.168.1.101:4225
CADD: 4315 IP:192.168.1.101:4225
Client 4315 disconnected.
Issuing Disconnect packet.
CDROP: 4315 IP:192.168.1.101:4225
Resetting server defaults...
Missing file: C:/Torque/AFX113_Combo_TGEA181_SDK/GameExamples/ISK/game/common/defaults.cs!
*** LOADING MISSION: ISKMission
*** Stage 1 load
Mission file ISKMission not found.
*** Stage 2 load

With a few modifications it should work.
#10
07/23/2009 (5:04 pm)
Somehow, you keep insisting that you simply 'didnt add' multiplayer..

This, my friend, is a fantasy. Multiplayer was already there, you broke it.

Its like someone trying to sell me a remote control without a 9, and telling me they made some enhancements and didn't feel the need to add the 9... O wait, the 9 was there already before, but whatever you did made it disappear..

So, anyway, i guess that's the world we live in.
#11
07/23/2009 (6:12 pm)
I just got a dedicated server to work with the ISK kit. I did NO modification to ANYTHING for a base test. here is the log file

*** Mission loaded
Engine initialized...
Sending heartbeat to master server [IP:74.63.12.22:28002]
Got Connect challenge Request from IP:192.168.1.101:2614
Got Connect Request
Connect request from: IP:192.168.1.101:2614
CADD: 4346 IP:192.168.1.101:2614
<<<< saving server datablock cache >>>>
    <<<< sending CRC to client: 1848480362 >>>>
*** Sending mission load to client: scriptsAndAssets/data/missions/ISKMission.mis
Mapping string: MissionStartPhase1Ack to index: 0
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3Ack to index: 2
scriptsAndAssets/server/scripts/game.cs (228): Unable to find object: 'Canvas' attempting to call function 'cursorOn'
scriptsAndAssets/server/scripts/game.cs (229): Unable to find object: 'Canvas' attempting to call function 'setCursor'
scriptsAndAssets/server/scripts/game.cs (254): Unable to find function toggleFirstPerson
scriptsAndAssets/server/scripts/game.cs (533): Unable to find object: 'ServerConnection' attempting to call function 'setFirstPerson'
Mapping string: DisplayInventory to index: 3
Mapping string: SelectObject to index: 4
Mapping string: ToggleCamera to index: 5
common/gameScripts/cursor.cs (15): Unable to find object: 'Canvas' attempting to call function 'cursorOn'
scriptsAndAssets/server/scripts/commands.cs (40): Unable to find object: 'Canvas' attempting to call function 'setCursor'

So it was not removed or changed or "not added" It seems to work just fine.
#12
07/24/2009 (6:15 am)
@ron - what i mean when i say i didn't add it was i did not take the steps required to make sure that everything was networking correctly, since i meant this kit to be single player it was not on my list of things to do.

#13
08/03/2009 (1:53 am)
What exactly isnt multiplayer enabled besides the camera?

And Wow. Why is there no 2008 build file?
#14
08/03/2009 (8:39 am)
your ZIP file must not have exported right. It does have 2008
#15
08/03/2009 (10:50 am)
download should have 2005 and 2008 visual studio projects
#16
08/03/2009 (1:27 pm)
I'll try redownloading it, but the one i got last night only lists 2005 in
gameexamples/ISK/buildfiles

Link
VisualStudio 2005
compile.bat

im looking directly in 3d-Iso-Kit_v1-0.zip
#17
08/03/2009 (1:34 pm)
And downloaded it again, same result. Could you send me the 2008 build files?
#18
08/03/2009 (2:48 pm)
opening the 2005 in 2008 should work also
#19
08/03/2009 (3:50 pm)
My down does not include the 2008 project files either, but I opened up the 2005 project files and the converter converted them to 2008 just fine. everything compiles and all.
#20
08/03/2009 (5:48 pm)
i try to build with the 2005 and i get this error:
1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp__X3DAudioInitialize@12 referenced in function "public: __thiscall SFXXAudioDevice::SFXXAudioDevice(class SFXProvider *,char const *,struct IXAudio2 *,unsigned int,unsigned int,unsigned int)" (??0SFXXAudioDevice@@QAE@PAVSFXProvider@@PBDPAUIXAudio2@@III@Z)
1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp__X3DAudioCalculate@20 referenced in function "public: void __thiscall SFXXAudioDevice::_setOutputMatrix(class SFXXAudioVoice *)" (?_setOutputMatrix@SFXXAudioDevice@@QAEXPAVSFXXAudioVoice@@@Z)
1>../../../game/iskDemo_DEBUG.exe : fatal error LNK1120: 2 unresolved externals

And ive been building files all day with no error like this
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