Search found 16 matches

by gbarnes
17 Jan 2015, 16:55
Forum: SFS2X Questions
Topic: Problem with proximity list updates
Replies: 8
Views: 1933

Re: Problem with proximity list updates

Hey Lapo,

I'll try and strip down a working example for you, but since our project is very big I can't make any promises. The project is under NDA so I need to verify with my CEO first. Maybe an alternative might be to provide you repository access.
by gbarnes
16 Jan 2015, 15:08
Forum: SFS2X Questions
Topic: Problem with proximity list updates
Replies: 8
Views: 1933

Re: Problem with proximity list updates

Sorry for the double post, but I fixed the second problem so this was on our side. Someone just baked the worng item spawn point data and imported that into our database. The first error when switching rooms still persists, though.
by gbarnes
14 Jan 2015, 18:15
Forum: SFS2X Questions
Topic: Problem with proximity list updates
Replies: 8
Views: 1933

Re: Problem with proximity list updates

Hey Lapo, I just recently updated to the newest Client API Version and the error still occurs. I ran into another error which might be related, but it might be our game code I don't know yet. I just don't know why this happens. We are using MMOItems to place item spawns around our game world. As men...
by gbarnes
09 Jan 2015, 21:50
Forum: SFS2X Questions
Topic: Problem with proximity list updates
Replies: 8
Views: 1933

Re: Problem with proximity list updates

I'm using version 2.9.0 and yes there are no server side errors occuring I already checked several times. Everything seems to act normally and our spawning process is working too. In order to back up my statement about the player never leaving the proximity list of the world room after leaving it I ...
by gbarnes
09 Jan 2015, 13:31
Forum: SFS2X Questions
Topic: Problem with proximity list updates
Replies: 8
Views: 1933

Problem with proximity list updates

Hey there, I recently ran into a problem with the mmo room. On our server we have one zone with a main room called world. In our game the players will be able to create private instances for example a tavern room. I implemented the mechanism that will create a new room for the player whenever he / s...
by gbarnes
03 Sep 2014, 14:30
Forum: SFS2X C++ API
Topic: C++ Client API for Unreal Engine 4
Replies: 11
Views: 12342

Re: C++ Client API for Unreal Engine 4

Hey, I'm still working on the plugin and managed to port it over to the newest version of UE4. I still try to figure out the best way to implement it with the blueprint system and a new UE4 feature called UGameInstance. So still will take some weeks since I'm currently very busy with university and ...
by gbarnes
15 Aug 2014, 19:08
Forum: SFS2X C++ API
Topic: C++ Client API for Unreal Engine 4
Replies: 11
Views: 12342

Re: C++ Client API for Unreal Engine 4

Hey, thanks for the help. I choosed the second solution since that was what I had in mind but wanted to check first with you guys before I just change the api since this would mean that I couldn't update the api anymore. After some talks to some of the Epic Guys today at gamescom my plugin now works...
by gbarnes
10 Aug 2014, 23:57
Forum: SFS2X C++ API
Topic: C++ Client API for Unreal Engine 4
Replies: 11
Views: 12342

Re: C++ Client API for Unreal Engine 4

Sorry for the double post, but currently I've a problem that I can't solve without touching the source code of the API (I guess, I'm no expert in C++). 1>c:\projects\depot3\project\engine\engine\plugins\smartfoxclient\source\private\api\include\util\../SmartFox.h(766): error C2872: 'LogLevel': Mehrd...
by gbarnes
10 Aug 2014, 01:20
Forum: SFS2X C++ API
Topic: C++ Client API for Unreal Engine 4
Replies: 11
Views: 12342

Re: C++ Client API for Unreal Engine 4

Sure,

as soon as I verified that everything works out the way I planned I will post a description of how to compile and link the library with Unreal 4. I'll make the plugin available sometime in the future as soon as I've integrated basic functionality.
by gbarnes
09 Aug 2014, 03:37
Forum: SFS2X C++ API
Topic: C++ Client API for Unreal Engine 4
Replies: 11
Views: 12342

Re: C++ Client API for Unreal Engine 4

Hey,

I've successfully linked the API into Unreal today. I'm now starting to setup Blueprint connections and to implement a high level interface in oder to access the smartfox api. I created it as a plugin so it's easy to package and distribut it. Currently it only compiles in for Windows in 64 Bit.
by gbarnes
10 Apr 2014, 09:43
Forum: SFS2X Questions
Topic: Getting disconnected
Replies: 11
Views: 1999

Re: Getting disconnected

Thank you!

I finally got the problem. I'm stupid I forgot to set the Socket Connection adresses, of course! Everything works now.
by gbarnes
10 Apr 2014, 09:31
Forum: SFS2X Questions
Topic: Getting disconnected
Replies: 11
Views: 1999

Re: Getting disconnected

Thanks,

I tested your approach and it tells me that it can't connect to the host. Neither running the server on my machine nor on the other machine. However using localhost as host address works fine of course.
by gbarnes
10 Apr 2014, 09:11
Forum: SFS2X Questions
Topic: Getting disconnected
Replies: 11
Views: 1999

Re: Getting disconnected

No currently I'm just testing locally. I could of course connect to the server from outside the company I want to. I had some more tests: This time I installed the server on another pc which just runs the software and connected from my pc with two clients, but this results in the same behavior. I ho...
by gbarnes
10 Apr 2014, 08:44
Forum: SFS2X Questions
Topic: Getting disconnected
Replies: 11
Views: 1999

Re: Getting disconnected

We're just trying to do some internal tests. So I started the server software on my computer. Afterwards I started two client instances (on the same machine) and used the LAN ip address 192.168.0.131 instead of 127.0.0.1.
by gbarnes
10 Apr 2014, 08:16
Forum: SFS2X Questions
Topic: Getting disconnected
Replies: 11
Views: 1999

Re: Getting disconnected

Hey, thanks for your answer. I checked the log files and client response. It seems that the server doesn't notify the client about the disconnect. I don't receive any connection lost or logout event what so ever. I noticed that I only get disconnected when I join with a second player. As long as I'm...

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