Search found 30 matches

by fernando24691
07 Feb 2011, 22:28
Forum: SFS2X C# API
Topic: ICollection supported by Unity?
Replies: 2
Views: 5795

Solved! Thank you very much! :D
by fernando24691
07 Feb 2011, 21:41
Forum: SFS2X C# API
Topic: ICollection supported by Unity?
Replies: 2
Views: 5795

ICollection supported by Unity?

Hello. I've been trying to use ICollection<Users> to send object messages to custom users, but I cannot manage to create one. I saw that ICollection belongs to .NET Framework 4, but Unity only has support up for .NET Framework 3.5. Am I wrong? Is there any way to solve this?? :( Thanks!
by fernando24691
07 Feb 2011, 00:24
Forum: SFS2X Questions
Topic: How to receive vicinity users?
Replies: 4
Views: 7244

Even better:

To send from the client-side the user grup with the same nodeId, as client has access to all user variables in the room. That would result in no added lag, right?

:?:
by fernando24691
07 Feb 2011, 00:18
Forum: SFS2X Questions
Topic: How to receive vicinity users?
Replies: 4
Views: 7244

Thank you for the reply, this is non a trivial issue in networking. As you said, I took a look to sphere trees, and there are few questions that I do not manage to understand: Anyway, could it be possible to make an extension for it? If yes, I read the introduction that you suggested, from Game Gems...
by fernando24691
06 Feb 2011, 19:40
Forum: SFS2X Questions
Topic: How to receive vicinity users?
Replies: 4
Views: 7244

How to receive vicinity users?

Hello. I just ported from sfs1 to sfs2 2 days ago, and now that I can work with UDP, making thus the real-time step with no fear, I'm dealing with another kind of problems. In sfs1 Island Demo, player retrieved all the users transforms. In larger maps, with 200 users playing at the same time, it wou...
by fernando24691
25 Dec 2010, 17:35
Forum: .Net / Unity3D API
Topic: onPrivateMessage - different rooms
Replies: 6
Views: 13724

SOLVED! :)

With a custom extension that supplied "SendPrivateMessage" and did not care about room id's.
by fernando24691
24 Dec 2010, 23:34
Forum: .Net / Unity3D API
Topic: onPrivateMessage - different rooms
Replies: 6
Views: 13724

I took a look over SFS2X and, since I'm a noobish developer (and actually it is a little big step what I have been done with my project until now :)) I'm afraid of doing any port (and survive to it), so I'd better wait for some help from SFS people. Anyway, and in worst of all cases, I'd port it. :?...
by fernando24691
24 Dec 2010, 12:53
Forum: .Net / Unity3D API
Topic: onPrivateMessage - different rooms
Replies: 6
Views: 13724

Thank you so much :). I hope SFS developers could help me with some solution. Anyway, if I'm not wrong, you told that the "error" I mentioned in the previous post is not an error/bug itself, but a design "lack". Then, will SFS2 have that feature included?. In the worst case, woul...
by fernando24691
23 Dec 2010, 22:22
Forum: .Net / Unity3D API
Topic: onPrivateMessage - different rooms
Replies: 6
Views: 13724

I have similar problems with private messaging. :) I have been testing my demo with 2 users (let them be user1 and user2). Now I will explain what is basically happening. If both users log in the same room, they are able to send & receive private messages. But, if user1 (for example) joins a new...
by fernando24691
12 Dec 2010, 12:10
Forum: SmartFoxServer 1.x Discussions and Help
Topic: Register new users to H2 database from a webpage.
Replies: 2
Views: 5298

Register new users to H2 database from a webpage.

Hello. I have my mmo project working with a H2 databse. The project itself is not as complicated as to use more than one database. Now I want to make a webpage where new users could register new accounts. Once the account is created and activated, they can log into the game with that new account. Ju...
by fernando24691
24 Nov 2010, 09:29
Forum: .Net / Unity3D API
Topic: SFSclient.SetUserVariables --> NullReferenceException ?
Replies: 15
Views: 23765

I think I have an answer. As I said, I used custom login in my game. If you read the C# API documentation, specifically OnUserLogin event, you will notice that using custom login does not define automatically some SmartFoxClient variables. And having undefined variables will become in a null referen...
by fernando24691
20 Nov 2010, 11:20
Forum: The Gallery
Topic: "Kommun" - Social MMO (Alpha)
Replies: 0
Views: 9219

"Kommun" - Social MMO (Alpha)

Video: http://www.youtube.com/watch?v=g9XxCeH9Qqw After developing several failed projects, in September 2010, I set out to individually design a massive game (MMO) of a social nature. To do this the way I found another gem: SmartFoxServer. After a little quarrel with this new software, the project ...
by fernando24691
13 Nov 2010, 17:54
Forum: .Net / Unity3D API
Topic: Disconnect due to lost socket connection (before login)
Replies: 2
Views: 6758

Thank you! I added this line to my config.xml file and now it works fine.

Code: Select all

<MaxSocketIdleTime>100000</MaxSocketIdleTime>
by fernando24691
13 Nov 2010, 15:47
Forum: .Net / Unity3D API
Topic: Disconnect due to lost socket connection (before login)
Replies: 2
Views: 6758

Disconnect due to lost socket connection (before login)

Hello. :) I've made some progress in my game, but there is a little "gap" that is annoying me since the first day. Let me explain. When I launch my game, I first establish a connection with SFS, and store it in a static (global) SmartFoxClient class instance. Once I get a "Successfull...

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