Archive for category Game Development
Internet Multiplayer Issues With August 2011 UDK Builds [Solved]
Quite a few people have noted that they are having multiplayer issues with recent UDK builds. They can connect to a server just fine over a LAN, but whenever they connect to a server hosted on the internet they get dropped. Since so many people are having this issue I decided to post a new thread instead of just posting my solution 7 pages deep in another one.
The output is similar to the following:
Client Log
[0058.77] DevNet: Browse: /TT-T_Sandbox1?Name=Player?Team=255 [0058.77] Init: WinSock: Socket queue 32768 / 32768 [0058.77] DevNet: Game client on port 7777, rate 10000 [0059.67] DevNet: Welcomed by server (Level: TT-T_Sandbox1, Game: Titan.TitanGame) [0059.79] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 :7777 09/18/11 20:55:44 [0059.80] Log: Pending connect to '/TT-T_Sandbox1?Name=Player?Team=255?game=Titan.TitanGame' failed; Your connection to the host has been lost. [0059.80] ScriptLog: (UTGameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Your connection to the host has been lost.' Title:'Connection Lost' [0059.82] DevNet: URL: Adding default option Name=Player [0059.82] DevNet: URL: Adding default option Team=255 [0059.82] DevNet: Browse: TT-T_Sandbox1?closed?Name=Player?Team=255 [0059.82] Log: Failed; returning to Entry [0060.10] Log: LoadMap: TT-T_Sandbox1?closed?Name=Player?Team=255
Server Log
DevNet: NotifyAcceptingConnection: Server TheWorld accept NetComeGo: Open TheWorld 09/18/11 22:24:04 DevNet: NotifyAcceptingChannel Control 0 server World TT-T_Sandbox1.TheWorld: Accepted DevNet: Remote platform is 1 NetComeGo: Close TcpNetDriver_0 TcpipConnection_4 :59619 09/18/11 22:24:04 DevNet: NotifyAcceptingConnection: Server TheWorld accept NetComeGo: Open TheWorld 09/18/11 22:24:04 NetComeGo: Close TcpNetDriver_0 TcpipConnection_5 :59619 09/18/11 22:24:04 DevNet: NotifyAcceptingConnection: Server TheWorld accept NetComeGo: Open TheWorld 09/18/11 22:24:04
I noticed that this problem vanished when I tested with a teammate after cooking and packaging, and I believe I know why. After cooking and packaging a file appeared in my UDK//Binaries folder called UnSetup.Game.xml. This XML file contains two fields, GameUniqueID and MachineUniqueID. I noticed this file also was packaged with my installer. I decided to copy that file from package-created installation folder and place it in my development Binaries folder that is under source control which ensured all teammates had the identical file.
This seems to have solved the problem. My assumption is that the engine cares about the GameUniqueID when an internet multiplayer session is started, but it seems to ignore it for LAN games.
So to recap, if you are having this issue, please try the following.
- Using Unreal Frontend, fully recompile all scripts
- Cook all game packages
- Package your game into a UDK installer
- Install the game from that installer, and look in the Binaries folder in that new directory for UnSetup.Game.xml
- Copy that xml file back into the Binaries folder in your UDK development folder
- Ensure all teammates have an identical file
Best of luck to you!
Project Daedalus Update 4/10
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on April 10, 2010
It’s been some time since my last progress update, and I have sort of fallen out of the groove. As such, this is going to be a short post to sort of get back into the swing of things.
I spent a good while last night working out a good solution to adding rotating gear platforms into the Boilerworks. The initial idea was simple. I was going to simply convert the gear texture into a set of vertices and load them up as a collision volume. However, I realized this solution was not going to be viable as I have been using SAT collision, and a single gear polygon would have been a concave polygon (not supported by SAT implementation). I decided to try Distance Grid collision instead of SAT, but the difference was noticeable and caused some big headaches.
It doesn’t look like the good folks at Farseer will be implementing concave polygon decomposition until Farseer 3.0 is released, so I had to take an alternate route.
The end result was simply generating multiple convex geometries programmatically that matched mt gear texture. This ended up working perfectly, and as such we now have some really nice gear platforms ready to be added to levels. A screenshot of the testbed is below.
Hopefully I’ll start updating this a bit more often as development continues.
Developing a simple plugin architecture in C#
Posted by Daniel in Paradigm 2D World Builder, Programming, XNA on August 10, 2009
Once my editor officially began being used for two different, completely unrelated games, I had a few decisions to make. The main problem was the fact that an RPG needs very specific helper functions (NPC editing, scripting, etc) whereas a platformer would need things like event scripting. Rather than make additional tools to handle these functions, having them combined would be ideal. However, I didn’t want to combine functions into an editor that would be useless for the other game.
The solution: a very simple plugin architecture. By very simple, I mean that the actual Map classes would not be changed at all, in fact the XML map that the editor exported would not be changed in the slightest. The plugin would not so much be given access to the Map in any way, but more so it would be given a place to run. Essentially (at this point anyway) the plugin would be aesthetic. It would allow level designers to use additional functionality within the level editor, which would already be running on the system.
But enough about that, the reason for this post is that I wanted to share a bit of code that let this happen. After doing some research, I came across an old post by Shawn Walcheske called “Implementing a Plug-In Architecture in C#” (located here: http://www.ddj.com/cpp/184403942). My implementation is, basically, identical, however the source download on that page is down, and he doesn’t really explain the System.Activator class which leaves the reader hanging. Update from a reader. Apparently the source is still available here: ftp://ftp.cuj.com/sourcecode/cuj/2003/cujjan2003.zip. Thanks!
So with that, I thought I’d show how I went about doing things, and basically explain the few loose ends that Shawn leaves out. I think it goes without saying that if you really want to understand this entire concept, read his article as well.
The first thing we need to do is create a simple interface for our plugin. This interface needs to be in it’s own assembly, for example I created ParadigmCommon.dll for plugins to reference in order to have access to this interface. As the plugin system I am developing is very simple, the interface only provides an ActivatePlugin() method, as all we want to do is be able to launch new plugins from the main editor.
public interface IParadigmPlugin { /// <summary> /// Activates the plugin, showing it's main form /// </summary> void ActivatePlugin(); } |
Next we need to define some custom attributes. These attributes will hold some metadata for our class, this way our main application can reference that data. We are, for this example, going to create a custom DisplayName attribute, and a custom Description attribute. They are fairly self explanatory.
/// <summary> /// This class defines the custom attribute for plugin display names /// </summary> [AttributeUsage(AttributeTargets.Class)] public class ParadigmPluginDisplayNameAttribute : System.Attribute { private string displayName; public ParadigmPluginDisplayNameAttribute(string displayName) : base() { this.displayName = displayName; } public override string ToString() { return displayName; } } |
/// <summary> /// This class defines the custom attribute for plugin descriptions /// </summary> [AttributeUsage(AttributeTargets.Class)] public class ParadigmPluginDescriptionAttribute : System.Attribute { private string description; public ParadigmPluginDescriptionAttribute(string description) : base() { this.description = description; } public override string ToString() { return description; } } |
Here we have an actual plugin. As you can see, we need to use the ParadigmCommon namespace, as well as reference the DLL from the project. The plugin itself merely implements the IParadigmPlugin interface and as such implements the ActivatePlugin() method, which only serves to open a new form for the plugin. Simple enough. Similar in implementation to the way Program.cs would launch the main form in a Windows application. As you can see, we are also using our custom attributes.
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; // referencing System.Windows.Forms is obviously needed for form usage, make sure to reference it in the project as well using ParadigmCommon; // you must reference the ParadigmCommon namespace to access the needed attributes and interface namespace TestPlugin { /// <summary> /// This is an example of a paradigm plugin /// </summary> [ParadigmPluginDisplayName("Test Plugin")] // you must provice a display name [ParadigmPluginDescription("Test Plugin")] // as well as a description public class TestPlugin : IParadigmPlugin // Your main class must implement the IParadigmPlugin interface { public void ActivatePlugin() // by implementing the interface, you must implement an ActivatePlugin method { TestPluginMainForm mainForm = new TestPluginMainForm(); mainForm.Show(); mainForm.Activate(); } } } |
In our host applciation, we need to define a few things. First, we need a wrapper class. This class will hold a reference to an object implementing our IParagidmPlugin interface (ie: any plugin we create), as well as the metadata for the plugin (in our case, name and description). In this case we also implement an Activate() method that will call the actual plugin’s ActivatePlugin() method.
/// <summary> /// This class wraps our plugins /// </summary> public class ParadigmPlugin { #region Fields private IParadigmPlugin plugin; private string name; private string description; #endregion #region Attributees public string Name { get { return name; } } public string Description { get { return description; } } #endregion /// <summary> /// Constructs a plugin wrapper /// </summary> public ParadigmPlugin(IParadigmPlugin plugin, string name, string description) { this.plugin = plugin; this.name = name; this.description = description; } /// <summary> /// Activate Plugin /// </summary> public void Activate() { plugin.ActivatePlugin(); } |
We also need to define a quick custom exception, which we will use later on. There is really no implementation here in the example, but you can handle the exception however you wish.
class PluginNotValidException : ApplicationException { public PluginNotValidException(Type type, string param1) { } } |
First, we need to define a list to contain all of the plugins we load at runtime. Next, we need a LoadPlugins() method. This method uses reflection to handle plugin loading. Essentially, it steps through our plugin directory looking for any file that matches the *.dll file name mask. When it finds a DLL, it attempts to load the assembly. If it fails, it will throw an exception and alert the user.
If it succeeds in loading the assembly, and looks for our IParadigmInterface. If it finds it, it then gets our custom attributes.
Next, the System.Activator class comes into play. This wasn’t mentioned in Shawn’s article as I said before. Basically, we are going to create an object of a specific type, which in this case our type is going to be pulled from the loaded assembly, this way we create the correct type of object.
Next, we create an instance of our wrapper class. Upon constructing, we are going to make sure to cast the object returned by System.Activator as IParadigmPlugin. We will then add it to our list of loaded plugins. Thats it.
The last part of this function is optional, but pretty cool and may be helpful. Basically, we want our loaded plugins to show up dynamically on a menu strip. So, we will iterate through our list of loaded plugins, and for each one we will add a new item to a toolstrip menu dropdown list. We will set the name and text to the plugin display name, and the tool tip to the plugin description (see, we used the metadata for something afterall). Then, we will set the new items Click event to be a delegate referencing the plugin’s Activate() method. Simple right? When this method executes, our tool strip will be dynamically populated by the plugins, and clicking them will launch them.
private List<ParadigmPlugin> loadedPlugins = new List<ParadigmPlugin>(); |
private void LoadPlugins() { // search plugin directory for dlls string[] files = Directory.GetFiles("Plugins", "*.dll"); // check each file in plugin direction foreach (string file in files) { try { // load the assembly and get types Assembly assembly = Assembly.LoadFrom(file); System.Type[] types = assembly.GetTypes(); // look for our interface in the assembly foreach (System.Type type in types) { // if we found our interface, verify attributes if (type.GetInterface("IParadigmPlugin") != null) { if (type.GetCustomAttributes(typeof(ParadigmPluginDisplayNameAttribute), false).Length != 1) throw new PluginNotValidException(type, "Plugin display name is not supported!"); if (type.GetCustomAttributes(typeof(ParadigmPluginDescriptionAttribute), false).Length != 1) throw new PluginNotValidException(type, "Plugin description is not supported"); // get custom attributes from plugin string name = type.GetCustomAttributes(typeof(ParadigmPluginDisplayNameAttribute), false)[0].ToString(); string description = type.GetCustomAttributes(typeof(ParadigmPluginDescriptionAttribute), false)[0].ToString(); // create the plugin using reflection Object o = Activator.CreateInstance(type); ParadigmPlugin plugin = new ParadigmPlugin(o as IParadigmPlugin, name, description); loadedPlugins.Add(plugin); } } } catch (Exception e) { MessageBox.Show(e.Message, "Plugin Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } } // iterate through list and add them to our form control for (int i = 0; i < loadedPlugins.Count; i++) { ParadigmPlugin plugin = loadedPlugins[i]; pluginsToolStripMenuItem.DropDownItems.Add(plugin.Name); pluginsToolStripMenuItem.DropDownItems[i].Click += delegate { plugin.Activate(); }; pluginsToolStripMenuItem.DropDownItems[i].Text = plugin.Name; pluginsToolStripMenuItem.DropDownItems[i].ToolTipText = plugin.Description; } } |
You could easily expose much more via the interface and make some complicated plugins, but that isn’t needed in this scenario. However, I hope this helps to illuminate the basics of plugin architecture in C#.
Upcoming level editor updates
Posted by Daniel in Game Development, Paradigm 2D World Builder, Programming, XNA on July 25, 2009
After switching gears and looking at my editor from an RPG standpoint instead of a sidescrolling standpoint, I’ve noticed a few shortcomings in my editor and engine design.
As such, a few changes are planned.
- Shadow mapping. I have a few different ideas on to how create shadows with a decent degree of alpha transparency. More than likely I will go with a separate B&W image that stores that shadow textures and have the engine draw them as needed with alpha transparency.
- Layers, layers, LAYERS. Three layers, simply, is not enough. As such, I’m going to transition from the current 3 layer system to an unlimited layer system.
- Zooming. RPG maps are going to be somewhat large. I think zooming in and out of the editor will be a very helpful addition.
- Advanced entity spawning system. I’m on the fence with this one. I may or may not implement this in the editor. Part of me thinks creating an NPC editor would be smarter. We’ll see how this pans out though.
That is all for now.
Tile Based Level Editor Progress
Posted by Daniel in Game Development, Paradigm 2D World Builder, Programming, XNA on July 20, 2009
Well it’s about time isn’t it? I finally got around to writing this blog post regarding my tile editor. I recently joined a team to produce an RPG in C# using XNA Studio 3.1, so I figured now would be a good time to put some more work into the tile engine / editor and showcase what is working so far.
As it stands, the editor is pretty robust. Currently it supports three tile layers, a rear, mid, and foreground layer. The rear layer is self explanatory. The mid layer renders over the rear layer to add details, and the foreground layer renders over NPCs, the player, particles, etc (as long as your engine supports it). The foreground layer is currently tinted yellow so it can be distinguished.
Tiles can be drawn in as single tiles and regions. You can also choose to fill an entire layer with a single tile if you so choose.
The editor supports multiple collision types such as impassible, platform, slopes, etc. These are basically just flags that your engine needs to interpret correctly.
The editor also supports spawn points. Any entity your engine supports can be dumped into a plain text file and the editor will parse it. The spawn points can be added dynamically to the map.
It also supports a portal layer which allows for areas of the map to be flagged as a portal. This allows for your engine to do a check against those regions and load a new map as needed.
We also support terrain effects which are regions of the map that will be processed with some sort of effect. My demo shows this being used with a simple water shader I wrote.
You can set the background color of the map to any of the predefined .NET colors, as well as a custom color using the color wheel. You can resize the map dynamically as well as specify the tile size to match your tile set.
The next iteration of this editor will support more layers, likely unlimited using just a list of layers. In addition I plan to implement a sort of multilayer occlusion so that the foreground layer is more or less dynamic. Different layers will occlude other layers, so on and so forth. This is not really needed for a platformer, but will be pretty useful in RPG world building.
Videos:
(My apologies as the audio goes out of sync near the end of part 1 and into part 2, blame Camstudio.)
Level Editor Progress
Posted by Daniel in Game Development, Paradigm 2D World Builder, Programming, XNA on June 10, 2009
I’ve been hard at work on the level editor for my game engine and I figured I’d get something up here showing current progress. It is currently near completion actually. It allows for editing of 3 tile layers, background, midground, and foreground. It also allows for world hazards, spawn points, portals, and multiple collision types. The editor renders using the XNA framework within a normal WinForms application. Output is serialized using the XNA intermediate serializer into an XML file that can be directly loaded into the game itself.
Basically, pretty sweet.
Here is a screenshot for the time being.
Added Flamethrower to Sidescroller
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 27, 2009
I know I said the last update would be the last before new assets and a level, but I just finished the flamethrower weapon and it turned out really well. I figured I’d share it. Enjoy!
Final Sidescroller Pre-Alpha
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 26, 2009
This will be the final pre-alpha entry. Sound is up and running now, collision has been improved but is still a little wonky at times. Particle bugs are worked out, and hit detection is much better. Enjoy.
2D Sidescroller Development Continues…
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 23, 2009
Things are coming together very well. Rudimentary AI routines are implemented, which will serve as the framework for upcoming NPC enemies. A few particle effects are working, as well as world hazards, and a parallax scrolling background.
I hope to have a few enemies functional in the next few days, but this is dependent on time.
More 2D Sidescroller Progress…
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 19, 2009
The milestones mentioned in my last post where met over the weekend. World collision is now fully functional as well as a fairly decent camera follow that clamps to the world boundaries. Within the next few days I plan to implement basic enemy AI as well as a functional combat system. Soon enough I will be looking to replace these temporary art assets with new, unique art. Unfortunately sprite and tile creation is not my strong point, so if you would like to offer your assistance or know of anyone who would like to help, please comment here and let me know.
Additionally, here is a short video documenting current progress.