Hey im trying the template " Rolling Ball" multiplayer. I run dedicated server and connected 2 clients. Is working, but flickers and flashes like hell. The ball changing positions to old ones at some frame rates. Is this a known problem? Engine 5.5.2, windows 10 x64
https://streamable.com/keofr
Haven't changed code. Without networking it works fine.
Re: Problems with Rolling ball template
#2Rolling Ball is not designed for multiple play. so it will not be functional .
Re: Problems with Rolling ball template
#3Well it has MP functionality and I was directed to check it from Discord talk.Rolling Ball is not designed for multiple play. so it will not be functional .
Re: Problems with Rolling ball template
#4Known issues. Plus spamming space == you can jump infinitely.
It's not a good sample, and until CE updates it/adds new ones........
If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
It's not a good sample, and until CE updates it/adds new ones........
If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
Re: Problems with Rolling ball template
#5in player.cpp
line 306 i think should be
if (ser.IsReading()) is redundant ,since m_inputFlags is already synced on server and other clients.
line 306 i think should be
Code: Select all
if (pressedKeys == 0)
{
HandleInputFlagChange(changedKeys, eIS_Pressed);
}
const TInputFlags releasedKeys = changedKeys & prevInputFlags;
if (releasedKeys != 0)
{
HandleInputFlagChange(pressedKeys, eIS_Released);
}
Re: Problems with Rolling ball template
#6Well my game is about networked balls with physics. So it was like perfect startup. But it works bad. So any tips to fix it?Known issues. Plus spamming space == you can jump infinitely.
It's not a good sample, and until CE updates it/adds new ones........
If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
Re: Problems with Rolling ball template
#7I can't find such codein player.cpp
line 306 i think should be
if (ser.IsReading()) is redundant ,since m_inputFlags is already synced on server and other clients.Code: Select all
if (pressedKeys == 0) { HandleInputFlagChange(changedKeys, eIS_Pressed); } const TInputFlags releasedKeys = changedKeys & prevInputFlags; if (releasedKeys != 0) { HandleInputFlagChange(pressedKeys, eIS_Released); }
Re: Problems with Rolling ball template
#8Btw im on Discord, nick `trsh`Known issues. Plus spamming space == you can jump infinitely.
It's not a good sample, and until CE updates it/adds new ones........
If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
Re: Problems with Rolling ball template
#9I'm banned from discord :)Btw im on Discord, nick `trsh`
GL getting help from anyone there if u want help with networking xd
Re: Problems with Rolling ball template
#10Skype?I'm banned from discordBtw im on Discord, nick `trsh`
GL getting help from anyone there if u want help with networking xd