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size43

Member Since 03 Aug 2008
Offline Last Active May 18 2013 08:24 PM

Posts I've Made

In Topic: GameMaker Server

07 May 2013 - 02:57 PM

It's all good. I'll keep posting if I see anymore bugs to give you a heads up. ^^

EDIT: The error seems to be gone, but server_vs_ready() now returns 0 even when your previous version does not.

I've not been able to reproduce the bug. Wat do your game settings (on gamemakerserver.com) look like?


In Topic: GameMaker Server

06 May 2013 - 04:51 PM

Any idea what this is about?

 

 

ERROR in
action number 1
of Begin Step Event
for object __newobject2291:


Unknown send type for value
 

Seems to be originating from server_vs_ready(). I do not think I have changed my code since before the new update.

I am incredibly sorry for the many bugs this new version has brought, I've tried to fix them as fast as possible, and this is already the fifth time I am uploading a new version :( I've quickly made a fix that should be working correctly. You can download it form http://gamemakerserv...m/en/download/.

 

Alternatively, if you really want to just get it working right now, you can also download the older 1.3 version here and use that until all bugs are ironed out: http://g2f.nl/06c09ew

 

 

 

After all that "bad news," I'll also bring you some, in my opinion, really awesome news: I've made good progress with the GameMaker Server:Studio version.Some "basic" features are done (loggin in, gameINI, playerINI, server time, ping) and I am now working on the rest of the features. I hope to release a beta version next friday.


In Topic: GameMaker Server

05 May 2013 - 05:44 AM

Did you know that you're an awesome person and that I love you bunches? Will tinker with the extension later today. :3

ty :D

In Topic: GameMaker Server

04 May 2013 - 11:37 AM

As promised, the update:

GameMaker Server - Update +1.4

  1. Completely re-coded buffering system (on both server and client), which should make the extension more stable and faster
  2. Bugfixes with the VS mode, P2P scripts
  3. Option to disable logging in as a guest
  4. Fixed an issue which could cause the login screen to turn black
  5. Preparations for GM:Studio. server_login_execute is now asynchronously executed.
  6. Fixed an issue which could cause instances to not be synced correctly when changing sessions
  7. Cleaned up server-sided code
  8. You can now change color and alpha values of individual chat lines when they're drawn
  9. You can now obtain the player_id of a chat message
  10. New example about sessions
  11. More bugfixes that had to do with sessions
  12. Retrieving local and global variables, ini-keys and instances is up to 50x faster. That means the time consumed every step by the extension is reduced too
  13. Fixed an issue that would cause numbers to be rounded incorrectly.
  14. Fixed an issue that would cause statistics with a decimal dot/comma to not be saved

 

Download, as always: http://gamemakerserv...om/en/download/

 

I spent most of the day fixing bugs so that I could release the extension today. I am still updating the documentation. Needless to say I haven't had the time to write a lot of examples :(


In Topic: GameMaker Server

03 May 2013 - 09:49 AM

Hello, just a quick "help me"
 
Currently I'm trying to make a fighting game, using your VS mode, and am trying to establish a connection.
Now, through debug, I can see that the two clients are obtaining each others' player_ids, but they do not correctly communicate different variables.

For example:
Client 1 chooses character 1. I call server_self_set('CharID',1).
Client 2 chooses character 2. I call server_self_set('CharID',2).
 
Client 2 will then call server_other_get_real(Client1player_id,'CharID') and get 1.
Client 1 will then call server_other_get_real(Client2player_id,'CharID') and get 1.7 or something like that, not 2.
 
This error repeats for another variable where I can set an array of numbers like this:
 

 

for (i=0;i<=5;i+=1)
{
server_self_set('passive'+string(i),global.passive[player,i]);
}

which may be something like
[1 -1 1 -1 -1 1]

 
and running this:

  

for (i=0;i<=5;i+=1)
{
global.passive[1,i] = server_other_get_real(enemy_id,'passive'+string(i));
}

will get [1 -1.2 1 -1.2 -1.2].
 
 
Do you have any idea where these random decimals are coming from?
 
--------------------------------------------
Here's an image of some debug tests I did in case they help you see what I'm seeing:

 

I am currently testing a fix for that bug. If I don't run into any major issues, I want to release the update either saturday or sunday ;)