Multiplayer issues

A forum about everything related to the Cafu World Editor CaWE: mapping, editing, scripting, making GUIs and fonts, using the BSP, PVS and Light compilers.
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rbdingwall@yahoo.com
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Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-26, 00:17

Hello,
First, thanks for this game engine and the time you have put in. I can't get my own maps to work with multiplayer. The client will not join the game. I have tried by computer name and ip address. The multiplayer works with the example maps. I have googled this and tried to find differences between the example map cmap files and my map cmap files. Thanks for your help.
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Carsten
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Re: Multiplayer issues

Post by Carsten » 2013-02-26, 11:27

Hello rbdingwall,
welcome to the Cafu forums! :welcome:

What exactly did you do to create the cmap file?
Did you compile it?
Are there any error messages, what is the console output? (You can open the in-game console with the F1 key, and log its contents to a file as described here.)
Best regards,
Carsten
rbdingwall@yahoo.com
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Joined:2013-02-25, 23:45

Re: Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-26, 16:43

Carsten, thanks for the reply. Again, thanks for your time on this. I have built a hollow rectangular prism, placed player start points and compiled quick and normal. I have more complicated set ups, but I am trying it with the most basic map to figure out what I am doing incorrectly. I have loaded the map from the editor and tried to join the client and loaded it from the game engine. I have also opened the cmap file in notepad++ and compared it with your maps. To my eye, they look basically the same. I will figure out how to get my errors from console and post them. Thank you. Bruce
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Re: Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-26, 16:46

Hello again, here is the last compile of a very basic map.
Console initialized.

> compile (normal) C:\CAFU\Cafu-bin-r525-win32\Games\DeathMatch\Maps\ANewMap1.cmap

Map compilation: Running command 'CaBSP.exe "Games\DeathMatch\Maps\ANewMap1.cmap" "Games\DeathMatch\Worlds\ANewMap1.cw"'

*** Cafu Binary Space Partitioning Utility, Version 10a (Apr 18 2012) ***

Warning: Failed to open ZIP archive Games/DeathMatch/Textures/TechDemo.zip
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".

*** Load World Games\DeathMatch\Maps\ANewMap1.cmap ***
All game entities done, processing the worldspawn entity now.
Preparing worldspawn clip data ( 0: 0: 0)... done ( 0: 0: 0).
Face Children : 36 Draw World Outer Point Samples: 6
PointLights : 0
InfoPlayerStarts : 2
Other Children : 0
GameEntities : 0

*** Binary Space Partitioning *** 0: 0: 0
Nodes created : 24
Leaves created : 25
Faces : 44

*** Portalization *** 0: 0: 0
Portalization : done
Portals : 92

*** Fill Inside *** 0: 0: 0
Inner Leaves : 1
Faces : 6

*** Chop Up Interpenetrations *** 0: 0: 0
Faces : 26

*** Binary Space Partitioning *** 0: 0: 0
Nodes created : 20
Leaves created : 21
Faces : 32

*** Portalization *** 0: 0: 0
Portalization : done
Portals : 79

*** Fill Inside *** 0: 0: 0
Inner Leaves : 1
Faces : 6

*** Merge Faces *** 0: 0: 0
Faces : 6

*** Chop up for max LightMap size *** 0: 0: 0
Faces : 10

*** Chop up for max SHLMap size *** 0: 0: 0
Faces : 10

*** Binary Space Partitioning *** 0: 0: 0
Nodes created : 6
Leaves created : 7
Faces : 10

*** Portalization *** 0: 0: 0
Portalization : done
Portals : 18

*** Fill Inside *** 0: 0: 0
Inner Leaves : 1
Inner Leaves : 1
Outer Leaves : 6

*** Sort Faces *** 0: 0: 0
done

*** Create Default LightMaps *** 0: 0: 0
done

*** Create zero-band SHL maps *** 0: 0: 0
done

*** Compute Draw Structures *** 0: 0: 0
T-Junction removal : done
Draw structures : done

*** Save World *** 0: 0: 0
Games\DeathMatch\Worlds\ANewMap1.cw

COMPLETED. 0: 0: 1

Map compilation: Running command 'CaPVS.exe "Games\DeathMatch\Worlds\ANewMap1.cw"'

*** Cafu Potentially Visibility Set Utility, Version 05 (Apr 18 2012) ***


Warning: Failed to open ZIP archive Games/DeathMatch/Textures/TechDemo.zip
Registering archive "Games/DeathMatch/Textures/SkyDomes.zip".
*** Load World Games\DeathMatch\Worlds\ANewMap1.cw ***

*** Create SuperLeaves ***
7 SuperLeaves created from
7 world leaves in CW file.

*** Initialize *** 0: 0: 0
SLs Adjacency Graph : done
SLs Bounding Boxes : done
Trivial Visibility : 1.00000
Estimated PVS : 1.00000

*** Potentially Visibility Set *** 0: 0: 0
Final Avg Visibility: 1.00000

*** Statistics ***
Size (bytes) : 8
CheckSum : 1

*** Save World *** 0: 0: 0
Games\DeathMatch\Worlds\ANewMap1.cw

COMPLETED. 0: 0: 1

Map compilation: Running command 'Cafu.exe -svGame "DeathMatch" -svWorld "ANewMap1"'
Available OpenAL output devices:
1. Generic Software [default]
Available OpenAL capture devices:
1. Integrated Microphone Array (ID [default]
2. Rec. Playback (IDT High Definit
3. Microphone (IDT High Definition
4. Line In (IDT High Definition Au
Available OpenAL output devices with the ALC_ENUMERATE_ALL_EXT extension:
1. Generic Software on Speakers / HP (IDT High Definition Audio CODEC) [default]
2. Generic Software on Headphones (RTC) (IDT High Definition Audio CODEC)
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Carsten
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Re: Multiplayer issues

Post by Carsten » 2013-02-27, 14:50

Well, ok, map compilation looks good.

But are there any error messages in the engine itself?
That is, when you click "New Game", then select your map, then click "Go!" -- what happens?
Are there any error messages, what is the console output? (You can open the in-game console with the F1 key, and log its contents to a file as described here.)
Best regards,
Carsten
rbdingwall@yahoo.com
Posts:6
Joined:2013-02-25, 23:45

Re: Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-27, 17:36

Carsten, hello again and thank you. I will be googling the errors I am getting and trying to solve it. If I get it going I will post that info. here. Thanks Bruce

Here is the -log console.txt when the game loads by itself.


Reloading previously auto-selected renderer ./RendererARBprogs.dll ...

Scanning cwd for all available sound systems...
./SoundSysFMOD3.dll ... SUCCESS - first supported sound system (Pref# 1000).
./SoundSysNull.dll ... SUCCESS - but excluded from auto-selection (Pref# 1).
./SoundSysOpenAL.dll ... SUCCESS - higher preference sound system (Pref# 1500).
Reloading previously auto-selected sound system ./SoundSysOpenAL.dll ...
Libs\MaterialSystem\MaterialManagerImpl.cpp (372): GetMaterial("Games/DeathMatch/Worlds/ANewMap1.jpg") returns NULL.
Warning: Lua script "Games/DeathMatch/Worlds/ANewMap1.lua" could not be loaded
(cannot open Games/DeathMatch/Worlds/ANewMap1.lua: No such file or directory).
Level changed on server.
OK

Connecting to 127.0.0.1:30000
(timeout 8.0 seconds)...

PCLP: Got a connection request from 127.0.0.1:33000
[Dev] Info: Entity "Player1" of class "HumanPlayer" ("EntHumanPlayerT") instantiated.
Player joined.
Libs\MaterialSystem\MaterialManagerImpl.cpp (372): GetMaterial("Gui/Default") returns NULL.
Load World "ANewMap1".
Warning: Could not load the bitmap at "Games/DeathMatch/$lightmap".
Warning: Could not load the bitmap at "./file-not-found".
Warning: Could not load the bitmap at "./file-not-found".
Warning: Could not load the bitmap at "Games/DeathMatch/Models/Weapons/Beretta/Shotgun_v_arm1_diff.png".
Warning: The call to method OnMouseButtonUp() of window with name "ButtonYes" yielded (expected return values matching signature "i>b" instead).
Last edited by rbdingwall@yahoo.com on 2013-02-27, 21:21, edited 1 time in total.
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Re: Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-27, 21:20

Hello Carsten. I have gotten better at obtaining errors. I have attached 2 text files, one from the server, one from the client that were generated while trying to multiplayer with -log using my very basic map. Thanks Bruce
Attachments
consoleClientANewMap1.txt
(1.78KiB)Downloaded 479 times
consoleServerANewMap1.txt
(2.69KiB)Downloaded 456 times
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Carsten
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Re: Multiplayer issues

Post by Carsten » 2013-02-28, 12:09

Ok, from your client log file, here is the source of the problem:

Code: Select all

Warning: Invalid file header. Not a Cafu world file.
Did you copy the .cw file to the client?
If you did, was the transfer completed correctly? (e.g. if you used FTP, did you transfer in (correct) "binary" mode rather than in (troublesome) "text" mode?)

In any case, the files on the clients must be exactly the same as the files on the server.
Best regards,
Carsten
rbdingwall@yahoo.com
Posts:6
Joined:2013-02-25, 23:45

Re: Multiplayer issues

Post by rbdingwall@yahoo.com » 2013-02-28, 16:48

Awesome, it worked. Thank you! I appreciate your help and your game engine. FYI, I am a teacher in Aztec, New Mexico. I use your game engine with students. They love it. Thanks again. Bruce
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Carsten
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Re: Multiplayer issues

Post by Carsten » 2013-03-02, 11:56

rbdingwall@yahoo.com wrote:FYI, I am a teacher in Aztec, New Mexico. I use your game engine with students. They love it.
Wow, it's great to hear that, thank you very much! :wohow:
Best regards,
Carsten
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