Building a Server on my PC
by Krystian Lahage · in Torque Game Engine · 07/22/2011 (10:35 am) · 29 replies
I've decided that for my development of my game, I'd like to build a server on one of my own computers. I just want to create a very basic server that will play my map and allow me to connect to it remotely (master server not local server.) Can anyone point me in the right direction and give me some tips?
About the author
I am in charge of Pickled Studios, a company that me and a few friends founded a few years ago. We are currently working on a multiplayer FPS game.
#22
07/29/2011 (2:54 pm)
Still only appearing in local :/
#24
07/29/2011 (4:23 pm)
same just "sending heartbeat to master server (insert ip)...
#25
07/29/2011 (5:47 pm)
Nothing more I can suggest, apart from the gotchas I have listed the resource works on XP here with no problems.
#26
07/29/2011 (10:32 pm)
Hmm, I'll trouble shoot it, I must be doing something wrong.
#27
07/30/2011 (2:35 am)
Can you run just the master server for 5 mins and post the last fifteen lines from console.log?
#28
Loading compiled script starter.fps/server/scripts/player/player.cs
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/chimneyfire.cs
Loading compiled script starter.fps/server/scripts/aiPlayer.cs
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/sgExamples.cs
Particle EmitterData(RealFireBigEmitter) thetaMax > 180.0
*** LOADING MISSION: starter.fps/data/missions/stronghold.mis
*** Stage 1 load
*** Stage 2 load
Executing starter.fps/data/missions/stronghold.mis
*** Mission loaded
Engine initialized
Sending heartbeat to master server [IP:209.90.70.170:28002]
Sending heartbeat to master server [IP:209.90.70.170:28002]
Sending heartbeat to master server [IP:209.90.70.170:28002]
%
07/30/2011 (5:58 am)
Loading compiled script starter.fps/server/scirpts/player.csLoading compiled script starter.fps/server/scripts/player/player.cs
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/chimneyfire.cs
Loading compiled script starter.fps/server/scripts/aiPlayer.cs
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/sgExamples.cs
Particle EmitterData(RealFireBigEmitter) thetaMax > 180.0
*** LOADING MISSION: starter.fps/data/missions/stronghold.mis
*** Stage 1 load
*** Stage 2 load
Executing starter.fps/data/missions/stronghold.mis
*** Mission loaded
Engine initialized
Sending heartbeat to master server [IP:209.90.70.170:28002]
Sending heartbeat to master server [IP:209.90.70.170:28002]
Sending heartbeat to master server [IP:209.90.70.170:28002]
%
#29
check example/starter.fps/server/master_prefs.cs around line 9
I think you will find it is $pref::Master[0] = "2:master.garagegames.com:28002";
your IP should be there, it is looking like you may have missed this step in the resource, you will also need to update the game_?_prefs.cs files if you did.
To find your current IP open start, select run..., enter cmd hit enter, and type ipconfig and enter at the prompt, sorry if your already familiar with this.
let us know how you get on.....
07/30/2011 (9:53 am)
ok now we are getting somewhere, the ip address shown is for the garagegames master server, thats the default for starter.fps check example/starter.fps/server/master_prefs.cs around line 9
I think you will find it is $pref::Master[0] = "2:master.garagegames.com:28002";
your IP should be there, it is looking like you may have missed this step in the resource, you will also need to update the game_?_prefs.cs files if you did.
To find your current IP open start, select run..., enter cmd hit enter, and type ipconfig and enter at the prompt, sorry if your already familiar with this.
let us know how you get on.....
Torque Owner Vis
Agreed, however for development, testing and demonstration purposes, I have never had any problems with the debug build for the master server or the game server come to that.
You would also remove many if not all the Con::printf() call from the code.