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Added player type crashes client on death

by Jeff Trier · in Torque Game Engine · 07/15/2006 (6:58 am) · 1 replies

Greetings earthlings!

I have been having some problems with my character selection implimentation for multiplayer. Basically I have a panel that comes up after login, where you can select your character type and spawn into game.

To set this up for testing, I made a copy of the "~\data\shapes\player" folder and renamed the copied folder to 'elf' and renamed the original folder to 'orc'. Then I put both folders into a folder called player. So the directory structure looks like this:

"~\data\shapes\player\orc\.."
"~\data\shapes\player\elf\.."

Then I changed the image color of 'orc' so I could tell if the character selection code was working.

The problem I am having is very odd...

-The client/server can spawn in with any chosen character just fine. Everything works with no errors what-so-ever... all animations, and death works perfectly.

-Any additional client can spawn in with any chosen character, but when the player spawns in as the elf, it's animations don't work and it will crash the client on his death. But everything works just peachy if the player spawns in as the orc.

So my bug questions are...

1) What would cause a model to not show it's animations while just a client, but work as client/server?
2) What would cause the client to crash upon death as just a client, but work as client/server?

Since it works for client/server, it seems that all the player.cs, elf.cs and orc.cs files are working... unless I am missing something there (which I very well might be).

Thanks all!

-Jeff

About the author

Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.


#1
07/15/2006 (9:45 am)
Check your player.cs configuration file for each player.

datablock TSShapeConstructor[b](PlayerDts)[/b]
{
   baseShape = "./player.dts";
   sequence0 = "./player_root.dsq root";
   sequence1 = "./player_forward.dsq run";
   sequence2 = "./player_back.dsq back";
   sequence3 = "./player_side.dsq side";
...
...
}

Make sure each datablock and dts file are named appropriately.
datablock TSShapeConstructor[b](OrcDts)[/b]
datablock TSShapeConstructor[b](ElfDts)[/b]

Make sure both scripts are being executed from their respective server side player.cs files.

1) What would cause a model to not show it's animations while just a client, but work as client/server?
2) What would cause the client to crash upon death as just a client, but work as client/server?

If all your player.cs config datablocks are incorrectly named player.dts, as I suspect they are, this explains why only one model works.

Other than that, hard to help without seeing some code or console warnings / errors.

- Tim