Checkers Tutorial still broken in TGB 1.70?
by Deozaan · in Torque Game Builder · 02/01/2008 (3:23 pm) · 20 replies
When I saw the news that as of TGB 1.6 all the tutorials had a compatibility check I was glad to finally get a working Checkers demo. But sadly the tutorial still doesn't work properly.
I'm only on step 2.1: Establishing a Connection.
I built the project and copied the files over to another computer to try to connect, but the network dialog doesn't pop up automatically like it should. Well, since I already know that Canvas.pushDialog(NetworkMenu); will pop it up, I do that manually in the console. Then I click Start a Server and click "Create Server!" but I never get the connection established window.
Naturally I can't find a server on the other computer.
But here's a strange thing: When I run the game from the TGB (instead of the built project) the network dialog does pop up, and I can successfully create a server. I even get the Connection Established window. But I still can't find the server on my other computer using the Built Project.
So I guess the problem may not be with the tutorial after all. It seems to be with networking using a built project.
I'm only on step 2.1: Establishing a Connection.
I built the project and copied the files over to another computer to try to connect, but the network dialog doesn't pop up automatically like it should. Well, since I already know that Canvas.pushDialog(NetworkMenu); will pop it up, I do that manually in the console. Then I click Start a Server and click "Create Server!" but I never get the connection established window.
Naturally I can't find a server on the other computer.
But here's a strange thing: When I run the game from the TGB (instead of the built project) the network dialog does pop up, and I can successfully create a server. I even get the Connection Established window. But I still can't find the server on my other computer using the Built Project.
So I guess the problem may not be with the tutorial after all. It seems to be with networking using a built project.
#2
If I run it from the Built Project (straight from the Checkers.exe) then things start to break, such as the NetworkMenu not showing up, and the game isn't able to see create or join servers.
I'm still finishing up the tutorial (I'm at 4.1) so I'll see how it comes along once I finish it.
EDIT: Oh, and while getting it to work on the second computer, I had to download and install TGB, and I noticed that TGB is on 1.71 now, so I updated both my computers to TGB 1.71.
02/01/2008 (4:01 pm)
In case I wasn't clear, I did manage to get connected to the server and connect from another computer. But only when I ran the game from within the Game Builder.If I run it from the Built Project (straight from the Checkers.exe) then things start to break, such as the NetworkMenu not showing up, and the game isn't able to see create or join servers.
I'm still finishing up the tutorial (I'm at 4.1) so I'll see how it comes along once I finish it.
EDIT: Oh, and while getting it to work on the second computer, I had to download and install TGB, and I noticed that TGB is on 1.71 now, so I updated both my computers to TGB 1.71.
#3
I remember having similar problems with the old version of the tutorial, so I checked for old posts here. I found this one, which I even posted some solutions in.
So here is what I'm experiencing on the updated tutorial:
I load it up and the network menu shows up as intended. I click Start a Server and click Create Server! and it tells me I've successfully connected to the server. The Network Menu does not go away at this point. (If you see that old thread, this same thing happened in the old tutorial). Ignoring this for now, I start up the game on another computer, click Join Server, Query LAN server, and click Join! It tells me the server is already in a match.
Apparently the $inMatch is being set prematurely. I'll investigate and come back when I find a solution.
02/01/2008 (11:16 pm)
Alright well I got the Checkers Tutorial to 4.3 (Test It!) and things are not working again.I remember having similar problems with the old version of the tutorial, so I checked for old posts here. I found this one, which I even posted some solutions in.
So here is what I'm experiencing on the updated tutorial:
I load it up and the network menu shows up as intended. I click Start a Server and click Create Server! and it tells me I've successfully connected to the server. The Network Menu does not go away at this point. (If you see that old thread, this same thing happened in the old tutorial). Ignoring this for now, I start up the game on another computer, click Join Server, Query LAN server, and click Join! It tells me the server is already in a match.
Apparently the $inMatch is being set prematurely. I'll investigate and come back when I find a solution.
#4
[time passes]
As outlined in my previous post (mentioned above) in another thread I changed the code from Canvas.setContent($MainScreen) to Canvas.popdialog(NetworkMenu) to get rid of the network menu after connecting to the server. It worked.
But nothing else happens. No pieces are set up.
Here's a copy of the last several lines from the console.log:
Looks like my problem is something with ClientCheckerBoard.init() (line 8 from serverCheckers.cs).
It also looks like that same error from the other thread about being unable to find function onServerMessage is still around even after the update to the tutorial.
02/01/2008 (11:44 pm)
Whoops! I had accidentally left another copy of the host running on my computer, so the client was trying to connect to the old host that had already been in a match. Once I got that sorted out, everything was exactly the same except that on the client when I click Join Server, it tells me I've successfully connected to the server. I press OK and then nothing happens. The Network Menu is still open on both host and client.[time passes]
As outlined in my previous post (mentioned above) in another thread I changed the code from Canvas.setContent($MainScreen) to Canvas.popdialog(NetworkMenu) to get rid of the network menu after connecting to the server. It worked.
But nothing else happens. No pieces are set up.
Here's a copy of the last several lines from the console.log:
Sending heartbeat to master server [IP:69.64.50.217:28002] Got Connect challenge Request from IP:5.103.236.213:1145 Got Connect Request Connect request from: IP:5.103.236.213:1145 name = Idler Client Connected: 1326 IP:5.103.236.213:1145 game/gameScripts/server/serverCheckers.cs (8): Unknown command init. Object ClientCheckerBoard(1318) ClientCheckerBoard -> CheckerBoard -> t2dStaticSprite -> t2dSceneObject -> BehaviorComponent -> DynamicConsoleMethodComponent -> SimComponent -> SimObject Mapping string: ServerMessage to index: 2 Mapping string: ClientJoined to index: 3 common/gameScripts/client/message.cs (13): Unable to find function onServerMessage Client 1326 disconnected. Issuing Disconnect packet. Client Dropped: 1326 IP:5.103.236.213:1145 Mapping string: ClientDropped to index: 4 common/gameScripts/client/message.cs (13): Unable to find function onServerMessage Activating DirectInput... DirectInput deactivated. Client Dropped: 1324 IPX:00000001:000000000000:0 Shutting down the OpenGL display device... Making the GL rendering context not current... Deleting the GL rendering context... Releasing the device context...
Looks like my problem is something with ClientCheckerBoard.init() (line 8 from serverCheckers.cs).
It also looks like that same error from the other thread about being unable to find function onServerMessage is still around even after the update to the tutorial.
#5
I imagine if you like arround in the client/message.cs for a onServerMessage your not going to find one. Thats the root of your problem more then likely. Along with the init command in serverCheckers. I could be wrong but I think the init command has been changed about abit.
Just from taking a glance over the networking script side. I can see that stuff has changed in that area. It maybe time to give the tutorial a nice little update.
02/02/2008 (12:36 am)
That line 8 maybe a issue. But I would more worry about the onServerMessage on the client side. Cause that is telling me that the server and client are connecting atleast enough for the server to send the client a message. But the client doesnt know what to do with the message once it recieved it so it then just disconnects at that point since they have no idea what to do.I imagine if you like arround in the client/message.cs for a onServerMessage your not going to find one. Thats the root of your problem more then likely. Along with the init command in serverCheckers. I could be wrong but I think the init command has been changed about abit.
Just from taking a glance over the networking script side. I can see that stuff has changed in that area. It maybe time to give the tutorial a nice little update.
#6
If you take a look at this thread (which is the 3rd time now I've linked to it from here) you'll see that the onServerMessage is an error message that has been showing up since last April at the latest. That was in version 1.1.3.
Nearly a year ago when I was trying this checkers tutorial out the first time I was finally able to get the pieces to appear and I could move them around on the host, but the client never updated or did anything. We'll see what happens when I get the pieces to appear and finish up the tutorial this time.
As for getting the pieces to appear, I probably just messed something up with my side with line 8. I haven't looked deeply into it yet cause I was getting ready to sleep.
02/02/2008 (12:44 am)
That's just the point of this thread. Supposedly all the tutorials were given a version compatibility check as of TGB 1.6 but this one appears to be just as broken as it used to be.If you take a look at this thread (which is the 3rd time now I've linked to it from here) you'll see that the onServerMessage is an error message that has been showing up since last April at the latest. That was in version 1.1.3.
Nearly a year ago when I was trying this checkers tutorial out the first time I was finally able to get the pieces to appear and I could move them around on the host, but the client never updated or did anything. We'll see what happens when I get the pieces to appear and finish up the tutorial this time.
As for getting the pieces to appear, I probably just messed something up with my side with line 8. I haven't looked deeply into it yet cause I was getting ready to sleep.
#7
Don't worry about the onServerMessage error. Back when I ported the turn based networking code to TGB from TGE and restructured the scripts to make a little more sense (the TGE server and client connection scripts are extremely confusing) I forgot to put a dummy call for onServerMessage. As far as I know it is not needed, it simply is called on connection to pass some information that isn't really that useful. I've done various networking prototypes successfully with that message still there. It is a simple thing to remedy and I'm sorry it hasn't been remedied (placing a dummy method to receive the automatic call). In Torsion you can search out onServerMessage and reverse engineer, it's part of a messaging system that isn't needed for commandToServer and commandToClient calls.
If you want, you can zip up your game project folder and e-mail it to me, I'll see if I can debug it, then I can update the tutorial appropriately as well if I can find the error. I would suspect the init call not being found is the result of the issue.
02/02/2008 (1:24 am)
Sorry, I haven't had a chance to post earlier. We did have someone go through and complete the Checkers tutorial, find issues, fix them, etc... though there's always a chance for errors slipping through.Don't worry about the onServerMessage error. Back when I ported the turn based networking code to TGB from TGE and restructured the scripts to make a little more sense (the TGE server and client connection scripts are extremely confusing) I forgot to put a dummy call for onServerMessage. As far as I know it is not needed, it simply is called on connection to pass some information that isn't really that useful. I've done various networking prototypes successfully with that message still there. It is a simple thing to remedy and I'm sorry it hasn't been remedied (placing a dummy method to receive the automatic call). In Torsion you can search out onServerMessage and reverse engineer, it's part of a messaging system that isn't needed for commandToServer and commandToClient calls.
If you want, you can zip up your game project folder and e-mail it to me, I'll see if I can debug it, then I can update the tutorial appropriately as well if I can find the error. I would suspect the init call not being found is the result of the issue.
#8
02/02/2008 (1:26 am)
Welp there you go. You have your answer :D
#9
Thanks for the reply Matthew. As I said in the first post on this thread:
I've mostly just been documenting my progress along with the tutorial. As you can see I've been proposing solutions to my problems in my own posts. Maybe it wasn't clear, but I've been saying my problems thus far are likely bugs in my own code, with the exception of two things:
1. When I built my project and ran the executables from the generated build, I could not get the server/client to connect or find each other. If I click the Play Scene button from within TGB then it works, but running the executable without TGB results in no connections being made. Once I get the tutorial finished and working from within TGB, I'll try it again from a project build and see if I'm still having problems.
2. The code used in the tutorial to get the NetworkMenu to go away doesn't work. This is my solution:
In summary, it appears as though most of my problems were due to my own failure to follow the tutorial with exactness, mostly due to typographical errors. However there are two things that haven't worked properly due to no fault of my own (to my knowledge).
The first one is not a certain thing because for one, it has nothing to do with the tutorial, and for two, I haven't tried it again since I've gotten past that stage in the tutorial. Like I said, I'll try it again when I finish the tutorial.
The second one, to the best of my knowledge, is an error in the tutorial, and I've already given a working solution to the problem.
02/02/2008 (1:14 pm)
I did some debugging and found that as I suspected, I had an error in my code. I hadn't completely commented out a comment in the init function. I ran it again and now the pieces show up on the board for both server/host and client.Thanks for the reply Matthew. As I said in the first post on this thread:
Quote:So I guess the problem may not be with the tutorial after all. It seems to be with networking using a built project.
I've mostly just been documenting my progress along with the tutorial. As you can see I've been proposing solutions to my problems in my own posts. Maybe it wasn't clear, but I've been saying my problems thus far are likely bugs in my own code, with the exception of two things:
1. When I built my project and ran the executables from the generated build, I could not get the server/client to connect or find each other. If I click the Play Scene button from within TGB then it works, but running the executable without TGB results in no connections being made. Once I get the tutorial finished and working from within TGB, I'll try it again from a project build and see if I'm still having problems.
2. The code used in the tutorial to get the NetworkMenu to go away doesn't work. This is my solution:
Quote:I changed the code from Canvas.setContent($MainScreen) to Canvas.popdialog(NetworkMenu) to get rid of the network menu after connecting to the server. It worked.
In summary, it appears as though most of my problems were due to my own failure to follow the tutorial with exactness, mostly due to typographical errors. However there are two things that haven't worked properly due to no fault of my own (to my knowledge).
The first one is not a certain thing because for one, it has nothing to do with the tutorial, and for two, I haven't tried it again since I've gotten past that stage in the tutorial. Like I said, I'll try it again when I finish the tutorial.
The second one, to the best of my knowledge, is an error in the tutorial, and I've already given a working solution to the problem.
#10
When I move a piece it tells me I can't move it there, but it updates the move on the other player and switches to their turn. Then the piece is stuck mounted to the mouse.
Then if I move a piece with the other player, the same thing happens to them, and both players are stuck with pieces mounted to the mouse and no more moves can be made.
It's like it gives it permission to move, then tries again really quick but says there's a piece there and it can't be moved.
I've also noticed that the console has a strange error now. This error appears just after the client connects and the board is set up for the first time.
Any ideas about that?
02/02/2008 (4:08 pm)
Alright, I finally got to the end of the checkers tutorial. I'm having a little bit of a problem, though.When I move a piece it tells me I can't move it there, but it updates the move on the other player and switches to their turn. Then the piece is stuck mounted to the mouse.
Then if I move a piece with the other player, the same thing happens to them, and both players are stuck with pieces mounted to the mouse and no more moves can be made.
It's like it gives it permission to move, then tries again really quick but says there's a piece there and it can't be moved.
I've also noticed that the console has a strange error now. This error appears just after the client connects and the board is set up for the first time.
Quote:
Client Connected: 1326 IP:5.103.236.213:1107
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Con::execute - 0 has no namespace: onRemoveFromScene
Any ideas about that?
#11
I'm evaluating the TGB to see if it can handle networking, before I purchase. I too, had the same troubles you are having and agree with the fixes you have written.
I am using the demo version 1.7.4 and still come across the errors you noted:
1) the "red herring" deprecated "onServerMessage"
2) the network menu just staying up by "changing the code from Canvas.setContent($MainScreen) to Canvas.popdialog(NetworkMenu)" - good fix, btw.
3) the code acting differently depending on where it's run from
4) the turns not switching properly
5) the Con::execute errors.
My guess is that the either the Checkers tutorial is flawed, the underlying code is flawed, or perhaps the supporting common code ("automatically" created by the TGB IDE).
Deozaan: What was your final thoughts on this?
GarageGames/ Matthew Langley: Any comment?
Thank you,
-Mike Croswell, Software Engineer and TGE Owner
08/17/2008 (11:24 pm)
Deozaan,I'm evaluating the TGB to see if it can handle networking, before I purchase. I too, had the same troubles you are having and agree with the fixes you have written.
I am using the demo version 1.7.4 and still come across the errors you noted:
1) the "red herring" deprecated "onServerMessage"
2) the network menu just staying up by "changing the code from Canvas.setContent($MainScreen) to Canvas.popdialog(NetworkMenu)" - good fix, btw.
3) the code acting differently depending on where it's run from
4) the turns not switching properly
5) the Con::execute errors.
My guess is that the either the Checkers tutorial is flawed, the underlying code is flawed, or perhaps the supporting common code ("automatically" created by the TGB IDE).
Deozaan: What was your final thoughts on this?
GarageGames/ Matthew Langley: Any comment?
Thank you,
-Mike Croswell, Software Engineer and TGE Owner
#12
I don't believe I found any solutions to this since my last post in February using TGB 1.7.1, and I haven't retried starting the tutorial again from scratch with newer minor version updates.
This is the conclusion I came to: The checkers tutorial leads to a dead end. Networking in TGB is still a mystery to me because the only examples on how to get it to work in TGB are broken.
Actually, out of curiosity, I just checked the TDN for networking information. I found some useful information here (dated May 15, 2008 for TGB 1.7.2) but without concrete examples of the code in action, it may be a bit hard to figure out. Also, you'll obviously need to own the license to TGB before its TDN section is available to you, so it's not much help as of now.
But if you can learn to program by purchasing a programming language's reference book and looking only in the index/appendix for functions and methods, etc., the TDN page should be sufficient for you.
08/18/2008 (12:12 am)
Mike,I don't believe I found any solutions to this since my last post in February using TGB 1.7.1, and I haven't retried starting the tutorial again from scratch with newer minor version updates.
This is the conclusion I came to: The checkers tutorial leads to a dead end. Networking in TGB is still a mystery to me because the only examples on how to get it to work in TGB are broken.
Actually, out of curiosity, I just checked the TDN for networking information. I found some useful information here (dated May 15, 2008 for TGB 1.7.2) but without concrete examples of the code in action, it may be a bit hard to figure out. Also, you'll obviously need to own the license to TGB before its TDN section is available to you, so it's not much help as of now.
But if you can learn to program by purchasing a programming language's reference book and looking only in the index/appendix for functions and methods, etc., the TDN page should be sufficient for you.
#13
08/18/2008 (8:27 am)
Actually GG opened all sections of the TDN a few months ago (except some product specific like the RTS starterkit).
#14
08/18/2008 (9:44 am)
Hmm... I was fairly sure I overhead that in the past couple releases the checkers tutorial had been tested and confirmed to work. Makes me wonder if it's a case of the wrong version of the doc being in the release. Let me find out what I can and I will post any info back here. If there isn't a "correct" version then I will try and personally check through the errors posted and see if I can figure a fix and share it here.
#15
James: Excellent. Giving everyone access should make all us evaluating folks very happy.
Matthew: That's great! If I can help you look through anything, let me know. I have access to svn and a great Windows tool called "BeyondCompare" that can very quickly spot differences in complete source trees.
-Mike
08/18/2008 (11:57 am)
Deozaan: Thank you! That link is great, though as you say, some simple examples would be useful. If I can get comfortable with the networking in TGB (I've written some client/server applications over the years and have every TGE book ever written) I will make sure I share what I learn here, and with you, as you have done. I really appreciate the links and your hard work in finding out this problem (including hints about hosts running in background, etc.) Without your thread, I may have just given up. James: Excellent. Giving everyone access should make all us evaluating folks very happy.
Matthew: That's great! If I can help you look through anything, let me know. I have access to svn and a great Windows tool called "BeyondCompare" that can very quickly spot differences in complete source trees.
-Mike
#16
If you're familiar with TGE already, you may find this information useful as well: Real-Time Networking. However, this time you really will need to own a license to TGB Pro (with source code) as it requires you to take some of the networking code from TGE and merge it with TGB and then compile.
EDIT: Also, the information is a bit dated (2006) so I'm not sure how compatible it is with the latest TGB.
08/18/2008 (2:40 pm)
Michael,If you're familiar with TGE already, you may find this information useful as well: Real-Time Networking. However, this time you really will need to own a license to TGB Pro (with source code) as it requires you to take some of the networking code from TGE and merge it with TGB and then compile.
EDIT: Also, the information is a bit dated (2006) so I'm not sure how compatible it is with the latest TGB.
#17
Got it!
Well I read a lot of the links you sent. Then compared the code to what should be. All looked fine from my relatively ignorant perspective. I also discovered that I never finished Chapt 6 of the tutorial since the testing of Chapt 5 never worked. Oops! That was only part of my problem however.
Then, while testing, I noticed a piece moved! I'd made your change and a couple other really minor ones. But at first as I kept testing, besides that one move, nothing (appears) to be working. I run it multiple times and can't even get it to move again at all.
So, I was debugging the mouse code and noticed that there was no onMouseDown() callback. Well, so I start wondering if I missed typing it in. Nope, it's not in the docs and the logic looks like its set up that way on purpose - I'm guessing at this point. Then, I go back and run everything for about the twentieth time (not mentioning restarting the computer, etc) and my wireless mouse dies and I'm too eager to fix this to wait to recharge the batteries. Well, suddenly, I can get the piece to actual move and stay at the new position...
Okay, I'll get to the point. Our code is probably just fine (well, except for these annoying console errors, etc.) The problem was us, as users. We expected the game play move of the pieces to be click and drag. They are not. It is a toggle mechanism the tutorial writer used. You click once and the piece is picked up on the onMouseUp(). So, then it works!
If you were like me, and probably a few others, you would click and try to drag to the empty position. When you let go (on the empty spot) the code would echo to the console "invalid position" but the piece would never move. Well (now its seems so obvious) if you click on the piece and let up (without moving off) the piece is now in move mode. Then you move it around (the mount works great) and when released it is placed in the new position (if its legal). This action is then forwarded to the client and reflected on that screen. Yay!
So, if you want, I can get you the code (zipped up) and you can search for my initials and find the fixes I put in. There was a ClientCommand that used a Title case tagged function string (does it really matter?), your pop() code for the network UI, and I also used 127.0.0.1 since I am testing both client and server on the same machine and 127.0.0.1 is the "localhost" or loop-back. I also shut off my virus scanner. I have a feeling it works with the normal Connect to LAN Server way as well, and the real problem was just misunderstanding that this was not a click and drag. I guess this is a real lesson for us programmer's to remember to add a lot of feedback to the real thing.
Matthew, I think we'd love to add our observations into the tutorial - this might help a lot of folks. Also, I still think a simpler example and a "completed zip" of the checkers tutorial would be beneficial.
I am now convinced that TGB can do client-server via scripting as-is. Still, it would be nice to have some benchmarks on the kind of traffic it can handle. But, for now, I think this exercise has convinced me.
-Mike
08/19/2008 (7:20 pm)
Deozaan (cc Matthew),Got it!
Well I read a lot of the links you sent. Then compared the code to what should be. All looked fine from my relatively ignorant perspective. I also discovered that I never finished Chapt 6 of the tutorial since the testing of Chapt 5 never worked. Oops! That was only part of my problem however.
Then, while testing, I noticed a piece moved! I'd made your change and a couple other really minor ones. But at first as I kept testing, besides that one move, nothing (appears) to be working. I run it multiple times and can't even get it to move again at all.
So, I was debugging the mouse code and noticed that there was no onMouseDown() callback. Well, so I start wondering if I missed typing it in. Nope, it's not in the docs and the logic looks like its set up that way on purpose - I'm guessing at this point. Then, I go back and run everything for about the twentieth time (not mentioning restarting the computer, etc) and my wireless mouse dies and I'm too eager to fix this to wait to recharge the batteries. Well, suddenly, I can get the piece to actual move and stay at the new position...
Okay, I'll get to the point. Our code is probably just fine (well, except for these annoying console errors, etc.) The problem was us, as users. We expected the game play move of the pieces to be click and drag. They are not. It is a toggle mechanism the tutorial writer used. You click once and the piece is picked up on the onMouseUp(). So, then it works!
If you were like me, and probably a few others, you would click and try to drag to the empty position. When you let go (on the empty spot) the code would echo to the console "invalid position" but the piece would never move. Well (now its seems so obvious) if you click on the piece and let up (without moving off) the piece is now in move mode. Then you move it around (the mount works great) and when released it is placed in the new position (if its legal). This action is then forwarded to the client and reflected on that screen. Yay!
So, if you want, I can get you the code (zipped up) and you can search for my initials and find the fixes I put in. There was a ClientCommand that used a Title case tagged function string (does it really matter?), your pop() code for the network UI, and I also used 127.0.0.1 since I am testing both client and server on the same machine and 127.0.0.1 is the "localhost" or loop-back. I also shut off my virus scanner. I have a feeling it works with the normal Connect to LAN Server way as well, and the real problem was just misunderstanding that this was not a click and drag. I guess this is a real lesson for us programmer's to remember to add a lot of feedback to the real thing.
Matthew, I think we'd love to add our observations into the tutorial - this might help a lot of folks. Also, I still think a simpler example and a "completed zip" of the checkers tutorial would be beneficial.
I am now convinced that TGB can do client-server via scripting as-is. Still, it would be nice to have some benchmarks on the kind of traffic it can handle. But, for now, I think this exercise has convinced me.
-Mike
#18
Great job on the solution!
If it is working for you, then it seems that the documentation has been updated since I last tried, since the problem I had was happening even though I was clicking to pick up and clicking once again to drop.
The mounted piece would stay stuck to the mouse, but it would update the piece on the other player's screen and make it their turn. Then the same thing would happen to player 2. Then everyone was stuck with a piece mounted to their mouse and the game was broken.
I don't have the source anymore-- in fact I think I just deleted it a couple weeks ago because I figured it was just taking up space-- but I do still have my built project. So even though it's all kind of moot at this point, if for some reason you want to see the problem I was having, you can download my Checkers Tutorial Build and see.
08/19/2008 (7:44 pm)
Mike,Great job on the solution!
If it is working for you, then it seems that the documentation has been updated since I last tried, since the problem I had was happening even though I was clicking to pick up and clicking once again to drop.
The mounted piece would stay stuck to the mouse, but it would update the piece on the other player's screen and make it their turn. Then the same thing would happen to player 2. Then everyone was stuck with a piece mounted to their mouse and the game was broken.
I don't have the source anymore-- in fact I think I just deleted it a couple weeks ago because I figured it was just taking up space-- but I do still have my built project. So even though it's all kind of moot at this point, if for some reason you want to see the problem I was having, you can download my Checkers Tutorial Build and see.
#19
Do you think you could send me the source code if you still have it.
Thanks
02/05/2010 (7:25 pm)
Hey Mike, I'm having problems with moving the pieces. I did what you suggested, but nothing.Do you think you could send me the source code if you still have it.
Thanks
#20
I will try to find the code. It is on an old computer but it should still be there. Just have to hook up a monitor, etc. Where would I send the code?
03/09/2010 (10:27 am)
Did you 1)click and drag, or 2)click on and up, then move then click to set?I will try to find the code. It is on an old computer but it should still be there. Just have to hook up a monitor, etc. Where would I send the code?
Torque Owner Joe Bird
I'll keep an eye out to see if you get it working, or if I do I'll be sure to post here.