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    Running an MP server from a GitHub build

    I have downloaded and successfully compiled both UE4 4.6.1 and UT4. I can run the editor and game from separate shortcuts, that's all great. Now I need to start a multiplayer server for several people to test their maps - and that's where I get stuck. Since we have to stick with one version, the Launcher is showing a Repair button and I'm loathe to click it in case it breaks something in the build we've made.

    The in-game server browser doesn't list any servers running on our LAN. I cannot connect directly to the server IP, either through the in-game menu or the console.

    I've done some reading and someone suggested opening the editor, loading a map, then getting people to connect through there. Same non-connection again, but I'm not sure I'm doing it right.

    I'm kinda stuck now, and would like any help you guys can give. Thank you!

    #2
    need to be on the same git revision, same engine version, same map version, and if you're compiling binaries yourself, they need to be the same as well.... and it needs to be exactly the same on every machine. you cannot connect to the editor with the release builds either.

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      #3
      I would highly recommend against doing this to test maps. Better is to build the maps and then cook them for the most recent Epic provided build.
      HABOUJI! Ouboudah! Batai d'va!
      BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

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        #4
        Originally posted by raxxy View Post
        need to be on the same git revision, same engine version, same map version, and if you're compiling binaries yourself, they need to be the same as well.... and it needs to be exactly the same on every machine. you cannot connect to the editor with the release builds either.
        If I've built UE4 and UT4 then distributed that to the team, everyone should be on the same version. Perhaps it's a port issue?


        Originally posted by Sir_Brizz View Post
        I would highly recommend against doing this to test maps. Better is to build the maps and then cook them for the most recent Epic provided build.
        If the most recent Epic build is different to the version I've provided to the team, then they would all need to have two versions of UT4: my version and the Launcher version. Is that correct? If so, yikes This would also make it difficult to proceed with a project already in motion, since there would eventually be a large divergence between our internal version and the Epic official builds. The best solution would be able to build a server version myself, although I don't think that's viable?


        Thanks to you both; sorry I disappeared from IRC earlier, Sir_Brizz, I had to drive home before seeing if you answered me there.

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          #5
          Originally posted by Rehven View Post
          If I've built UE4 and UT4 then distributed that to the team, everyone should be on the same version. Perhaps it's a port issue?




          If the most recent Epic build is different to the version I've provided to the team, then they would all need to have two versions of UT4: my version and the Launcher version. Is that correct? If so, yikes This would also make it difficult to proceed with a project already in motion, since there would eventually be a large divergence between our internal version and the Epic official builds. The best solution would be able to build a server version myself, although I don't think that's viable?


          Thanks to you both; sorry I disappeared from IRC earlier, Sir_Brizz, I had to drive home before seeing if you answered me there.
          Could be a port issue, truth be told I stopped using editor to editor testing for various small things i'm doing once it became clear that we must use epics builds (now, and on release)

          If your mod/mutator/plugin doesn't work without massive code changes, this is something you should bring up in the programming section to get the things you need exposed to you, and everything you do should be do-able with plugins and content.



          The best way to do dev process (and this is just my opinion) would be to do an update weekly, on thursday night or friday morning (this is when epic do the builds that go public) so that your code base is as close to the build as possible -- this should allow you to get your plugins and such working on the clients and servers without a large fuss.

          If updating the base code weekly is too much, you could do monthly updates that correspond with that build, and still have your code/mod/plugin/mutator in a state where it would be possible to have wider testing should it be required...

          Comment


            #6
            Originally posted by Rehven View Post
            If I've built UE4 and UT4 then distributed that to the team, everyone should be on the same version. Perhaps it's a port issue?

            If the most recent Epic build is different to the version I've provided to the team, then they would all need to have two versions of UT4: my version and the Launcher version. Is that correct? If so, yikes This would also make it difficult to proceed with a project already in motion, since there would eventually be a large divergence between our internal version and the Epic official builds. The best solution would be able to build a server version myself, although I don't think that's viable?

            Thanks to you both; sorry I disappeared from IRC earlier, Sir_Brizz, I had to drive home before seeing if you answered me there.
            Packaging yourself is just a very bad idea right now. UT uses modular builds which are not a simple process to replicate.

            The advantage to using Epic builds is that people on your team can just have the Epic version of UT (presumably they want this anyway to play online ) and put your map in that to try it out. What exactly are you trying to do where this scenario doesn't work?
            HABOUJI! Ouboudah! Batai d'va!
            BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

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              #7
              Originally posted by raxxy View Post
              Could be a port issue, truth be told I stopped using editor to editor testing for various small things i'm doing once it became clear that we must use epics builds (now, and on release)

              If your mod/mutator/plugin doesn't work without massive code changes, this is something you should bring up in the programming section to get the things you need exposed to you, and everything you do should be do-able with plugins and content.



              The best way to do dev process (and this is just my opinion) would be to do an update weekly, on thursday night or friday morning (this is when epic do the builds that go public) so that your code base is as close to the build as possible -- this should allow you to get your plugins and such working on the clients and servers without a large fuss.

              If updating the base code weekly is too much, you could do monthly updates that correspond with that build, and still have your code/mod/plugin/mutator in a state where it would be possible to have wider testing should it be required...
              Ok I took the plunge and hit Repair (then Update) on the Launcher. The prebuilt game runs and if I copy a custom map into Content/Maps it appears in the list of available maps, although it doesn't load in the game (message about cannot find the map in /Game/Maps). I suspect that I need a command-line parameter to tell UT4 to use uncooked assets which would be preferable than cooking test versions each time. Doing a quick test of cooking a map and seeing what happens.


              Originally posted by Sir_Brizz View Post
              Packaging yourself is just a very bad idea right now. UT uses modular builds which are not a simple process to replicate.

              The advantage to using Epic builds is that people on your team can just have the Epic version of UT (presumably they want this anyway to play online ) and put your map in that to try it out. What exactly are you trying to do where this scenario doesn't work?
              It's not that I'm trying to do something special, I couldn't find any specific information about the workflow here. That's all. If the Epic-recommended way is to build the editor from source but get their prebuilt game versions, then that's what I'll do. Not trying to rock the boat or anything

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                #8
                Even though I'm still in the dark, talking with you both keeps opening up new doors - or more specifically, keywords. I did more digging and found out about MakeUTDLC from here. However everything in that thread relates to a mutator, whereas I want only maps. I tried Cook Content For Windows through the editor, with a custom map open, but all that was put into Saved/Cooked/WindowsNoEditor/UnrealTournament/Content was Example_Map and the RestrictedAssets stuff.

                I feel like I'm missing something simple here... I don't want to compile a mutator, I want to test some maps. Seems like they need to be cooked for the Launcher version to recognize them, and that's where I'm stuck. How to cook the maps, and where to put them so the Launcher version finds them correctly.
                Last edited by Rehven; 01-15-2015, 12:14 PM.

                Comment


                  #9
                  Well there are two ways to take care of cooking a map.

                  1) Add the folders for your map and assets to the project settings as additional directories to cook, then when you start a cook from the File menu in the editor, it will cook your map as well. This is the hard way.

                  2) Get raxxy's Cooker app (https://ut.rushbase.net/raxxy/tools/Cooker-v0.5.zip), select your map in the top and then click Cook, then select any additional asset folders from the Cooked folder that you need for your map and click Pak. This will produce a single pak file that can be provided to people on your team (this is how any map is currently distributed to build users/online servers). They just drop the folder in utdev\UnrealTournament\Content\Paks and it will show up in game. This is by far the easiest solution.

                  I don't know if it's necessarily "Epic recommended" (I don't think such a thing exists right now), but it is definitely recommended by those of us who are building maps/mods/mutators and contributing to the main UT source.
                  HABOUJI! Ouboudah! Batai d'va!
                  BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

                  Comment


                    #10
                    Originally posted by Sir_Brizz View Post
                    Well there are two ways to take care of cooking a map.

                    1) Add the folders for your map and assets to the project settings as additional directories to cook, then when you start a cook from the File menu in the editor, it will cook your map as well. This is the hard way.

                    2) Get raxxy's Cooker app (https://ut.rushbase.net/raxxy/tools/Cooker-v0.5.zip), select your map in the top and then click Cook, then select any additional asset folders from the Cooked folder that you need for your map and click Pak. This will produce a single pak file that can be provided to people on your team (this is how any map is currently distributed to build users/online servers). They just drop the folder in utdev\UnrealTournament\Content\Paks and it will show up in game. This is by far the easiest solution.

                    I don't know if it's necessarily "Epic recommended" (I don't think such a thing exists right now), but it is definitely recommended by those of us who are building maps/mods/mutators and contributing to the main UT source.
                    I like the sound of #2, and will try it this afternoon when I have some spare time. Many thanks for your (and raxxy's) time explaining all this

                    UPDATE: #2 worked great from a cooking and packaging perspective. Local Launcher game sees and loads a custom map. Now I need to grab a second computer and test the LAN game. Thank you both, again!

                    UPDATE 2: Success! LAN games can be run with our custom maps! So very happy right now.
                    Last edited by Rehven; 01-16-2015, 06:23 PM. Reason: Update

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