Brandeis unet login

Migration from Steam VOIP

2024.03.16 22:07 michiganhotraisins Migration from Steam VOIP

Hello all!
I just picked up Dissonance as a replacement for Steam's API Voice functions, as I was having issues with latency and audio quality through it, not to mention a reliance on a Steam login for a game that's meant to have UNet Transport as a fallback.
The way the previous integration was working was basically that the player script gathered microphone data, SteamAPI compressed it into byte arrays and sent those via RPC. When received, the player would play those bytes back from an Audio Source.
My main question is if it's possible to adapt Dissonance to use this existing implementation? That is, mainly use Dissonance for audio capture and relay, but just use this existing Audio Source to play the audio back? The game has proximity VOIP, a separate death chat for spectators (spectators can hear everyone, living players can only hear other living players), and audio muffling all set up already, so all I really need to do is just feed the player's incoming audio into this Audio Source.
It's also a bit tricky because the player has a child object which acts as the "free-cam" while spectating, and is stapled to the player parent object when they're alive. The player's VOIP Audio Source is attached to this child object, so that positional audio in the death chat (player ghosts are visible to other dead players) works properly without messing with the player's body's position (players can be revived and ragdolls are persistent so leaving the player's parent object alone is important)
Any help would be appreciated!
submitted by michiganhotraisins to dissonance_voip [link] [comments]


2024.01.02 10:51 hubutz Whiteboard while sharing desktop: how to quit?

Whiteboard while sharing desktop: how to quit? submitted by hubutz to MicrosoftTeams [link] [comments]


2023.06.14 14:13 Human-Performance-77 UWS Class : Which To Choose/Avoid

Hello everyone,
I saw a post before regarding which UWS profs to choose/avoid but I think it got deleted. Would be helpful if anyone can give any suggestions:
Here’s the link to the UWS courses available this fall. I appreciate your input.
https://registrar-prod.unet.brandeis.edu/registraschedule/classes/2023/Fall/7050/UGRD
submitted by Human-Performance-77 to brandeis [link] [comments]


2023.04.18 18:21 Divan_Game Is UniqueNetId persistant between levels?

Hi guys, I hope that you are doing fine.
I am trying to develop a game in which certain players are qualified in a map, and then they travel into an other level. The disqualified players will start the new map as spectators (just like fallguys).
What I do is that I register the UniqueNetId of each disqualified player in the GameInstance like this:

if (PlayerController->IsLocalPlayerController()) { ULocalPlayer* LocalPlayer = PlayerController->GetLocalPlayer(); if (IsValid(LocalPlayer)) { ID = LocalPlayer->GetPreferredUniqueNetId().GetUniqueNetId(); } } UNetConnection* RemoteNetConnection = Cast(PlayerController->Player); if (IsValid(RemoteNetConnection)) { ID = RemoteNetConnection->PlayerId.GetUniqueNetId(); } return ID; 
And then at the beginning of each map, in the PostLogin(AplayerController* InPC) I check if the joining player is disqualified in the previous map. i.e. I get the UniqueNetId for InPC and check my array of saved IDs in the game instance to see if this ID Exist there. Somehow although my saved array in the game instance is not empty, I don't find any matches.
So I was wondering if my approach is correct.
submitted by Divan_Game to unrealengine [link] [comments]


2023.02.14 20:39 Dull_Koala_6109 I'm here to save you: Application portals of some of the most popular colleges

I would like one of the moderators to pin this post. This list is designed for all those who at some point have lost the links or emails to access their application portal. Even if this is not your case, save this list, it may be useful to you! :D If you have contributions from more portals to add to the list, do not hesitate to leave it in the comments or write to me by chat. I am expanding the list so some of the institutions listed here are not schools I have applied to.
List (in alphabetical order):
1- Bowdoin College
https://admissions.bowdoin.edu/account/login?&r=%2fapply%2fstatus
2- Brandeis University
https://admissions.brandeis.edu/account/login?r=https%3a%2f%2fadmissions.brandeis.edu%2fportal%2fstudent_status
3- Brown University
https://apply.college.brown.edu/account/login?r=https%3a%2f%2fapply.college.brown.edu%2fapply%2fstatus
4- California Institute of Technology (Caltech)
https://apply.caltech.edu/account/login?&r=%2fapply%2fstatus
5- Case Western Reserve University
https://login.case.edu/cas/login?service=https%3a%2f%2fgo.case.edu%2fmanage%2flogin%3fr%3dhttps%253a%252f%252fgo.case.edu%252fapply%252fstatus%26realm%3d
6- Claremont McKenna College
https://connect.cmc.edu/account/login?&r=%2fapply%2fstatus
7- College of the Holy Cross
https://admissions.holycross.edu/account/login?%2fapply%2fstatus
8- Columbia University
https://apply.college.columbia.edu/account/login?r=https%3a%2f%2fapply.college.columbia.edu%2fapply%2fstatus
9- Colorado College
https://ccbasecamp.coloradocollege.edu/account/login
10- Cornell University
https://engage.admissions.cornell.edu/account/login?r=https%3a%2f%2fengage.admissions.cornell.edu%2fapply%2fstatus
11- Dartmouth College
https://apply.dartmouth.edu/account/login?r=https%3a%2f%2fapply.dartmouth.edu%2fapply%2fstatus
12- Denison University
https://connect.denison.edu/account/login?s=
13- Duke University
https://admiss.ugrad.duke.edu/account/login?r=https%3a%2f%2fadmiss.ugrad.duke.edu%2fapply%2fstatus%3ftab%3dadmissions
14- Drexel University
https://admissions.drexel.edu/account/login?r=https%3a%2f%2fadmissions.drexel.edu%2faccount%2fcas%2flogin%3fservice%3dhttps%3a%2f%2fdiscover.drexel.edu%2fmodules.cas.securecas%2fauthenticate
15- Franklin & Marshall College
https://apply.fandm.edu/account/login?r=https%3a%2f%2fapply.fandm.edu%2fapply%2fstatus
16- Georgia Tech
https://application.gatech.edu/account/login?r=https%3a%2f%2fapplication.gatech.edu%2fapply%2fstatus
17- Georgetown University
https://uapply.georgetown.edu/account/login?r=https%3a%2f%2fuapply.georgetown.edu%2fapply%2fstatus
18- Harvard College
https://apply.college.harvard.edu/account/login?r=https%3a%2f%2fapply.college.harvard.edu%2fapply%2f
19- Hobart and William Smith Colleges
https://apply.hws.edu/account/login?&r=%2fapply%2fstatus
20- Johns Hopkins University
https://admissions.jhu.edu/account/login?&r=%2fapply%2fstatus
21- Massachusetts Institute of Technology (MIT)
https://apply.mitadmissions.org/account/login?r=https%3a%2f%2fapply.mitadmissions.org%2fapply%2f
22- New York University (NYU)
https://shibboleth.nyu.edu/idp/profile/SAML2/Redirect/SSO?execution=e1s1
23- Northeastern University (The most loved by A2C)
https://apply.northeastern.edu/account/login?r=https%3a%2f%2fapply.northeastern.edu%2fportal%2fapp_status#_ga=2.179900013.878810917.1676415373-28181326.1676415372
24- Northwestern University
https://ugadmission.northwestern.edu/account/login?&r=%2fapply%2fstatus
25- Occidental College
https://admission.oxy.edu/account/login
26- Pomona College
https://admissions.pomona.edu/account/login?r=https%3a%2f%2fadmissions.pomona.edu%2fapply%2f
27- Princeton University
https://apply.princeton.edu/account/login?r=https%3a%2f%2fapply.princeton.edu%2fapply%2fstatus
28- Pitzer College
https://connect.pitzer.edu/account/login?r=https%3a%2f%2fconnect.pitzer.edu%2fapply%2f
29- Stanford University
https://apply.stanford.edu/account/login?r=https%3a%2f%2fapply.stanford.edu%2fapply%2fstatus
30- Tufts University
https://ugrad.admissions.tufts.edu/account/login?&r=%2fapply%2fstatus
31- University of Chicago (UChicago)
https://prospects.uchicago.edu/account/login?r=https%3a%2f%2fprospects.uchicago.edu%2fapply%2fstatus
32- University of Pennsylvania (UPenn)
https://key.admissions.upenn.edu/account/login?r=https%3a%2f%2fkey.admissions.upenn.edu%2fapply%2f
33- University of Rochester
https://admissions.enrollment.rochester.edu/account/login?r=https%3a%2f%2fadmissions.enrollment.rochester.edu%2fapply%2f%3fsr%3dbf508094-12fd-416a-bccb-088896c56739
34- Vanderbilt University
https://myappvu.vanderbilt.edu/account/login?r=https%3a%2f%2fmyappvu.vanderbilt.edu%2fportal%2fstatus
35- WashU r clothes
https://pathway.wustl.edu/account/login?r=https%3a%2f%2fpathway.wustl.edu%2fapply%2f
36- Wesleyan University
https://admission.wesleyan.edu/account/login?r=https%3a%2f%2fadmission.wesleyan.edu%2fapply%2f
37- Yale
https://apps.admissions.yale.edu/account/login?r=https%3a%2f%2fapps.admissions.yale.edu%2fapply%2fstatus

submitted by Dull_Koala_6109 to ApplyingToCollege [link] [comments]


2022.10.16 06:41 Lilmikemur Need help with private server.

Need help with private server.
I have tried to reinstall move directories used the file repair and everything else i can think of but i have no idea why i cant play the game on my private server. so if anyone has any insight i would massively appreciate it.
this is the first error i get when starting the server.

this is the errors i get when i try to finish character creation and play the game.
submitted by Lilmikemur to MythofEmpires [link] [comments]


2022.07.20 23:05 Lackofforethought Private server keeps crashing, anybody able to identify what may be causing it in the logs? I'm clueless when it comes to this.

I host the server through Serverblend and have a few mods running on the server. The mods added are: Pythagoras: Expanded Building MultiChar Pippi Unlock Plus Barbarian Barber Improved QOL RA: Cinnamon Candle Kerozard's Paragon Leveling Emberlight Better Thralls LBPR Additional Features Less Building Placement Restrictions Fashionist SlaverMod2
Here's the last part of the console leading up to the crash:
[2022.07.20-20.58.05:191][710]Network:Warning: Data: FunCombat_PlayerController_C_0 (server) sent 72003.0 bytes per second > 10240 (sample window size: 2.00 seconds)
[2022.07.20-20.58.05:192][710]Network:Warning: Data: FunCombat_PlayerController_C_0 (server) sent 263.0 parts per second > 40 (sample window size: 2.00 seconds)
[2022.07.20-20.58.12:277][135]Login:Display: [FunCombat_PlayerController_C_0 None] UserCharacterList: Loading Character 0
[2022.07.20-20.58.12:277][135]Login:Display: [FunCombat_PlayerController_C_0 None] Creating ADHOC Player Start Translation: X=264710.750 Y=-4977.082 Z=-20444.625 Rotation: P=0.000000 Y=160.630692 R=0.000000 Scale X=1.000 Y=1.000 Z=1.000
[2022.07.20-20.58.12:278][135]Login:Display: [FunCombat_PlayerController_C_0 None] PreBeginPlay login completed.
[2022.07.20-20.58.12:295][136]ConanSandbox:Warning: AConanPlayerController::Possess - Calling BattlEye::PlayerPossessed(this)
[2022.07.20-20.58.12:487][143]LogScriptCore:Warning: Script Msg: Attempted to access index 4 from array K2Node_CustomEvent_MessageParams of length 2!
[2022.07.20-20.58.16:560][386]LogScriptCore:Warning: Script Msg: Attempted to access index 0 from array ComponentTags of length 0!
[2022.07.20-20.58.16:677][393]LogScriptCore:Warning: Script Msg: Attempted to access index 0 from array ComponentTags of length 0!
[2022.07.20-20.58.31:876][303]LogServerStats: Sending report: exiles-stats?players=1&=4.47%3A16.75%3A147.88&uptime=240&memory=22060802048%3A137201762304%3A5043150848%3A5043150848&cpu_time=5.049846%3A80.797539&npcailods=2%3A3%3A9%3A6220&buildingailods=2%3A0%3A0%3A14&placeableailods=16%3A0%3A0%3A116&ipv4=131.226.218.18&sport=28000
[2022.07.20-20.58.41:836][892]GlobalServerChannel:Display: [BP_C_BreakableLock_UnlockPlus_C BP_PL_Salvage_Door_T1_C_1] It's a door
[2022.07.20-20.58.42:771][948]GlobalServerChannel:Display: [BP_C_BreakableLock_UnlockPlus_C BP_PL_Salvage_Door_T1_C_1] It's a door
[2022.07.20-20.58.46:031][143]LogNet: NotifyAcceptingConnection accepted from: 71.92.116.175:60852
[2022.07.20-20.58.46:031][143]LogHandshake: SendConnectChallenge. Timestamp: 258.737091, Cookie: 077123012143041073111057095188094136235194102131111119109145
[2022.07.20-20.58.46:097][147]LogNet: NotifyAcceptingConnection accepted from: 71.92.116.175:60852
[2022.07.20-20.58.46:097][147]LogNet: Server accepting post-challenge connection from: 71.92.116.175:60852
[2022.07.20-20.58.46:097][147]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2022.07.20-20.58.46:097][147]LogNet: NotifyAcceptedConnection: Name: DLC_Isle_of_Siptah, TimeStamp: 07/20/22 20:58:46, [UNetConnection] RemoteAddr: 71.92.116.175:60852, Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
[2022.07.20-20.58.46:097][147]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 71.92.116.175:60852, Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
[2022.07.20-20.58.46:097][147]LogNet: NotifyAcceptingChannel Control 0 server World /Game/DLC_EXT/DLC_Siptah/Maps/DLC_Isle_of_Siptah.DLC_Isle_of_Siptah: Accepted
[2022.07.20-20.58.46:097][147]LogNet: Remote platform little endian=1
[2022.07.20-20.58.46:097][147]LogNet: This platform little endian=1
[2022.07.20-20.58.46:164][151]LogNet: Login request: [e5d41f0495fe1d50e3352da6080a4b8e] userId: [700060f8ba6ddcd25359573cf3c93e36]
[2022.07.20-20.58.46:168][151]LogDreamworld:Display: PreLogin: [700060f8ba6ddcd25359573cf3c93e36]
[2022.07.20-20.58.46:168][151]ConanSandbox:Display: User [700060f8ba6ddcd25359573cf3c93e36] logged in from unknown country
[2022.07.20-20.58.46:168][151]LogOnline:Warning: STEAM: Steam API disabled!
[2022.07.20-20.58.46:168][151]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.07.20-20.58.46:168][151]LogNet: Client login from 71.92.116.175, with ping 66
[2022.07.20-20.58.46:230][155]LogNet: Client netspeed is 25000
[2022.07.20-20.58.46:297][159]GlobalServerChannel:Display: [BP_C_BreakableLock_UnlockPlus_C BP_PL_Salvage_Door_T1_C_1] It's a door
[2022.07.20-20.58.46:681][182]LogFuncomLiveServices:Display: VerifyIdentity Completed: PlayFabId - [99805ac63b7edd4ee02960645443dca5] PlatformId - [2704dbd1427683e0e74ebe2c627e6bec].
[2022.07.20-20.58.49:267][337]LogNet: Join request: [c0b106b2821e54adef15cd15bc204cc4]
[2022.07.20-20.58.49:275][337]LogScriptCore:Warning: Script Msg: CacheAchievements or CacheAchievementDescriptions - Cannot map local player to unique net ID
[2022.07.20-20.58.49:277][337]Login:Display: [BaseGameMode_C_0] FindPlayerStart returns Translation: X=289715.188 Y=24798.105 Z=-20387.861 Rotation: P=0.000000 Y=157.338196 R=0.000000 Scale X=1.000 Y=1.000 Z=1.000
[2022.07.20-20.58.49:283][337]Login:Display: [FunCombat_PlayerController_C_1 None] User [99805ac63b7edd4ee02960645443dca5] logged in.
[2022.07.20-20.58.49:284][337]Login:Display: [BaseGameMode_C_0] BaseGameMode.StartLogin PlayerID: {}
[2022.07.20-20.58.49:284][337]LogNet: Join succeeded: Greatwhitesnow#93972
[2022.07.20-20.58.51:186][451]Network:Warning: Data: FunCombat_PlayerController_C_1 (server) sent 68492.0 bytes per second > 10240 (sample window size: 2.00 seconds)
[2022.07.20-20.58.51:187][451]Network:Warning: Data: FunCombat_PlayerController_C_1 (server) sent 256.0 parts per second > 40 (sample window size: 2.00 seconds)
[2022.07.20-20.58.59:176][930]Login:Display: [FunCombat_PlayerController_C_1 None] UserCharacterList: Loading Character 0
[2022.07.20-20.58.59:176][930]Login:Display: [FunCombat_PlayerController_C_1 None] Creating ADHOC Player Start Translation: X=289715.188 Y=24798.105 Z=-20387.861 Rotation: P=0.000000 Y=157.338196 R=0.000000 Scale X=1.000 Y=1.000 Z=1.000
[2022.07.20-20.58.59:177][930]Login:Display: [FunCombat_PlayerController_C_1 None] PreBeginPlay login completed.
[2022.07.20-20.59.01:538][ 72]ConanSandbox:Warning: AConanPlayerController::Possess - Calling BattlEye::PlayerPossessed(this)
[2022.07.20-20.59.01:746][ 81]LogScriptCore:Warning: Script Msg: Attempted to access index 4 from array K2Node_CustomEvent_MessageParams of length 2!
[2022.07.20-20.59.03:193][167]Network:Warning: Data: FunCombat_PlayerController_C_1 (server) sent 41.5 parts per second > 40 (sample window size: 2.00 seconds)
[2022.07.20-20.59.04:725][257]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
[2022.07.20-20.59.04:726][257]LogMemory:Warning: MemoryStats:
AvailablePhysical 22038380544 AvailableVirtual 140731752939520 UsedPhysical 5069316096 PeakUsedPhysical 5069623296 UsedVirtual 5320650752 PeakUsedVirtual 5325434880 
[2022.07.20-20.59.04:726][257]FMallocBinned2 Mem report
[2022.07.20-20.59.04:726][257]Constants.BinnedPageSize = 65536
[2022.07.20-20.59.04:726][257]Constants.BinnedAllocationGranularity = 65536
[2022.07.20-20.59.04:726][257]Small Pool Allocations: 3402.094849mb (including block size padding)
[2022.07.20-20.59.04:726][257]Small Pool OS Allocated: 3434.312500mb
[2022.07.20-20.59.04:727][257]Large Pool Requested Allocations: 1539.978363mb
[2022.07.20-20.59.04:727][257]Large Pool OS Allocated: 1558.687500mb
[2022.07.20-20.59.04:727][257]Requested Allocations: 1539.978363mb
[2022.07.20-20.59.04:727][257]OS Allocated: 1558.687500mb
[2022.07.20-20.59.04:727][257]PoolInfo: 2.562500mb
[2022.07.20-20.59.04:727][257]Hash: 0.125000mb
[2022.07.20-20.59.04:727][257]TLS: 0.500000mb
[2022.07.20-20.59.04:727][257]Total allocated from OS: 4996.187500mb
[2022.07.20-20.59.04:727][257]Cached free OS pages: 0.000000mb
[2022.07.20-20.59.04:733][257]LogWindows: Windows GetLastError: The operation completed successfully. (0)
submitted by Lackofforethought to ConanExiles [link] [comments]


2022.04.22 21:06 GrobiDrengazi Giving Client PlayerController Ownership for Server Spawned Actor

Gist: I have a player manager relevant only to client and server. I spawn this actor during PostLogin() for a PlayerController, using that PlayerController as spawnParams.Owner. Yet when I attempted to invoke a Client rpc, it's called on the server side, meaning the client doesn't have ownership.
```
void ALiegeGameMode::PostLogin(APlayerController* NewPlayer) { Super::PostLogin(NewPlayer);
if (IsValid(NewPlayer) && IsValid(levelDirector)) { levelDirector->SpawnPlayerManager(ALiege_PlayerManager::StaticClass(), NewPlayer); } 
}
void ADirector_Level::SpawnPlayerManager(TSubclassOf subClass, APlayerController* NewPlayer) { FActorSpawnParameters spawnParams; spawnParams.Owner = NewPlayer; spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
TObjectPtr playerManager = GetWorld()->SpawnActor(subClass, spawnParams);/// Todo: Player GameMode; ensure this is called for network correctly /// only owning client and server need to know about playerManager 
} /// This is the log coming out of my UFUNCTION(Client) ///LogPlayer; Call Trace; NetMode: ListenServer; Owner : Vessel_2; Remote Role : ROLE_SimulatedProxy; Local Role : ROLE_Authority; Liege_PlayerManager_1::PlayerInitializationClient /// Vessel_2 is the UNetConnection->OwningActor(which is APlayerController)->GetPawn() for the PlayerController1, who is the owner of PlayerManager1 ```
submitted by GrobiDrengazi to unrealengine [link] [comments]


2022.04.14 22:58 srgsng25 Game Server Setup help

ok being weird and wanted to build a game server
Every time I try connecting to the server I get disconnected during game join and this message is in the logs
[2022.04.14-20.55.20:418][ 26]LogNet: Remote platform little endian=1
[2022.04.14-20.55.20:418][ 26]LogNet: This platform little endian=1
[2022.04.14-20.55.20:419][ 26]LogNet: UNetConnection::IsClientMsgTypeValid FAILED: (ClientMsgType != ExpectedClientLoginMsgType) Remote Address=::ffff:127.0.0.1
[2022.04.14-20.55.20:420][ 26]LogNet: Error: IsClientMsgTypeValid FAILED (40): Remote Address = ::ffff:127.0.0.1
[2022.04.14-20.55.20:427][ 26]LogNet: Error: Failed to read control channel message ''
[2022.04.14-20.55.20:428][ 26]LogNet: Error: UControlChannel::ReceivedBunch: Failed to read control channel message
[2022.04.14-20.55.20:429][ 26]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:60187, Name: IpConnection_2147478376, Driver: GameNetDriver EOSNetDriver_2147482318, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2, Time: 2022.04.14-20.55.20
[2022.04.14-20.55.20:430][ 26]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:60187, Name: IpConnection_2147478376, Driver: GameNetDriver EOSNetDriver_2147482318, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2022.04.14-20.55.20:496][ 27]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:60187, Name: IpConnection_2147478376, Driver: GameNetDriver EOSNetDriver_2147482318, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0
[2022.04.14-20.55.20:496][ 27]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:60187
[2022.04.14-20.55.20:498][ 27]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:60187
[2022.04.14-20.55.20:499][ 27]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:60187
submitted by srgsng25 to SatisfactoryGame [link] [comments]


2021.06.23 03:01 TadeuAriasVillares Trying to figure out why the level isn't loading

Guys, I read Cedric's tutorial about GameSession in the UE4 Wiki and I'm trying to solve an issue. My GameInstance has methods to host, find, join and destroy sessions, using IOnlineSubsystem and IOnlineSessionPtr, but, somehow, the connection just timed out and close, everytime, and both clients don't travel to the PongMap. I can see this in the log. In the code, I'm using FOnlineSessionSettings and FOnlineSessionSearch to configure the session initialization and search, and setting the map I should travel to. Isn't working.
In the JoinSession I'm doing this:
FString TravelURL; APlayerController* PlayerController = GetFirstLocalPlayerController(); //Creates the connection information necessary to travel to the server if (PlayerController && SessionInterface->GetResolvedConnectString(SessionName, TravelURL)) { GEngine->AddOnScreenDebugMessage( -1, 10.f, FColor::Green, FString::Printf( TEXT("Travelling to %s"), *TravelURL ) ); PlayerController->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute); } 

And in the HostSession I'm doing this:
UGameplayStatics::OpenLevel( GetWorld(), "PongMap", true, FString::Printf( TEXT("listen?%s"), SessionSettings->bIsLANMatch ? TEXT("bIsLanMatch=1") : TEXT("bIsLanMatch=0") ) ); 

SessionSettings->bIsLANMatch is equal to true, btw.
Here are the images, in these pictures you will see the MainMenuMap, and both clients must travel to the PongMap:

https://preview.redd.it/yisgh7aexw671.png?width=1920&format=png&auto=webp&s=e5c5e6b11ed813c70e981eb866e30ca8fc774085

https://preview.redd.it/t82d6nihxw671.png?width=1920&format=png&auto=webp&s=a28a70179aefedf271f55316ae4be0c8dfe8a6f9

https://preview.redd.it/39joj1vrxw671.png?width=1920&format=png&auto=webp&s=753b7e0e6ec639866d3b914cadbec5970720dca3

Here are the logs:
Listen server:
[2021.06.23-00.50.20:268][143]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2021.06.23-00.50.20:268][143]LogGameState: Match State Changed from InProgress to LeavingMap [2021.06.23-00.50.20:268][143]LogTemp: Warning: The game state has changed. [2021.06.23-00.50.20:268][143]LogNet: Browse: /Game/Maps/PongMap?listen?bIsLanMatch=1 [2021.06.23-00.50.20:268][143]LogLoad: LoadMap: /Game/Maps/PongMap?listen?bIsLanMatch=1 [2021.06.23-00.50.20:268][143]LogWorld: BeginTearingDown for /Game/Maps/MainMenuMap [2021.06.23-00.50.20:268][143]LogSlate: Took 0.000138 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) [2021.06.23-00.50.20:269][143]LogWorld: UWorld::CleanupWorld for MainMenuMap, bSessionEnded=true, bCleanupResources=true [2021.06.23-00.50.20:269][143]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2021.06.23-00.50.20:306][143]LogAudio: Display: Waited 35.997601 ms for audio thread. [2021.06.23-00.50.20:307][143]LogAudio: Display: Audio Device unregistered from world 'None'. [2021.06.23-00.50.20:308][143]LogUObjectHash: Compacting FUObjectHashTables data took 0.35ms [2021.06.23-00.50.20:309][143]LogStreaming: Display: FlushAsyncLoading: 1 QueuedPackages, 0 AsyncPackages [2021.06.23-00.50.20:316][143]LogAudio: Display: Audio Device (ID: 1) registered with world 'PongMap'. [2021.06.23-00.50.20:318][143]LogAIModule: Creating AISystem for world PongMap [2021.06.23-00.50.20:318][143]LogLoad: Game class is 'PongGameMode' [2021.06.23-00.50.20:318][143]LogNet: ReplicationDriverClass is null! Not using ReplicationDriver. [2021.06.23-00.50.20:318][143]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0 [2021.06.23-00.50.20:318][143]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072) [2021.06.23-00.50.20:319][143]LogNet: Created socket for bind address: 0.0.0.0 on port 7777 [2021.06.23-00.50.20:319][143]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2021.06.23-00.50.20:319][143]LogNet: GameNetDriver IpNetDriver_2147482515 IpNetDriver listening on port 7777 [2021.06.23-00.50.20:320][143]LogWorld: Bringing World /Game/Maps/PongMap.PongMap up for play (max tick rate 0) at 2021.06.22-21.50.20 [2021.06.23-00.50.20:320][143]LogWorld: Bringing up level for play took: 0.000582 [2021.06.23-00.50.20:321][143]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart [2021.06.23-00.50.20:321][143]LogGameState: Match State Changed from EnteringMap to WaitingToStart [2021.06.23-00.50.20:321][143]LogTemp: Warning: The game state has changed. [2021.06.23-00.50.20:321][143]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress [2021.06.23-00.50.20:321][143]LogGameState: Match State Changed from WaitingToStart to InProgress [2021.06.23-00.50.20:321][143]LogTemp: Warning: The game state has changed. [2021.06.23-00.50.20:322][143]LogLoad: Took 0.054017 seconds to LoadMap(/Game/Maps/PongMap) [2021.06.23-00.50.31:377][227]LogNet: NotifyAcceptingConnection accepted from: 192.168.0.13:57890 [2021.06.23-00.50.31:377][227]LogHandshake: SendConnectChallenge. Timestamp: 11.121956, Cookie: 077171248231226087187015083198000224073071038057255098212019 [2021.06.23-00.50.31:388][228]LogNet: NotifyAcceptingConnection accepted from: 192.168.0.13:57890 [2021.06.23-00.50.31:388][228]LogHandshake: SendChallengeAck. InCookie: 077171248231226087187015083198000224073071038057255098212019 [2021.06.23-00.50.31:388][228]LogNet: Server accepting post-challenge connection from: 192.168.0.13:57890 [2021.06.23-00.50.31:388][228]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2021.06.23-00.50.31:388][228]LogNet: NotifyAcceptedConnection: Name: PongMap, TimeStamp: 06/22/21 21:50:31, [UNetConnection] RemoteAddr: 192.168.0.13:57890, Name: IpConnection_2147482485, Driver: GameNetDriver IpNetDriver_2147482515, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID [2021.06.23-00.50.31:388][228]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 192.168.0.13:57890, Name: IpConnection_2147482485, Driver: GameNetDriver IpNetDriver_2147482515, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID [2021.06.23-00.50.31:395][229]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/PongMap.PongMap: Accepted [2021.06.23-00.50.31:395][229]LogNet: Remote platform little endian=1 [2021.06.23-00.50.31:395][229]LogNet: This platform little endian=1 [2021.06.23-00.50.31:395][229]LogNetVersion: PongOnline 1.0.0.0, NetCL: 14830424, EngineNetVer: 16, GameNetVer: 0 (Checksum: 368746561) [2021.06.23-00.50.31:411][230]LogNet: Login request: ?Name=MSI-40AFCCF44C3AB519D30221A3AED2FE72 userId: Null:MSI-40AFCCF44C3AB519D30221A3AED2FE72 platform: Null [2021.06.23-00.50.31:429][231]LogNet: Client netspeed is 100000 [2021.06.23-00.50.31:463][235]LogNet: Join request: /Game/Maps/MainMenuMap?Name=MSI-40AFCCF44C3AB519D30221A3AED2FE72?SplitscreenCount=1 [2021.06.23-00.50.31:465][235]LogNet: Join succeeded: MSI-40AFCCF44C3AB519 
Client:
[2021.06.23-00.50.29:707][722]LogSlate: Took 0.000198 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) [2021.06.23-00.50.30:364][801]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2021.06.23-00.50.30:364][801]LogGameState: Match State Changed from InProgress to LeavingMap [2021.06.23-00.50.30:365][801]LogTemp: Warning: The game state has changed. [2021.06.23-00.50.30:365][801]LogNet: Browse: 192.168.0.13/Game/Maps/MainMenuMap [2021.06.23-00.50.30:365][801]LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768) [2021.06.23-00.50.30:365][801]LogNet: Created socket for bind address: 0.0.0.0 on port 0 [2021.06.23-00.50.30:365][801]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2021.06.23-00.50.30:365][801]LogNet: Game client on port 7777, rate 100000 [2021.06.23-00.50.31:381][923]LogHandshake: SendChallengeResponse. Timestamp: 11.121956, Cookie: 077171248231226087187015083198000224073071038057255098212019 [2021.06.23-00.50.31:390][924]LogNetVersion: PongOnline 1.0.0.0, NetCL: 14830424, EngineNetVer: 16, GameNetVer: 0 (Checksum: 368746561) [2021.06.23-00.50.31:390][924]LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 192.168.0.13:7777, Name: IpConnection_2147482531, Driver: PendingNetDriver IpNetDriver_2147482532, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID [2021.06.23-00.50.31:418][927]LogNet: Welcomed by server (Level: /Game/Maps/PongMap, Game: /Script/PongOnline.PongGameMode) [2021.06.23-00.50.31:419][927]LogLoad: LoadMap: 192.168.0.13/Game/Maps/PongMap?game=/Script/PongOnline.PongGameMode [2021.06.23-00.50.31:419][927]LogWorld: BeginTearingDown for /Game/Maps/MainMenuMap [2021.06.23-00.50.31:419][927]LogWorld: UWorld::CleanupWorld for MainMenuMap, bSessionEnded=true, bCleanupResources=true [2021.06.23-00.50.31:419][927]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2021.06.23-00.50.31:447][927]LogAudio: Display: Audio Device unregistered from world 'None'. [2021.06.23-00.50.31:448][927]LogUObjectHash: Compacting FUObjectHashTables data took 0.54ms [2021.06.23-00.50.31:450][927]LogStreaming: Display: FlushAsyncLoading: 1 QueuedPackages, 0 AsyncPackages [2021.06.23-00.50.31:458][927]LogAudio: Display: Audio Device (ID: 1) registered with world 'PongMap'. [2021.06.23-00.50.31:461][927]LogWorld: Bringing World /Game/Maps/PongMap.PongMap up for play (max tick rate 0) at 2021.06.22-21.50.31 [2021.06.23-00.50.31:461][927]LogWorld: Bringing up level for play took: 0.000884 [2021.06.23-00.50.31:462][927]LogLoad: Took 0.044222 seconds to LoadMap(/Game/Maps/PongMap) [2021.06.23-00.50.31:463][927]LogNavigation: Warning: NavData RegistrationFailed_DataPendingKill. [2021.06.23-00.50.31:538][929]LogTemp: Warning: The game state has changed. 
Both the listen server and the client loaded the PongMap, but the map itself doesn't show in the screen, and it seems that the listen server accepted the Join request from the client. I'm trying to figure out for hours now, without success.

Also, here is my Build.cs:
// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class PongOnline : ModuleRules { public PongOnline(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", //This is necessary to create session through OnlineSubsystems "OnlineSubsystemUtils", //This is necessary to create session through OnlineSubsystems "UMG", //This is necessary to create UMGs "Networking", "Sockets" } ); PrivateDependencyModuleNames.AddRange( new string[] { "Slate", //This is necessary to create UMGs "SlateCore" //This is necessary to create UMGs } ); DynamicallyLoadedModuleNames.Add("OnlineSubsystemNull"); // Uncomment if you are using Slate UI // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // Uncomment if you are using online features // PrivateDependencyModuleNames.Add("OnlineSubsystem"); // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true } } 
Any help will be appreciated! :)
submitted by TadeuAriasVillares to unrealengine [link] [comments]


2021.04.26 01:42 jopharvorin [For Hire] Online slot/casino game developer

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submitted by jopharvorin to B2BForHire [link] [comments]


2020.06.18 21:15 pyromanci Dedicated Private Server Woe's

Need some help. Trying to setup a Dedicated server and no one can log in. I have whitelisting enabled, and the whitelist file has the correct id’s in it. When someone trying to connect this shows in the log.
Anyone have any clue on how to fis this? There are no mods, it’s all stock right now.

[2020.06.18-18.31.59:041][397]LogHandshake: SendConnectChallenge. Timestamp: 7998.796387, Cookie: XXXXXXXXXXXXXXXXXXXXXXXXX
[2020.06.18-18.31.59:154][399]LogNet: Server accepting post-challenge connection from: XXXXXXXXXXXXXXXXXXXXXXXXX
[2020.06.18-18.31.59:155][399]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2020.06.18-18.31.59:156][399]LogNet: NotifyAcceptedConnection: Name: ConanSandbox, TimeStamp: 06/18/20 19:31:59, [UNetConnection] RemoteAddr: XXXXXXXXXXXXXXXXXXXXXXXXX, Name: IpConnection_28, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
[2020.06.18-18.31.59:159][399]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/ConanSandbox/ConanSandbox.ConanSandbox: Accepted
[2020.06.18-18.31.59:160][399]LogNet: Remote platform little endian=1
[2020.06.18-18.31.59:161][399]LogNet: This platform little endian=1
[2020.06.18-18.31.59:320][404]LogNet: Login request: /Game/Maps/Startup?Ping=9999?Password=?Name=XXXXXXXXXX%2367176?dw_user_id=XXXXXXXXXX?IdentityToken_Data=35f706186718576a70075915cd202f09d3adece83902a100b397f90ba04e4855f6827a43cb31f559b4b38333254b77aa47ba716fcec77501e881b5f8cdc48fb09a280af5e1389a174984d20ec69048f53b5ca0a61f77ac460a05e568e66d2483b8ce85ece489fe7a9ce6352cd04b17781883ef807cc407fac20ae647c258ee6400d522e4e5b82e847c989664f3?IdentityToken_IV=8ce67984297bc0862b15223727d2b9b2?FLSPlayerIds_TitleID=FCE2B8A955605A8B?FLSPlayerIds_MasterID=2E15AFDB3BEBED89 userId: XXXXXXXXXX
[2020.06.18-18.31.59:324][404]LogDreamworld:Display: PreLogin: XXXXXXXXXX
[2020.06.18-18.31.59:325][404]ConanSandbox:Display: User XXXXXXXXXX logged in from unknown country
[2020.06.18-18.31.59:327][404]LogOnline:Warning: STEAM: Steam API disabled!
[2020.06.18-18.31.59:328][404]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2020.06.18-18.31.59:329][404]LogNet: Client login from XXXXXXXXXX with ping 9999
[2020.06.18-18.31.59:487][409]LogNet: Client netspeed is 25000
[2020.06.18-18.31.59:632][412]LogFuncomLiveServices:Error: VerifyIdentity Failed: Request Timeout or null response
[2020.06.18-18.31.59:637][412]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: XXXXXXXXXX, Name: IpConnection_28, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL, Channels: 1, Time: 2020.06.18-18.31.59
[2020.06.18-18.31.59:639][412]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: XXXXXXXXXX, Name: IpConnection_28, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: NULL, Owner: NULL
submitted by pyromanci to ConanExiles [link] [comments]


2019.06.08 18:59 Aimarty Any idea on what this crash log is trying to tell me?

Still having crashes. Found where my logs are stored. Can anyone decipher this? TIA

[2019.06.07-21.37.20:840][731]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:856][732]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:873][733]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:890][734]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:906][735]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:939][737]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:957][738]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.20:989][740]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:006][741]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:022][742]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:039][743]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:056][744]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:089][746]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:122][748]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:156][750]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:189][752]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:206][753]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:238][755]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:255][756]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:272][757]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:288][758]LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
[2019.06.07-21.37.21:305][759]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:321][760]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:338][761]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:355][762]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:371][763]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:388][764]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:421][766]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:439][767]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:472][769]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Ballista_C_1. Function ServerMoveNoBase will not be processed.
[2019.06.07-21.37.21:488][770]LogNet: Browse: /Game/Mordhau/Maps/MainMenu/MainMenu?closed
[2019.06.07-21.37.21:488][770]LogNet: Connection failed; returning to Entry
[2019.06.07-21.37.21:504][770]LogLoad: LoadMap: /Game/Mordhau/Maps/MainMenu/MainMenu?closed
[2019.06.07-21.37.21:505][770]LogNet: World NetDriver shutdown IpNetDriver_2 [GameNetDriver]
[2019.06.07-21.37.21:505][770]LogNet: DestroyNamedNetDriver IpNetDriver_2 [GameNetDriver]
[2019.06.07-21.37.21:505][770]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 147.135.5.108:7781, Name: IpConnection_2, Driver: GameNetDriver IpNetDriver_2, IsServer: NO, PC: BP_FrontlinePlayerController_C_0, Owner: BP_FrontlinePlayerController_C_0, UniqueId: MordhauOnlineSubsystem:76561197967806145, Channels: 329, Time: 2019.06.07-21.37.21
[2019.06.07-21.37.21:505][770]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 147.135.5.108:7781, Name: IpConnection_2, Driver: GameNetDriver IpNetDriver_2, IsServer: NO, PC: BP_FrontlinePlayerController_C_0, Owner: BP_FrontlinePlayerController_C_0, UniqueId: MordhauOnlineSubsystem:76561197967806145
[2019.06.07-21.37.21:505][770]LogExit: GameNetDriver IpNetDriver_2 shut down
[2019.06.07-21.37.21:900][770]LogStreaming: Display: Flushing async loaders.
[2019.06.07-21.37.21:967][770]LogAIModule: Creating AISystem for world MainMenu
[2019.06.07-21.37.21:967][770]LogLoad: Game class is 'BP_MordhauMainMenuGameMode_C'
[2019.06.07-21.37.21:972][770]LogWorld: Bringing World /Game/Mordhau/Maps/MainMenu/MainMenu.MainMenu up for play (max tick rate 62) at 2019.06.07-17.37.21
[2019.06.07-21.37.21:975][770]LogWorld: Bringing up level for play took: 0.006366
[2019.06.07-21.37.21:975][770]LogGameMode: FindPlayerStart: PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2019.06.07-21.37.21:976][770]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2019.06.07-21.37.21:978][770]LogBlueprintUserMessages: Warning: SetTimer passed a bad function (IncrementTimeSinceLastSentMessage) or object (BP_ChatBox_C_2)
[2019.06.07-21.37.22:163][770]LogMordhauGameInstance: Verbose: UpdateParty bSendProfile: 0, bSentProfile: 0, IsBound: 1
[2019.06.07-21.37.22:163][770]LogMordhauGameInstance: Verbose: SetPartyMemberProfile SteamID: 76561197967806145, Profile: Healer
[2019.06.07-21.37.22:163][770]LogMordhauGameInstance: Verbose: UpdateParty bSendProfile: 1, bSentProfile: 0, IsBound: 1
[2019.06.07-21.37.22:204][770]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2019.06.07-21.37.22:433][770]LogMordhauGameInstance: Verbose: DestroyServerSession
[2019.06.07-21.37.22:433][770]LogLoad: Took 0.928790 seconds to LoadMap(/Game/Mordhau/Maps/MainMenu/MainMenu)
[2019.06.07-21.37.22:485][771]LogMordhauGameInstance: Verbose: SetPartyMemberProfile SteamID: 76561197967806145, Profile: Unnamed
[2019.06.07-21.37.22:485][771]LogMordhauGameInstance: Verbose: UpdateParty bSendProfile: 1, bSentProfile: 0, IsBound: 1
[2019.06.07-21.37.22:506][772]LogMordhauInventory: Verbose: PerformNextOperation(): RefreshItems
[2019.06.07-21.37.22:674][783]LogMordhauGameInstance: Verbose: OnLobbyDataUpdate LobbyID: 109775241056755691, MemberID: 109775241056755691, bWasSuccessful: 1
[2019.06.07-21.37.22:674][783]LogMordhauGameInstance: Verbose: UpdateParty bSendProfile: 0, bSentProfile: 0, IsBound: 1
[2019.06.07-21.37.22:681][783]LogOnline: Warning: Mordhau: Unknown or unsupported data type from Steam key data PartyState Joining
[2019.06.07-21.37.22:891][796]LogMordhauInventory: Verbose: OnRefreshItemsResultReady() completed (bWasSuccessful: 1, ItemStacks: 307)
[2019.06.07-21.37.22:940][799]LogSlate: FSceneViewport::OnFocusLost() reason 0
[2019.06.07-21.37.23:094][808]LogMordhauGameInstance: Matchmaking: Party ready: true
[2019.06.07-21.37.23:591][838]Closing by request
[2019.06.07-21.37.23:591][838]LogWindows: FPlatformMisc::RequestExit(0)
[2019.06.07-21.37.23:659][838]LogMoviePlayer: Shutting down movie player
[2019.06.07-21.37.24:437][838]LogStreaming: Display: Suspending async loading (1)
[2019.06.07-21.37.24:453][838]LogStreaming: Display: Resuming async loading (0)
[2019.06.07-21.37.24:455][838]LogSlate: Request Window 'MORDHAU ' being destroyed
[2019.06.07-21.37.24:455][838]LogStreaming: Display: Suspending async loading (1)
[2019.06.07-21.37.24:521][838]LogStreaming: Display: Resuming async loading (0)
[2019.06.07-21.37.24:523][838]LogSlate: Window 'MORDHAU ' being destroyed
[2019.06.07-21.37.24:599][838]LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
[2019.06.07-21.37.24:612][838]LogSlate: Slate User Destroyed. User Index 0, Is Virtual User: 0
[2019.06.07-21.37.24:612][838]LogExit: Preparing to exit.
[2019.06.07-21.37.24:637][838]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2019.06.07-21.37.24:678][838]LogExit: Game engine shut down
[2019.06.07-21.37.25:081][838]LogExit: Object subsystem successfully closed.
[2019.06.07-21.37.25:105][838]LogD3D11RHI: Shutdown
[2019.06.07-21.37.25:105][838]LogD3D11RHI: CleanupD3DDevice
[2019.06.07-21.37.25:132][838]LogD3D11RHI: ~FD3D11DynamicRHI
[2019.06.07-21.37.25:132][838]LogModuleManager: Shutting down and abandoning module Media (160)
[2019.06.07-21.37.25:137][838]LogModuleManager: Shutting down and abandoning module WebBrowser (158)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module AIModule (156)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module NavigationSystem (155)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module CharacterAI (152)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module SessionServices (150)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module MovieSceneTracks (148)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module MovieScene (146)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module StreamingPauseRendering (144)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module ProceduralMeshComponent (142)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module EditableMesh (140)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module CustomMeshComponent (138)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module CableComponent (136)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module AudioCapture (134)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module LoginFlow (130)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module PlayTimeLimit (128)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module Rejoin (126)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module Hotfix (124)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module Lobby (122)
[2019.06.07-21.37.25:143][838]LogModuleManager: Shutting down and abandoning module Party (120)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module Qos (118)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module MediaCompositing (116)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module LinearTimecode (114)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module GeometryCacheTracks (112)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module GeometryCache (110)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module BackChannel (108)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module AppleVision (106)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module AppleImageUtils (104)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module DatasmithContent (102)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module Mordhau (100)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module DiscordRpc (98)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module WebBrowserWidget (96)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module RuntimePhysXCooking (94)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module PhysXVehicles (92)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module ImmediatePhysics (90)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module ActorSequence (88)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module UdpMessaging (86)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module TcpMessaging (84)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module FacialAnimation (82)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module LightPropagationVolumeRuntime (80)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module AISupportModule (78)
[2019.06.07-21.37.25:144][838]LogModuleManager: Shutting down and abandoning module WindowsMoviePlayer (76)
[2019.06.07-21.37.25:146][838]LogModuleManager: Shutting down and abandoning module MordhauLoadingScreen (74)
[2019.06.07-21.37.25:146][838]LogModuleManager: Shutting down and abandoning module PacketHandler (72)
[2019.06.07-21.37.25:146][838]LogModuleManager: Shutting down and abandoning module ClothingSystemRuntime (70)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module MediaAssets (68)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module Overlay (66)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module UMG (64)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module Slate (62)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module MRMesh (60)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module Messaging (58)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module HeadMountedDisplay (56)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module XAudio2 (54)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module Networking (52)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module Core (48)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module LevelSequence (46)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module ImageWrapper (42)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module InputCore (40)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module PhysXCooking (38)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module ExampleDeviceProfileSelector (36)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module LauncherChunkInstaller (34)
[2019.06.07-21.37.25:147][838]LogModuleManager: Shutting down and abandoning module OnlineSubsystem (30)
[2019.06.07-21.37.25:147][838]LogOnline: Display: Mordhau: FMordhauOnlineSubsystem::Shutdown()
[2019.06.07-21.37.25:150][838]LogOnline: Display: Mordhau: FMordhauOnlineSubsystem::Shutdown()
[2019.06.07-21.37.25:150][838]LogModuleManager: Shutting down and abandoning module HTTP (27)
[2019.06.07-21.37.25:150][838]LogModuleManager: Shutting down and abandoning module SSL (26)
[2019.06.07-21.37.25:150][838]LogModuleManager: Shutting down and abandoning module ShaderCore (22)
[2019.06.07-21.37.25:150][838]LogModuleManager: Shutting down and abandoning module Landscape (20)
[2019.06.07-21.37.25:150][838]LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (18)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module OpenGLDrv (16)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module D3D11RHI (14)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (12)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module Renderer (10)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module Engine (8)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module SandboxFile (4)
[2019.06.07-21.37.25:151][838]LogModuleManager: Shutting down and abandoning module PakFile (2)
[2019.06.07-21.37.25:172][838]LogExit: Exiting.
[2019.06.07-21.37.25:184][838]Log file closed, 06/07/19 17:37:25
submitted by Aimarty to Mordhau [link] [comments]


2019.05.27 12:27 Gaming4all Aetherforged Recontinued - Game Development Blog 27/5/19

Dear Aetherforged Community,
I am Philip Ritmeester one of the lead developers and CEOs at !mpact Games a small indie game development studio with a team of 20 active game developers that achieved a Green Lighted Multiplayer Arcade Steam title and developed an in-house 3d tech game engine ¨Foresight¨.
Today we are very happy to announce the development of a new MOBA title which many of you are familiar with for already quite some time ¨Aetherforged¨.
After some chatting with 07Studios and a lot of cups of coffee we agreed with the guys behind the game that !mpact Games can push on the title and continue its development.
Some of you may know the game was open sourced but this does not give us all the rights to do whatever we want and especially in terms of using the same title, graphics and audio we wanted be sure that !mpact could be the rightful owner of it all without the risks of being taken down or other being taken down for using these trademarked items.
We already achieved some goals but there is still much to do before we actually can get to a point where we can invite you to play the game and have fun with it.
So I think its time to talk about what future we have planned for Aetherforged, what's to come and what already has been done.
Aetherforged Gameplay Model Aetherforged originally has been developed to revive an old title many of you are familiar with which is ¨Dawngate¨ a MOBA title by ¨EA¨ that was shut down.
Which way, Which steps
Our team plans to continue the same path the game was going towards some big improvements and add-ons that are already existing community will fall in love with.
First of all, will the main game on a 2 lane map keep existing but will we also add a bigger 3 lane map that will make place for some interesting content both at the lanes and inside the jungle area.
Next, on the list will our team finish the the existing map and roll-out some changes in terms of graphics and details in the textures and effects.
The last big thing that we will add is a third person mode. A big request of our existing community is the third person mode but we think that the casual top-down content could be in there too.
How would this work is really simple as we simply just adding a third person mode where you play at the exact same maps you are used to from top-down perspective with the twist of a camera and control change.
In the third person, you only face players that cued up for the third person mode match queue and you won't face any opponents that will play top down.
What´s currently done
During our take over a lot of our devs were working on an internal project and to actually be able to get our selves into testing the project we needed to create the networking, login, registration, databases, and lobby for the game.
That may seem our sounds really simple and we may have some significant boosts due to the login/register menu and lobby already had been created UI wise but the coding still had to be done and we only had 2 people being able to clear the job.
The first thing we wanted to ensure was that players could register an account and then use their details used for registering for logging into the game.
For this we not only had to program those menus but also had to set up a back-end in which we could establish a database where all those details would be stored so that the player could keep logging in and enjoy progress within the game without losing this due to that there is no database that handles the data players create while playing.
We have had some rough testing but after a few days we managed to implement the login and registration for the game and player would receive an additional email with there login details to be sure that they couldn´t be forgotten.
We also added an database value that later can be used for logging in with your game account on our website and if you have forgotten your email or password these can be requested over the email over the course of 5 steps to ensure this is your account and to make sure that your account is secured against hackers & exploiters.
The next step we worked on was creating the lobby area. We made use of a simple base menu where you will be able to find news and queue up for a match. This then would bring you to the match where you would be able to select a hero and a skin/cosmetic of your choice which other players can see too.

To be able to get those things to work we needed a network system that is scalable and on which we can rely at all costs. Here we had 2 options either go with our own network system which would probably take months to be developed or find a solution that works for what we were looking for which is open source so that it can receive continued support from our development team.
We soon found ¨Mirror¨ a network system based on Unity´s UNET which was stable, lightweight, free and open source. It did cost quite some work to sync up everything with the game but after some testing did we be able to create a completely stable match which was scalable over many servers too.
What we work on next Since we established already quite some important parts do we now want to focus on the game itself, its graphics and more work on the network system to be sure that it can be of a huge help over time. We also would like to invest more time into all the menus and audio to then be able to start an open test demo for all players that can be played without any restrictions.
How you can get involved Our team is always looking for new talented developers, people that are willing to keep pushing the project and to make sure that it can come where Dawngate once has marked its feet steps.
A few roles we are really looking for to full fill are
Programming C# Gameplay Programmer & Network Programmer
2D Graphics 2d graphics artist (Includes Logo´s and banners) 2d Concept Artist 2d Interface Designer (Both Menus and the in-game user interfaces) 2d Character Artist 2d Environmental Artist
3D Graphics 3d Character Artist 3d Environmental Generalist 3d Texture & Material Specialist 3d Weapon Artist
3D/2D Animation 3d Character Animator 3d Weapon Animator 2d Character Animator
Visual Effects VFX Specialist
Music & Sounds Sound FX Designer Music Composer Voice Actor both male & Female
Community Community Moderator Community Admin Community Speakers (For community updates)
All the roles are bound to a contract with a flexible work schedule based on your available time but are royalty based as we have no budget to do actual payments however we do payout are you invested hours as soon as the budget is available.
You can of course also be of big help when you support our SubReddit & Discord Server to stay updated about the latest changes and to chat with others about the game that's being created.
Social Links
Sub Reddit: https://www.reddit.com/BraindeadGames/ Discord: https://discord.gg/DZERG4R Aetherforged Website: https://aetherforgedgame.com/ !mpact Games Website: http://impact-games.net/
submitted by Gaming4all to aetherforged [link] [comments]


2019.04.05 11:56 Mimetic_ Alpha 9.6: B2307 Unity 2018.1 05/04/2018

Update: April 23, 2019 We are really sorry, but we had to temporarily revert back to Unity 2018.1 (Alpha 9.6 - Build 2307) since UNET causes some problems that we need to address first. Your save games should be fully compatible with Alpha 9.6.
Alpha 9.7 (Build 2316) will stay on the EXPERIMENTAL branch.

9.7 B2316 Patch notes


Update: April 4, 2019 - 2.30pm CEST
Unity 2018 (Build 2307) is live again on the public branch!
Changes:- Updated EAH Server Tool: https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/page-54#post-302735
submitted by Mimetic_ to empyriongame [link] [comments]


2018.12.19 15:38 KitezhGrad [Book] [Partner Insititution] The Chemical Formulary by H. Bennett

1) Individual institutions
Allegheny College
American University of Beirut
Amherst College
Arizona State University
Auburn University
Baylor University
Boston College
Boston University
Brandeis University
Brigham Young University
Brown University
Bryn Mawr College
Bucknell University
Carleton College
Carnegie Mellon University
Case Western Reserve University
Colby College
Columbia University
Cornell University
Dartmouth College
DePaul University
Dickinson College
Duke University
Elon University
Emory University
Florida State University
George Mason University
Georgetown University
Georgia Institute of Technology
Georgia State University
Getty Research Institute
The Graduate Center, City University of New York
Grinnell College
Harvard University
Haverford College
Indiana University
Iowa State University
Johns Hopkins University
Kansas State University
Lafayette College
Library of Congress
Macalester College
Massachusetts Institute of Technology
McGill University
McMaster University
Michigan State University
Montana State University
Mount Holyoke College
New Mexico State University
New York Public Library
New York University
North Carolina Central University
North Carolina State University
Northeastern University
Northwestern University
The Ohio State University
Oklahoma State University
The Pennsylvania State University
Princeton University
Purdue University
Rutgers University
Smith College
Southern Methodist University
Stanford University
Swarthmore College
Syracuse University
Temple University
Texas A&M University
Texas Christian University
Texas State University
Texas Tech University
Tufts University
Tulane University
Union College
Universidad Complutense de Madrid
University of Alabama
University of Alberta
University of Arizona
University of British Columbia
University of Buffalo
University of Calgary
University of California, Berkeley
University of California, California Digital Library
University of California, Davis
University of California, Irvine
University of California, Los Angeles
University of California, Merced
University of California, Riverside
University of California San Diego
University of California, San Francisco
University of California, Santa Barbara
University of California, Santa Cruz
The University of Chicago
University of Cincinnati
University of Colorado Boulder
University of Connecticut
University of Delaware
University of Florida
University of Georgia
University of Hawaiʻi
University of Houston
University of Illinois at Chicago
University of Illinois at Urbana-Champaign
The University of Iowa
University of Kansas
University of Maryland
University of Massachusetts, Amherst
University of Miami
University of Michigan
University of Minnesota
University of Mississippi
University of Missouri
University of Nebraska-Lincoln
University of Nevada, Las Vegas
University of Nevada, Reno
University of New Mexico
The University of North Carolina at Chapel Hill
University of Notre Dame
University of Oklahoma
University of Oregon
University of Pennsylvania
University of Pittsburgh
University of Queensland
University of Richmond
University of Rochester
University of Tennessee, Knoxville
University of Toronto
University of Utah
University of Vermont
University of Virginia
University of Washington
University of Wisconsin-Madison
University of Wyoming
Utah State University
Vanderbilt University
Virginia Commonwealth University
Virginia Tech University
Wayne State University
Wake Forest University
Washington State University
Washington University in St. Louis
Wesleyan University
West Virginia University
Whitman College
Wichita State University
Williams College
Yale University
2) Consortia/State Systems
Claremont University Consortium
Big Ten Academic Alliance
State University System of Florida
University of California
University System of Georgia
University of Texas System
submitted by KitezhGrad to Scholar [link] [comments]


2018.11.20 01:00 Swiftpaw22 7 Days to Die Alpha 17 Experimental now available to opt-in - MASSIVE update! (15 months dev time)

To get this you must opt-in to latest_experimental in the beta tab
7 Days to Die Alpha 17 (A17) is the biggest alpha release to date, with 15 months of development behind it. Many have commented that it feels like a new game. Each Alpha release is a "complete game" as this is a zombie horde survival crafting game with no exact end just as Minecraft has no end, so don't be turned off by the "Early Access" status of this game. Please give it a try, you can always refund it if you don't enjoy it, and support these developers who have been supporting Linux for a long time now!
7 Days to Die Steam Store Page
Videos of Alpha 17
One of the dev's Twitter account where he posts about 7DtD content
Also check out my Friendly Animals mod where wolves and bears fight along side you against the zombie hordes!
Link to A17 Official Early Release Notes

A17 Official Early Release Notes

Hey Survivors,
We just release Alpha 17 Experimental. Check our forums for more information on opting in and helping us find the biggest issues. Forum Post
Hard to believe but it’s been nearly a year and a half since our last major update. That said, this has been our longest and largest update so far. On top of that, it’s the biggest content drop we’ve ever done. In the future, you can expect shorter 3 month build cycles as we have done all the heavy framework changes we wanted to do in this build.
Please remember that this is an experimental build, so it is not without issues. It still needs bug fixing, balancing and optimizations. More optimizations are coming, so if you are not getting the performance you did in previous builds, we highly recommend you lower your resolution and view distance as the first steps. Our team has commented how much better the game looks than previous builds even with a lower resolution and view distance as the HD textures, PBR and distance trees have really changed the game. If you’re still not seeing enough performance, lower reflection quality and tree quality.
Problems aside, Alpha 17 is great and in the spirit of getting Alpha 17 it into the hands of our community, we opted to get it out sooner to help us in our goal of a stable version out before the end of the year.
We are extremely excited and proud of this build which was a huge team effort and we believe it truly is a new game. Now without further ado, here is a complete list of Alpha 17 release notes!

Alpha 17 Official Early Release Notes (B184)

Art, Lighting, PBR Rendering and Texture Streaming

First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.
  • Nearly all objects and surfaces in game have been improved to support the new lighting features.
  • Ambient lighting improved to show more natural scene lighting.
  • Many surfaces now light with natural subtle reflections to improve overall scene appearance.

Party System

Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:
  • Share team XP with nearby party members of Zombie Kills
  • Share Quests.
  • Track Party members location, and health.

Quest System

We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:
  • Clear Sleeper
  • Fetch
  • Hidden Cache
  • Buried Supplies
  • Clear and Fetch
  • Clear and Hidden Cache
  • Treasure (Old)
  • Challenge (Updated)

Navezgane Improvements

The Navezgane world grew from 16 square kilometers to 36 square kilometers in size and has been given a new terrain height overhaul. They height is much more extreme and natural looking. You will not recognize the world.

Locations

We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 125 new locations and counting. Some of these include:
  • Shamway Factory
  • Shotgun Messiah Factory
  • Navezagne Hospital
  • Perishton Courthouse
  • 4 Skyscrapers in Departure
  • New giant Perishton Church
  • 4 new Perishton Business Strips
  • 9 Old Businesses
  • 8 Abandoned houses (Non Quest)
  • Apartment Building
  • 65 Houses of varying size and challenge
  • 8 Ramshackle Survivor Sites
  • Water Works Utility Company
  • 3 Army Camps
  • 3 Barns
  • Bus Stop (Non Quest)
  • Cemetery
  • Road Culvert (Navezgane Olny)
  • 7 New Garages
  • Red Mesa Installation
  • Vacant Lot
  • Gas Station
  • Docks

Vehicles

We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:
  • New real physics that make the vehicles feel like a real driving game
  • New Bicycle vehicle that consumes stamina when you pedal it
  • New Badass Motorbike vehicle
  • New 4×4 vehicle that allows a friend to ride shotgun as a passenger
  • New Gyrocopter vehicle allows players to own the skies
  • Updated minibike that uses the new systems
  • New vehicle placement system
  • New vehicle camera system with turning to where you are looking
  • New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section
  • New vehicle sound system that handles gears and loops better
  • New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them.
  • Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle
  • New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts

AI and Pathing

We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:
  • New path calculations based on distance vs destroying blocks and uses the block health including block downgrades
  • New movement, turning and target estimation
  • New obstacle detection to better path around or destroy
  • New jumping across gaps and up onto ledges (Spiders have a long jump)
  • Improved jumping onto obstacles
  • Updated jump animations with three separate parts
  • Improved handling of stairs
  • Improved ladder climbing, including skipping rungs
  • New digging down if their destination is below them and they can’t walk to it
  • New destroy area mode, when players can’t be reached
  • New group damage bonus, when AI are close together
  • New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture
  • Improved sleeper spawning and tracking. New types of sleepers
  • All sleeper spawns are now game-staged to up the challenge as you level up or party in a group

Animals

We’ve added a couple new animal models including:
  • New Stag
  • New Doe

Modded Item System

We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:
  • Attachments like a weapon, scopes, flashlight, silencer or duck bill
  • Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size
  • Adding barbed wire or a different grip to a club for improved damage or swing speed
  • Mods to make tools more efficient
  • Armor mods to help with encumbrance, heat, cold and stealth
  • Mods to dye items to unify your clans look.

New Items / Recipes

  • We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game.
  • New foods, drinks and drugs to craft and use.
  • Magazines to grant you temporary attribute and perk levels.
  • Item mods, of course.
  • Schematics to craft mods yourself.
  • Dyes to personalize your weapons and armor.
  • Table saw for crafting furniture and advanced wooden blocks.
  • Grandpas Moonshine (Increases Melee damage for limited time)
  • Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time)
  • Grandpas Awesome Sauce (Increases your barter ability for limited time)
  • Recog Drug (Increases perception for increased ranged weapon damage)
  • Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time)
  • Mega Crush now boosts your running speed to extreme levels for a limited time.

Physical Attribute Skill System and Progression

We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.
This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.
The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.
Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:
  • Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms)
  • * Marksmanship Perks
  • * * Gunslinger
  • * * Shotgun Messiah
  • * * Automatic Weapons
  • * * Dead Eye
  • * * Archery
  • * * Explosive Weapons
  • * * Boom! Headshot!
  • * * Run and Gun
  • * Scavenging Perks
  • * * Lucky Looter
    • * Salvage Operations
  • Strength Attribute
    • Melee Combat Perks
    • * Wrecking Ball
    • * Sexual Tyrannosaurus
    • * Flurry of Blows
    • * Deep Cuts
    • * Stay Down
    • * Heavy Metal
    • * Skull Crusher
    • Construction Perks
    • * Miner 69’er
    • * Pack Mule
    • * Mother Lode
  • Fortitude Attribute
    • Survival Perks
    • * Heavy Armor
    • * The Huntsman
    • * Intrinsic Immunity
    • * Well Insulated
    • * Living Off The Land
    • * Pain Tolerance
    • Recovery Perks
    • * Healing Factor
    • * Fully Hydrated
    • * Slow Metabolism
    • * Self Medicated
  • Agility Attribute
    • Athletic Perks
    • * Rule 1: Cardio
    • * Light Armor
    • * Charging Bull
    • * Parkour
    • * Olympic Swimmer
    • Stealth Perks
    • * Ninja Movement
    • * Hidden Strike
    • * From The Shadows
  • Intellect Attribute
    • Influence Perks
    • * Better Barter
    • * The Daring Adventurer
    • * Charismatic Nature
    • Craftsmanship Perks
    • * Hammer and Forge
    • * Grease Monkey
    • * Advanced Engineering
    • * Yeah, Science
    • * Physician
    • * Master Chef

Integrated Survival System ISS

We’ve thrown out the old wellness system and added the new Integrated Survival System. The core concept behind the ISS is the introduction of “hard damage” to the player’s Max Health and Max Stamina caps. This “hard damage” represents the cumulative wear and tear to the player’s physical condition through repeated injury or exertion, and is represented by reducing/capping the maximum portion of the health and stamina bar that is recoverable through normal means. Mechanically, the system requires the introduction of two new player stats: “Max Health” and “Max Stamina”. Here’s the breakdown:
  • Health
  • * Your current health is displayed in red and max health is grey. Damaged health or your max health cap is displayed in black.
  • * Eat food or use medicine to restore health. Use bandages or med kits to restore your max health cap.
  • Stamina
  • * Your current stamina is displayed in blue and max stamina is grey. Damaged stamina or your max stamina cap is displayed in black.
  • * Drink water to restore stamina. Eat food to restore your max stamina cap.
  • Recovery Rate
  • * Health and stamina recovery rate is determined by your water level found in the character stats menu.

Buff Notification and new Buff System

Properly notifying the player of active status changes and their effects is a current problem with our system. The popout notifications are uniform, regardless of severity, and thus don’t draw enough attention to effects that are critical to the player. We aim to correct this with a new notification system design.Under this new system, each status effect is assigned a severity: Standard (White), Elevated (Amber), and Severe (Red). The notifications for each status effect are color coded accordingly and have additional behaviors based on the severity.
The entire legacy buff system has been rewritten for maximum flexibility and transparency between other systems. System designers can add buffs to anything in the game whether hidden or not allowing a multitude of buffs and debuffs. Some new or changed Buffs include:
  • Overhauled all legacy buffs to work with the new system.
  • Near Death Trauma (Lowers your master attributes for a day if you die)
  • Encumbrance and the handling of falling damage are driven by buffs
  • Buffs can play sounds and sound loops, activate screen effects or particle effects at any time.
  • Many new improvements, additions and buff changes too many to list.

Backpack Space and Encumbrance System

We’ve increased the backpack space from 32 slots in previous builds to a generous 45 slots in alpha 16. Although we’ve given the player more back space we have added a new encumbrance system and here is how it works:
  • The player starts a new game with the bottom 3 rows of his back pack darkened with the encumbrance icon
  • These encumbered slots can be used but with a movement penalty.
  • When no encumbered slots are used there is no movement penalty.
  • The player can purchase 5 levels of the new Pack Mule perk to remove the encumbrance icons form the pack pack and the penalties
  • The can get buffs that cause slots to become encumbered from sickness and other things

Reworked Weather Survival

We have simplified and reworked weather survival system and here are a few key points:
  • Clothing can have both a hypo-thermal level for cold protection and hyper-thermal level for heat protection no more dressing and undressing constantly.
  • Armor can be modified to add further hypo and hyper thermal protection.
  • The player starts new games with a elemental protection that lasts for the first 5 levels.
  • Various items and blocks can change your protection values including campfires, forges and held torches.

New Loot Containers

We’ve done a lot of work to improve, balance and make a more guided loot experience. Here are a few of the notable changes:
  • Many common loot containers visibly have a “looted” state and the ones that are lootable are rarely empty.
  • We’ve added a lot of hidden loot to the POIS in hard to find places.
  • Added: Dozens of new loot containers too many to list.
  • Added: Store crates with logos so you can tell its good loot not just random construction loot.
  • Added: Large and Small Gun Bags.
  • Added: Reinforced chests and super chests.

Random Gen

Random gen has gotten some love and been sped up with these new features:
  • Common file formatting with Navezgane which allows distant trees, pre-generated height for much better performance.
  • New improved Random Gen Previewer located in the main menu/editing tools/random gen previewer.
  • The previewer now has a legend key and the user can set the size of the generated map.
  • New maps can be generated from new game, dedi server and from the previewer.
  • Entire map is generated using tiles(sockets) which allows for future features to be added.
  • Generated maps are now able to be continued even if there are patches to random gen.
  • Terrain generator now has the ability to read in heightmap images for generation. This will be improved in a18.
Note: Generating 16k maps is currently disabled until we have time to speed it up.

Other World Generation and Biome Changes

Biomes have undergone some changes, too including:
  • The plains biome has been removed.
  • Distant decorations (trees) complement the distant terrain for a more realistic scenery
  • Boulders spawn in places where ore veins come close to the surface.
  • Clay does not litter biomes with small sub biomes but is found in all “dirt” topsoil.

Item Compare System

We added a new system that allows the player to compare items of quality of the same type in loot containers, inventory or worn to be compared. Here is how it works:
  • Click on and inspect item 1 and then mouse over item 2 to see how much better or worse item is than item 1.
  • Positive Stats will appear in Green with a + before the number.
  • Negative Stats will appear in Red with a – before the number.
  • Green is Good and Red is Bad.
  • Worn clothing works the same way but takes into account your worn items. You can simple inspect a similar item in your inventory like an item you wearing and see the difference.

UI Changes and Improvements

We’ve done a ton of work to the main menu with many improvements including:
  • Main Menu – Overhauled basic visual style.
  • Main Menu – Organized many screens making the information accessible by Tabs and Gamepads.
  • Main Menu – Added Gamepad controller bind diagrams.
  • Main Menu – Added an Editing Tools section where players can create POIS or Preview Random Gen worlds.
  • Main Menu – Streamlined the server browser to make it easier to find servers and your friends.
  • Main Menu – Made it possible to start a solo game and continue it in multiplayer with your friends.
  • Tools Menu – Using the Playtest button, you can launch a single POI as a playable map and immediately see the result of any changes.
These in-game UI changes have also been done:
  • We’ve overhauled the Item stats window with a new description and stats tab consolidating the more useful stats.
  • The character screen now has a new primary stats tab and a secondary stats tab to see even more information about your character and the buffs that are affecting him.
  • New Journal tips will be marked with an orange icon and flash when you unread journal tips.
  • The skills menu has been redone with major attributes, perk categories and nested perks underneath. It feels much more like a skill tree.

New Creative Block Shapes

  • Over 700 new blocks, shapes and decorations have been added. Don’t make us list them all!
Land Claim Improvements
  • You can only have one active land claim block but the claim area is much larger.
  • Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
  • The claim area prevents zombie respawn.
New Stealth System
We’ve torn up our old stealth system and created Stealth 2.0. The new system is more player data focused and has less data to manage. Much like horde heat maps players have their own heat signature value that goes up and down over time represented in a new UI stat at the bottom left, colored yellow with an eyeball icon. This stealth UI stat bar is only shown when the player crouches. The fullness of the bar represents how un-stealthy the player currently is accumulating the player’s noise, lighting, movement and posture into one stat. The fuller the yellow bar the more un-stealthy the player is being.
Things that affect a players heat signature +/-
  • * Player Light Level (Combination of world lighting and player equipped lights that are on)
  • * Player Stance (Crouching improves your stealth)
  • * Player Motion Level (Moving raises a player’s heat level stillness lowers it)
  • * Player Noise Level (Noises raise a players heat level being quiet lowers it. Noises have decay so pounding repeatedly or repeatedly opening loot containers can build up the noise level)
  • * Distance from an enemy determines how likely they are to see or hear you

New Weapons and Weapon Improvements

  • Weapons have a lot more individual stats.
  • Aiming a weapon will cost some stamina.
  • Reloading a gun or drawing a bow will somewhat slow down your movement speed.
  • Guns no longer auto-reload when the last bullet is fired.

World Precision System

  • We’ve re-engineered the center of world precision system so the player will not experience shaky animations and other precision issues when you are far out from the center of the world.

Foliage Improvements

  • We’ve added a system that automatically places the correct foliage on POI landscape depending on the biome it spawns in.
  • We added a brand-new distant tree rendering system that renders imposter trees outside of the chunk distance. This is an amazing change that makes the world look vast.
  • We’ve also redone all the pine trees and added a brand new live oak type which can be seen in the desert.
  • We’ve added tree helpers which make POIS spawn and use the native trees of the biome they are in. This change makes the POIs always look grounded to their environment.

Animation Improvements

  • We’ve updated all third person player animations with motion capture.
  • We’ve updated/tuned melee animations.
  • We’ve added custom animations for all heavy melees.
  • We’ve updated/tuned animal animations.
  • We’ve added blending from ragdolls back into prone and standing animations

Kickstarter Vain Survivalist Fulfilled

A big thanks to the vain survivalist below who now have the portraits in the game
  • Kickstarter backer Ben Brett
  • Kickstarter backer Lorien Green
  • Kickstarter backer Derek Med

Servers administration (serverconfig.xml etc)

  • Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes.
  • Ports currently in use:
  • * ServerPort+0/UDP and ServerPort+1/UDP for Steam
  • * ServerPort+2/UDP for LiteNetLib
  • * ServerPort+0/TCP for Server information
  • Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1
  • Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting
  • New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser
  • Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join
  • The Telnet command interface now allows defining limits for failed logins from a single IP
  • Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails
  • Passwords passed to the server on the command line are no longer shown in the log
  • Config options passed to the server on the command line no longer have to be case sensitive
Changes to serverconfig.xml:
  • Replaced “ServerIsPublic” with “ServerVisibility”
  • Added “WorldGenSeed” and “WorldGenSize” to be used with “GameWorld” = “RWG”
  • Changed “GameMode” to default to the currently only mode “GameModeSurvival”
  • Added “TelnetFailedLoginLimit” and “TelnetFailedLoginsBlocktime”
  • Added “TerminalWindowEnabled”
  • Added “PartySharedKillRange”
  • Added “ServerLoginConfirmationText”

Console commands

  • Added “xui” – List/open/close XUi windows
  • Added “debugshot” – Create a screenshot with additional info
  • Added “exportcurrentconfigs” – Export the all XMLs as they are currently used (i.e. with mod patches applied)
  • Added “exportprefab” – Export a given area of the world as a prefab
  • Added “getoptions” – Get all game options (as opposed to getgameprefs which returns server options)
  • Added “placeobserver” – Place a chunk observer on the map to make a certain (area) of chunks loaded
  • Added “prefabupdater” – Used to update old prefabs to the new format. See below in the modding section
  • Changed “teleport” and “teleportplayer” – Added variants that allow specifying the direction the player is supposed to look after the teleport

Modding support

Log:
  • Chat message logging includes SteamID and EntityID of sender as well as the target group
Mod DLLs:
  • Server code mods no longer use inheritance for events but rather register manually to events in the ModEvents class. The only required class from now on is inheriting IModAPI and with an parameterless InitMod method that can be used to register events etc.
  • Allow multiple DLLs in a single mod so that third party libraries can easily be included (still only one is allowed to contain an IModAPI descendant)
  • Renamed old event ChatMessage to GameMessage (no longer handles actual chat messages) and added a new event ChatMessage which handles global chat messages
  • PlayerLogin event signature changed to be able to disallow the client from connecting (return false and optionally specify a message string for the reason)
  • ConnectionManager methods to get ClientInfos were moved to ClientInfoCollection (e.g. ConnectionManager.GetClientInfoForEntityId -> ConnectionManager.Clients.ForEntityId)
Generic improvements:
  • XUi texture views no longer leak memory when using a texture with a @file or @http texture
  • Entity spawn menu uses a pageable list to accomodate large numbers of custom entities
  • Performance in recipe searches was fixed to allow large numbers of recipes
XML features:
  • Added support for config mods: Create a “config” folder in your mod folder and place XMLs with the name of the vanilla XML you want to patch. Uses XPath based patches similar to what SDX used. A tutorial by Sphereii can be found on the forum: https://7daystodie.com/forums/showthread.php?93816-XPath-Modding-Explanation-Thread
  • Added support for “CustomIconTint” in blocks.xml
  • Added support for “@modfolder:” prefixes in mod config XMLs – currently used for XUi texture views and everything that loads files from AssetBundles
  • Added support for files from AssetBundles like entity meshes
  • Added XUi controls support for “Defined()” function to test if a parameter was defined when using a control
  • items and blocks no longer have IDs in the XML
  • Added a XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu
Level/POI Editor
We’ve have improved our internal level editor tool and are shipping in with this build. Users can access it in from the main menu/editor tools/level editor. With it you can do many things including:
  • Browse the POIS that TFP has made.
  • Create a new POI from scratch from the ground up
  • Copy and Paste sections of POIS between levels
  • Multiplayer level edit (Host can save)
  • Add/Edit lights to have custom intensity, color, dynamic pulsing, fluctuating, blinking and more.
  • Playtest a POI by itself in a test world
  • Note: There is a help section in the tools UI if you hit escape. Nearly all functions come from the right menu panels 4 categories and hot keys. The tool is pretty robust but as of now we don’t have any online tutorial or videos they will come in the near future. Until then interested folks should go to our forums modding section and ask questions. If you want to be able to save work you must launch it without EAC. Currently saved files are saved here: steamapps\common\7 Days To Die\Data\Prefabs. You can add you custom POIs to a random gen world by editing and adding a text entry in the rwgmixer.xml file located here: Steam\steamapps\common\7 Days To Die\Data\Config
Prefabs:
  • Added an Export Prefab dialog (requires active selection box with DebugMenu enabled)
  • A16 prefabs can be converted to A17 ones with the “prefabupdater” console command. See instructions in blocksA16PrefabConversion.xml
Other:
  • Custom worlds can now be added by creating a heightmap etc. Just look at Navezgane for a full example. You don’t have to create a dtm.raw, this is automatically created from dtm.tga when not present.
  • We switched to Unity 2018.2.0f2. Make sure to adopt your custom assets

Added

More robust settings for if the world generator should auto export data Armor now makes noise. heavy armor is louder than light armor Stats page to armor mods Power attack block damage to item stats Hunting knife power attack 50% chance to dismember Grunt sounds to shiv and knife power attacks Added grunt sounds to pickaxe power attacks Added the continued living motivation buff Food, health, water and stamina stats to all food and drinks Entities drop loot containers based on lootdropprob and lootdropentityclass Added a temperature protection buff for when you first spawn into the game. 24 hours. make it count. Armor degradation and armor rating to UI Stats Vehicles can explode (20% of time when hit while broken and after 3% extra damage has been taken) Honey harvest to tree stumps World Generation to new game window World Generation to dedicated server startup Added weight bar prefab. AOE warming effect for campfire and forge Being on fire can warm you up Level, days alive, difficulty and diff bonus to gamestage console command New screen effects for buffs and status Encumbrance system to replace locked out slots Entity SizeScale property and made normal vulture smaller Radiated vulture with vomit weapon Console command spawnwh for spawnwanderinghorde Drunk effect shader Debug output of temperature info under player debug info window Sleeper volume timer 1 hour expire delay, so it won’t respawn with a player inside Land claim check to sleeper volume is player home (bedroll) check Sleeper console command to show volume info JumpStrength passive effect is now implemented in the engine Zombie pain resistance. Adds per hit and decreases 20% a second. At 100% shows hit, but quickly exits and attacks will continue. Cap is 300% 3rd normal zombie attack anim Entity armor hits can cause pain or stuns and uses “metal” hit effect if armor damaged more than health Middle and Ultra reflection quality Class name to SleeperVolume spawning log Support for optional view direction on teleport commands New menu music LiteNetLib networking, replacing both the no longer available RakNet and also the issue rich UNET Converted backpack loot containers to model entity. Road barricade prefab *Note that the glow on the lights isn’t set up correctly yet Vehicle sprint key sets turbo and setup vehicles to have a normal and turbo max speeds Low res textures to Sniper rifle, pistol, smg, hunting rifle, pump shotgun 2nd higher block check for if on elevatoladder CVars are now usable in passive effect values Coretemp CVar now reflects the difference in temp from 70 degrees Wetness CVar which reflects the percentage of being wet 0-1 Support for CustomIconTint in blocks.xml Low res textures for trader signs Ability to use learn recipe to set CVar of recipe item name to 1 Ability to lock/unlock recipes via setting of the recipe name as a CVar Ability to reload XML at runtime Passive Effect Mobility that will affect armor and environment based movement Low res textures for radiator, chemsetb, winebarrels, gunsafe Console command to dump the currently loaded configs, including modifications applied from DLCs / mods SleeperVolume check and error message when using a bad block Support for “@modfolder:” prefixes in mod config XMLs (currently only used for XUi texture views) Wasteland and burnt forest spectrum rework Vulture circling mode Vulture glide anim, which blends in/out depending on vertical motion and state Vulture wander height check, so stays a nice random distance above terrain Made vulture sight range long and added drifting toward closest visible player when in wander mode Arrow item drops from stuck arrow when a zombiecorpse disappears Rabbit and chicken anim crossfades Entity move absolute mode, so non root motion can also slide to a move location Export Prefab dialog (requires active selection box with DebugMenu enabled) Sleeper passive mode (spawns on, keeps from waking, enter volume to turn off) Ability to find random mod by tag XUi version of character profile editor Sleeper spawn group for burnt zombies HUD entity name min/max range for font size. Trader Jen Lung NPC Cold/Heat damage using the current weather system DR damage resist thresholds based on durability Buff proc chance based on defense values and BuffProcChance Damage resist to all clothing and armor New damage resistance system that does a flat subtraction of damage MaxHealth and MaxStamina regen while in god mode Attacker side buff proc chance calculation based on damage resistance BuffProcChance from both attacker and defender when doing damage Chat target selection: global, friends, party members New ModAPI method ChatMessage which handles global chat messages Crafting recipes for firearms and nail gun Crawler zombie pulls up to climb. Optional confirmation dialog when joining a server, enabled by defining a message in the serverconfig.xml as “ServerLoginConfirmationText” A16 prefabs can be converted to A17 ones. See instructions in blocksA16PrefabConversion.xml Reload speed anim param for all ranged weapons Made sleepers outside all volumes show (purple) when any volume selected. Updating of what sleepers are shown when volume moved or sized. Sleeper volume trigger y padding. Vehicle turn towards look mode (default on), LMB to toggle and RMB for freelook. Blimp (called jokeblimp in menu). Melee attacks now have an impact frame on hit New wooden and metal catwalk rail single for another catwalk block with only 1 railing is needed for special situations Vehicle crouch ‘c’ to brake the wheels x2. Console window to dedicated Windows server (can be toggled in the serverconfig.xml with setting “TerminalWindowEnabled”) XUi based version of new game and continue game menus Configurable Telnet login limit XUi window template (“serverinfowindow”) that can be filled by a server admin to show server information like rules in ESC menu Option to select if a new journal entry is shown as a popup window or tooltip only Controller layout view in Controls Dialog Animal spawn and sleeper groups Breath hold / aiming mechanic – Resets if you move. XUi based version of controls menu Showrangeddebug command ReloadSpeed animation variable Reload sound events to pump shotgun Effect_group(s) can now be added to entity classes in entityclasses.xml Female walk and run animations & blend tree Female lab zombie Level bar above tool belt. Bloom and Heat distortion FX tied into weather (local-humidity,biome-temperature,time-of-day) List.ContainsWithComparer extension to search for elements in a list with a specific comparer (especially for List when searching case independent with StringComparer.OrdinalIgnoreCase) Region identifier added to F3 info window Creative menu sorting First version of Creative Menu Improvements. Old House paintable railing Zombies turning into crawlers can receive a specific hand item. Added a plaster cast that is more efficient than a splint. Gore blocks that don’t decay and can be used as decorations DX11 support to all shaders. Feathers to chicken, fur to stag and rabbit. Sticky arrows: arrows and bolts now stick into entities Console command printobjectcount Self light to stealth debug HUD Player spawns now generated during world generation Zoom sensitivity option NightVision screen effect

Changed

Post too long, see release notes page!

Fixed

Post too long, see release notes page!

Known Issues

Post too long, see release notes page!
submitted by Swiftpaw22 to linux_gaming [link] [comments]


2018.10.31 05:35 D-pama Opioid References

Opioid References
L​ast Updated: 9/30/18 12:30 PM
Human Rights United Nations:https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/united-nations-s ays-untreated-pain-inhumane-cruel
NCBI-Pain Treatment A Human Right:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2823656/
Arguments Against CDC Guidelines: The Myth That Prescriptions Caused The Opioid Crisis:https://amp-newsobserver-com.cdn.ampproject.org/c/amp.newsobserver.com/opinion/op-ed/arti cle145348794.html
CDC Criticism Reading List:
https://edsinfo.wordpress.com/pain/cdc-opioid-restrictions-reading-list/
Opioid Stats Clear as Mud:
https://www.painnewsnetwork.org/stories/2016/12/17/opioid-overdose-statistics-as-clear-as-mud
CDC Admits Death Data is Not Accurate:
https://ajph.aphapublications.org/doi/10.2105/AJPH.2017.304265
When Doctors Ignore Evidence, Patients Suffer(Excellent):
https://www.huffingtonpost.ca/marvin-ross/doctors-evidence-pain-patients\_a\_23371118/
CDC Guideline - Wrong:https://medium.com/@stmartin/neat-plausible-and-generally-wrong-a-response-to-the-cdc-reco mmendations-for-chronic-opioid-use-5c9d9d319f71
Forcing Pain Patients Off Opioids Won’t End the Opioid Crisis:
https://tonic.vice.com/en\_us/article/7xqa44/forcing-pain-patients-off-their-meds-will-not-end-the- opioid-crisis?utm_campaign=sharebutton
Scientific American - Prescriptions Not Cause of Opioid Crisis(Excellent):
https://blogs.scientificamerican.com/mind-guest-blog/opioid-addiction-is-a-huge-problem-but-pai n-prescriptions-are-not-the-cause/
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Clinical Pain Advisor - CDC Guidelines Biased by Anti-drug Advocacy Groups says AAPM:http://www.clinicalpainadvisor.com/opioid-addiction/the-issues-with-the-cdc-guidelines-on-opioid s-for-chronic-pain/article/524976/
Fentanyl: The Opioid Epidemic That’s Killing Americans:
https://www.newsweek.com/fentanyl-opioid-epidemic-thats-killing-america-opinion-1115758
CDC: Most Overdoses Involve Illicit Fentanyl:
https://www.painnewsnetwork.org/stories/2018/8/31/cdc-most-overdoses-involve-illicit-opioids
Assumptions vs. Facts - Oxford Academic Pain Medicine
https://academic.oup.com/painmedicine/article/19/4/793/3583229
Practical Pain Management Index - All Opioid Articles:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids
Letter to CDC regarding biased non-evidence based draft guidelines - AAPM (Excellent):
http://www.painmed.org/files/aapm-letter-to-cdc-proposed-2016-guidelines-for-prescibing.pdf
Clinical Guidelines: Benefits/Limitations/Harms - 1999:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1114973/
Principles for Patient Centered Opioid Guidelines - Richard Lawhern - ATIP:
http://face-facts.org/atip/
Speaking Truth to Power:CDC must recall/rewrite Opioid Guidelines - Lawhern (Excellent):http://paindr.com/speaking-truth-to-power-cdc-must-recall-and-rewrite-their-2016-guideline-for-p rescribing-opioids/
The ‘Phony War’ Against Opioids - Lawhern:
https://thecrimereport.org/2018/06/21/the-phony-war-against-opioids-some-inconvenient-truths/
The Opioid Epidemic In 6 Charts Designed To Deceive You - ACSH (EXCELLENT!):
https://www.acsh.org/news/2017/10/12/opioid-epidemic-6-charts-designed-deceive-you-11935
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HIGH DOSE OPIOID PATIENTS Justification of Morphine Equivalent Opioid Dosage Above 90 mg:https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/justification-mor phine-equivalent-opioid-dosage-above-90-mg
Thomas Kline, MD on CDC Opioid Dose Limits:
https://medium.com/@ThomasKlineMD/cdc-90mg-restriction-does-not-apply-to-chronic-pain-pat ients-4e49e171ade6
Living with CDC Opioid Guidelines (Excellent Article!): (mandatory read for those over 90 MME):https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/living-cdc-opioid -guidelines
Genetic Testing in High-Dose Opioid Patients:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/genetic-testing- high-dose-opioid-patients
Don't Flinch From Prescribing Pain Medications!:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/dont-flinch-pres cribing-pain-medications
The Inhumane and Dangerous Game of Forced Opioid Reduction(Excellent):
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/inhumane-dang erous-game-forced-opioid-reduction
Rationale for Medical Management:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/rationale-medic al-management?page=0,1
Relieving Pain is of National Importance:
http://nationalacademies.org/HMD/Reports/2011/Relieving-Pain-in-America-A-Blueprint-for-Tran sforming-Prevention-Care-Education-Research.aspx
Malabsorption of Opioids:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/malabsorption-o pioid-medications
Opioid Bias Hurts Pain Patients (Excellent):
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/opioid-bias-hurt s-pain-patients
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Opioid Maintained Patients Who Require Surgery:
https://www.practicalpainmanagement.com/treatments/pharmacological/opioids/opioid-maintain ed-patients-who-require-surgery
When Does Pain Treatment Become Protected Palliative Care Treatment:
https://medium.com/@ThomasKlineMD/when-does-pain-treatment-become-protected-palliative- care-treatment-339d29024b57
Thomas Kline, MD - Chronic Pain and Palliative Care:
https://medium.com/@ThomasKlineMD/when-does-pain-treatment-become-protected-palliative- care-treatment-339d29024b57
PROP FDA Disputes PROP Arguments, Refuses to limit dose or restrict use:http://paindr.com/wp-content/uploads/2013/09/FDA\_CDER\_Response\_to\_Physicians\_for\_Resp onsible_Opioid_Prescribing_Partial_Petition_Approval_and_Denial.pdf
PROP Helped Draft CDC Guideline:
https://www.painnewsnetwork.org/stories/2015/9/21/prop-helped-draft-cdc-opioid-guidelines
Guidelines are a Political Agenda by PROP:
http://nationalpainreport.com/cdc-opioid-prescribing-guideline-unintentional-consequences-8836 710.html
Andrew Kolodny:
https://www.painnewsnetwork.org/stories/2017/10/3/patient-advocates-call-on-brandeis-to-fire-k olodny
FDA Scott GottLieb - FDA Goal in Opioid Crisis is to Reduce Overall Opioid Prescribing and Distribution:https://blogs.fda.gov/fdavoice/index.php/2018/05/addressing-needs-of-patients-while-stemming- the-tide-of-the-opioid-crisis/
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Legal Resources/Stats/Guidelines: Pertinent Opioid Court Rulings and References:http://dontpunishpainrally.com/wp-content/Flyer-Files/OtheLegal%20Precedents.PDF
Legal Aid:
http://rsds.org/wp-content/uploads/2014/12/2012-13Directory\_final\_web.pdf
Legal Reference, Your Rights:
https://rsds.org/your-pain-your-rights-dealing-with-your-physician-and-your-hospital/
California Opioid Guidelines:
http://www.mbc.ca.gov/licensees/prescribing/pain\_guidelines.pdf
CDC vs. CA Guidelines:
https://www.cdph.ca.gov/Programs/CCDPHP/DCDIC/SACB/CDPH%20Document%20Library/Pr escription%20Drug%20Overdose%20Program/PrescribingGuidelines4.26.17Compliant.pdf
Federation of State Medical Boards Opioid Guidelines:
https://www.fsmb.org/globalassets/advocacy/policies/opioid\_guidelines\_as\_adopted\_april-2017 _final.pdf
Journal of Pain Opioid Guidelines 2009:
https://www.jpain.org/article/S1526-5900(08)00831-6/fulltext
Medscape - Various Associations - Opioid Guidelines (Login required):
https://www.medscape.com/viewarticle/842994
Cochrane Review - Showed Low Risk of Addiction of Opioids:
https://www.cochrane.org/CD006605/SYMPT\_opioids-long-term-treatment-noncancer-pain
CMS Opioid Use Guidelines Beginning 2019:
https://www.cms.gov/newsroom/fact-sheets/2019-medicare-advantage-and-part-d-rate-announc ement-and-call-letter
NIDA - Overdose Death Rates Revised 2018:
https://www.drugabuse.gov/related-topics/trends-statistics/overdose-death-rates
SAMHSA - U.S. National Survey on Drug Use and Health:
https://www.samhsa.gov/data/sites/default/files/NSDUH-FFR1-2016/NSDUH-FFR1-2016.htm#o pioid4
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B.C. Doctors Can’t Limit Opioids
https://www.theglobeandmail.com/canada/article-bc-doctors-cant-limit-opioids-or-discriminate-a gainst-pain-patients-2/
Washington Legal Foundation - CDC Violations of FACA/CEG - Guidelines Developed in Secrecy(Excellent):https://s3.us-east-2.amazonaws.com/washlegal-uploads/upload/litigation/misc/CDCComments- Opioids.pdf
Percentage of Patients Addicted - Structured Evidence Based Review
https://academic.oup.com/painmedicine/article/9/4/444/1824073
Pending Appellate Case - Robert Rose Jr. vs Phil Roe, et al
https://drive.google.com/file/d/1O34DCSAO8YL\_utUCrJIO\_gpi9-Ub4HMo/view
Accountability CDC Report Ignores Suicides of Pain Patients:https://www.painnewsnetwork.org/stories/2018/6/7/cdc-report-ignores-suicides-by-pain-patients
Suicides Associated with Forced Tapers:
https://medium.com/@ThomasKlineMD/opioidcrisis-pain-related-suicides-associated-with-forced -tapers-c68c79ecf84d
Doctors Scared to Prescribe Opioids - CA:
https://themighty.com/2018/09/death-certificate-program-tells-doctors-patient-opioid-deaths/
Lobbying Group for Chronic Pain Patients:
https://www.reddit.com/ATIPUSA/comments/7wlked/the\_alliance\_for\_the\_treatment\_of\_intract able/
Video Chronic Pain Lives Matter:https://www.youtube.com/watch?v=ADcSwU2ne5s&feature=youtu.be
The Other Side of the Opioids - 8News - CBS - Las Vegas:
https://www.youtube.com/watch?v=72Y8YB6OY\_U
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Chronic pain victims share “other side” - ABC15 - Arizona:
https://www.abc15.com/news/state/chronic-pain-victims-share-other-side-of-prescription-drug-ab use-epidemic
Chronic Pain Lives Matter - # DPP 2019:
https://www.youtube.com/watch?v=4pY-ZcKjm30&feature=youtu.be
📷📷📷
submitted by D-pama to DontPunishPain [link] [comments]


2018.10.06 15:50 xblade724 How to Unity: A Guide

Some of you guys may have seen my (or others') previous posts expressing frustrations with Unity -- while, at the same time, having equal love for Unity. It's been a love:hate ride, but after a couple years, we got the hang of the nuances.
Since Unity is modular, we don't have to use all the native Unity things that are frustrating, broken, or have been on the bug list for the past decade rotting away. After all this, I finally feel glad that we chose Unity over Unreal!
I will include links below, but know these are not affiliate links and don't work for them. Some of the stuff below may be subjective -- but this is how we got the best out of Unity.
This is "How to Unity: A Guide"
  1. Use NONE of their services! From what I have personally experienced, they are implemented then sorta abandoned forever with minimal support/features/docs. The services also creates some REALLY weird bugs I've experienced over the years: Even booting up Unity with services+collab would add +2 minutes (on an 8th gen i7) to loading (freeze loading - gotta wait for collab to start completely). Disabling services/collab made launching Unity almost instant (my mind was a bit blown by this one).
  2. ^ Analytics Service: The analytics is UI-only (no API, which you'll appreciate later), limited filters, etc. GameAnalytics is also UI only, but really quick to get started, free, and countless times more powerful. But they like to introduce breaking changes and lack of API sucks. I bet there's better out there. Comment below.[EDIT: Zeitzen recommends Fabric over GA. Free...?]
  3. ^ Collab Service: While "Collab" held great potential and definitely gets you started fast, the sync issues, single-thread freezing bugs, and lack of features is not worth the hair loss. Use DigitalOcean VPS with Ubuntu + The self hosted and free GitLab CE. Beautiful web interface with tons of integrations (including GitLab CI for automations) and works well with "real" git clients like Git Tower. Also supports Git LFS (you want this - even if you don't need it yet). Many of the fixes for this aren't patched in, but teased in a newer version of Unity that you may not want to use.
  4. ^ UNET: They discontinued it for a good reason: Use GameSparks (BaaS data) and/or Photon PUN (realtime). If you need to choose one, I'd recommend GameSparks (they have realtime, too, but lower-level). Photon's easy to use, but their support can be draining. GS has the best support I've ever seen. However, Photon's support is still better than UNET's support that didn't exist ;P
  5. Replace coroutines with MEC, free on Unity store. Not only about efficiency and ease-of-use, but Unity 5.6 (probably higher, too) has a nasty freeze bug - where if you have a coroutine going that's actively in a while loop (think login screen waiting for async init stuff to finish) and you press STOP in Unity Editor, it'll freeze all the threads.
  6. Only use MVC style for ScrollRects: Make your own system. Don't do anything advanced with scroll rects unless it's of your own creation. The more code/prefabs and the less actual interaction with the scroll rect UI, the less bugs (such as the known-for-many-years bug that randomly enjoys shifting the scrollrect viewport content 50% to 100% to the side of the scrollRect when you didn't touch it).
  7. Don't use toggles or toggle groups. Make your own. The bugs are real.
  8. Get NestedPrefabs paid, but worth it, store asset. It'll come natively later in v2018.
  9. Know there is no true stable version of Unity and accept it. Maybe one day. They call 2017 LTS but that all the other final versions were LTS, just not called that. After countless patches, 5.6 is only barely stable (but still has all the bugs I had from a year or two ago). However!! 2017 seems not bad! We may port soon. Although the new .NET version is experimental, that's a decade+ worth of .NET patches and upgrades. 5.6 uses the same .NET we used in ....2004? O_o this will also make Google searching + meta plugins/scripts easier to find. For example, Discord(dot)NET will work in the new version, but won't in 5.6.
  10. Swap text engine to TextMeshPro, but expect tons of trouble when you try to add Unicode and fallback fonts. This will be default soon anyway. Unity bought it.
  11. Make a killUnity.bat to save headaches from freezes:@ECHO OFFECHO Killing Unity...Taskkill /IM Unity.exe /FEXIT
  12. Make a script to kill Unity playing when code was changed. The live debug changes it absolutely not worth it as it's too inconsistent and buggy. There's a famous one on Google. Maybe this one? [EDIT: This seems to be a native feat of v2017 or 2018 now!]
  13. Never use beta for anything serious. Unity is not famous for fixing bugs, only adding new features (which add more bugs). I heard in 2017+ they got better at this. We'll see.
  14. Unity won't refund obsolete or broken asset store items and for some reason continues to sell them despite complaints. Be sure to check CAREFULLY for RECENT reviews and the last time updated.
  15. When you run into UI bugs where undo makes it worse, know to press play then stop. It'll magically undo.
  16. [From RabTom] Don't use MonoBehaviours for every class. This is the default when you create a script in Unity, but you don't need a MonoBehaviour unless you need to hook into Unity's lifecycle events (Awake, Start, Update, etc..), need a coroutine or need some properties serialized in the Editor.
  17. The native Unity console sucks: It's essentially a 90s style CLI dump and nothing more. Use this (FREE) vastly superior enhanced console: https://assetstore.unity.com/packages/tools/utilities/console-enhanced-free-42381
QUESTION: Anyone know how to get logs to stop printing a redundant, annoying stacktrace back to the Debug.Log(), itself?
You know,
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
the one that bloats up every other line in output_log?
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
It was reported in 2011, but remains unfixed -- It's been driving me crazy for years. If an answer, I'll post above!
EDIT 1: Added #15 + 16. For #2, "Fabric" was recommended over GA (free?). #12 marked as native feature in later ver. Edited that #8 nested prefabs is NOT free (oops, been a while). Linked the #4 UNET discontinue announcement.
EDIT 2: Edited #6 to include an example of Unity UI randomly shifting scrollRect content ( https://i.imgur.com/NfdjS0h.png ) without touching it. Well, that didn't take long to reproduce.
submitted by xblade724 to gamedev [link] [comments]


2017.08.02 20:21 kaminph Server-sided networking on Unity for a competitive multiplayer game, any idea where to start?

Hi guys, I'm about to start working on a new competitive turn-based game. Wonder if anyone has a good resource for learning server-sided networking for Unity?
For clarification, I think the game should have a login system to join the lobby before joining a room to compete with another player. Should the game logic be only on the game server to prevent cheating? Is UNET good enough for this?
submitted by kaminph to Unity3D [link] [comments]


2017.02.03 01:04 piercy08 Community Server down since latest patch, was working fine before, boots up fine but never appears in server lists

Community Server down since latest patch, was working fine before, boots up fine but never appears in server lists.
Does some persistence stuff for ages, finally finishes after like 300 seconds, but no one can connect to it.
Updated with the same batch file i did since day 1: D:\GAME\steamcmd\steamcmd.exe +login anonymous +force_install_dir D:\GAME\Conan +app_update 443030 validate +quit
Log:
[2017.02.03-00.05.16:861][ 0]Persistence: 1663672 [2017.02.03-00.05.20:041][ 0]Persistence: 1680588 [2017.02.03-00.05.22:392][ 0]Persistence: 1692597 [2017.02.03-00.05.22:747][ 0]Persistence: 1693419 [2017.02.03-00.05.24:968][ 0]LogLoad: Took 201.784819 seconds to LoadMap(/Game/Maps/ConanSandbox/ConanSandbox) [2017.02.03-00.05.24:968][ 0]LogInit:Display: Game Engine Initialized. [2017.02.03-00.05.24:969][ 0]LogLoad: Full Startup: 204.01 seconds (BP compile: 0.00 seconds) [2017.02.03-00.05.24:970][ 0]LogExternalProfiler: No external profilers were discovered. External profiling features will not be available. [2017.02.03-00.05.25:004][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 195.24. SteamNetDriver_0 [2017.02.03-00.05.25:004][ 0]LogNet: NotifyAcceptingConnection: Server ConanSandbox accept [2017.02.03-00.05.25:005][ 0]LogHandshake: Error reading handshake packet. [2017.02.03-00.05.28:881][ 2]LogOnline:Warning: Async task 'FOnlineAsyncTaskSteamCreateServer bWasSuccessful: 0' failed in 197.688482 seconds [2017.02.03-00.05.40:749][250]LogScript:Warning: Script call stack: Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:OnSuspended Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:ExecuteUbergraph_AI_Controller_NPC Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:IsWithinRoamingRadius [2017.02.03-00.05.40:751][250]LogScript:Warning: Script call stack: Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:OnSuspended Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:ExecuteUbergraph_AI_Controller_NPC Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:IsWithinRoamingRadius [2017.02.03-00.05.40:753][250]LogScript:Warning: Script call stack: Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:OnSuspended Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:ExecuteUbergraph_AI_Controller_NPC Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:IsWithinRoamingRadius [2017.02.03-00.05.40:755][250]LogScript:Warning: Script call stack: Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:OnSuspended Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:ExecuteUbergraph_AI_Controller_NPC Function /Game/Systems/AI/AI_Controllers/AI_Controller_NPC.AI_Controller_NPC_C:IsWithinRoamingRadius [2017.02.03-00.06.03:875][853]LogNet: NotifyAcceptingConnection: Server ConanSandbox accept [2017.02.03-00.06.03:875][853]LogHandshake: Error reading handshake packet. [2017.02.03-00.06.12:286][ 89]LogNet: NotifyAcceptingConnection: Server ConanSandbox accept [2017.02.03-00.06.12:286][ 89]LogHandshake: Error reading handshake packet. [2017.02.03-00.07.00:328][395]LogNet: NotifyAcceptingConnection: Server ConanSandbox accept [2017.02.03-00.07.00:328][395]LogHandshake: Error reading handshake packet. [2017.02.03-00.10.14:745][218]LogNet: NotifyAcceptingConnection: Server ConanSandbox accept [2017.02.03-00.10.14:745][218]LogHandshake: Error reading handshake packet. 
submitted by piercy08 to ConanExiles [link] [comments]


2017.01.03 21:50 GiganticJax Need Help with Same Error When Launching Hosting a Server

Need Help with Same Error When Launching Hosting a Server submitted by GiganticJax to ARK [link] [comments]


http://activeproperty.pl/