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Home Page: http://open-mmo.net
License: Other
OpenMMO - Groundwork
Home Page: http://open-mmo.net
License: Other
actually an old one back.. when logging into a zone, if there is a character in that zone, the camera on the character in the zone uses the new character that zoned in as an alignment for the text above their own character leading to misplaced text above existing character in zone. As soon as existing character is moved, it resets to being correct
During the load screen, the camera is not available. This distorts the view and shows "no camera rendering" on screen
Could be related to issue #46
Strafe only works when pressing another movement button at the same time.
observation... when zoning.. zoning message comes up then dissapears.. but dissapears before player is ready to use.. am thinking that we need to blank the screen to black on zoning until the zoned character is ready and useable
When you first start the game and log in.. the log in sets the dirty timer on zoning, so you can't portal or zone for the 16 seconds afterwards
Network portal is porting to the new zones Network portal, not the Network Portal Anchor.
in build 0.9c when typing in chat, if you use a character movement key, character moves as well as adding to chat.
Unity 2019 executes as fast as possible on desktop platforms, this causes camera jitter because it uses "Lerp" when updating. Has to be changed to Slerp or similar.
Found in:
CameraOpenMMO.cs in Core->PlayerComponent->Scripts->Components
and:
FollowCamera.cs in Extras (3rd Party) -> UnityCameraAndInput -> Scripts -> Camera
Can't move after entering Dwarf Realm (host&play in editor)
This might or might not be related to the camera movement that suffers from the same issue.
mixing Update, LateUpdate and FixedUpdate might be the cause
observation... headless works, but non-headless generates 4 windows.. headless generates 7 batch windows.. not sure why but works
okay wierd one to describe... in the attached pic.. the character on the left screen zoned in... on the screen of the character on the right screen, who hadn't moved, the name tags flipped at the zone in. They correct themselves as soon as the character in the right screen moves, but it's wierd.. please ask if this is not clear. It also moves the camera fron behind the current character to looking at the zone in point of the second character.. may be why the names flip because the camera is being overriden on target.. in some cases Camera looses position on zoning character as well
When clicking the Search and Add Prefabs button, it appears to work as intended, but when you hit Play it reverts to the original values for spawnPrefabs.
Camera zoom (while holding Ctrl) is backwards
Could just be the navmesh needing to be rebaked.
Login Zone is only ever displayed on screen now in Host/Play, wondering if that's worthwhile or whether host/play should just start the character in their home zone to wander in... I know the flow goes through LoginZone but it's bypassed in anything other than Host/Play as a graphic zone
On zoning.. camera resets to default position.. can it store distance away from player when the player zoned and restore it perhaps?
If space entered in Character name, no character created, system just returns to character setup menu. 0.9c 2019.0.3
when host/play selected in network manager.. Active network zones should be unchecked.. likewise if Client or Server selected should be checked.. to easy to forget (well for me anyway)
As the title says, backwards movement is not functional yet
left/right turn just spins the scene uncontrollably with any camera (including just the old default one).. something got broke in there and changing params on Davil's new player construct was no help.
currently the warp portal is the arrival point of Network zoning.. when you arrive, actually in the warp portal.. you can warp again immediately.. it overrides the dirty timer
Issue with text overhead of player, name, level and Zone Information.. each time you zone it lowers it slightly and angles it away from the camera.. after about 8 - 10 zones.. it looks like the starwars intro text
when logging in locally using 2+ built clients, one of them always gets its connection refused. only happens when logging in too fast.
When building for MacOS or Windows and running using mySQL, a warning "not supported on the target platform" is put into the log. This is due to the usage of "MySql.Data.MySqlClient"
Note: Works perfectly fine in the editor and the build works as well
Could be used as griefing mechanism to push characters or block acess to areas.
Other clients players are shown as "Human (Clone)" instead of their name. Its ok for the local client and in host+play
Chat is awkward, after sending a message you need to hit Enter twice to get back to typing instead of once as would be expected.
Getting a lot of yellow warnings with the new Face Camera utilitiy functions
bad words, curently foo and bar are case sensetive.. To save having to put in all options, all options should be blocked from the one entry.
In Character Selection, if you hit delete and then change your mind and hit cancel you do not go back to the menu
In seperate client server build on 0.9d if a character enters the mutli zone portal, a message appears saying portal y/n. If another character enters the portal, they also get same message.. if either charater then selects yes, the portal y/n message dissapears on both clients, not just the one that portaled meaning the other has to back out of the portal to re-activate it
Not sure if this is even us or just unity being dumb, seems to be a php error? It goes away when you hit clear...have not noticed any obvious side affects
Update: Looks like a Unity issue: https://forum.unity.com/threads/crashes-unity-with-curl-error-56-receiving-data-failed-with-unitytls-error-code-1048578.795066/
System fails if there are blank spaces in the directory names of the project in Windows.. all directory and project names must have no whitespace in them
Whenever you select mySQL or SQLite, the database layer still reverts when changing the scene. MySQL data is correctly remembered though.
Unable to click Create button when the asset folder is not named OpenMMO (asset still "folder locked")
compiled and ran this.. am getting the following issue.. when starting I get the following message..
Client Recv: failed to connect to ip=localhost port=7780 reason=System.Net.Sockets.SocketException (0x80004005): No connection could be made because the target machine actively refused it.
at System.Net.Sockets.TcpClient.Connect (System.String hostname, System.Int32 port) [0x0019d] in :0
at Telepathy.Client.ReceiveThreadFunction (System.String ip, System.Int32 port) [0x00002] in F:\Unity Projects\OpenMMO\Assets\OpenMMO\Plugins\Mirror\Runtime\Transport\Telepathy\Client.cs:54
UnityEngine.Debug:Log(Object)
Telepathy.Client:ReceiveThreadFunction(String, Int32) (at Assets/OpenMMO/Plugins/Mirror/Runtime/Transport/Telepathy/Client.cs:74)
Telepathy.<>cDisplayClass11_0:b0() (at Assets/OpenMMO/Plugins/Mirror/Runtime/Transport/Telepathy/Client.cs:151)
System.Threading.ThreadHelper:ThreadStart()
Whichever character I try it tries to start in that characters home zone, so Elf in ElfZone, etc
While attempting to write some documentation I realized that there were some inconsistencies in variable names.
For example, sometimes Player is used instead of User and vicer versa. Username vs name. etc. I found myself being confused occasionally while reading the code.
I think it might be a good idea to get rid of these inconsistencies before the project becomes even larger as they could cause some misunderstandings.
Pardon if this is the wrong way of poiting out this issue/reporting this issue as this is the first time im attempting this.
Need to adjust camera settings
OK Unity is now storing, for 2019, the DB in a new place.. AppData\LocalLow\DefaultCompany however it is supposed to also use the project name so it should be AppData\LocalLow\DefaultCompany\OpenMMO. In here are stored the player logs etc.. however on windows, it is ignoring the \OpenMMO so all databases from all projects listed as default company are being stored in the root of AppData\LocalLow\DefaultCompany so if you have more than one project in default Company but with the same Db name (Database.sqlite) then the Db's are overwriting each other. The name of the Db in Open MMO should be changed to avoid this being an issue. Recommend OpenMMO.sqlite but be aware if you have 2 projects running currently they will overwrite databases unless one is changed.
System is generating multiple instances of camera, looks like it may be linked to number of times zoned
Players are getting warped into the Realm with a built server and built client but no player prefab is spawning. (Appears to work fine after switching to .NET 4.x)
Moving camera after pressing CNTL leads to very rapid and wild swings 0.9c 2019.3
Would preserve screen real-estate if Chat window bar was at bottom of screen and chat window opened upwards otherwise Chat window header is left floating in screen.
In Chat enter button has no use.. have to press send key to send chat 0.9c 2019.3.0
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