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Found 9 results

  1. I loaded up the multiplayer example but it did not show any signs of being online. How do you use it ? There was no chat on and no signs of being online just a blank walled off room that has an FPS player to walk around and that is it. I was hoping to see a working small example template of a multiplayer game in action just to see how it is done. Instead all there is is a blank FPS walk around room !
  2. is there any multiplayer online example yet ?
  3. hi everyone ! i am trying connect my game on my C# server , but when i am try connect nothing happens ... and i am try my c# server with C# client , and both are working ... someone know what is the problem ?
  4. I've spent the last few days creating a simple self contained server browser. It will list all the servers of a specific game, allow the user to select a server and send a callback with the selected info. Requirements: The script from this topic placed in a file here: Scripts/Functions/eventqueuemanager.lua The Script: A simple example: It will create a server and open a server browser window. + Starts the move mode, click to exit it. X closes the window. import("Scripts/Functions/eventqueuemanager.lua") import("Scripts/serverbrowser.lua") local window = W
  5. The server list seems to fail when attempting to register multiple servers from the same server but different port. Also, it will fail to register if the name is just one word. Example: server = Server:Create() System:Print("Server1 publish::" .. tostring(server:Publish("Einlanders server stub", "Testing population of server list from masterserver "))) server2 = Server:Create(27015) System:Print("Server2 publish::" .. tostring(server2:Publish("Einlanders server stub", "Testing population of server list from masterserver 2"))) client = Client:Create() local serverc
  6. When I use Server:Broadcast it does not send the message, it just sends nil. I am sending text to all the clients.
  7. Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks: While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After a few weeks I came up with the following upgrades: Debugging class Simulation mode More debugging information available Here's some detailed explanation: Debugging class I was using a lot of "printf" before which made it hard to: Find out
  8. Thought I could write my first Blog entry and report about my ventures into network programming with Leadwerks, ENet and Lua. Also, provide some source code. Okay, here we go: What I wanted to do My test app should be a client-server setup where clients can connect to the server, see each other's avatar, send chat lines and move around their avatar on a plane. Nothing fancy really, just to get into the topic. The ENet network library (http://http://enet.bespin.org/) should be used, and network functions should be exposed from C to Leadwerk's lua engine (as I wanted to do the main 'gam
  9. Welcome to blog Number 2; There is not a lot to discuss here, but I wanted to post an update(mostly so I can track myself. lol) We are just about completed with the Log on server. This actually has nothing to do with LE on the server side. The SQL connection is good, and we are using an sql.lite file for the log on server info. We felt that this would secure it a little better than a standard .CFG or .TXT file for the server host. We will be running a test tonight from a dedicated server to our clients. The client will see the scene I posted in the gallery and the GUI for lo
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