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    #31
    I just checked my May install, and it's impossible for me to login any clients from the same machine as a server, with Steam on - the moment the client tries to login to steam, either the client or the server crash. I can connect 2 clients on same machine to the server on the same machine without problems, though

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      #32
      How did Coda do it? I've downloaded it but am currently using the laptop until my desktop PC is back from the shop so can't run it. Could be worth a look?

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        #33
        Bump this thread.

        I host a game and when my friend tries to join he just gets a connecting screen but never does connect.

        Why?

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          #34
          Look in the logs on both the client and server.

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            #35
            What about them? They're recording errors but raw numbers without any context aren't much use....though we've tried anyway.

            Server:
            Code:
            [0007.65] DevOnline: Steam universe: PUBLIC
            [0007.65] DevOnline: Steam appid: 13260
            [0007.65] DevOnline: Steam IsSubscribed: TRUE
            [0007.65] DevOnline: Steam IsLowViolence: FALSE
            [0007.65] DevOnline: Steam IsCybercafe: FALSE
            [0007.65] DevOnline: Steam IsVACBanned: FALSE
            [0007.65] DevOnline: Steam IP country: US
            [0007.65] DevOnline: Steam official server time: 1285132385
            [0007.65] DevOnline: Steam Cloud quota: 104856720 / 104857600
            [0007.65] Log: Logged in as 'evolution'
            [0007.77] DevNet: Browse: DEP-Fracturedv2?Name=Player?team=255?listen?dedicated
            ...snip...
            [0022.16] DevOnline: OnGSClientApprove
            [0022.16] DevNet: Got OnlineSubsystem Auth callback 70181897I64 17825793
            [0022.16] DevOnline: No player matching id [1:70181897], not approving!
            [0022.59] ScriptLog: New Dynamic NetSpeed 7000 vs old 7000
            [0037.46] DevNet: NotifyAcceptingConnection: Server TheWorld accept
            [0037.46] NetComeGo: Open TheWorld 09/22/10 01:13:35 127.0.0.1:58884
            [0037.47] DevNet: NotifyAcceptingChannel Control 0 server World DEP-Fracturedv2.TheWorld: Accepted
            [0037.48] DevNet: Remote platform is 1
            [0043.48] NetComeGo: Close TcpipConnection_0 127.0.0.1:58884 09/22/10 01:13:41
            Client:
            Code:
            [0007.31] Log: Initializing Steamworks
            [0007.32] DevOnline: Steam universe: PUBLIC
            [0007.32] DevOnline: Steam appid: 13260
            [0007.32] DevOnline: Steam IsSubscribed: TRUE
            [0007.33] DevOnline: Steam IsLowViolence: FALSE
            [0007.33] DevOnline: Steam IsCybercafe: FALSE
            [0007.34] DevOnline: Steam IsVACBanned: FALSE
            [0007.34] DevOnline: Steam IP country: US
            [0007.34] DevOnline: Steam official server time: 1285132415
            [0007.35] DevOnline: Steam Cloud quota: 104856720 / 104857600
            [0007.35] Log: Logged in as 'evolution'
            ....snip....
            [0013.47] DevOnline: Obtained steam user stats
            [0013.81] NetComeGo: Close TcpipConnection_0 127.0.0.1:7777 09/22/10 01:13:41
            [0013.81] ScriptLog: (DepthViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Steam decided that you are not authorized to connect to this server.' Title:'Connection Lost'
            [0013.85] Log: Pending connect to '127.0.0.1/DepthMain?Name=Player?team=255' failed; Steam decided that you are not authorized to connect to this server.
            [0013.86] Log: URL: Adding default option Name=Player
            [0013.86] Log: URL: Adding default option team=255
            [0013.87] DevNet: Browse: DepthMain?closed?Name=Player?team=255
            ...
            The only bit of information that looks potentially useful is that the first mention of the auth magic number has I64 appended to it. That could suggest that the format string used on one side for buildling the string simply has a typo.......then again, it's equally possible that it's intentional.

            Are there any knnown issues with Steam integration or OnlineSubsystemSteamworks in the May UDK? I'm beginning to think we have no choice but to bite the bullet and upgrade, but I would feel a lot better about that if I knew that would even solve the problem.

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              #36
              Steam decided that you are not authorized to connect to this server.
              ok, that tells us that the problem is with something related to Steam. Next step is to figure out why. I don't know anything about the Steam integration, so I'm not much help as far as that goes -- but the first thing I would do is try and make the connection without either computer running steam, and see if that works, to rule out anything else.

              Are both computers attempting to use the same steam id? (I don't even know if that's possible)

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                #37
                I run into a similar problem, but running a server and client on the same machine. If I run on a machine without Steam no problem, but on a machine where I am logged in to Steam the server crashes after a client connects every time. I am on August build.

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                  #38
                  need to either logout of the steam client, or disable steam in UDK .. meh.

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