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FPSC Classic Bug Reports / Multiplayer "gamelist server" - OFF

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Gabe 01
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Posted: 6th Feb 2015 15:53
Hello FPSC community and creators i have a problem to connect to "gamelist server" when try to run my standalone, multiplayer games- (Send Request failed. Error Code:12037.Failed to establish a connection with the gamelist server.This could be caused by loss of internet connectivity, or the presence of a firewall.) No matter of FPSC version (V1.09-V1.20) or internet connection! My firewall is disabled and i notice this problem from about 2-3 days. Before that everything work to me and friend of main. I search about this error and found nothing to solve it. Into this source code of FPSC V1.07 (https://code.google.com/p/fpscreatorengine/source/browse/trunk/FPSC-Game.DBA?r=15) i found this web link (http://www.fpscreator.com/gamehost/index.php) which says "Adios". I don't realy know is this is the "gamelist server", but if is, what is all this mean? When i will be able to run my multiplayer games? Can i expect this error to be fixed?
Gabe 01
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Posted: 13th Feb 2015 13:17
Is there a one capable "TCG" member to answer a simple question like- Is there a working FPSC multiplayer servers? I will start all over, step by step, to explain what is all about!
Step 1: Click on working FPSC multiplayer game icon to start the already exported multiplayer game. FPSC V1.09 - V1.20 (tested)
Step 2: Error appear (Send Request failed. Error Code:12037.Failed to establish a connection with the gamelist server.This could be caused by loss of internet connectivity, or the presence of a firewall.)
Step 3: Nothing happen - game is quit.

My PC spec: Microsoft Windows XP Professional / Version 2002 / Service Pack 3 / Intel Pentium 4 / CPU 3.00GHz / 2,00 GB of RAM / NVIDIA GeForce 9800 GT-1024.0 MB / DirectX 9.0c (4.09.0000.0904) / Internet connection: Download-72.36Mb/s, Upload-93.41Mb/s, Ping-16ms
www.speedtest.net/result/4139647545.png

This error appear around 04.february.2015! Before this date the multiplayer games works fine for me and other people. I don't have active firewall. Do anyone have a standalone, multiplayer game of FPSC, that work at this moment? I choose FPSC as a game engine for my projects so please don't tell me there is no more internet servers! If servers is shut down, then a lot of users is screwed and not only the creators, gamers too!
Shadow351
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Posted: 16th Feb 2015 04:39
Having the same problem here. Single Player games work. Do Arena games attempt to connect to an internet server? I am just looking to do a LAN game. I tried starting the game with the Firewall off and get the same result. Also tried running as Admin and in Windows XP Compatibility Mode. How do I get my FPSC Arena Games working?

FPSC Version 1.18.017
Windows 7 HP x64
Intel Core i7-3770k
16 GB Ram

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BlackFox
FPSC Master
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Posted: 16th Feb 2015 08:10
Classic has no support, that is to say that the "team" are working on their next project. However, I too have noticed this error with a development I have done for a client. I've sent this thread link to a moderator to forward to TGC in the hopes that "someone" can answer. Until that time, we are stuck in limbo...

There's no problem that can't be solved without applying a little scripting.
Gabe 01
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Posted: 16th Feb 2015 13:39
Thank you for your replies. We can't sale any FPSC multiplayer game, until returning of the servers! Just wait and hoping the "team" will fix what we must can use by definition...
BlackFox
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Posted: 16th Feb 2015 18:51
Quote: "Thank you for your replies. We can't sale any FPSC multiplayer game, until returning of the servers! Just wait and hoping the "team" will fix what we must can use by definition... "


I hear you there. I took the liberty to email Lee (and Rick) directly to see if A) a solution can be found; B) a solution can be presented so that those of us still using Classic do not get lost in the shuffle or have to abandon developments using MP.

There's no problem that can't be solved without applying a little scripting.
The Next
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Posted: 16th Feb 2015 21:33 Edited at: 16th Feb 2015 21:36
FPSC Classic does not use remote servers at all, it is all run by opening a host game on one machine and connecting from others using the IP address of the host machine.

There is nothing for TGC to fix regarding servers, as there are none.

FPSC is no longer supported so there won't be any official bug fixes if it is found to be a bug.

What I suggest is you disable your firewalls and add an exception for FPSC in any security software you have. Multiplayer was never a focus with FPSC Classic and is not very advanced or reliable.

Hopefully that will help

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked

View the beta TGC forum progress at the url below View beta forum
BlackFox
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Posted: 16th Feb 2015 22:21 Edited at: 17th Feb 2015 01:55
Quote: "FPSC Classic does not use remote servers at all, it is all run by opening a host game on one machine and connecting from others using the IP address of the host machine."


And yet in the source code (reminder that I use v1.17) we have the following code in the source...



I had assumed on the multiplayer side that the game will connect to FPS Creator site to validate/verify the IP address and send the proper response back. It is specifically pointing to "gamehost/index.php" and "gamehost/whatismyip.php". The error the OP has outlined is the exact error we now receive on a development that has been out for over a year now.

Quote: "What I suggest is you disable your firewalls and add an exception for FPSC in any security software you have. Multiplayer was never a focus with FPSC Classic and is not very advanced or reliable.
"


Unfortunately, a school will not/cannot disable their firewalls or security software. The OP also stated...

Quote: "This error appear around 04.february.2015! Before this date the multiplayer games works fine for me and other people. I don't have active firewall"


As far as "exceptions", can you be more specific as to what "exception" would need to be added, as the documentation on MP side is a little vague.

Quote: "Multiplayer was never a focus with FPSC Classic and is not very advanced or reliable."


And yet it *is* a feature and it *had* been working before with no issues.

Perhaps Lee himself (or Scene Commander) could explain exactly how/why this is occurring as they have worked on the source before. Since I work on my own source, I could (if need be) create my own fix, but I'm going to bat for users that cannot/do not mod their own source.

**Additional**

Quote: "FPSC is no longer supported so there won't be any official bug fixes if it is found to be a bug."


With that said, what is the purpose of having the Bug Report section in FPSC then open to post bugs if there is no longer any support? While this area served its purpose when Classic was alive and thriving to report/solve issues, it seems kind of pointless to have users post their issues in hopes of having a solution presented. Maybe that should be in big letters on the pages where model packs for Classic are still sold, so that people don't get excited only to have their hopes dashed by something like "there is no support".

There's no problem that can't be solved without applying a little scripting.
The Next
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Posted: 17th Feb 2015 19:57
Ahh I understand the issue, a bit of a misunderstanding on my part.

You are right in saying that the source code does require that very small script in order to setup and monitor game servers. It is not however a game server at all it just provides information on what hosts are running. Unfortunately the FPS Creator classic site that handles that bit of code has been deleted and won't be returning as we are now using the domain for a different purpose. Unless someone wants to mod the code to work differently there is not much that can be done.

My firewall and security software comment no longer stands now that I understand the issue, so disregard that.

The team has moved support to GameGuru now and are pushing towards a Steam release so I doubt any official action will be taken on this now unsupported software.

From the server side of things there is nothing I can do as we no longer have that code.

I will see about if we should close the bug reports board now as like you have said support has been dropped.

Hope that covers everything.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked

View the beta TGC forum progress at the url below View beta forum
BlackFox
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Posted: 17th Feb 2015 20:52
Quote: "You are right in saying that the source code does require that very small script in order to setup and monitor game servers. It is not however a game server at all it just provides information on what hosts are running. Unfortunately the FPS Creator classic site that handles that bit of code has been deleted and won't be returning as we are now using the domain for a different purpose. Unless someone wants to mod the code to work differently there is not much that can be done.

The team has moved support to GameGuru now and are pushing towards a Steam release so I doubt any official action will be taken on this now unsupported software.

From the server side of things there is nothing I can do as we no longer have that code.
"


Which is what I have determined already. I can modify my source to fix the issue, but it will be unfortunate for the others that cannot in their selected version. While I understand moving on to newer software, it does get frustrating when a lot of time goes into developments that have to be dropped because of something like this. Some of us only see income from the finished deployment and take a loss when we have to scrap it, and dropping older software to wait for new is not always an option for some.

I do understand what you are saying and fortunately I can continue on- just feel bad for others that now are stuck in a corner. Too bad this was not "noticed" and dealt with when there was time to do so.

Quote: "I will see about if we should close the bug reports board now as like you have said support has been dropped."


Keeping the area and topics is good for reference, but I just don't think it is doing any good when a user has an issue and posts it, only to never get an answer or told "no support". Unless users understand they can post their issues and maybe someone has a solution, you may decide to make/modify a sticky in this section to explain the software is no longer supported and posts may or may not be answered as someone may/may not have a solution.

Quote: "Hope that covers everything."


Covers it for my end. Thanks for your time.

There's no problem that can't be solved without applying a little scripting.
Gabe 01
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Posted: 18th Feb 2015 13:26
First at all, thank you for discuss this topic. I was shocked to read the last posts! How can you sale a product that not work? I mean, how FPSC is still on market when it's not fully operating? Is this legal? You can't just tell on people to close there eyes and move on, because they can't. Do you know how many multiplayer projects is still on development stage and how many is released worldwide?

Quote: ""The team has moved support to GameGuru now and are pushing towards a Steam release so I doubt any official action will be taken on this now unsupported software...
Hope that covers everything.""


No! Where is the solution? This forum is just for that! I paid for this product and as a client i expect from you to take responsibility and offer me a solution! When you read this, know that i talk of the name of all users! Soon or later, me or someone else will send report to "commission for consumer protection"! Is there a option to return the code by donation? I really mean it. Why they delete the code? "If it ain't broke don't fix it or worst - delete it!"
Shadow351
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Posted: 18th Feb 2015 15:25
Is the V1.19 Engine Source Available somewhere? Under game source code on the FPSC Classic Downloads Page it says
Quote: "Here is the latest version of the FPS Creator Game Source Code + all required DLLs to get it compiling. "
but the only link is to the DB Pro Downloads page which only has the V1.07 Source.

Does this issue affect the mods as well?

I like the idea of keeping the bug board open for community collaboration but just make it clear somewhere on the page that official support has ended.

Also I think it wouldn't be a bad idea to put a notice on the FPSC Classic page that it is unsupported and that Multiplayer is non-functional so people know this before buying, as it is still available for sale.

-Thanks
BlackFox
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Posted: 18th Feb 2015 16:46
Quote: "How can you sale a product that not work? I mean, how FPSC is still on market when it's not fully operating? Is this legal? You can't just tell on people to close there eyes and move on, because they can't. Do you know how many multiplayer projects is still on development stage and how many is released worldwide? "


I can understand the frustration, but it is the nature of the industry. Software companies can move on and drop support for older software. It is up to the user to either be able to continue using it without support, upgrade, or move to something else. I'm fortunate that I know this source well enough to keep using it, but I know a lot of others that do not have that option.

Quote: "Where is the solution? This forum is just for that! I paid for this product and as a client i expect from you to take responsibility and offer me a solution"


The only solution now is to either A) not use it for multiplayer developments; or B) modify your source version. In order to modify, you will need Dark Basic Pro and know how to compile the source. Other than that, you are in the same boat as the rest of us still using the software.

Quote: "Is the V1.19 Engine Source Available somewhere?"


The source code for FPSC is here. R773 is the last entry, and you can browse for older versions. FPSC v1.19 started at R435 and ended at R644 (R644 is where v1.20 began).

Quote: "Does this issue affect the mods as well?"


Unless mods addressed the section of multiplayer where it tries to connect per the code I posted in my earlier post, then it may affect them as well in multiplayer as discussed in the thread.

There's no problem that can't be solved without applying a little scripting.
Scene Commander
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Posted: 18th Feb 2015 17:09 Edited at: 18th Feb 2015 19:01
Hi,

*Edit* - We believe we've fixed this, could users using multi-player please check and report if there are any issues.

SC

i7-4770s 3.10ghz (Passmark 9599) - Geforce GTX 650ti (Passmark 2708)
BlackFox
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Posted: 18th Feb 2015 17:29
Quote: "We're going to see what we can do to help you all but it won't be until March due to a very busy 2 weeks. If there is anyway we can get MP back up in classic we will do."


That would most likely be appreciated Scene Commander by those still using multiplayer aspect and cannot mod the source. Thanks for answering my email and thanks for taking time out of your schedule to address this.

There's no problem that can't be solved without applying a little scripting.
The Next
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Posted: 18th Feb 2015 18:52
You will be pleased to know I went digging in one of the old server and found the code needed to make this work. I have put it back online as it was before and that should fix all the issues.

Let me know if this works, if it does I will make a note and will keep the service running so no one deletes it again.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked

View the beta TGC forum progress at the url below View beta forum
BlackFox
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Posted: 19th Feb 2015 05:13
Quote: "You will be pleased to know I went digging in one of the old server and found the code needed to make this work. I have put it back online as it was before and that should fix all the issues."


Just out of curiosity, what does the "code" you found and the code in the source do exactly? I had assumed that the source is connecting to validate the IP is a proper IP address on the site and sends back a response (continues if IP is valid, closes if not valid or cannot obtain IP), but would like some clarification. I am currently rewriting that section of my source so that I can avoid this if it happens down the road, plus I'll be recompiling the source for the school development as well providing I have a clearer picture of what the actual purpose/function is.

There's no problem that can't be solved without applying a little scripting.
Tarabodej
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Posted: 20th Feb 2015 20:44
Hello and thanks for your efforts, but after trying to run multiplayer games in 3 different countries, i can conclude that the issue still exist. Same error appears and nothing encouraging. We all follow this hot topic and wait for good news...

Kindest Regards,
"FPS Creator Classic" Users
BlackFox
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Posted: 21st Feb 2015 17:35
Okay, going back to the original post, the issue was the engine producing the "send request failed error code 12037" prompt box and the multiplayer game exits. We too had a development where this had happened and after searching the source had thought it had to do with this mysterious "code" that was placed back on the TGC server side. I am thinking that the "mysterious" code is in fact useless for us that use MP. Allow me to explain, and I apologize ahead for the long post.

First off, let me address the fact we run FPSC v1.17. I had built the "simple" arena level and then ran the game to test. When it loaded, I received the error code as shown below...



I had a backup build of the simple arena from when we first began with FPSC so I ran it and it worked. That left me to wonder what was causing builds in multiplayer to produce the error code. And then a thought hit me and I believe I may have found the issue.

When I opened the simple arena level, I had noticed I was in multiplayer mode. I could tell by the fact the level had a "red" hue around it.



I clicked File>Preferences, clicked on Single Player, then clicked OK. This changed the level so the red hue was no longer present.



I saved the level, closed and reopened FPSC, loaded the level. I then went back and changed the mode to multiplayer, then proceeded to build the game. When it was done, I started it up and voila. Everything worked as it should.







So it seems that I have to do the following for multiplayer...

1. Build the level(s) in Single Player mode and save each level in single player mode.
2. Open the first level, click on File>Build Game, add the level(s) I want in the Level Settings tab, adjust any other settings, click OK.
3. Click on File>Preferences and select Multiplayer.
4. Click on File>Build Game and build the game.

In other words, it seems if you create and save the level while in multiplayer mode, the error code we have been discussing will come up. If you create and save the level in single player mode, but load the level that was saved as a single player level and switch to multiplayer and build it, it works fine. I ran this a total of 5 times with success. If I saved a level while in multiplayer mode, the error came up each time. If I saved the level as a single player level and switched the mode to multiplayer and built it, it worked. The key here is save in single player mode (at least that is in fact the results of my tests here).

With that said, I managed to fix the school development. Seems one of the levels was in fact constructed while in multiplayer mode. After checking that all levels were saved as single player, added them to the Level Settings tab for the build, switching to multiplayer mode, and then building it, everything worked proper again.

Now getting to this "mysterious" code that was put back on the TGC server- I will ask again. What exactly is the significance of this code and the source code of the engine? What information is communicated? Based on the code snippet I provided, I had assumed it is an IP validation function and if your "mysterious" code cannot get the IP, it sends a response which gives us this error code. However, I'm thinking it is the source itself, where the coder generated a method to having the source contact your "code" to ensure that it could pass through a firewall and if not up comes the error. It would be really helpful if someone would know the answer and pass on the info so that we have a clearer understanding. This way, I can eliminate the need of needing your "mysterious" code in my source and not have to rely on the "no support".

To the others that have this issue, try my method and see if it in fact works for you. If it does, you're all set. If not, then there is something in the source that has been overlooked and needs a revisit.

There's no problem that can't be solved without applying a little scripting.
Gabe 01
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Posted: 21st Feb 2015 22:01
Your method for export is useless. I'm sorry to say that, but it have more easy way to achieve this result. Here is it:

1) Go to "setup.ini" in exported game folder.
2) Go to [GAMEMULTIPLAYER] section.
3) Change the line "multiplayer game=" from 1 to 0

That's all! After this little modification the multiplayer games run, but they are no longer multiplayer. I can't connect to other players, because the game cannot search for hosts at join section (No Games Listed)! Can you connect with someone? On the Main Menu, down on the screen have box "YOUR IP ADDRESS IS:", but there is no IP detected, just a empty field! Thank you for sharing your new attempts and ideas. I will post anything, that can help on the community!
BlackFox
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Posted: 22nd Feb 2015 14:37
I also mentioned in my post that I am running an older version of FPSC.

I did not have to change anything in the setup.ini. My multiplayer games all work, including one deployed in a school all by what I outlined. We get the same box with the "Your IP address is" and the box is blank. To connect, we have to manually enter in the IP. As the screens showed above, we can connect and play.

Sorry my method did not help out. I figured by solving it on my end, I'd post it in the hopes it worked out for others. Hopefully the "support staff" can solve the issue, let alone explain how their code ties in to the source engine.

There's no problem that can't be solved without applying a little scripting.
Gabe 01
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Posted: 7th Mar 2015 11:57
Any progress?
BlackFox
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Posted: 13th Mar 2015 05:15
While I solved it in my source (v1.17) by removing the code I quoted earlier and revamping that function, I did do a test using vanilla v1.20 and it does the same issue as you reported. I tried my method I posted before and it did not work.

I'll be surprised if we get one, let alone the issue fixed and resolved. I would guess that we will be "left in the dark" in regards to this issue. 18 days of waiting for the "support" people to answer a simple question.

Our time is valuable as developers. How about it, "support"? Two people jumped in earlier and responded; surely someone can answer the questions asked or direct someone that can.

There's no problem that can't be solved without applying a little scripting.
ncmako
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Posted: 22nd Mar 2015 03:06
@BlackFox & anyone else with similar problems.
Went to build a multiplayer map and same error 12037. I read through your posting and did find your method worked for V1.18.
(only thing missing was to display my Host-IP, empty field)
But it did work for V1.18

*I did build the level for MP first, but resaved as "Single Player"
*Opened level. Clicked "file-build game-selected my level/levels
*went back to "file-preferences and select Multiplayer.
*went back to "file-build game and build the game.

Seemed to work except for the Hosts-IP missing?
best

My games never have bugs. They just develop random features..
Lots and lots of random features...
BlackFox
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Posted: 24th Mar 2015 16:10 Edited at: 24th Mar 2015 16:12
Quote: "Seemed to work except for the Hosts-IP missing?"


Yes, I too get the same.

I've moved a little further into the issue. After emailing a complaint about the support and how no one seemed to be around to help resolve the issue, I got an email from Lee himself with a link to an article on this error, which tells me that the problem is an invalid certificate on the server we are "connecting" to. I also received a copy of these "gamehost" files so I can attempt to see how the source and these files are linked.

I'm also going to check the source in v1.20 and test my previous method to see if it works, and if not find out why. It works in v1.17 and v1.18, so it should work in v1.20 unless they made massive changes to the build process.

*EDIT** This forum does not like the link I had to make it "clickable". Here it is just in case you want to read what it said.

http://www.exactsoftware.com/docs/DocView.aspx?Action=View&DocumentID={78B5244E-A6B4-4DBB-9C89-F88D474F3D10}&noheader=1&nosubject=1

There's no problem that can't be solved without applying a little scripting.
ncmako
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Posted: 24th Mar 2015 17:33
BlackFox
Thank you for that link, just started reading thru it and yes,
that section of the code (line 12037) does deal with some kind
of time stamp?
best

My games never have bugs. They just develop random features..
Lots and lots of random features...
BlackFox
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Posted: 26th Mar 2015 06:28 Edited at: 26th Mar 2015 16:12
Quote: "that section of the code (line 12037) does deal with some kind
of time stamp?"


It is a combination of a few things... Allow me to explain what I do know.

First off, in the source there is this block section...



This block of code tells the engine to connect to TGC server and run the script file "whatismyip.php", which that script will get the IP address of the Host. It then will run the next script file, which by the looks of the file Lee sent me creates a database and puts the information into it. It will make the attempt and if it cannot get the IP, kicks back the error to the Host.

Now, looking at the code snippet above, notice the line "HTTP CONNECT strarr$(619)"? This line calls on a value (#619) from the file "FPS Creator\Files\languagebank\english\textfiles\fpsc-050.txt" and #619 contains the value "www.fpscreator.com". So in the source it uses that address to run the script file(s) required, but the domain re-routes to "www.game-guru.com" and cannot find what it needs. The domain does re-route in a browser, so I am not sure if the engine in fact is connecting to the original domain or is in fact re-routing as well.

The second issue is once a successful IP is established, the next script file called on TGC side creates a table array in SQL and posts the relevant info required (IP, title, server_id). However, with the fact you can't get an established IP across to the site in the first part, this becomes moot as you get the error code produced.

As far as this "error code: 12037", I am trying to find exactly why they have this coming up in the first place. It relates to an invalid certificate, so unless it is a "generic" error produced because it cannot find what it needs, they picked the wrong error code to produce. If they did require or use a certificate, I'm curious to know why.

So what does this all mean? First, the fact the source calls on the site I explained and it re-routes to a different site is the first problem. Second, the fact these "files" were placed back on a server did little if in fact SQL was required and it either was not setup properly or at all. Third, unless people can mod their source version and my method as explained previously to get multiplayer to work dill not work for them, they are without any other recourse.

There is a silver lining though. Thanks to Lee, he did send me these script files the source calls on. I have been modifying my source (v1.17) to use my domain and have the main script inserting the data into my SQL server. If successful, I will contact Lee to ask permission to host these files on our server. Then all users would have to do is modify one item- the #619 value as mentioned above would change from the domain listed to our domain in the "fpsc-050.txt" file. I will also ask Lee if we have permission to give these files to anyone else that may want them (in case they want to have the engine point to their own domain instead of ours).

At best, that is what I have figured out. Sorry to the OP for not having a solution to give, but since there is no support, we have to band together to find a solution on our own. I'll keep you posted on the final result.

There's no problem that can't be solved without applying a little scripting.
ncmako
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Posted: 26th Mar 2015 18:36
BlackFox
Thank you BlackFox for the explanation. I do understand. I am a bit
perplexed as to the number of external sources the program talks to
before working properly. I ALWAYS thought the program
created an internal server and it was done! (no outside resources needed) o.k. I guess I was wrong? This totally blows me away

"Error code #12037- yeah I loaded I think ??? V1.18 into DB-pro
(I only have the free version) At line 12037 it dealt with a
time stamp of some sort, month/day/year, if valid/not valid...ect, ect.

Thank you again for looking into this.
best

My games never have bugs. They just develop random features..
Lots and lots of random features...
Gabe 01
9
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Location:
Posted: 23rd Apr 2015 01:48
I change the line #619 in file "fpsc-050.txt" with "www.thegamecreators.com" and "www.game-guru.com". The results is:
1: No crash and no "error 12037" at starting FPSC game.
2: "YOUR IP ADDRESS IS:" box is still blank.
3: When use "www.thegamecreators.com" link and go to "Join Game", you see some "fake" hosts as numbers 1-7. After manualy enter real host IP you get only "waiting to join..". "Host Game" works fine.
4: When use "www.game-guru.com" link and go to "Join Game", game is crashed. If select "Host Game", game is loading and then crashed.

So far so good! Website owners (or who's responsable) must do something they already done before and fix what is broken or missing. We hope they will not lie our trust!
Gabe 01
9
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Posted: 22nd May 2015 15:03
I work on project with no name at the moment, but when it's ready it will be badass multiplayer game. I copy the main idea from "Payday" series and combine it with my brutal co-op gameplay ideas. The graphic, gameplay, sounds and everything else will bring to players addictive experience. Couple of blueprints for the maps are almost ready and my team work now on the weapons, characters and the missions. I not official present my game here, just note that i develop online game and want people to know. Still waiting for online...
Gabe 01
9
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Posted: 22nd Jun 2015 07:21
Six months without FPSC online! No one tell on users at this moment what exactly happened and what is going to be! Where is the official statement?
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 28th Jun 2015 15:47
Gabe 01
Not sure if your following a thread in the Product posts. This
is from S4real in one of his postings.
Quote: "Been in contact with tgc today and they confirm that multiplayer server is being hosted, did a fast test and seems to be working fine at the moment.
I'm not planning on working too much with multiplayer at this moment in time but maybe in the future if its too much of a problem."

Do a quick check and see if it's working for you now.
best

My games never have bugs. They just develop random features..
Lots and lots of random features...
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 28th Jun 2015 16:48
Quote: "This
is from S4real in one of his postings."


... followed by BlackFox's rant on how it was not fixed entirely ...

If it was fixed, then the devs I have sitting here would work and they still prodice the error the OP posted about. I managed to fix a few that used v1.17 using my previous method, but another two using two different versions still have the problem. It is as elusive as the "waiting to join" bug...

There's no problem that can't be solved without applying a little scripting.
Gabe 01
9
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Location:
Posted: 28th Jul 2015 16:20
?...
Gabe 01
9
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Joined: 6th Feb 2015
Location:
Posted: 28th Aug 2015 12:37
Nothing new, still the same problems? It's about time or what?
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 30th Aug 2015 05:43
Quote: "Nothing new, still the same problems? It's about time or what? "


@ Gabe 01

Afraid you and anyone else that rely on multiplayer and the "gamelist server" issue will fall through the cracks without any fix. There is no support for multiplayer. If there was any support to be had, this would have been addressed already without this long wait.

Here is a thread to point out the no multiplayer support.

@KeithC or TGC

Since the above link is locked, I will post my comment here. I hope that TGC and their elite staff working on GameGuru can understand the frustration by us users/customers that had hoped to see this addressed. I also hope that you can learn from this- that having a viable project is great, but make sure if it is not long term you at least don't end up affecting people down the road when you pull the plug to go onto another shiny project. Multiplayer issue as mentioned in this thread is now defunct, and unless we mod the source to remove and restructure the code, it will not function. I do not know what powers lead some to believe that it was addressed (both here and here), but it was not. Let's hope GG will not suffer the same fate years down the road.

There's no problem that can't be solved without applying a little scripting.
ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 1st Sep 2015 04:04
What a shame Well I guess it is what it is...

My games never have bugs. They just develop random features..
Lots and lots of random features...
s4real
VIP Member
18
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Joined: 22nd Jul 2006
Location:
Posted: 1st Sep 2015 11:00 Edited at: 1st Sep 2015 11:00
Quote: "I do not know what powers lead some to believe that it was addressed (both here and here), but it was not. Let's hope GG will not suffer the same fate years down the road"


At the time I tested and talked to TGC everything was working but it seems that they lost all the server stuff now when moving to a new server.

like ncmako said it is what it is.

best s4real

Amd fx4100,6gb ram,geforce 450
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 9th Sep 2015 17:51
Quote: " it seems that they lost all the server stuff now when moving to a new server"


How unfortunate.

Quote: "At the time I tested and talked to TGC everything was working"


It must be the connections between countries, maybe servers being blocked, because it has not worked properly at all even with the "server stuff" put back. I can use my save/build method in v1.17 and it works (except the box that would show my IP is blank); in v1.20 my method does not work and the original "12037" errorcode comes up.

However, as you say "it is what it is"- a disappointment to how an issue cripples developments and people stuck in the lurch.

There's no problem that can't be solved without applying a little scripting.
Y0shondue
10
Years of Service
User Offline
Joined: 6th Jan 2014
Playing:
Posted: 23rd Sep 2015 02:35
NEW FIX AND SOLUTION --> http://forum.thegamecreators.com/?m=forum_view&t=215437&b=21

I am a friendly dev!~ ^o^
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 23rd Sep 2015 03:13 Edited at: 23rd Sep 2015 17:43
@ Y0shondue,

Seems you got your end to work out. Just a couple of questions- what is the "change multiplayer from 1 to 3" relating to? I may have missed the setting while scouring the various source(s) of FPSC.

Second, when you setup your multiplayer game, do you notice if your Host-IP displays in the box like it use to?

There's no problem that can't be solved without applying a little scripting.
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 24th Oct 2015 22:19
Quote: "do you notice if your Host-IP displays in the box like it use to"

Tried several ways, and for me it did not show.
I might try V1.17 and see.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Gabe 01
9
Years of Service
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Joined: 6th Feb 2015
Location:
Posted: 23rd Nov 2015 22:39 Edited at: 24th Dec 2015 21:49
Y0shondue "NEW FIX AND SOLUTION" method is some kind of solution between friends, but for the community, no! If i want to share my game with unknown people, how can they know my IP to join? And they have to instal third-party software (Hamachi), internet settings... It's just not practical! Thank you Y0shondue. Looks like FPSC online is dead and i think about petition! Why they are not try with kickstarter, like FPSC Reloaded (GameGuru), to refund the server? I'll pay for their needs, plus some add-ons!  
Gabe 01
9
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Joined: 6th Feb 2015
Location:
Posted: 24th Dec 2015 22:06 Edited at: 24th Dec 2015 22:11


Dear Santa, i wish FPS Creator Classic have once again online features! I promise to use it much as i can do my best!

P.S. Everyone win and everyone's happy, that's the spirit of Christmas!
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 5th Jan 2016 19:55
TGC are going to completely open source FPSC Classic this year so hopefully we can patch up the multiplayer stuff ourselves once that happens.

Ideally we want dedicated servers like in the Quake 3 Arena days.
Gabe 01
9
Years of Service
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Joined: 6th Feb 2015
Location:
Posted: 8th Jan 2016 14:47
Quote: "TGC are going to completely open source FPSC Classic this year so hopefully we can patch up the multiplayer stuff ourselves once that happens.

Ideally we want dedicated servers like in the Quake 3 Arena days."


Nomad Soul, you make my day! This will be more than awesome. Fingers crossed...
seppgirty
FPSC Developer
15
Years of Service
User Offline
Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 10th Jan 2016 00:11
Quote: "TGC are going to completely open source FPSC Classic this year"


Does this mean that there is a chance of a quality 3rd person view for classic using black ice mod?

OOOHHHH PLEASE BABY JESUS, PLEASE.....
gamer, lover, filmmaker
Nomad Soul
Moderator
17
Years of Service
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 17th Jan 2016 22:24
@seppgirty - We will have to see what happens later this year. Its certainly good news that TGC are opening everything up though.
Teabone
Valued Member
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Canada
Posted: 20th Jan 2016 06:40 Edited at: 20th Jan 2016 06:41
If support is being dropped entirely for FPSC Creator... my expectations with GG will be much higher than before.... not sure if that's a good thing :p

However... it is good that FPSCx9 will be going open source at least.
(Teabone)
Gabe 01
9
Years of Service
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Joined: 6th Feb 2015
Location:
Posted: 19th Feb 2016 15:06 Edited at: 28th Feb 2016 23:25
The FPSC online shut down over an year ago and dedicated servers will reborn his legacy for the offspring. We all have big expectations for the "open source", so any news are welcomed!

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