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Community Project | Cardinal Menu System Instructions, Help, and Discussion

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  • T
    Thaddeus
    last edited by Thaddeus Jul 11, 2019, 9:23 PM Aug 10, 2016, 6:27 AM

    About:

    Here is the game menu from our game, Cardinal Fall, for use by the community.
    This project packages a combination of other community projects to create a single, easy to implement menu system.
    We will do our best to update the project with new engine releases.

    License:

    This Menu System is free to use under The MIT License. https://mit-license.org
    3rd Party Assets are discussed in the credits section below.
    More up to date information is available in the Readme.

    Screenshots:

    (To view screenshots, click the button below.)

    :::

    0_1470957328119_FriendsList.PNG
    0_1470957340083_HostGame.PNG
    0_1470957382025_ServerList.PNG

    :::

    Video:

    https://youtu.be/vpIki4P95WM

    Features:

    • Server Browser (With Steam and LAN support)
    • Client Internet and LAN Hosting Menu
    • Steam Friends List With Avatars
    • Pervasive Graphics Settings
    • Player Control Mapping
    • Controller Support
    • Game Settings
    • Credits Page

    Download:

    Metahusk Downloads: Cardinal Menu

    Repository:

    Metahusk Repositories: Cardinal Menu

    Credits:

    Project Credits:
    Metahusk, mordentral, rama, Thaddeus Delude (parvan), The Tune Peddler, ZioYuri78, Nick Darnell

    Cardinal Menu:
    This project was put together by Metahusk using a collection of community content. Please credit everyone listed here and provide a link to our websites.
    (http://metahusk.com)

    Project Blueprints:
    This project’s blueprint files are released under the Creative Commons Attribution 4.0 International License. CC BY 4.0
    Please provide credit where credit is due. You must credit the following people listed below. You can find this information in the project’s readme.
    (https://creativecommons.org/licenses/by/4.0/)

    Main Menu by ZioYuri78:
    The basic menu framework is an adaptation of ZioYuri78’s ‘Main menu and in game menu with basic game, graphics, controls and audio settings.’
    (https://forums.unrealengine.com/showthread.php?103583-C-Blueprint-Main-menu-and-in-game-menu-with-basic-game-graphics-controls-and-audio-settings)

    Online Browser by mordentral:
    The online browser utilizes mordentral’s Advanced Sessions Plugin.
    (https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin)

    Rebindable Keys by rama:
    The key binding system utilizes Rama’s UMG Rebindable Key System, Rebind keys at Runtime.
    (https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!)

    Background Music by The Tune Peddler:
    The music used in this project is owned by The Tune Peddler. You do not have permission to use the project’s music without agreeing to the terms at The Tune Peddler’s website. As of July 2016, this includes a $5 a month subscription fee.
    (http://thetunepeddler.com/)

    LoadingScreen plugin by Nick Darnell:
    The LoadingScreen plugin was provided by Nick Darnell and was released under The MIT License.
    (https://github.com/ue4plugins/LoadingScreen)

    How To Help:

    Respond to this thread below with your ideas.
    If you have a bug fix, would like to contribute, or expand on this project, please say so.
    We will contact you and grant you commit privileges on the repository.

    How To Donate:

    Our organization is a IRS 501(c)(3) recognized tax exempt nonprofit.
    We will provide written (emailed) donor acknowledgment letters to those who donate $250 or more to our organization as required by the IRS. Our apologies to donors outside of the United States. We will not be able to provide you with any tax benefits for donating to our organization.

    Donation acknowledgment letters will include

    The corporate name and EIN of our organization
    The name of the donor as it appears on PayPal
    The date and ammount of the contribution
    A statement that our organization is a valid 501(c)(3) organization
    An affirmation that no goods or services were provided to the donor
    And information about how your donation was used

    Thank you,
    Donate Through Paypal Here

    ? 1 Reply Last reply Apr 3, 2024, 5:17 AM Reply Quote 0
    • T
      Thaddeus
      last edited by Thaddeus May 5, 2018, 8:52 AM Aug 21, 2016, 6:55 PM

      Getting Started By Downloading Or Cloning Project Files:

      (To read the directions, click the button below.)

      :::

      1. Create a Project Directory folder in your Unreal 4 Projects Directory.

      Example Structure: C:\Users\User\Documents\Unreal Projects\Directory_Name

      1. Download the project or Clone the development files to your Unreal 4 Projects Directory using your favorite mercurial client.

      Hg Repository URL: http://repositories.metahusk.com/menu.hg

      Common Mercurial Clients: SourceTree, TortoiseHG, or SmartGitHG

      1. Download and Install Microsoft's Visual Studio Community 2015 for Windows Desktop

      Visual Studio Community 2015

      4a. Navigate to \Your_Directory\Plugins and extract the files in VictoryPlugin(newest-version).zip to the plugins directory into a folder called VictoryPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\VictoryPlugin"plugin files"

      4b. ONLY UE4.14 and PREVIOUS: Navigate to \Your_Directory\Plugins and extract the files in MainMenuLib(newest-version).zip to the plugins directory into a folder called MainMenuLib

      Plugins Directory Structure: \Your_Directory\Plugins\MainMenuLib"plugin files"

      4c. Navigate to \Your_Directory\Plugins and extract the files in AdvancedSessions(newest-version).zip to the plugins directory into a folder called AdvancedSessions

      Plugins Directory Structure: \Your_Directory\Plugins\AdvancedSessions"plugin files"

      4d. Navigate to \Your_Directory\Plugins and extract the files in LoadingScreen-master(newest-version).zip to the plugins directory into a folder called LoadingScreen-master

      Plugins Directory Structure: \Your_Directory\Plugins\LoadingScreen-master"plugin files"

      4e. Navigate to \Your_Directory\Plugins and extract the files in GamepadUMGPlugin(newest-version).zip to the plugins directory into a folder called GamepadUMGPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\GamepadUMGPlugin"plugin files"

      4f. Navigate to \Your_Directory\Plugins and extract the files in PingPlugin(newest-version).zip to the plugins directory into a folder called PingPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\PingPlugin"plugin files"

      4g. Navigate to \Your_Directory\Plugins and extract the files in VaRest(newest-version).zip to the plugins directory into a folder called VaRest

      Plugins Directory Structure: \Your_Directory\Plugins\VaRest"plugin files"

      1. Right Click on cardinal.uproject and click Generate Visual Studio project files.

      2. Execute cardinal.uproject and click Yes to Recompile Project Modules.
        0_1470810235398_rebuild.PNG

      3. Enable The Web Browser Plugin at Edit -> Plugins -> Widgets -> Web Browser
        0_1470814419201_browser.PNG

      4. Enjoy 🙂
        NOTE: To utilize Steam, you must launch as a "Standalone Game" or utilize a packaged build both with Steam running.
        0_1470810240172_play.PNG

      :::

      1 Reply Last reply Reply Quote 0
      • T
        Thaddeus
        last edited by Thaddeus May 5, 2018, 8:51 AM Aug 22, 2016, 11:33 PM

        How To Import Cardinal Menu To Your Project

        (To read the directions, click the button below.)

        :::

        1. Open your project's Project Directory folder in windows explorer.

        Example Structure: C:\Users\User\Documents\Unreal Projects\Project_Name

        1. Download the project files from the webpage.

        Download URL: metahusk.com/cardinal-menu/

        1. Convert your project to a C++ project if it's a Blueprint Only project.

        Convert a BP/Content Project to a C++ Project

        1. Navigate to \Your_Directory\Content and extract the \CardinalMenu\Content\Cardinal and \CardinalMenu\Content\ThirdPersonExample and \CardinalMenu\Content\Movies into your project's content folder.

        2. Navigate to \Your_Directory and extract the \CardinalMenu\Plugins folder into your project's root directory.

        6a. Navigate to \Your_Directory\Plugins and extract the files in VictoryPlugin(newest-version).zip to the plugins directory into a folder called VictoryPlugin

        Plugins Directory Structure: \Your_Directory\Plugins\VictoryPlugin"plugin files"

        6b. ONLY UE4.14 and PREVIOUS: Navigate to \Your_Directory\Plugins and extract the files in MainMenuLib(newest-version).zip to the plugins directory into a folder called MainMenuLib

        Plugins Directory Structure: \Your_Directory\Plugins\MainMenuLib"plugin files"

        6c. Navigate to \Your_Directory\Plugins and extract the files in AdvancedSessions(newest-version).zip to the plugins directory into a folder called AdvancedSessions

        Plugins Directory Structure: \Your_Directory\Plugins\AdvancedSessions"plugin files"

        6d. Navigate to \Your_Directory\Plugins and extract the files in LoadingScreen-master(newest-version).zip to the plugins directory into a folder called LoadingScreen-master

        Plugins Directory Structure: \Your_Directory\Plugins\LoadingScreen-master"plugin files"

        6e. Navigate to \Your_Directory\Plugins and extract the files in GamepadUMGPlugin(newest-version).zip to the plugins directory into a folder called GamepadUMGPlugin

        Plugins Directory Structure: \Your_Directory\Plugins\GamepadUMGPlugin"plugin files"

        6f. Navigate to \Your_Directory\Plugins and extract the files in PingPlugin(newest-version).zip to the plugins directory into a folder called PingPlugin

        Plugins Directory Structure: \Your_Directory\Plugins\PingPlugin"plugin files"

        6g. Navigate to \Your_Directory\Plugins and extract the files in VaRest(newest-version).zip to the plugins directory into a folder called VaRest

        Plugins Directory Structure: \Your_Directory\Plugins\VaRest"plugin files"

        1. Open \CardinalMenu\Source\CardinalMenu.Target.cs and paste bUsesSteam = true; into your \Your_Directory\Source\YourProject.Target.cs like so:

        public class YourProjectTarget : TargetRules
        {
        public YourProjectTarget(TargetInfo Target)
        {
        Type = TargetType.Game;
        bUsesSteam = true;
        }

        1. Open \CardinalMenu\Source\CardinalMenu\CardinalMenu.Build.cs and paste the PublicDependencyModuleNames and PrivateDependencyModuleNames into your \Your_Directory\Source\YourProject\YourProject.Build.cs like so:
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore",  "AdvancedSessions", "OnlineSubsystem", "OnlineSubsystemUtils", "Networking", "Sockets", "OnlineSubsystemSteam", "OnlineSubsystemNull", "MoviePlayer" });
        

        NOTE: If UE4.14 or previous, add "MainMenuLib" to PublicDependencyModuleNames

          PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemSteam", "OnlineSubsystemNull" });
        
        1. Open \CardinalMenu\Config\DefaultEngine.ini and paste the following into your \Your_Directory\Config\DefaultEngine.ini as shown:

        [/Script/Engine.GameEngine]
        !NetDriverDefinitions=ClearArray
        +NetDriverDefinitions=>(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")

        [OnlineSubsystem]
        DefaultPlatformService=Steam
        PollingIntervalInMs=20
        bHasVoiceEnabled=false

        [OnlineSubsystemSteam]
        bEnabled=true
        SteamDevAppId=480
        GameServerQueryPort=27015
        bRelaunchInSteam=false
        GameVersion=1.0.0.0
        bVACEnabled=1
        bAllowP2PPacketRelay=true
        P2PConnectionTimeout=90

        [/Script/OnlineSubsystemSteam.SteamNetDriver]
        NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"

        [Voice]
        bEnabled=false

        1. Right click on \Your_Directory\YourProject.uproject and select Generate Visual Studio project files.

        2. Open YourProject.sln, in Solution Explorer (typically located on the right) right click on Games and select Build.

        3. Execute cardinal.uproject and click Yes to Recompile Project Modules, if asked.
          0_1470810235398_rebuild.PNG

        4. Open Project Settings and select Maps and Modes. Set Game Default Map and Editor Startup Map to MainMenu. Set Default GameMode to ThirdPersonGameMode. Set the Game Instance Class to BP_GameInstance.

        5. Open the map MainMenu File -> Open Level at /Cardina/Mainmenu/Maps. Under the Blueprints button above the map make sure World Override is set to -> BP_MenuGameMode (should be set)

        15a. Enable The Web Browser Plugin at Edit -> Plugins -> Widgets -> Web Browser
        0_1470814419201_browser.PNG

        15b. UE4.14 or Previous Only Enable MainMenuLib Plugin at Edit -> Plugins -> Other -> MainMenuLib

        15c. Enable Loading Screen Plugin at Edit -> Plugins -> Loading -> Loading Screen

        15d. Enable Advanced Sessions Plugin at Edit -> Plugins -> Advanced Sessions Plugin -> Advanced Sessions

        15e. Enable Online Subsystem Steam Plugin at Edit -> Plugins -> Online Platform -> Online Subsystem Steam

        15f. Enable Gamepad UMG Plugin and Victory Plugin at Edit -> Plugins -> Installed -> Rama

        15g. Enable PingPlugin and Victory Plugin at Edit -> Plugins -> Network -> Ping

        15h. Enable VaRest Plugin and Victory Plugin at Edit -> Plugins -> Network -> VaRest

        1. Restart The Editor and click Yes to Recompile Project Modules, if asked.

        2. Set Up LoadingScreen by opening Edit -> Project Settings -> Game -> Loading Screen. Under Startup Screen Uncheck Auto Complete when Loading Completes, Check Movies are Skippable, Uncheck Wait For Manual Stop, Uncheck Show UIOverlay. Go to Movie Paths and add UE4Logo and MetahuskIntro to the array. Under Default Screen Check Auto Complete when Loading Completes, Check Movies are Skippable, Uncheck Wait For Manual Stop, Uncheck Show UIOverlay. Go to Movie Paths and add LoadingRed to the array.

        3. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
          0_1470810249459_enumerations.PNG

        4. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern. For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer. For example: 0, 1, Three will leave a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)
          0_1470810298370_gamemodes.PNG
          0_1470810343718_maps.PNG
          0_1470810359503_players.PNG

        5. Enjoy 🙂
          NOTE: To utilize Steam, you must launch as a "Standalone Game" or utilize a packaged build both with Steam running.
          0_1470810240172_play.PNG

        :::

        1 Reply Last reply Reply Quote -1
        • T
          Thaddeus
          last edited by Thaddeus Aug 26, 2018, 6:27 PM Aug 23, 2016, 6:11 AM

          Modifying Starting Map or Number of Players

          1. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
          2. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern.
            For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer.
            For example: 0, 1, Three will make a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)

          Deploying Packaged Builds

          In order for key bindings to work on packaged builds, you must copy Input.ini from inside your project to the build directory.
          The paths and default bindings are listed below. Input.ini does not copy into the directory by itself. The default bindings are shown below for your convenience.

          Modifying Menu Buttons Example: Removing The Local Split Screen Button

          Open the PlayGameSubMenu widget located here:
          /Cardinal/MainMenu/Blueprints/UI/Submenus/PlayGameSubMenu.PlayGameSubMenu'

          To change the names of the buttons:
          Open the Designer tab on the Widget and then navigate to SettingsButtonsLine in the Hierarchy.
          In the Details tab and in the Default section and then under ButtonsNames you will see an array of the names.
          Change these names to change the button names.

          To change the functions of the buttons:
          Open the Graph tab in the widget.
          Open the function called OpenDetailsContainer.
          There you will see a SwitchonInt that controls each button in order from 0 to 4. This is where the button's actions are performed in order of their name listed in the array. (Like OpenMap and so on)

          To remove the Local Split Screen Button:
          Remove the button name in the array (Array item 1)
          Then move the pins from switch on int to adjust for the order change. (So 2 now goes to 1, 3 to 2, and 4 to 3)

          Windows US Keyboard Default Input Bindings

          :::

          Inside Project Directories:
          \Saved\Config\Windows\Input.ini and Saved\Config\WindowsNoEditor\Input.ini and \Config\DefaultInput.ini
          Inside Packaged Game Directory:
          \WindowsNoEditor\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini

          Input.ini Default Windows Bindings:
          [/Script/Engine.InputSettings]
          ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
          ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
          AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
          AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
          AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
          AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
          AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
          AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

          [/Script/Engine.Console]
          HistoryBuffer=mexit
          HistoryBuffer=exit

          :::

          Known Bugs:

          (To view the known bugs, click the button below.)

          :::

          Bug: Client Returning to "Main Menu" can't join another game.
          Fix: Fixed 08/07/2016 at Changeset - a1943cb579fc

          Bug: The Editor's Play In Viewport option does not stretch the menu title bar all the way to the edge of the screen on some resolutions
          Fix: Use Play In New Editor Window

          Bug: Split screen menu cannot be scaled to overlay on the calling player's screen
          Fix: Unknown, possibly in future engine release

          Bug: Player input control mappings are not in the correct order
          Fix: The engine re-orders inputs, change them to alphabetical order in your DefaultInput.ini

          Bug: Packaged game builds lose default control bindings
          Fix: Packaging does not copy Input.ini by itself. See "Deploying Packaged Builds" above

          Bug: Cannot host a session after importing project files
          Fix: Make sure BP_GameInstance is set in your game mode

          Bug: Joining players in PIE spawn as spectators and not pawns
          Fix: Make sure Auto Connect To Servers is not checked under Play -> Advanced Settings -> Multiplayer options

          Bug: Some listen servers do not respond to ping, instead respond with "?"
          Fix: Listen server host's network configuration (firewall or router) do not respond to ICMP Pings, likely due to host's configuration. To show pings, host's router must respond to ICMP Pings. Many routers have this disabled by default.

          :::

          1 Reply Last reply Reply Quote 0
          • ?
            Howie
            last edited by Sep 1, 2016, 4:37 PM

            It doesn't seem like the server lines update the number of players that are in a server, you just set TOTPLAYING to 1 and then it never gets updated. Am I missing something?

            1 Reply Last reply Reply Quote 0
            • ?
              Howie
              last edited by Sep 1, 2016, 4:37 PM

              It doesn't seem like the server lines update the number of players that are in a server, you just set TOTPLAYING to 1 and then it never gets updated. Am I missing something?

              1 Reply Last reply Reply Quote 0
              • T
                Thaddeus
                last edited by Sep 1, 2016, 5:58 PM

                The logic for the total players has to be put into game state and the Steam session has to be updated. We haven't included that logic as of yet. (Just like level transitions and so on) Basically the online session gets broadcasted once when you create the server and the gamestate never updates it.

                It's not too hard to implement. You just need to count the number of players in your game and update the online session to reflect this every time someone joins and leaves the game.

                We are working on a game right now. When I implement that into our game I will copy the BP nodes into the Cardinal Menu project and share it. It just hasn't been built yet.

                Thanks for trying the project!

                1 Reply Last reply Reply Quote 0
                • T
                  Thaddeus
                  last edited by Sep 1, 2016, 9:07 PM

                  I should probably mention that in the documentation. I hope to have that feature implemented in a month or so.

                  1 Reply Last reply Reply Quote 0
                  • ?
                    Howie
                    last edited by Sep 2, 2016, 5:36 AM

                    Thanks Thaddeus, appreciate the explanation. I've been working on my own game myself and tried getting the current players in a server just by dragging a "Get Current Players" function off the find sessions advanced results which works for LAN but always returns as 1 for some reason with Steam. I'll have to try updating it manually like you described above.

                    1 Reply Last reply Reply Quote 0
                    • ?
                      Howie
                      last edited by Sep 2, 2016, 5:36 AM

                      Thanks Thaddeus, appreciate the explanation. I've been working on my own game myself and tried getting the current players in a server just by dragging a "Get Current Players" function off the find sessions advanced results which works for LAN but always returns as 1 for some reason with Steam. I'll have to try updating it manually like you described above.

                      1 Reply Last reply Reply Quote 0
                      • T
                        Thaddeus
                        last edited by Thaddeus Sep 16, 2016, 9:12 AM Sep 16, 2016, 8:08 AM

                        We just tested 4.13 and the persistent graphics settings need to be reworked. We will probably migrate away from the MainMenuLib plugin. The update may take a while. So far no other bugs have been discovered outside of minor depreciated blueprint functions.

                        1 Reply Last reply Reply Quote 0
                        • T
                          Thaddeus
                          last edited by Oct 2, 2016, 4:24 AM

                          We released the project for 4.13 today. I'm not quite sure if the graphics settings will cause issues but so far I've experienced no issues. We will probably slate that fix for the next engine version. Please report any bugs you find.

                          1 Reply Last reply Reply Quote 0
                          • T
                            Thaddeus
                            last edited by Oct 20, 2016, 7:18 PM

                            We released a new version. This release includes a simple single player button (as requested), cleans up some of the debug printing to console, and includes a simple map loading video.

                            1 Reply Last reply Reply Quote 0
                            • ?
                              Guest
                              last edited by Nov 16, 2016, 4:40 PM

                              Why ping steam 9999 ?

                              T 1 Reply Last reply Nov 16, 2016, 6:32 PM Reply Quote 0
                              • T
                                Thaddeus @Guest
                                last edited by Nov 16, 2016, 6:32 PM

                                Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                                Why ping steam 9999 ?

                                There's a bug with the engine that causes that. We are waiting until it's fixed. (Hopefully soon)

                                ? 1 Reply Last reply Nov 18, 2016, 12:36 PM Reply Quote 0
                                • ?
                                  Guest @Thaddeus
                                  last edited by Nov 18, 2016, 12:36 PM

                                  @Thaddeus-Delude Thanks for the reply

                                  1 Reply Last reply Reply Quote 0
                                  • T
                                    Thaddeus
                                    last edited by Dec 4, 2016, 5:56 AM

                                    The project has been released for Unreal Engine 4.14 today. So far there have been no reported bugs. Please let us know if you find any.

                                    1 Reply Last reply Reply Quote 0
                                    • ?
                                      KRushin
                                      last edited by Feb 6, 2017, 9:29 PM

                                      Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.

                                      1 Reply Last reply Reply Quote 0
                                      • ?
                                        KRushin
                                        last edited by Feb 6, 2017, 9:29 PM

                                        Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.

                                        T 1 Reply Last reply Jul 1, 2017, 9:58 PM Reply Quote 0
                                        • T
                                          Thaddeus
                                          last edited by Feb 6, 2017, 11:59 PM

                                          Thanks. I've had a lot of trouble getting it to work with Steam. It's possible but I've been waiting to see if it gets easier with new engine releases.

                                          1 Reply Last reply Reply Quote 0
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