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VGClientLauncher.exe bugs

Closed Server Bugs

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Swampdog
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Re: VGClientLauncher.exe
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Post by Swampdog » Sun Mar 09, 2014 5:26 pm

no prob.. always glad to help..
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Swampdog
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Re: VGClientLauncher.exe bugs
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Post by Swampdog » Sun Mar 09, 2014 5:47 pm

Is it supposed to do anything at this point past just giving messages that the session is created? It doesn't actually seem to launch vgclient or anything after that point. Just wanting to make sure I'm seeing the same results that you are...

[img]https://dl.dropboxusercontent.com/u/103 ... .42.05.png[/img]
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John Adams
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Re: VGClientLauncher.exe bugs
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Post by John Adams » Sun Mar 09, 2014 5:56 pm

Yes, Login just sets up the session that Login will read to authenticate you. Once you have a session_id, you click Play and it launches VGClient.exe --sessionid=blah

(which is also how we'll provide non-Public login access to Worlds eventually)
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Swampdog
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Re: VGClientLauncher.exe bugs
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Post by Swampdog » Sun Mar 09, 2014 6:05 pm

Doh! Totally missed the switch to a play button... lol Brought up character select screen fine after I clicked play... lol
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John Adams
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Re: VGClientLauncher.exe bugs
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Post by John Adams » Sun Mar 09, 2014 6:09 pm

Cool. Scat is working o/t on getting the world/login chatter going so we can create custom toons. We're still a ways off from stepping into the world (bits?) but it should all happen in good time. Scat rocks. And the Bits dudes are kicking ass.
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John Adams
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Re: VGClientLauncher.exe bugs
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Post by John Adams » Fri Mar 21, 2014 3:32 pm

Just discovered why some of you may be getting black screens or login failures; the backend login scripts were short-changing your session_id's to 5 mins, when they should be staying active 7 DAYS.

I'll keep an eye on Sessions to be sure they stay alive from now on.

(this was reproducible by opening Launcher and waiting 5+ mins to click Play. By that time, Login no lnoger had the session ID. )
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Swampdog
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Re: VGClientLauncher.exe bugs
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Post by Swampdog » Fri Mar 21, 2014 4:31 pm

[quote="John Adams"]Just discovered why some of you may be getting black screens or login failures; the backend login scripts were short-changing your session_id's to 5 mins, when they should be staying active 7 DAYS.[/quote]

This must be why it was letting me start creating character but then giving waiting for world server by the time I selected where to start.. Everything seems to be working now. At least I'm assuming it is working.

I created a Vulmane and it actually put me in world in Qalia as an orc with a weird name that wasn't the same as my character.

It wouldn't let me logoff (again, assuming that is maybe something that isn't coded yet?) so I selected exit from the ESC menu.

When I tried to log back in. I selected character from character select and it seemed to be getting stuck there. Is a different routine called from character select to hit the world server than what is called at the end of character creation? Or are they both calling the same function/method/class?
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John Adams
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Re: VGClientLauncher.exe bugs
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Post by John Adams » Fri Mar 21, 2014 6:17 pm

Keep in mind the login/world servers are continually up and down as I am working on them. Zero /slash commands are implemented, and elsewhere I did mention the movement code is a hack, so "your" character will not be what you see... those are hard-coded Unreal spawn packets.
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Swampdog
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Re: VGClientLauncher.exe bugs
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Post by Swampdog » Fri Mar 21, 2014 8:49 pm

[quote="John Adams"]Keep in mind the login/world servers are continually up and down as I am working on them. Zero /slash commands are implemented, and elsewhere I did mention the movement code is a hack, so "your" character will not be what you see... those are hard-coded Unreal spawn packets.[/quote]

Might have missed that post but that is what I figured.. Kudos to the team for such awesome progress! Awesome to be able to pop into world this quick after starting the big push.. I mean I know you guys have tinkered with it for a while now, but the progress since the SOE announcement has been amazing..
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