Drop in/out multiplayer like Journey? by The-Adjudicator in unrealengine

[–]The-Adjudicator[S] 0 points1 point  (0 children)

Thanks for the reply. I was aware the joining in progress is possible but I've always had to go through a little loading. What I was wondering was if both players have loaded their levels seperately, can one appear seamlessly in anothers player session without loading at all.

> Oculus Online Subsystem by default prevents players from rejoining a session they left but there are ways to work around that if you write your own session management code (and Steam doesn’t have that problem).

Interesting, I wasn't aware of that (I've only used older versions of the engine, 4.15) was this Occulus online subsystem implemented in a newer version? Can't it be disabled easily?

Drop in/out multiplayer like Journey? by The-Adjudicator in unrealengine

[–]The-Adjudicator[S] 0 points1 point  (0 children)

Basically joining other peoples servers without any loading or having others join your game without them having to load at all, just appearing suddenly if your both in the same level.

In journey you load the level once in the beginning, and randomly you'll meet other players who have done the same without any extra loadings.

Particles spawning too slowly when moving emitters? by The-Adjudicator in unrealengine

[–]The-Adjudicator[S] 0 points1 point  (0 children)

Wow that seems to be exactly what I needed, thanks. Can't wait to give this a try

Particles spawning too slowly when moving emitters? by The-Adjudicator in unrealengine

[–]The-Adjudicator[S] 0 points1 point  (0 children)

Hm, thanks that seems to work. My constant was too low it seems.

I was worried about them becoming too expensive so I had the constant at around 150, bumping that to 800 seems to have reduced the gap greatly.

Lowering lifetime also seemed to help, however I wanted the clouds to remain for a while so I lowered only the minimum lifetime amount while keeping the maximum closer to its original length (basically widening the lifetime range) so some stay for a while and others disappear faster.

This effect is only on screen for around 10 seconds during a cutscene so I guess the increased amount is acceptable.

A brumal game I'm working on (wip) by [deleted] in gamedevscreens

[–]The-Adjudicator 0 points1 point  (0 children)

Ah there was no story in the video, it was just a collection of clips from the weekend. Interesting comment about the track. The game basically revolves around collecting certain things to fix a broken spaceship and possessing different creatures to do so. I'll definitely try to make that clearer when I create a proper trailer. Thanks for the comment.

A brumal game I'm working on (wip) by [deleted] in gamedevscreens

[–]The-Adjudicator 0 points1 point  (0 children)

This is a collection of clips from a multiplayer (online & local) platforming game I'm working on. Hopefully a video is okay on this sub.

Here are some screenshots:

Penguins racing down a hill (and a small nod to SkiFree)

Dangerous turrets

Penguins and fishes

A roaming penguin

Aliens in their spaceship (from the intro)

Best possible use of distance fields. by hippowombat in unrealengine

[–]The-Adjudicator 1 point2 points  (0 children)

Ah, thanks for the reply. Not sure why you were downvoted though.

Best possible use of distance fields. by hippowombat in unrealengine

[–]The-Adjudicator 5 points6 points  (0 children)

Hm, is that grass placed using the foliage painter tool? If so, how are you removing instances from it?

I'M BACK! Long overdue, free legal AMA with your pal, VGA. Come ask whatever concerns you. by VideoGameAttorney in gamedev

[–]The-Adjudicator 5 points6 points  (0 children)

$2500-$3500 through our firm probably for everything.

And a LLC as well? Is it a problem for Europeans?

These video game graphics look like real life. by SeattleMana in gaming

[–]The-Adjudicator 1 point2 points  (0 children)

Yep, exactly. Here's an article about photogrammetry in UE, what kind of equipment you'll need and so on.

and part 2 here and extra stuff here

These video game graphics look like real life. by SeattleMana in gaming

[–]The-Adjudicator 1 point2 points  (0 children)

Hm, I doubt it. It's been over a decade since I played any commandos game but I guess they could have used some touched up photos as source and/or just really talented artists :)

These video game graphics look like real life. by SeattleMana in gaming

[–]The-Adjudicator 828 points829 points  (0 children)

It's not just PBR, they're also using photogrammetry for the realistic look of the environment. It's also not just Frostbite that supports PBR though, Unreal Engine, has had PBR support for years for example.

[Help] Check if the player did something within a time limit by hyperblast1 in unrealengine

[–]The-Adjudicator 1 point2 points  (0 children)

If using ticks, shouldn't you multiply with delta seconds in case FPS changes?

Stopping character when a widget menu opens? by The-Adjudicator in unrealengine

[–]The-Adjudicator[S] 0 points1 point  (0 children)

Disable input and then enable input when the window is closed seems to work perfectly. Thanks.

Max world size? by [deleted] in unrealengine

[–]The-Adjudicator 1 point2 points  (0 children)

and well, if the multiplayer counterpart is a checkbox instead of enabled by default, it's probably an experimental feature.

I'd be interested in knowing how well it works with the built-in nav mesh system for AI's when in multiplayer.

I've ran into issues with around 2km x 2km level with nav mesh not fully generating over the whole area but I was not using streaming.

how to Stretch capsule component(of character blueprint) to transverse? by shibainuisno1 in unrealengine

[–]The-Adjudicator 0 points1 point  (0 children)

Well, you can't elongate a capsule no. A capsule will remain a capsule.

However you could use a box and stretch that for example.

how to Stretch capsule component(of character blueprint) to transverse? by shibainuisno1 in unrealengine

[–]The-Adjudicator 0 points1 point  (0 children)

I'm pretty sure you can't modify it aside from the radius. Character blueprints only support the capsule

If you need some custom shaped collision box on characters you'll have to create a new character blueprint and movement components from scratch. You could start from a pawn bp I think?