• UE4 Development
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[QUOTE=Ott;48081827][vid]d.maxfile.ro/tuxzgzdcpg.mp4[/vid] well then[/QUOTE] Chrome blocks that host for being sketchy
[QUOTE=Exho;48083952]Chrome blocks that host for being sketchy[/QUOTE] Can you recommend one that will host any file and that will sustain WAYWO levels of traffic?
YouTube
[QUOTE=Uberslug;48090851]YouTube[/QUOTE] Why is this dumbed?
[QUOTE=Ott;48084257]that will host any file[/QUOTE]
[QUOTE=Ott;48094970][/QUOTE] If its a video then there is no reason not to put it on youtube if traffic is a concern.
Nevermind I'm dumb, didn't enable input. Fixed it.
Working on a game for a game jam. Started yesterday, already have rudimentary AI. [video=youtube;OXPje9TZwHY]http://www.youtube.com/watch?v=OXPje9TZwHY[/video] It's designed so if he spots you, and has direct LOS, he can shoot at you. If not, he'll chase you to your last known location. If he can't find you, he'll return to his post or patrol. Pretty snazzy for someone who has no fucking idea what they're doing.
[video=youtube;max0wR7cmA4]https://www.youtube.com/watch?v=max0wR7cmA4[/video] we mongol now
UE4 Mount and Blade please lord
[QUOTE=JLea;48118306][video=youtube;max0wR7cmA4]https://www.youtube.com/watch?v=max0wR7cmA4[/video] we mongol now[/QUOTE] needs more horse armor
I'm having some issue with Unreal Engine 4.8.1 (not sure if version specific). I assigned in my Skeletal Mesh the Physics Asset in order to turn on the simulation whenever required basically turning players into ragdolls on demand. Now the whole point of the game is to have moving platforms and other physical based objects where the player must interact with. I think its easier to illustrate the problem: This video has the physics asset set: [video=youtube;5v4jacu6MgE]https://www.youtube.com/watch?v=5v4jacu6MgE[/video] And this video is without: [video=youtube;XQBRu2aF2vM]https://www.youtube.com/watch?v=XQBRu2aF2vM[/video] If I don't assign any physics asset then the movement is pretty reliable but then I loose ragdolls as seen in the second video. Maybe someone has experienced this before or has any idea what the issue could be?
[video=youtube;2L0rUro51Ms]http://www.youtube.com/watch?v=2L0rUro51Ms[/video] Started work on a dynamic fire system, theres a few of these already out. [url]http://jflevesque.com/tutorials/[/url] Theory behind it if anyones interested
100 meter draw distance, simulating wind and player collisions, average 65-75 fps on a GTX 760 2gb. The new foliage rendering system is [B]sweet.[/B] [t]http://i.imgur.com/VxxLWQs.png[/t]
Done. Not sure what else I can add, I've added some cluster identification so I'll place some big smoke particles there so it looks like a true wildfire. [video=youtube;Bq3O8g1dXU8]http://www.youtube.com/watch?v=Bq3O8g1dXU8[/video]
Just started to work on a Side-Project Survival game...in which the environment takes protagonism! ( Also no zombies or mutants becouse fuck that ) So far i have the needs working and a HUD [IMG]http://i.imgur.com/83vHIGK.png[/IMG] [url]https://forums.unrealengine.com/showthread.php?75385-LIFE-A-Light-Hearted-Survival-Light-RPG&p=326059#post326059[/url]
Did you (like me) just position your camera in a certain spot in your 3rd person camera viewport or did you do something differently? [t]http://giant.gfycat.com/ColossalHollowHoneyeater.gif[/t]
Started working on fog volumes, right now I have them fully set up with a blueprint system and dynamic material. Fog code is in a usf file though so needs including in materialtemplate.usf. [t]http://puu.sh/iQapx/7628ffcb6c.jpg[/t] [t]http://puu.sh/iQaQV/5c01ec9bd3.jpg[/t] [t]http://puu.sh/iQb1M/40a385eaa9.jpg[/t] [t]http://puu.sh/iQbdy/aef8c9c866.jpg[/t] Not sure that I like the blending so I'm probably gonna make a blueprint that can spawn multiple volumes and make the shader capable of handling more than one fog volume so all volumes are calculated at once to avoid the sorting issues with translucency.
[QUOTE=hippowombat;48138966]Did you (like me) just position your camera in a certain spot in your 3rd person camera viewport or did you do something differently? [/QUOTE] More or less, to make sure the camera is perfectly at the character head i made a socket at the Head Bone, Attached the camera to that point and moved it slightly forward so it wouldnt clip with the head. Until i have a character with the head as a separate mesh this will have to suffice ( if i ever get a custom character )
[QUOTE=Protocol7;48103046]Working on a game for a game jam. Started yesterday, already have rudimentary AI. [video=youtube;OXPje9TZwHY]http://www.youtube.com/watch?v=OXPje9TZwHY[/video] It's designed so if he spots you, and has direct LOS, he can shoot at you. If not, he'll chase you to your last known location. If he can't find you, he'll return to his post or patrol. Pretty snazzy for someone who has no fucking idea what they're doing.[/QUOTE] Nice, AI is no joke.
Expanded my AI to allow shooting and shit! [video=youtube;DtVkqkPRxOo]http://www.youtube.com/watch?v=DtVkqkPRxOo[/video] When you get killed, your momentum is preserved. :v: [URL]http://i.imgur.com/eq7eCMu.gif[/URL] [editline]7th July 2015[/editline] They also can wander around after shooting!
Aaaand just implemented the inventory system along some (horrible programmer art based ) UI [IMG]http://i.imgur.com/k0fb7SD.png[/IMG] Each Widget you see is on its own file so i can easly alter the look of any of them without messing the system ( Button is its own widget, List is its own widget , etc )
So I ended up getting the flu for a week, then my GF came down so I couldn't do much more UE4 stuff. Just got my head back in gear, helping a friend of mine with networking for his sailing adventure, Tempest. [media]http://www.youtube.com/watch?v=ZOduGZYiB5Y&feature=youtu.be[/media] Isn't pretty, the layout of the islands (Only two currently) is set by a seed. It's all synchronised properly, and the player colours are based on when they join, which is more an experiment for me to learn networking blueprints a bit better (will also be useful with the pigeon game in the future) :v: Here's the indieDB that Jackseno has going for the game though, in case you're interested. Most the content he's got currently is of the Cryengine version, but it's still friggin' awesome! [url]http://www.indiedb.com/games/tempest-open-world-exploration[/url]
I've been working more on the AI, although they are way too aggressive right now. Replaced the blueman with the terrorist model for now, hopefully we can make the agent one soon. Gameplay is finally starting to get to where I want it to be though. [video]https://youtu.be/E8qloA8FW2k[/video]
[QUOTE=a wet towel;48143857]I've been working more on the AI, although they are way too aggressive right now. Replaced the blueman with the terrorist model for now, hopefully we can make the agent one soon. Gameplay is finally starting to get to where I want it to be though. [video]https://youtu.be/E8qloA8FW2k[/video][/QUOTE] I'm loving it, seems like enough of a clusterfuck to be intense but not annoying
That really reminds me of SMOD
I've set up action mappings for my character's actions (sprinting, firing, ADS, etc). All fine and dandy, they work as intended and the move speed even changes! However I am having trouble when it comes to the anim graph. Now, I am following the tutorial on the wiki, and it says to recreate this setup : [t]https://docs.unrealengine.com/latest/images/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Walk/AnimBP_EventGraph.png[/t] I however can't find anything other than "Jump pressed". Is there something I'm doing wrong?
I forgot to set a delay when making an automatic weapon. The sheer noise almost gave me a heart attack
[QUOTE=werewolf0020;48141728]Aaaand just implemented the inventory system along some (horrible programmer art based ) UI [IMG]http://i.imgur.com/k0fb7SD.png[/IMG] Each Widget you see is on its own file so i can easly alter the look of any of them without messing the system ( Button is its own widget, List is its own widget , etc )[/QUOTE] Was this done in C++ or blueprints? Inventory system is on my to do list but I've next to no programming experience.
[QUOTE=hippowombat;48154288]Was this done in C++ or blueprints? Inventory system is on my to do list but I've next to no programming experience.[/QUOTE] [url]http://www.youtube.com/watch?v=RQm6cm05SLc&list=PLZlv_N0_O1gZo6zXTHGGSH8gxaA7a_zCt[/url] This should help.
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