Search found 148 matches
- Tue Jan 05, 2021 7:10 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Running into stall problems with this approach for streaming. It is odd as loading the much larger whole grid works great at game start. Ideas: - limit destroy and respawn operations per tick, spread them out across several ticks - use alternative to get all objects of class, like adding to separate...
- Mon Jan 04, 2021 10:37 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Simpler: Check around new center grid x,y,z with distance condition (maybe 1800 meter). All SLA found that are (stil)l set to spawn HISM have the actros/HISM spawned 500 Meters aorund them remoived and are set spawn (new, real) actors. SEcodn check aroudn new centerBetween 1800 und 3000 Meter. Any A...
- Mon Jan 04, 2021 7:00 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 296
- Views: 159847
Re: Hearkenwold
Thank you for the update on development ! The new screenies in KotC2 look fresh and shiny. Yeah, time flies, especially when you do something you are really into. So this is a good sign that you are on the right track with bringing a full blown Hearkenwold into the light of the world.
- Sun Jan 03, 2021 11:33 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 337
- Views: 183815
Re: Slowdive's Little Daily Blog
These sound like great tactical options. I always enjoy pondering over the best placement on the battlefield. I think the first games of the Battle Isle series had such ruleset, too (support for neighbours for both sides), or my memory tricks me .
- Sun Jan 03, 2021 9:19 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
A bit of brainstorming: - Compare OLD nearest SubLevelAnchor x,y,z with NEW SubLevelAnchor x,y,z (<,>,==) - 26 results possible (27 is no move, irrelevant in this context) - these determine a) where to exchange HISM with Actor (moing towareds thsi diretcion) and a) where to exchange Actor with HISM ...
- Sun Jan 03, 2021 4:51 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Thank you, Jer :). So, far it's all done with the blueprint visual style of coding. It has proven quite comfortable, but depending on how fast the project needs to run or how far I have to dive into the engine, real coding is likely upcoming. Good thing is that c++ code can work alongside using the ...
- Wed Dec 30, 2020 2:29 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Array of Vectors: Vector gridx,y, z (indexed in parallel to hism) SpawnRegister:-> Array of custom Struct: 1. Vector gridxyz, 2. spawnState Flow: 1. Initial anchor build, spawning the hism anchors 2. In parallel intialize SpawnRegister, with transforms for each hism anchor, each spawnstate true 3. I...
- Wed Dec 30, 2020 1:28 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
A bunch of templates for meshes (spawners) will be placed at a far edge if the level. These are actors with HISM Components. One of them is for sub level anchors. The routines for initializing the 25x25x25 field of sublevel anchors reside currently in the player characters event graph. So do the rou...
- Tue Dec 29, 2020 3:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Just a little battle plan for next steps: 0. Shortcuts to remember: use ctrl-key down to to rewire nodes, press c for comments inside the blueprints, draw of output pins and select "make" option to turn them into variables (same as promote to variable?) 1. Is world position rebase still wo...
- Mon Dec 28, 2020 10:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 35447
Re: Unreal Engine Side Project: Pt0
Looks pretty slick. The figure reminds me of a classic Star Wars stormtrooper, with the shiny white and black color scheme. Thank you, Dorateen. Hehe, absolutey, I am loving the stormrooper aesthetic. This one comes will Unreal Engine, it is the standard player character (pawn). The reflectiveness ...