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  1. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 For those not able to follow along on Asana, the source code for WesterosCraftUnreal is now live at: https://bitbucket.org/Hal9007/westeroscraftunreal/ You can keep up with the most recent updates there.
  2. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Thamus_Knoward wrote: On the matter of CTM: I cannot speak in coder language, but as soon as a block is placed the texture on it remains static as it had been calculated by the CTM. So when we transition into the MMO, wouldn't it make sense to take the textures and...
  3. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Thamus_Knoward Thanks for that overview Hal! That was really helpful to get an idea! I would like to clarify that it is completely out of the question to create the entire world from scratch as outlined in 1) of Mike's points. We really don't want to throw away the work...
  4. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 [cont.] Returning to the topic of workload, BrickGame and its corresponding BrickGrid plugin are brilliant pieces of code and essentially solve the heavyweight problem of completely rewriting Unreal Engine's scene handler and rendering several million blocks on the...
  5. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Thamus_Knoward wrote: Hm. Realistically, Mike & Hal, what do we need in total. Can we get a detailed assessment of the workload that would await us to achieve a break even. Some sort of approximated quantification including numbers of people we need permission...
  6. Iwan

    WesterosCraft Unreal

    Note: Quoted from @mikeprimm We would need to discuss a few items relative to how we would want to target content creation on any UE4-based client implementaiton: its probably the biggest 'X factor' on any notion of how to define and size this beast. In particular, relative to (say) what would...
  7. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Thamus_Knoward Hm. Realistically, Mike & Hal, what do we need in total. Can we get a detailed assessment of the workload that would await us to achieve a break even. Some sort of approximated quantification including numbers of people we need permission from, lines of code...
  8. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 I agree; given the uncertainty going forward, I left both graphics and man-hours out of the comparison. And while I have little doubt that UE4 won't break even with the current development - I'm far more interested in what mechanics Minecraft reasonably cannot offer...
  9. Iwan

    WesterosCraft Unreal

    Note: Quoted from @mikeprimm While I love the idea of using Unreal Engine 4 - I've really enjoyed messing with it so far - I cannot help but point out that the amount of game logic, presentaiton content, and the like that we're talking about needing to reproduce (for this to be a migration...
  10. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Yep - the node library is fairly large; there's outlets for cameras, actors, events, lighting, time, etc., as well as all the standard logic (and, or, not, for, while, etc.). If what you need isn't there, you can write a new C++ class and set it up as a blueprint...
  11. Iwan

    WesterosCraft Unreal

    Note: Quoted from @LucasMoran5 Ah ha! I've actually seen this visual scripting before, but never used it. I'd imagine common things such as handling camera rotation with keys or a mouse are part of a standard library?
  12. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Yes, Unreal Engine 4 works primarily in C++, through which you can interface with most other languages. However, this isn't UDK (which is Unreal Engine 3), so UnrealScript has since been removed. In its place is a convenient system of 'blueprints', which is...
  13. Iwan

    WesterosCraft Unreal

    Note: Quoted from @LucasMoran5 Interesting stuff! One question I do have is, which language will this largely be written in? To my understanding, UDK has its own scripting language, but you can also use C/C++. So I'd guess C++?
  14. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 I understand more than a few of you may be interested in knowing what progress is being made toward Unreal Engine 4, and whether it stands as a potential platform for future RPG development or not. I've been focusing heavily on this topic over the last few weeks, and...
  15. Iwan

    [Project]WesterosCraft WorldDesigner

    Note: Quoted from @Hal9007 I've been working on a tool alongside the Unreal ventures - a small GUI for world planning, that should eventually support dialogue, quests, and other MMO-critical material. It's not in completely working state yet; I still have to sort out some stuff with security...
  16. Iwan

    MMO Communication and Resource Hub

    Communication Trello Board Discord Code Repository MMO Resources Almanach WesterosCraft Unreal Story Writing Canon Resources Weapons Armor and Siegecraft Foodstuffs and Trinkets Market Research Queries/Questionaires tbc
  17. Iwan

    MMO Code Repository

    New and historical WesterosCraft code repositories are now publicly available at our GitLab page! GitLab Link Anyone can make changes and pull request them using GitLab's built-in "Merge Request" system. Note that if doing so, you should adhere to the following basic guidelines, which apply to...
  18. Iwan

    Introduction

    A Game of Blocks MMO Premise Ascent through the ranks of Westerosi Politics, from a common peasant to a high lord during the confusion of the “War of the Five Kings”. Gain riches by trade, make allies by clever diplomacy, sow chaos with false truces and win fierce battles in your pursuit...
  19. Iwan

    Game won't launch

    Still pointing at the 32bit version. If you installed Java at the default location, simply remove the "(x86)" in the launcher settings (gear symbol, java tab, 'Java Home Path'). E: If you already set the path you might just not have saved correctly?
  20. Iwan

    Game won't launch

    It means memory. It's a common error, and one that you can resolve by installing a 64bit version of Java. See our Troubleshooting Guide for more info! See you around!