The Spring 2023 edition of The Rookery is now out! Take a look to see the latest builds, guides, progress and development updates on the upcoming 1.18.2 switch. You can read it here:
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.
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...
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...
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...
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...
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...
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...
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...
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...
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...
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?
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...
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++?
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...
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...
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...
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...
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?
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!
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