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I need sublevel more #53
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Thank you for contacting me. I assumed the goal room would be the boss room. Is the boss room the goal room? If it is always drawn to the regular room, would it serve the purpose? |
In my game, goal room is boss room, but i need some big rooms in the middle, these rooms serve as amazing custom room |
I'm truly sorry for the inconvenience. We are currently addressing the issue of package failure. I will start working on this issue after that. |
believe I have figured out the issue with the rooms overlapping. There have been reports of replication not working on Steam, so I will consider fixing this at the same time. |
I’m thinking of adding a system to prioritize the placement of sublevels, separate from the existing system where sublevels are drawn for rooms. There are cases where the placement instructions from the Mission Graph, such as placing keys, do not match, so these sublevels will be excluded from the key placement candidates. Sorry for the separate question, but have you ever encountered issues when implementing matchmaking through Steam? |
I have submitted version 1.6.7 to Epic, but it seems the review process is taking longer than expected. |
I sincerely apologize for the wait. Version 1.6.9 has been approved. Please update the plugin. |
By any chance, is there a 'Expanded the room because it was too small for the connecting gate' message in the Verbose log? If it's displayed, the process of expanding the room when it's too small for the connecting gate is affecting the issue. I will investigate whether there are any other possible causes and look for a workaround. |
Thank you. I think I’ve identified the cause. Due to the transition of the Marketplace to Fab, the update timeline is unclear. I apologize if you are in a hurry. |
Yes, i am in a hurry now, if Fab will wait for long time, you can send the source code directly to my e-mail michaelliew@126.com, very thanks! |
It might be fixed if you change it as follows. The issue with errors occurring during sub-level loading is currently under investigation. // 部屋の最大サイズにあわせる
if (width > mGenerateParameter.GetMaxRoomWidth())
{
width = mGenerateParameter.GetMaxRoomWidth();
room->SetWidth(width);
}
if (depth > mGenerateParameter.GetMaxRoomDepth())
{
depth = mGenerateParameter.GetMaxRoomDepth();
room->SetDepth(depth);
}
if (height > mGenerateParameter.GetMaxRoomHeight())
{
height = mGenerateParameter.GetMaxRoomHeight();
room->SetHeight(depth);
} |
Sorry, is there a way to reproduce the LoadError? |
Thanks a lot, modify code like than can solve max room problem. Another suggest: Preferred SubLevel Pool should set a max num, for example, i set 5 SubLevels in the pool and set the weight for everyone, then set max num to 2, it will select and load 2 Preferred SubLevels at runtime |
Looking at the reason for the Failed to Load Level error, it's possible that the level could not be unloaded or wasn't unloaded in time. I think setting a maximum number for sub-level selection is a good idea. I'll consider it. |
I have created version 1.6.12 beta. Hopefully, the sub-level release issue has been fixed. |
OK, Thanks, I have downloaded, you can delete this share, cause your plugin is not free for everyone |
I’m glad you were able to download it. Thank you for letting me know. This is a beta version. Due to a structural change midway, the member functions in the dungeon generation-related classes haven’t been fully organized. I’ll arrange them in the future. Yes, any user can download it. So if you are satisfied with it,please consider purchasing it to support my activities. :-) |
I have purchased few month ago :-) I have tested 1.6.12 today, SubLevel Error has gone. but your code have some warning:
} 2.Everything like this meta = (AllowedClasses = "Actor") should change to "/Script/Engine.Actor" |
The beta version has been deleted now that the operation has been confirmed. Thank you very much for your cooperation with feature ideas and bug fixes. The first warning was triggered when the client modified the replication, so I was able to fix it by changing if (GetNetMode() != NM_Standalone) to if (GetLocalRole() == ROLE_Authority). I don’t fully understand the meaning of the second warning. Could you explain what it’s about? |
I want spawn a 10x10 sublevel for my boss place, but i don't want to change other random room size (random room size is 2-6), this boss room spawn using a probability to control, and there will exists multi boss rooms with different settings
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