Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

I need sublevel more #53

Open
MichaelLiew1990 opened this issue Sep 4, 2024 · 23 comments
Open

I need sublevel more #53

MichaelLiew1990 opened this issue Sep 4, 2024 · 23 comments
Assignees
Labels
bug Something isn't working doing Research or implementation
Milestone

Comments

@MichaelLiew1990
Copy link

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

@MichaelLiew1990 MichaelLiew1990 added the bug Something isn't working label Sep 4, 2024
@shun126 shun126 self-assigned this Sep 4, 2024
@shun126
Copy link
Owner

shun126 commented Sep 4, 2024

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?
I imagine it like the middle boss room that always appears.

@MichaelLiew1990
Copy link
Author

In my game, goal room is boss room, but i need some big rooms in the middle, these rooms serve as amazing custom room

@MichaelLiew1990
Copy link
Author

Hi, Do you have any plans to add this feature? If so, when will it be completed? Otherwise, I will make the modifications of source code myself. Additionally, here is another bug show in pic.
image

@shun126
Copy link
Owner

shun126 commented Sep 9, 2024

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.

@shun126
Copy link
Owner

shun126 commented Sep 10, 2024

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.

@shun126 shun126 added this to the 1.6.7 milestone Sep 11, 2024
@shun126 shun126 added the doing Research or implementation label Sep 11, 2024
@shun126
Copy link
Owner

shun126 commented Sep 11, 2024

preferred_

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?

@shun126
Copy link
Owner

shun126 commented Sep 21, 2024

I have submitted version 1.6.7 to Epic, but it seems the review process is taking longer than expected.

@shun126
Copy link
Owner

shun126 commented Sep 30, 2024

I sincerely apologize for the wait. Version 1.6.9 has been approved. Please update the plugin.

@MichaelLiew1990
Copy link
Author

Show like pic below, i update from 1.6.5 to 1.6.10 for testing, and set up a preferred sublevel, and i found a weird random sublevel room, it size big than max room size
BUG1

@shun126
Copy link
Owner

shun126 commented Oct 12, 2024

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.
Due to the transition of the Marketplace to Fab, the update timeline is unclear. I apologize if you are in a hurry.

@MichaelLiew1990
Copy link
Author

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.

Not output that message, I think is goal map problem, you can see this pic
image

@shun126
Copy link
Owner

shun126 commented Oct 12, 2024

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.

@MichaelLiew1990
Copy link
Author

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!

@MichaelLiew1990
Copy link
Author

MichaelLiew1990 commented Oct 23, 2024

Hi, I updated to 1.6.11, and saw your modify:

// 部屋の最大サイズにあわせる
if (width > mGenerateParameter.GetMaxRoomWidth())
	width = mGenerateParameter.GetMaxRoomWidth();
if (depth > mGenerateParameter.GetMaxRoomDepth())
	depth = mGenerateParameter.GetMaxRoomDepth();

This not solved the problem, Goal Room and Preferred SubLevel still will cause this problem both
image

Here is another problem's log:
image
result is this:
image
less than 1.6.7 version never have this problem, i think is your Preferred SubLevel code cause this problem

@shun126
Copy link
Owner

shun126 commented Oct 23, 2024

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);
}

@shun126
Copy link
Owner

shun126 commented Oct 23, 2024

Sorry, is there a way to reproduce the LoadError?

@MichaelLiew1990
Copy link
Author

Sorry, is there a way to reproduce the LoadError?

Thanks a lot, modify code like than can solve max room problem.
I don't know how to reproduce the LoadError, it just occur sometime, I copy the seed when occur, and using that seed to reproduce, but it no error. Can you make some work to walkaround it? not let everything go wrong when LoadError.

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

@shun126
Copy link
Owner

shun126 commented Oct 24, 2024

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.

@shun126 shun126 modified the milestones: 1.6.7, 1.6.11 Oct 24, 2024
@shun126
Copy link
Owner

shun126 commented Oct 26, 2024

I have created version 1.6.12 beta. Hopefully, the sub-level release issue has been fixed.
You should be able to use it by extracting the zip file into the Plugin directory of your project directory

https://www.dropbox.com/scl/fo/9k7r7nso6wewb70c8o6j2/AIkLnP2GTotzRx9AW4czcxk?rlkey=ok7adc5oh7mhqypqewbpc6jw1&st=8w0rx38z&dl=0

@MichaelLiew1990
Copy link
Author

I have created version 1.6.12 beta. Hopefully, the sub-level release issue has been fixed. You should be able to use it by extracting the zip file into the Plugin directory of your project directory

https://www.dropbox.com/scl/fo/9k7r7nso6wewb70c8o6j2/AIkLnP2GTotzRx9AW4czcxk?rlkey=ok7adc5oh7mhqypqewbpc6jw1&st=8w0rx38z&dl=0

OK, Thanks, I have downloaded, you can delete this share, cause your plugin is not free for everyone

@shun126
Copy link
Owner

shun126 commented Oct 26, 2024

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. :-)

@MichaelLiew1990
Copy link
Author

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:
1.
void ADungeonGenerateActor::PostInitializeComponents()
{
// Calling the parent class
Super::PostInitializeComponents();

if (GetNetMode() != NM_Standalone)
{
	SetReplicates(true);   //Here will report warning
	SetAutonomousProxy(true);   //Here will report warning
}

}

2.Everything like this meta = (AllowedClasses = "Actor") should change to "/Script/Engine.Actor"

@shun126
Copy link
Owner

shun126 commented Oct 27, 2024

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?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working doing Research or implementation
Projects
None yet
Development

No branches or pull requests

2 participants