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    @Ali Akbar - Any ETA for making the plugin compatible with UE 4.15?

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      Originally posted by dkoding View Post
      @Ali Akbar - Any ETA for making the plugin compatible with UE 4.15?
      this. I'm not updating my project just for this

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        Originally posted by dkoding View Post
        @Ali Akbar - Any ETA for making the plugin compatible with UE 4.15?
        Yes, this release has some pretty good updates that I'm looking forward to.

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          I'm working on releasing a new update with 4.15 compatibility ASAP
          Dungeon Architect | Prefabricator

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            Originally posted by Ali Akbar View Post
            I'm working on releasing a new update with 4.15 compatibility ASAP
            Awesome thanks.

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              [MENTION=28980]Ali Akbar[/MENTION] - I just want to say great job supporting and maintaining DA.

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                [MENTION=11621]Redsett[/MENTION] Thank you!

                Added a Misc example in the quick start that shows how to merge two rooms together (removes the walls / doors between rooms using the following selector blueprint)
                Click image for larger version

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                The grid selector logic gets more inputs to work with (Query system reference and the world marker transform)

                Click image for larger version

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                Dungeon Architect | Prefabricator

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                  I've submitted a request to Epic for 2.5.0

                  Change Log

                  * Added support for 4.15
                  * Updated the road network of the City builder to randomly remove edges and create a more natural looking layout
                  * Houses in the City Builder now face the road side. House cells not accessible through roads are promoted to Parks
                  * Added a new function in the Grid Query System to find adjacent cells from an edge marker (like wall / fence). New example added under DA_Misc_Examples/Maps/WallQueryDemo
                  * Added addtional parameters (Query System and World Transform) to the Grid Selector Logic for more control
                  * Increased the default stair connection tollerance from 3 to 6 for better results with the default configuration
                  * Fixed initialization issues with the actor node in the theme editor
                  * Rewritten the snap builder to use blueprints, instead of levels for modules. This greatly improves the performance and stability. Still has issues with door states and remains a work in progress
                  * Added a snap demo example with 20 modules of various sizes



                  I'll add the snap improvements in the next update (2.5.1) in a few days. The quick start guide has been updated with the new samples for 2.5
                  Dungeon Architect | Prefabricator

                  Discord Support

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                    Originally posted by Ali Akbar View Post
                    I've submitted a request to Epic for 2.5.0

                    Change Log

                    * Added support for 4.15
                    * Updated the road network of the City builder to randomly remove edges and create a more natural looking layout
                    * Houses in the City Builder now face the road side. House cells not accessible through roads are promoted to Parks
                    * Added a new function in the Grid Query System to find adjacent cells from an edge marker (like wall / fence). New example added under DA_Misc_Examples/Maps/WallQueryDemo
                    * Added addtional parameters (Query System and World Transform) to the Grid Selector Logic for more control
                    * Increased the default stair connection tollerance from 3 to 6 for better results with the default configuration
                    * Fixed initialization issues with the actor node in the theme editor
                    * Rewritten the snap builder to use blueprints, instead of levels for modules. This greatly improves the performance and stability. Still has issues with door states and remains a work in progress
                    * Added a snap demo example with 20 modules of various sizes



                    I'll add the snap improvements in the next update (2.5.1) in a few days. The quick start guide has been updated with the new samples for 2.5
                    Hi [MENTION=28980]Ali Akbar[/MENTION]
                    Do you have put this version for 4.15 to download in your website?

                    Catch the Thief, If you can! - Star Game Studios

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                      Originally posted by Peterson Oliveira View Post
                      Hi [MENTION=28980]Ali Akbar[/MENTION]
                      Do you have put this version for 4.15 to download in your website?
                      I do not think he has update the version on the website yet. It only shows the 4.14 version.

                      However I could be wrong.

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                        Originally posted by HeadClot View Post
                        I do not think he has update the version on the website yet. It only shows the 4.14 version.

                        However I could be wrong.
                        I've uploaded 2.5.0 (Windows) to the website. I'll add mac version after going home. I didn't hear from Epic yet. If anyone needs website access, let me know
                        Dungeon Architect | Prefabricator

                        Discord Support

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                          The Quick start guide has been updated for 2.5 with a new city sample map

                          Dungeon Architect | Prefabricator

                          Discord Support

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                            City Builder Demo is great! Thank you again Ali!

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                              I'm in shock once again, great stuff.

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                                Awesome plugin does what it says. I have a small problem with the paint tool, might be doing something wrong but any help would be great. After generation a dungeon and switching to pain mode i see the Blue layoutmap of the generated dungeon but when i paint it doesnt paint on the dungeon layer but like a mile under it. The cyan grid is also like a mile under the blue grid. I got the dungeon selected etc but still..

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