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    @aliakbar Wondering if Your every going to do tutorial about making maps with larger buildings using city builder? Been waiting almost a year for one. Really need to know how you set up for larger city scapes.

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      @aliakbar I have a weird error (could be caused by the engine).

      I want to add my own GridDungeonBuilder in c++, so i added a new class based on the GridDungeonBuilder.
      So far so good, but on compiling the solution i get the following errors:

      Code:
      2>LogCompile : error : Duplicate class name: UEdGraph_Grammar also exists in file /Script/DungeonArchitectRuntime
      2>LogCompile : error : Duplicate class name: UEdGraphSchema_Grammar also exists in file /Script/DungeonArchitectRuntime
      2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarBase also exists in file /Script/DungeonArchitectRuntime
      2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarNode also exists in file /Script/DungeonArchitectRuntime
      Any idea how to resolve this?
      (Working with 4.21.2 binaries from the launcher, not much more stuff in the project yet, just a few assets/materials)

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        hi i'm on mac os 10.14.2 and ue4 4.21.2 and can't get your plugin to load. i continually get "Plugin 'DungeonArchitect' failed to load because module 'DungeonArchitectRuntime' could not be loaded. There may be an operating system error or the module may not be properly set up." Is this a known bug? I've followed your quick start guide step by step and continue to get the same results. Thanks.

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          Originally posted by ED SOLO View Post
          Thanks for the reply ill be looking into the snap builder today. the prefabricator is fantastic, and iam currently making good use of it .
          Thank you. I'm glad you're finding Prefabricator useful
          Dungeon Architect | Prefabricator

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            Originally posted by lafilmcompany View Post
            @aliakbar Wondering if Your every going to do tutorial about making maps with larger buildings using city builder? Been waiting almost a year for one. Really need to know how you set up for larger city scapes.
            There was a bug I recently fixed that wasn't placing 3x3 tiles or larger buildings on the city layout. I'll make a tutorial soon
            Dungeon Architect | Prefabricator

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              Originally posted by Algorithman View Post
              @aliakbar I have a weird error (could be caused by the engine).

              I want to add my own GridDungeonBuilder in c++, so i added a new class based on the GridDungeonBuilder.
              So far so good, but on compiling the solution i get the following errors:

              Code:
              2>LogCompile : error : Duplicate class name: UEdGraph_Grammar also exists in file /Script/DungeonArchitectRuntime
              2>LogCompile : error : Duplicate class name: UEdGraphSchema_Grammar also exists in file /Script/DungeonArchitectRuntime
              2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarBase also exists in file /Script/DungeonArchitectRuntime
              2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarNode also exists in file /Script/DungeonArchitectRuntime
              Any idea how to resolve this?
              (Working with 4.21.2 binaries from the launcher, not much more stuff in the project yet, just a few assets/materials)
              Algorithman If you are making modifications to the plugin, its better to add the plugin to your project's folder. For this, copy the Dungeon Architect folder from the engine's folder to your game directory
              1. Copy DA from the marketplace folder: e.g. C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Marketplace\DungeonArchitect
              2. Create a new folder named Plugins in your game's project directory and paste DungeonArchitect folder inside it
              3. Uninstall DA from the launcher (click the Installed Plugins link under 4.21 engine)
              4. Regenerate your visual studio file
              If the error persists, clean and rebuild
              Dungeon Architect | Prefabricator

              Discord Support

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                Thx, i try with uninstalling from the launcher (the one thing i didn't do ^^)

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                  Originally posted by Ali Akbar View Post
                  Documentation for the new snap builder and the dungeon flow system

                  https://coderespawn.github.io/dungeo...ser-guide-ue4/
                  Thanks for this little tutorial, it was very helpful!
                  The SnapMap builder finally works without crashes - great work.

                  But I have one problem that some level modules should never be rotated. Is there an option for that?

                  As my game has a Topdown camera not every level part is playable while rotated. Maybe you can make an option in the modula database for that?

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                    Laurentius That is planned. I'll add that in the next build. This is especially useful for 2D/2.5D levels where you don't want your platformer modules rotated

                    I'll provide a way to lock rotation based on the individual axis
                    Dungeon Architect | Prefabricator

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                      I am trying to random generate dungeon with landscape. I have done everything needed from guide (Multiplayer Dungeon Generation), my dungeon elements like trees are spawning always with different seed but landscape doesn't modify. I don't know how to fix it.

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                        Originally posted by chernoburk View Post
                        I am trying to random generate dungeon with landscape. I have done everything needed from guide (Multiplayer Dungeon Generation), my dungeon elements like trees are spawning always with different seed but landscape doesn't modify. I don't know how to fix it.
                        Is this in runtime? UE4 does not support landscape modifications at runtime. They can be modified only from the level editor's viewport (when you manually build a static dungeon)
                        Dungeon Architect | Prefabricator

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                          I tested on Android and it works without issues (runtime dungeons). If anyone has issues, please let me know with more details
                          Dungeon Architect | Prefabricator

                          Discord Support

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                            Hello Ali!

                            I bought the plugin few days ago and been going through every documentation to use the SnapBuilder since it's the reason I got the plugin.

                            I've spent now 3 full days to try to make it work, I even changed the version of Unreal because the downloadable example you made is on 4.21 and I was on 4.19

                            I've tried everything and went into your modules to understand why it's not working properly. I found that we have to add a bound level volume that is not on the documentation.

                            There must be other specification missing because I can't get the tool to work when I use my own modules (works with your modules). I know it's coming from the modules because with all the tests I've made Module Database works fine, Dungeon Flow and connections too, the problem comes from the module itself.

                            At this point I'm really desperate and don't know what to do to make it work this is why I write here. Can you please help me?

                            Thank you!

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                              Approved Llama Del Rey's post, just posting since it may not have given an update notice to the thread about it.
                              Storyteller - An immersive VR audiobook player

                              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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                                I can confirm that the SnapMap builder does work with external projects. I've got it working with multiple layout types including several of the packs from marketplace. It is a bit finicky though. The easiest thing to test on your maps is to increase the error tolerance to a much higher number and then see if it builds the map, it may have overlapping geometry but it should help show where the problem is.

                                Another problem I ran into a lot at first was the ordering that it builds. At first I was just adding nodes and attaching and not paying attention to the order and that can cause problems.

                                The other thing I have found to help when building them is to start simple and then add one room at a time in the flowchart until you find the error.
                                Last edited by J.C. Smith; 03-13-2019, 11:13 PM.

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