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    Also it seems like the Selector stuff overrides the affinity setting - is there a way to make it still obey it?
    @n00854180t Added a flag to obey the affinity variable

    "Logic Overrides Affinity" flag, if set works like before where the selector determines if a mesh is inserted into the scene. If unchecked however, on a successful selection, the Affinity field is applied. If the selector doesn't select it, then the mesh is not inserted and Affinity field is ignored either way



    Dungeon Architect | Prefabricator

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      @Ali

      After releasing 1.5.0, I want to refactor DA to make it better work with other builders. Right now, the Editor paint tool and the dungeon config structure is tightly coupled with the Grid based builder. After the change, it will pick it up from the builder class so builders can provide their own paint tools and have their own configurations. I did this with the Unity version and it works nicely
      Thank you very much for your work! We ALL really appreciate what you do with this plugin. Just 3 words:
      YOU ARE AWESOME!
      Keep up the good work! I'm keeping an eye on the forums and on the website for version 1.5.0.

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        Originally posted by Ali Akbar View Post
        @n00854180t Added a flag to obey the affinity variable

        "Logic Overrides Affinity" flag, if set works like before where the selector determines if a mesh is inserted into the scene. If unchecked however, on a successful selection, the Affinity field is applied. If the selector doesn't select it, then the mesh is not inserted and Affinity field is ignored either way
        ]
        Ahhhh thank you Ali, this will be super useful!
        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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          Everything about Dungeon Architect intrigues me. I think I will have to give this one a go sometime soonish. Keep up the good work, it looks fantastic!

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            Is 1.5 almost out? Will it fix some of the little issues (stairs being clustered too close to each other, etc) and offer UE 4.8 support?

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              Derek, I've already fixed most of the stair issues. I'll have more updates tomorrow
              Dungeon Architect | Prefabricator

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                @SethPDA, @Bluntie Thanks!

                I completely revamped the stair connection system and it is much more robust now.

                Previously, I was considering each stair position and looking at the surrounding and deciding whether to create or now. This sometimes led to stairs not being created if none of the possibilities were good

                In the new system, I collect all possible nearby stair configurations and assign weights to them and pick the best one after applying various constraints on it. The weight takes a penalty if it blocks something, or is in an undesirable place (entry / exit is blocked). Then I run this method three times creating stairs with different weight threshold.

                The first time, it runs with a high weight threshold, so it creates stairs that are absolutely necessary (the ones coming out of doors, which have high weight). This creates a partially connected map with the important stairs already in place

                The second time, it runs with a lower threshold (but greater than 0), so this rejects other stairs and only create ones which are placed in nice non-intrusive locations. By now most of the map is already connected with well placed stairs

                Finally, the method is run again with 0 threshold to cover the few places where proper stairs cannot be placed in the previous step. Padding is added to the nearby corridors to make the stair accessible if the entry / exist needs it

                This iterative approach makes it easy to add more constraints in the future if needed










                Padding is added near the stairs to make it accessible


                Bug fixes


                Dungeon Architect | Prefabricator

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                  Awesome! Great to see you back! These stair issues have created many people headaches. I am really happy these are fixed

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                    OMG yes, Ali you are the man, that new stair system is exactly what I've been wishing for with the stairs - epic work

                    Is there a selector that can get rid of the ceiling piece for e.g., 2x stairs?
                    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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                      Hi, thanks for the update Ali.
                      I have a question:
                      Is there some way to execute some logic when for example, an static mesh is placed.
                      Why? Well, if I need to attach a component to that mesh at runtime i can do it, or just when the dungeon is generated.
                      Last edited by Alexarg; 02-04-2016, 06:39 PM.
                      pd: Excuse my English.

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                        Great job on the stairs. It was a constant headache with my current project...stairs wouldn't be there, or would connect to nothing so that some areas weren't accessible or be "combined" together and you couldn't climb them...and I was using the default setup example file you provided with the sci-fi top down tiles.

                        When will 1.5 be released?

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                          I was trying to use the forgot password form on the CodeRespawn site, and it tosses me an error that I provide the wrong reCAPTCHA value. There is no reCAPTCHA on that page, so I can't reset my password.

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                            Originally posted by Gamingtao View Post
                            I was trying to use the forgot password form on the CodeRespawn site, and it tosses me an error that I provide the wrong reCAPTCHA value. There is no reCAPTCHA on that page, so I can't reset my password.
                            Please use this alternate URL to reset your password till I fix the issue
                            Dungeon Architect | Prefabricator

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                              @Ali,

                              Noticed a minor bug btw, which you might be able to include a fix for in the next version.

                              If you select multiple nodes (mesh nodes for instance) it will say "Multiple Values" in the properties editor even if they are the same (e.g., position at 0, 0, 0, still says "Multiple Values").

                              Another bug is that when you multi-select and then change the values, it only updates the first one selected rather than all of them.
                              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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                                Originally posted by Alexarg View Post
                                Hi, thanks for the update Ali.
                                I have a question:
                                Is there some way to execute some logic when for example, an static mesh is placed.
                                Why? Well, if I need to attach a component to that mesh at runtime i can do it, or just when the dungeon is generated.
                                @Alexarg I'll add a dungeon event listener so you can hook into it and add your logic. I'll add this after 1.5.0
                                Dungeon Architect | Prefabricator

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