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    #31
    Here's an introduction video for folks brave enough to test.

    Warning in Advance

    It's long, rambling, unedited, unscripted, and I have a pronounced Southern accent. (If you need a translation, just post here. )

    Tester Intro Video

    WIP Thread

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      #32
      Launcher Refactor

      We've refactored the launcher.

      Click image for larger version

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      We've pushed these changes, which also require a new client build, but that won't be available until the end of the week.

      Some testers may receive the message that their account is already logged in. If so, contact me or send a support email to support@colonysquared.com.
      Last edited by Rhynedahll; 07-24-2017, 07:59 AM.

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        #33
        More light in staging area

        For those who don't like stumbling around in the dark, we've added more torches and turned them all on in the staging area. This change will go live with the next build.


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          #34
          Optimizing

          We've stumbled upon a method to drastically reduce the polys of our architecture:

          Click image for larger version

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            #35
            We've finished our first optimization pass on the test map. There are still a number of assets that need optimization, but this build has 30-50 FPS in editor and should have a bit better than that when it goes live. We hope to have the new version up for download by tomorrow.

            <tried to add a pic, but the forum is misbehaving>
            Attached Files

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              #36
              0.0.586 is now live on the Test Server

              0.0.586 includes a number of art asset optimizations that have greatly improved framerates.






              We've also turned the lights on in the staging area.





              There is a new version of the launcher and you will need to uninstall the old launcher through Windows Control Panel, re-download the launcher (Launcher).

              All user accounts and characters are still valid and all personal items and equipment are current but the game world state has been reset to default so that any items stored in chests or left in the world have been wiped.

              We're working on a content(quests, AI, items)/bug fix pass currently and hope to push it live in a few days.

              WIP Thread

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                #37
                There is a bug in the launcher that prevents downloading of the game. We should have a fix soon.

                Edit: Fixed. If you are not using version 0.0.13 of the launcher, please reinstall. Launcher
                Last edited by Rhynedahll; 07-31-2017, 08:54 AM.

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                  #38
                  Chat Refactor

                  We have basic chat working on our internal test build:



                  This uses the chat server and interface from the MMO-Starter Kit and will have to be extended and expanded to include features from the AdvSocSys as well as social functions specific to our design. We're going to remove the AdvSocSys chat interface that is still visible to the right.
                  Attached Files

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                    #39
                    Originally posted by Rhynedahll View Post
                    We've stumbled upon a method to drastically reduce the polys of our architecture:

                    [ATTACH=CONFIG]149523[/ATTACH]
                    Which method was that?
                    [On Hold]WIP: Vertex-Based Ledge Detection/Parkour Engine

                    Looking for fellow programmers to develop a project.

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                      #40
                      Originally posted by Horus View Post
                      Which method was that?
                      For our test map, all of our architectural meshes are modular (columns, walls, arches, etc), either Epic freebies or purchased assets, all of which have high quality materials and 3-4 LODS. This method works with this particular set of circumstances and will not likely work with a different setup.

                      We place these to assemble our basic structure, use Merge Actors (Windows->Developer Tools) to assemble the model (Use all LOD levels, Target Lightmap Resolution 1024 or higher, Use Landscape Culling(the Use for Culling checkbox must also be set in the landscape for this to work), Replace Source Actors) to create the base model, which will have 100ks of polys, export the base model as .fbx. Import that into Blender (default settings). The imported model will have several LOD levels. We remove all but the LOD3 (or the most low poly) and then re-export as .fbx (without changing any settings) and import that into UE4. As the UVs and materials are not changed in this process, we just add the same textures back to the static mesh and the imported model looks practically indistinguishable from the original, save that poly count is reduced by a factor of approximately ten.

                      Then we just replace the original with the low poly version.

                      WIP Thread

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                        #41
                        Better functioning apple trees

                        Re-worked our fruit tree actor a bit. It can now be scaled and rotated and still spawn the apples in the designated positions.



                        We may try to get a new version of the game up on the test server this week, but we're trying to get the kinks out of our Miner AI, as this NPC race is central to the story line. If we get it in suitable shape, we'll upload toward the week end.
                        Attached Files
                        Last edited by Rhynedahll; 08-08-2017, 02:59 PM.

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                          #42
                          Substance makes placeholder art easy

                          This is going to be a usable altar in a quest that we are building out. It's modeled after a Celtic altar.



                          In game:

                          Last edited by Rhynedahll; 08-10-2017, 06:39 PM.

                          WIP Thread

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                            #43
                            First Iteration of the Front Gate

                            This is the first version of the Front Gate of the Relocation Authority compound.


                            WIP Thread

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                              #44
                              Game server offline for maintenance

                              The login and chat servers are still up, but we've taken the game server offline while we upload a new test version of the game. (You can log in through the launcher and launch the Netherworld staging area, but you cannot zone to the server map.)

                              We expect to have the game server back for testing tomorrow (Sunday August 13) but it very well could be Monday or later if we encounter any glitches in the process.

                              WIP Thread

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                                #45
                                I love the idea of two warbands with powerful magic users doing battle from flying boats in the air, and then a table ride whizzing by.
                                This game seems fun from all the videos. Looking forward to seeing it develop!

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