Wow!! It is stuff like this that inspires me. This community is certainly a talented bunch.
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Would it be easy to strip out the Networking(MMO) features? At this point I am only interested in the RPG features.
Things from the current kit that could be useful for a single player game are inventory/equipment, camera controls, targeting and simple auto-attack combat, but stripping the kit of networking wouldn't be an easy task.
It also stated in the getting started part of the documentation to use this kit with a copy of UE4 compiled from source. Will this kit ever get to the point where it can be used with the binary version of UE4?
Wow!! It is stuff like this that inspires me. This community is certainly a talented bunch.Last edited by CodeSpartan; 03-12-2015, 07:48 AM.
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Phew, just finished exposing owner-only replication to Blueprints and it wasn't particularly easyYou can view it and comment here: https://github.com/EpicGames/UnrealEngine/pull/923
Hope it gets added to the engine, I plan to use it a lot in the next releases of MMO Starter Kit for replicating stuff like experience, inventory, quest progress and other variables that need to be replicated only to the character's owner.
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Just wanted to chime in on this kit since I never left a review. The kit is awesome, worth every penny and then some. Well documented and the developer will help you if you have issues. I was not able to find any bugs from what is advertised as a feature. I really don't understand why this isn't on the official Marketplace. Everything works great and is extremely well put together. Anyway keep up the great work, looking forward to more great updates, thanks CodeSpartan.
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Originally posted by CodeSpartan View PostPhew, just finished exposing owner-only replication to Blueprints and it wasn't particularly easyYou can view it and comment here: https://github.com/EpicGames/UnrealEngine/pull/923
Hope it gets added to the engine, I plan to use it a lot in the next releases of MMO Starter Kit for replicating stuff like experience, inventory, quest progress and other variables that need to be replicated only to the character's owner.@thereisnoscotty
Grand Marshal of the Parade of Madfellows
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Originally posted by soctty View PostThe AnswerHub post seems to indicate this was addressed with 4.7.3. Confirmed?
Just a question out of shear curiosity.
Does the patcher support triple version numbers out of the box? Such as 1.0.1 or 1.2.4 or the like? And if it doesn't, would it be difficult to edit it so that it does?
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Originally posted by CodeSpartan View PostWhich AnswerHub post? So far the guys at Epic haven't replied to the pull request so I assume I just have to wait until someone reviews it.
Ben Halliday's answer:
Hi all,
We believe this is related to the issue reported here:
https://answers.unrealengine.com/que...d-0-in-47.html
which states:
This was caused by default values for inherited values being initialized to zero, rather than the values in their 'super' blueprint. For instance, lets say I have two blueprints: BP_Super, and BP_Child. with BP_Child being based on BP_Super. Values in BP_Child could show up as 0, even if they were set to something non-zero in BP_Super.
Thanks for pointing that out, Slavq! There is a GitHub pull request located here that should resolve the issue for you, that will be included in the 4.7.3 release:
https://github.com/EpicGames/UnrealE...d19868ba7a1916
Thanks for the reports, everyone!@thereisnoscotty
Grand Marshal of the Parade of Madfellows
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Originally posted by soctty View PostHowever, you quoted my post about the pull request I've made (https://github.com/EpicGames/UnrealEngine/pull/923 ), and it's not related to that bug. It's a new feature that I propose for the engine, to expose owner-only variable replication to blueprints, in addition to regular replication and repnotify.
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CP, I recently found this thread and I can't tell you how excited I am to have found it. I am not out to build the next WOW, I would just like to build a game that my family and kids and their friends can play. I started to build the login screens like I have for so many different engines in the past trying to get something going.
I posted a small job here on the UR forums and RoyAwesome helped me with it. Then after finding this thread... I think I have the basics that Awesome said he would help with to build a dream I have had for over a decade. I cannot thank you enough for your hard work on this kit. I hope to become an owner after the first of the April.
I am so excited to have a chance to have my family explore Firewind Dale. And to build puzzles in the game to make the kids scratch their heads and try and figure them out.
If I may, I would like to ask if you would consider a "road map" of sorts so we can see what you are thinking of working on next... I would not ask for time lines... I have found after 14 years of trying to build something.. time lines SUCK! and I would not ask anyone to commit to those.. but.. a road map of what comes next.. .and possibly a chart or poll of features that owners of the kit and people thinking about the kit could vote on or propose to idea ideas to the kit.
Not sure that I have written this well enough to be understood...
So, I'll go back to gushing about how excited I am to get the kit next month.
Thank you again for all your work on this kit.
Respectfully,
CB
PS: and thank you RoyAwesome for your help in what you have done so far and what I hope we work on in the future.
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I actually wanted to check on something..
Since the engine needs to be compiled from source, and I have NFC what I'm doing on that end, I figured I would start designing the environment and such before doing the full editor compile (I'm holding off for 4.8).. with the intent of migrating the assets over. Is this a sane thing to do?WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Originally posted by ZeitenIt only needs to be compiled from source if you wish to have a dedicated server. You can bypass this step for now with having a simulated dedicated server or a listen server.
CodeSpartan goes over this in his online documentation located here: https://docs.google.com/document/d/1...h.fgvs7d50l9j7
To answer your question, it's absolutely sane. There MIGHT be some differences in migrating assets over based on new/removed features (if any are added/removed/changed that you are using explicitly) however Epic has always been good with the migration process of recent engine versions to the newer ones. So I'm 97.2914% sure you'll be fine.
Best of luck with your project SaviorNT.Last edited by SaviorNT; 03-20-2015, 09:02 PM.WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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I'm having trouble with the software, it doesn't seem to save the characters inventory and the animation are not working right on the player in the packaged version.
Could you email me at vgee@winterleafentertainment.com
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I am so excited to have a chance to have my family explore Firewind Dale. And to build puzzles in the game to make the kids scratch their heads and try and figure them out.
If I may, I would like to ask if you would consider a "road map" of sorts so we can see what you are thinking of working on next...
Regarding the road map - it's not as easy to do as it sounds. One example: I wouldn't mind adding some character abilities to the kit, but Epic has started on GameplayAbilities module last year (for their Fortnite game) and now it looks like we might see that module in 4.9 or maybe even 4.8. So now, my implementation of abilities heavily depends on when they will finish theirs and how useful theirs is to an MMO.
Among the things that might be added soon are loading screen, quests and health regen. After that - haven't decided yet.
Originally posted by VinceGee View PostI'm having trouble with the software, it doesn't seem to save the characters inventory and the animation are not working right on the player in the packaged version.
Could you email me at vgee@winterleafentertainment.com
Since the engine needs to be compiled from source, and I have NFC what I'm doing on that end, I figured I would start designing the environment and such before doing the full editor compile (I'm holding off for 4.8).. with the intent of migrating the assets over. Is this a sane thing to do?
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