Ok, with 200*200 you’re pushing it a bit furthen than what I have generally been testing for, but not by a lot. Are you planning to have grids with multiple, overlapping levels, because that would increase the processing load quite a bit. For level steaming, if you are moving from one map with a 40 000 tile map to a new one just as big which you then run grid setupå for you will certainly drop some frames, so that will not be a smooth transition. I have not tested the toolkit out with level streaming, so I cannot say anything certain about how well it would work.
only one level, but with walls that can be mounted or buildings, for the transition between the maps are made in portal with a small load
Ok, should be fine. Different levels as in some tiles being higher than others is unproblematic. Buildings where both the inside of the building and the roof can be occupied will require you to change the loop limit or split up the processing up over multiple ticks as suggested for the map sizes you are going for.
Sorry if this has already been asked, but is window-edge panning implemented alongside WASD controls?
Yep. It is disabled by default, though. To enable it open and set the bEdgeScrolling variable to true.
Oh wow I have no idea how I missed that, I was about to write it myself! Thanks so much, the kit has been great!
Hi !
Our game is in Closed Alpha Status, but your updates (I didnt’ check them for a loooong time) are so awesome that we decided to upgrade our project to the new version dropping my own socket.io multiplayer engine!
You’re a badass!
I have a couple of questions, sorry in advance if these has been already posted:
- Does the new network system supports 2vs2 matches? Does support FreeForAll mode?
- Is there a spectator mode already implemented?
Thanks again, you are so great.
P.S. If you want to check out what we done with your old version, just PM me and I will point you to our contents without spamming here
@Wisdom- : Glad to hear you are at a closed alpha stage, Wisdom! Let me know if you guys have a Twitter or something I can follow to see your game develop. Feel free to send me a PM and if you wish to show your progress off to more people also feel free to make a post about it in this thread. I’m sure there are others using this toolkit who would also be interested in seeing what other people are doing with it. Though if you want to delay showing off your work until you are further along is of course completely understandable.
Be warned that the 1.8 update was a refactoring of the entire toolkit, so porting functionality from an older version could prove challenging. Let me know if you run into any problems if you try this.
As for your questions, the network system should in theory support an arbitrary number of players and factions, where you are free to define allies and enemies (on a per-unit basis if you so wish). Adding a spectator mode should be as easy as having players join that are not in control of any units.
Hello again!
When I try to Host a Game through the MP level I have the following print string message: “Failed to create session”.
Should I need to add more configuration to make the Toolkit working with Steam Out Of The Box?
Here is the official guide for setting up UE4 to work with steam: Online Subsystem Steam Interface in Unreal Engine | Unreal Engine 5.3 Documentation
Hi , I have an update: we now can successfully connect to Steam (we followed the guide which can be found here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) but now we can’t play each other.
I see the match that my collegue created from the list, but when I try to join it remains at “Loading”.
What can be wrong now?
Hmm, hard to know what exactly might be wrong. Check that steam is configured to the same download region for both you and your colleague. If something was wrong there I don’t think you would see the listed game at all, though. This is with a fresh, unmodified project?
Yes, It happens with a fresh unmodified project.
I don’t understand what’s going on, I think I set up Steam correctly because I see the Steam Pop-Up opening after I launch the game in Standalone Mode…
I have an update: I restarted from scratch and now I am able to start a multiplayer match using -nosteam as an additional command line to start the Standalone Mode.
Anyways, using Steam I am not 100% able to Join Session: sometimes I get a failure.
I have a suspect that it depends on the P2P protocol that we are now using because in Italy there is a sort of NATted Service Provider and my collegue is using that to reach internet.
We will try to use uPnP or Dedicated Server in the very next future and see how it goes. Thanks for the help, as usual.
Ok, it makes sense that it is something specific to your end. I tested multiplayer out successfully today. I’ll try to think of possible reasons for what might be wrong, but I’m unsure at the moment.
Hi just a very simple question would it be possible to set up this tool kit to create a system like that in games such as Vaporum & Legend of Grimrock
I actually toyed around with something like this a while ago. You will obviously need to do some pretty heavy modifications, but there are quite a few things in the toolkit that will be useful for such a game. The whole underlying way of storing information about tiles in arrays, automatic walkability calculation, grid-based pathfinding, turn based logic ++ are all things that should be useful. Just be aware that you are going to be taking a lot of stuff apart and putting it back together again. I would only recommend doing this if you are already quite experienced in UE4, but if I was to make a Grimrock-style game myself I would probably use ATBTT as a starting point.
@Wisdom- : Hey, have you had any luck getting Steam multiplayer to work on your end? As mentioned it works fine on my end. Here are the steps that work for me:
-
Settings -> Plugins -> Online Platform -> Online Subsystem Steam -> Enable
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Project Settings -> Maps & Modes -> GameDefaultMap -> MainMenu
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Maps -> Advanced -> Jungle Raid -> Set DefaultOwningPlayer of some player controlled units to 1 and keep others at 0
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[Your Project folder] -> Config -> DefaultEngine -> Paste in the following:
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
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Package the project (set blueprint nativization options to disabled if enabled, as there are still some issues here)
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Run the packaged project on two different computers logged into different Steam accounts. Make sure they are both set to the same download region in Steam settings (necessery for Steam projects that are not actually on Steam).
You should be able to host a game from one computer and join from the other now.
Do you need to package the project for the multiplayer part to work? Is it enough to play in Standalone on two computers logged in to two different Steam accounts? Just wondering for future testability.
@Mivke1 : would assume it works, but I’m not 100% sure. You should be able to test that out easily, though.