Empires on UE4: UE4 is FREE edition

Discussion in 'Off Topic' started by Kylegar, Mar 3, 2015.

  1. Kylegar

    Kylegar Specstax Rule

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    If you guys are wondering what happened to me, I got distracted by procedural generation again. As I was working on this project, I discovered the solution to an issue I had with procedural mesh generation. I fixed it and now I'm writing voxel code again.

    This is why we need more people to contribute... I get distracted :P
     
  2. ImSpartacus

    ImSpartacus nerf spec plz

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    Don't you dare apologize for checking out voxel-based stuff. That shit is so awesome.
     
  3. Kylegar

    Kylegar Specstax Rule

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    [​IMG]

    Yeah, it is. I took this screenshot this morning. I have it meshing with marching cubes already but haven't taken a screenshot if it yet.
     
  4. Trainzack

    Trainzack Member

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    And now we know what Uempires will look like.
     
  5. Z100000M

    Z100000M Vithered Weteran

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    Sure cant wait to cast fireball with my wand of mortar.
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    So I guess that's it then for this project...once again...
     
  7. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Back to square one, aka Candles.
     
  8. Lazybum

    Lazybum :D Staff Member Moderator

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    I haven't given up on this, but I been sidetracked with some stuff and haven't had time to get back into this. I will do something though, I got some cool ideas I want to see in action.

    Though first map I was working on is pretty simple and kinda out of place, but hey people should be able to play the infantry part... whenever I actually make it not so ass looking and fix a performance issue...
     
  9. Kylegar

    Kylegar Specstax Rule

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    So, Epic released a whole bunch of awesome environment props for free. They are photorealistic (they actually went out, took a bunch of photos of rocks and shit and turned them into models), and probably the highest quality assets you can find right now.
     
  10. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    *stares at the compile window for the 25th minute after adding a couple overlays to the Source map*
     
  11. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Welcome to modeling/mapping for games.
     
  12. LordDz_2

    LordDz_2 Strange things happens here

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    They shouldn't affect compile time, ingame performance but compiling, naaah..
    But you could try changing them into decals instead, they're cheaper.
     
  13. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I don't know man, I turned off vrad and made fast vvis and it compiled in 3 minutes.

    I also checked for problems with the check for problems tool and it said a bunch of entities had an invalid property "angles" and I pushed the fix button provided and they got fixed. I'm not sure if the problem is gone at the moment.
     
  14. Kylegar

    Kylegar Specstax Rule

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    Unreal 4.7.4 came out today. Project runs just fine on it, no code changes needed.
     
  15. Kylegar

    Kylegar Specstax Rule

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    Ok, I lied about those assets. They all have 8k textures and are like 30k triangles each. They need quite a bit of work to be used in an actual game.
     
  16. Kylegar

    Kylegar Specstax Rule

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    Anyway, this project is on indefinite hold as I'm working on Squad now.

    In my first week, I've implemented a deployment system. I'm going to use that and do a base/spawn point thing (very similar to Empires, just without the commander). You guys should check it out.
     
  17. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I'll hit up Squad if it's cheap enough for my scrooge tastes, I hope more people from the community are interested.
     
  18. complete_

    complete_ lamer

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    join my squid
     
  19. Trainzack

    Trainzack Member

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  20. Awpolt

    Awpolt Member

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    Unreal Engine 4 is indeed an amazing piece of work, however, should development continue for Source 1 (with all engine updates), or should we wait for Source 2? My only concern for UE is that system requirements are indeed much higher than Source.

    Does Empires need UE, or does it need a big overhaul within the current Source environment? I understand the frustrations regarding the codebase being extremely notoriously crappy, and wouldn't blame anyone for wanting to move on to another engine.
     

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