Corona-cation (Day 26)

Utter Confusion


Top-down game:
    So as I said yesterday, I worked on making the Plague Doctor's poison attack better. I wanted a physical poison vial of some kind that would splash an area instead of just immediately poisoning everyone in range. However, I was not able to get this done today.
    For some reason this was way harder than I thought. My initial plan was for the Plague Doctor to spawn this vial actor which would then launch itself, and upon hitting something would incur the poison effect upon any players within range. I got all the way through to the part where it would launch before I found the problem that I would spend the rest of my time on without solving. The vial wasn't showing up. It was working, I think, just not rendering. When the AI would choose the AOE attack it would spawn the actor successfully and some time later (presumably when the thing landed) the player would get poisoned but I saw nothing appear on the client or the server.
    I checked everything I knew that would prevent it from rendering the simple sphere I had as a placeholder, but none of it worked. I will try again tomorrow with renewed patience.

UE Source Compilation:
    Recently I also tried to compile the Unreal Engine from source, but I also had no success with this. I seem to be on a roll with these defeats. I patiently went through the process of re-downloading the project through git before opening VS to try to compile. I made sure I had all dependencies and .NET Frameworks that it required then compiled. 
    I watched task manager while it started up and about ten minutes in the compiler ran my computer to 100% ram usage then proceed to crash. It somehow managed to fill up whatever remaining 16GB of ram I had. On the next attempt I closed everything that wasn't needed for the compile and ran again. This time it got through the process without maxing out ram so that was good, but the thing still failed. I got "Fatal Error C1076 compiler limit : internal heap limit reached". 
    The possible fixes I found were to use a 64-bit platform toolset in VS (which I think I was) or to increase the /Zm parameter which specifies the memory costs it should plan for during compilation. I have not verified either of these yet but I really hope that at least one of them will work. 
    

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