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InFlux Volcano Rollercoaster

JoewaJoewa Posts: 26
Brain Burst
edited November 2014 in Games and Apps
15104266783_d250b9c1f9_o.jpg

Today I took one of the levels of InFlux that I revamped for the UE4 Marketplace and, using Teddy's rollercoaster plugin, added a rollercoaster. Here it is, yo.
It's basically the same exact thing as the Rift Coaster you've all played except it's in some cool lava-filled caves. It might have higher system requirements, not sure.

15537317829_32960f00dd_o.png

Download link.

Comments

  • uvflyeruvflyer Posts: 134
    Looks cool, gonna try it 8-)
  • thebkothebko Posts: 47
    Brain Burst
    Good nd beautiful Coaster except the music ;)
  • razalomrazalom Posts: 136
    Hiro Protagonist
    Will give it a go with the family tonight and provide any feedback but looks nice in the pictures.
  • JoewaJoewa Posts: 26
    Brain Burst
    Thanks ya'll, here's a video.

  • drashdrash Posts: 2,849
    Neo
    Hi, this looks nice and was looking forward to giving it a try, but am getting a crash at startup (after picking quality levels). Here's the callstack dump:
    MachineId:0D5B1F5144F9959AC18DC1A5A8303507
    EpicAccountId:
    
    Integer divide-by-zero - code c0000094 (first/second chance not available)
    
    nvwgf2umx + 722598 bytes
    nvwgf2umx + 6862727 bytes
    nvwgf2umx + 9081245 bytes
    nvwgf2umx + 8878100 bytes
    d3d11 + 777010 bytes
    d3d11 + 638588 bytes
    d3d11 + 627684 bytes
    d3d11 + 469195 bytes
    d3d11 + 29938 bytes
    d3d11 + 32374 bytes
    d3d11 + 629588 bytes
    InFluxSample!FD3D11DynamicRHI::RHICreateUnorderedAccessView() + 221 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\windows\d3d11rhi\private\d3d11uav.cpp:51]
    InFluxSample!CreateUnorderedAccessView_Internal() + 109 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\rhi\public\rhimethods.h:651]
    InFluxSample!FRWBufferStructured::Initialize() + 1328 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\rhi\public\rhiutilities.h:80]
    InFluxSample!FLightPropagationVolume::FLightPropagationVolume() + 286 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\lightpropagationvolume.cpp:715]
    InFluxSample!FSceneViewState::CreateLightPropagationVolumeIfNeeded() + 182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\lightpropagationvolume.cpp:1286]
    InFluxSample!FSceneViewState::OnStartFrame() + 151 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\sceneprivate.h:726]
    InFluxSample!FSceneRenderer::OnStartFrame() + 217 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\scenerendering.cpp:955]
    InFluxSample!FDeferredShadingSceneRenderer::InitViews() + 1119 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\scenevisibility.cpp:2231]
    InFluxSample!FDeferredShadingSceneRenderer::Render() + 696 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:633]
    InFluxSample!RenderViewFamily_RenderThread() + 754 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\renderer\private\scenerendering.cpp:1013]
    InFluxSample!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`11'::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 360 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\core\public\async\taskgraphinterfaces.h:665]
    InFluxSample!FTaskThread::ProcessTasks() + 2813 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\core\private\async\taskgraph.cpp:338]
    InFluxSample!FTaskThread::ProcessTasksUntilQuit() + 61 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\core\private\async\taskgraph.cpp:177]
    InFluxSample!RenderingThreadMain() + 131 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\rendercore\private\renderingthread.cpp:268]
    InFluxSample!FRenderingThread::Run() + 60 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\rendercore\private\renderingthread.cpp:368]
    InFluxSample!FRunnableThreadWin::Run() + 86 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
    InFluxSample!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
    kernel32 + 5805 bytes
    ntdll + 476713 bytes
    

    Win8.1 64-bit, Nvidia GTX 660 if that matters.
  • razalomrazalom Posts: 136
    Hiro Protagonist
    Well gave it a go and it looked nice and was smooth but for some reason I found it very very dark and for large parts of the ride I could not really see where I was going unless there was lava around to give it some light.
  • JoewaJoewa Posts: 26
    Brain Burst
    Hmm, no idea about the crash error, but I'll look into it. Tried the obvious stuff like restarting?

    @razalom: I actually know what this is, it seems to be a bug with UE4. Basically, if Post Process is on Low or Medium, the exposure gets set way too low. If you set post process to High or Epic it should solve that problem entirely.
  • razalomrazalom Posts: 136
    Hiro Protagonist
    OK cheers Joewa will give that a go later
  • dzuckerdzucker Posts: 104
    Hey Joewa, I just gave this one a try, but I get exactly 37.5 fps in Direct Mode and between 45 and 60 fps in Extended mode. When running the UE4 Rollercoaster I get 75 fps.

    By any chance, did you compile it using the the latest 0.4.3 Oculus runtime? I believe that they introduced a bug which affects UE4, can you please try recompiling it using the previous 0.4.2 runtime?
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