Did you know? UBerserker loves the Dispersion Pistol.

Unreal 227h Computers - Beta

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: ividyon, Semfry, zYnthetic

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 13:47

Good point! But still, having a render overlay in UT would help soo much. Maybe there is a way to run the Scripted texture to render stuff work in the editor...? I have no idea nor did I find this yet.

User avatar Raven
Trustee Member Trustee Member
Posts: 807
Joined: 12 Nov 2007, 09:39
Location: Nørresundby
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 14:12

You can draw this stuff using C++ and hooking up to main rendering code. In UT Uscript (gameplay stuff) is not executed inside UED.
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 14:43

I know not C++ nor do I have the time to learn this stuff... So, how?

User avatar Raven
Trustee Member Trustee Member
Posts: 807
Joined: 12 Nov 2007, 09:39
Location: Nørresundby
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 22:34

No other way AFAIK.
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 449
Joined: 02 Feb 2010, 12:55

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 23:09

Raven wrote:No other way AFAIK.


What about brushbuilders? They can execute UnrealScript with the editor running and even delete/add actors in maps...but as for using that to access the editor viewports is beyond me (c++ is probably the best idea in that case :p)

User avatar Raven
Trustee Member Trustee Member
Posts: 807
Joined: 12 Nov 2007, 09:39
Location: Nørresundby
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 23:18

Yeah, but they don't have canvas access (or tick).
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 25 Aug 2012, 13:05

I might try making an external builder but in Flash - you'll create actors' settings in Flash builder and paste the actor from clipboard in UT.

User avatar Raven
Trustee Member Trustee Member
Posts: 807
Joined: 12 Nov 2007, 09:39
Location: Nørresundby
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 25 Aug 2012, 19:00

good idea :)
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio

User avatar Dr.Flay
Skaarj Lord Skaarj Lord
Posts: 214
Joined: 23 Aug 2012, 06:24
Location: Kernow, UK
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 02:54

Thanks for the post over the road at the community :D
This does warrant the word "AWESOME" because I am in awe!

If this is not reliant on the 227 patch as such to run, then I have a new request for Shadow for the next SDK release.

I would probably use it in maps for re-enforcements, air-strikes, booby-traps and lock-downs. I don't like this modern thing of buying weapons etc from a computer found in a map. Not realistic (haha yeah I know this is Unreal)
For multiplay it would add a nice element to Assault maps.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 10:34

Not working online yet.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 11:53

Okay, for the time being I'm trying to run this online. Got the basic (it renders the texture, moves the cursor) but I need to know how to check how heavy this is on the net. Is there a way to check this?

Stat Net

Right, couldn't be simpler.

Anyway, how many bytes per second is high and how many is low?
BTW, dedicated server manages things other way than nondedicated. As on nondedicated the stuff works (at least in some extent :/) on dedicated... not really. But I actually replicated everything which is not a good idea I guess.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 12:23

https://www.youtube.com/watch?v=vbUVb8mXkQU
Tripple post, oh yea. I can do it, it's my thread.

Anyway, I have no idea how would this look like through the net... :/
I need someone I could test this thing with. And who'd help me finish it cos netcoding is a pain.

diamond
Skaarj Berserker Skaarj Berserker
Posts: 366
Joined: 13 Nov 2007, 10:51
Location: ROFLand
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 13:02

Make sure you've tested it on both listen and dedicated servers. there can be a difference.
Image
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 13:14

What is a listen server?

diamond
Skaarj Berserker Skaarj Berserker
Posts: 366
Joined: 13 Nov 2007, 10:51
Location: ROFLand
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 27 Aug 2012, 17:49

Listen server - the one you launch from UI, play on it yourself and allow others to join.
Dedicated server - the one running as a background service (in systray I suppose), normally launched from command-line. You can join it only after running the game and connecting to localhost.
Image

UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

Previous Next

Who is online

Users browsing this forum: No registered users and 1 guest