Unreal 227h Computers - Beta
- Z-enzyme
- White Tusk
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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.
- Raven
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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!
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- Z-enzyme
- White Tusk
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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?
- Raven
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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!
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- Gizzy
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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)
- Raven
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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!
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- Z-enzyme
- White Tusk
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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.
- Raven
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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!
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- Dr.Flay
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Subject: Re: Unreal 227h Computers - Beta
Post Posted: 27 Aug 2012, 02:54
Thanks for the post over the road at the community
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.
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
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- Z-enzyme
- White Tusk
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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.
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
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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.
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
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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.
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
- Z-enzyme
- White Tusk
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- diamond
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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.
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.
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
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