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New commands and functions in 227 (Read 45785 times)
SkaarjZR
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Re: New commands and functions in 227
Reply #160 - 04/15/12 at 15:25:51
 
.:..: wrote on 04/15/12 at 07:51:25:
Added support for localized female death messages in UnrealIGame (for languages like Polish or French).

I'm surprised!
But I think that should be done for pickup (and other) type of messages too.
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Re: New commands and functions in 227
Reply #161 - 04/15/12 at 15:47:23
 
SkaarjZR wrote on 04/15/12 at 15:25:51:
I'm surprised!
But I think that should be done for pickup (and other) type of messages too.

Well I don't see the point of that, but I could add that Weapon.DeathMessage supports now '
%g
' keyword now for victim gender (his/her) too now, so for example:
%o had %g head ripped off by %k's %w
(would translate into:
Shiva had her head ripped off by Dante's Razorjack
).
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Re: New commands and functions in 227
Reply #162 - 04/20/12 at 08:25:33
 
Added new emitter options:
  • XParticleEmitter.EmVisibility.bNotOnPortals: Don't draw particles through portals or mirrors.
  • XEmitter.EmVisibility.CullDistanceFadeDist: This will make particles 'fade out' based on camera distance to the particle (it is in relation to CullDistance value).
  • XEmitter.EmVisuals.Scale3DRange: Particle 3D scale range.
  • XWeatherEmitter.WallHitEmitter: When matched another Emitter's Tag it will spawn those particles upon wallhit.
  • XWeatherEmitter.WaterHitEmitter: When matched another Emitter's Tag it will spawn those particles upon impact with water surface.
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Re: New commands and functions in 227
Reply #163 - 05/04/12 at 11:25:06
 
UED2:

added "Align Viewport Cameras to 3D viewport" as right mouse button menu selection and button on the left side (misc section)

and to reduce BSP holes:
added "Rebuild BSP only", so people can build Maps like in UED1 with every step separately if wanted.

changed order of how things are build when doing "Build all", which seems to make a significant difference in reducing holes.
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« Last Edit: 05/04/12 at 11:26:40 by Smirftsch »  

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Re: New commands and functions in 227
Reply #164 - 06/01/12 at 12:42:12
 
added exit information to appRequestExit, if Unreal exited by unknown reason such as maybe mod failures. So it is possible to see at least where or why it did that.
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Re: New commands and functions in 227
Reply #165 - 06/02/12 at 18:27:26
 
Smirftsch wrote on 06/01/12 at 12:42:12:
added exit information to appRequestExit, if Unreal exited by unknown reason such as maybe mod failures. So it is possible to see at least where or why it did that.


Does the modder have to add any extra code to catch or log these errors, or does the log automatically report them if the mod goes critical?
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Re: New commands and functions in 227
Reply #166 - 06/02/12 at 21:39:01
 
it logs automatically the reason where and if possible, why it called appRequestExit - I noticed this a couple of times on my testserver which is running mostly MonsterHunt and I was highly annoyed not to know why Smiley
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Re: New commands and functions in 227
Reply #167 - 06/03/12 at 20:14:28
 
added SwFMOD, some new sounddevice like OpenAL or FMod, but unlike old FMod (FMOD 3) its based on FModEx (FMOD 4). Dots reworked some old code I found for DeusEX and updated it to newest version while also fixing a lot of bugs, also the ambient presets known out of OpenAL are supported.
It's new and of course there is a good chance of new bugs, but it has a lot of potential, not only for Windows but also for Linux users.
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Re: New commands and functions in 227
Reply #168 - 07/07/12 at 18:27:16
 
because being annoyed by having no option for it, I added "Batchexport to BMP from Package" and "Batchexport to PCX from Package" for textures to UED2.1
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Re: New commands and functions in 227
Reply #169 - 07/07/12 at 22:26:07
 
Smirftsch wrote on 07/07/12 at 18:27:16:
because being annoyed by having no option for it, I added "Batchexport to BMP from Package" and "Batchexport to PCX from Package" for textures to UED2.1


Can we have "Batch export to .wav" for sounds too? Smiley
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Re: New commands and functions in 227
Reply #170 - 07/08/12 at 08:24:22
 
never satisfied, ungrateful mob....

ehrm *cough*

good idea Tongue

added "Batchexport to WAV from Package" for sounds to UED2.1
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Re: New commands and functions in 227
Reply #171 - 07/19/12 at 17:05:25
 
added for ActorBrowser "Find..."  which prints out the location of a class (example "Inventory Pickup Health" for Bandages). Should safe some time especially if digging for some class in unknown mod packages. Also selects the class found, for use in ClassEditor or to place into map, but does not expand it in the browser itself.
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Re: New commands and functions in 227
Reply #172 - 07/22/12 at 10:08:41
 
  • Added editor option (AlwaysPermanentBrush=True/False) to always transform all brushes permanently every time you scale or rotate them (pretty much like in UnrealEd 3+) to minimize floating point transformation imprecision in BSP.
  • Added new canvas functions:

Code:
native(1758) final function SetTile3DOffset( bool bEnable, optional vector Offset, optional rotator RotOffset, optional bool bFlatZ, optional float Scale );
native(477) final function DrawTileStretched( Texture Tex, int X1, int Y1, int X2, int Y2 ); 


@ SetTile3DOffset - You can set all canvas DrawTile (or text) calls to have a 3D coordinates off screen. This allows you to create a HUD with a slight angle and depth like in most modern games.
@ DrawTileStretched - You can draw a stretched tile which works like the one in UnrealEngine 2.
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Re: New commands and functions in 227
Reply #173 - 09/06/12 at 19:07:18
 
Added new factories (to be used with BatchExport commandlet):
  • Mesh txt/uc factory: Can be used to write #exec import lines for the meshes and skeletal meshes.
  • SkeletalMesh psk/psa factories: Can export skeletal meshes and animations from package.

Improved FluidSurfaceInfo to use a faster math algorithm and added a few extra features. Also added a FluidSurfaceOscillator class to generate constant waves at one spot.
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Re: New commands and functions in 227
Reply #174 - 09/06/12 at 21:28:27
 
Added for UED2.1: export for all classes in MyLevel
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Re: New commands and functions in 227
Reply #175 - 09/07/12 at 08:04:39
 
Had to move FluidSurface from Engine to Fire due to dependencies the updates required and to clean up some things.
There are not many maps out there using it yet, if at all, but now the performance is significantly improved it will be used more in future I hope. Just keep in mind that you need to redo the Fluids in your map if used.
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Re: New commands and functions in 227
Reply #176 - 09/16/12 at 15:02:15
 
Added for ScriptedTextures 32bpp and ScriptedTextureX stuff.
SciptedTexturesX became obsolete and was removed

This should help the projects in work with these features and fix the problems with it.

Added HudOverlay, can be used to draw custom overlay on the HUD

That will be probably the last addition in order to support 227 projects and the release shouldn't be delayed anymore by anything now.
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Re: New commands and functions in 227
Reply #177 - 09/17/12 at 05:22:33
 
Lets not forget:
Added "bPostRender2D" for Pawn which will call event "PostRender2D" in Pawn (which by default redirects the call to player HUD):
Code:
var() bool bPostRender2D; // Should call PostRender2D on this pawn when visible.
var() float BeaconOffset; // PostRender2D positioning height (CollisionHeight*BeaconOffset).

// Called when bPostRender2D is enabled and this pawn is in front side of the camera.
// Pos.X/Y are screen position, Pos.Z is the depth scaling 1 -> 0
simulated event PostRender2D( canvas Canvas, vector Pos )
{
	if( Canvas.Viewport.Actor.myHUD!=None )
		Canvas.Viewport.Actor.myHUD.PostRender2D(Canvas,Self,Pos);
} 


This can be used to render easily some player name beacons above their heads (at a good performance).
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Re: New commands and functions in 227
Reply #178 - 10/30/12 at 14:00:49
 
player's shots will not have an effect on the monster, but the monster to monster missiles will have an effect. That player do not shoot civilians.. Cheesy
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Re: New commands and functions in 227
Reply #179 - 02/20/13 at 20:23:37
 
227j:

added NoRunAway option into Unreal.ini [Core.System] to enable old crash behavior with RunAwayLimit, to help modders in developing and debugging.

added a hint system to UED2.1 for in game variables, which displays the content of the comment out of uscript. Simply right mouse click on any variable in the property window will open a messagebox with the corresponding help text. Left or right mouse button will close it again.
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