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Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 104804 times)
eGo
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Re: New commands and functions in 227
Reply #210 - Jan 16th, 2015 at 10:31am
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Here is a wip video of the full intro with first intermission. It also shows the settings to activate/deactivate this feature.

https://www.youtube.com/watch?v=fDv9S-Kzrnc
  

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Delacroix
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Re: New commands and functions in 227
Reply #211 - Feb 1st, 2015 at 7:04pm
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eGo wrote on Jan 9th, 2015 at 6:36pm:
Note: These features are only available for RTNP.


Actually I can't for the life of me think how this is only for RTNP.

After all, should one use the RTNP codebase for their custom project, I mean mainly UDSDemo/UPak stuff, it should as well work in there.

Speaking of which, did I ever tell you that you are awesome?
  
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Re: New commands and functions in 227
Reply #212 - Feb 2nd, 2015 at 6:59pm
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Thanks man...hope you like it Wink
With the new TransitionGenderEvent actor and usage of UPakHud, TransitionNullHud or CS_Hud, I do definitly say...yes, you can use it in your own project Wink
  

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Re: New commands and functions in 227
Reply #213 - Feb 6th, 2015 at 6:44pm
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UED2.1: added rmb menu cut/copy and paste (on click position) for actors.
  

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Re: New commands and functions in 227
Reply #214 - Feb 6th, 2015 at 11:45pm
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eGo wrote on Feb 2nd, 2015 at 6:59pm:
Thanks man...hope you like it Wink
With the new TransitionGenderEvent actor and usage of UPakHud, TransitionNullHud or CS_Hud, I do definitly say...yes, you can use it in your own project Wink


Ah, Transgender support for Unreal. Nice.
  

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Re: New commands and functions in 227
Reply #215 - Feb 8th, 2015 at 3:16am
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Is there a way to return command line of unreal in script? If not can one be provided?
I want to  utilize relaunch in a mod and it would be benifical to know what arguments th server was started with,
Plus obviously mods able to get start custom  args would be handy.
  

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Re: New commands and functions in 227
Reply #216 - Feb 8th, 2015 at 9:02am
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Changed PerObjectConfig support to output format like in UnrealEngine 2+:
Quote:
[SomeClass ClassName]
Config values...

It will convert old config entries it finds in old to new format to prevent problems with ini updates. This should also prevent some possible abuse with using PerObjectConfig to overwrite some other config.

Also added 2 new native functions:
Code
Select All
native static final function ClearConfig();
native static final function array<string> GetPerObjectNames( string ININame, optional string ObjectClass, optional int MaxResults /*unlimited if unspecified*/ ); 


ClearConfig will remove the PerObjectConfig ini entry for the object and GetPerObjectNames will find all specified PerObjectConfig ini entires from an ini file.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: New commands and functions in 227
Reply #217 - Feb 19th, 2015 at 6:43pm
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in order to fix some old crappy problems and missing abilities in Linux I added
SDL2Drv and SDL2Launch for Linux.
details can be found here:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1424370983/0#0

In order to do that all old SDL stuff becomes deprecated and won't make it into 227j: SDLDrv, SDLLaunch, SDLGLDrv, SDLSoftDrv

That's nothing to worry about though, since these have been kept mostly as reference and have no features which could be compared to OpenGLDrv, which can be used in any Linux distro with at least Mesa. Maybe I will add a second build for 227j containing these, but due to the little interest I doubt it's worth it.
  

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Re: New commands and functions in 227
Reply #218 - May 26th, 2015 at 7:37am
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added path builder information with customizable variables to LevelInfo to allow mappers building maps with different settings or for other UEngine games with UED2.1

// Pathbuilder - these settings are for advanced pathing or usage of UED2.1 for other UEngineGames. Changing these settings can cause extremely weird behavior, Don't mess with it if you don't know what you are doing.
var(PathBuilder) config int MaxCommonRadius;//      max radius to consider in building paths, default 70
var(PathBuilder) config int MaxCommonHeight;//      max typical height for non-human intelligent creatures, default 70
var(PathBuilder) config int MinCommonHeight;//  min typical height for non-human intelligent creatures, default 40
var(PathBuilder) config int MinCommonRadius;//  min typical radius for non-human intelligent creatures, default 24
var(PathBuilder) config int CommonRadius;      //  max typical radius of intelligent creatures, default 52
var(PathBuilder) config int HumanRadius;      //  normal player pawn radius, default 18
var(PathBuilder) config int HumanHeight;    //      normal playerpawn height, default 39

/*
//Example values

// DeusEx:
MAXCOMMONRADIUS 115
MAXCOMMONHEIGHT 79
MINCOMMONRADIUS 12
COMMONRADIUS    52
HUMANRADIUS     22
HUMANHEIGHT     51

// RUNE
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 50
MINCOMMONRADIUS 50
COMMONRADIUS    50
HUMANRADIUS     43
HUMANHEIGHT     20

// Disneys BearBrothers
MAXCOMMONRADIUS 18
MAXCOMMONHEIGHT 20
MINCOMMONHEIGHT 39
MINCOMMONRADIUS 18
COMMONRADIUS    18
HUMANRADIUS     18
HUMANHEIGHT     39

// KHG
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 24
COMMONRADIUS    52
HUMANRADIUS     18
HUMANHEIGHT     39

// NERF!
MAXCOMMONRADIUS 50
MAXCOMMONHEIGHT 60
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 35
COMMONRADIUS    40
HUMANRADIUS     35
HUMANHEIGHT     52

// DS9:TF
#define MAXCOMMONRADIUS 40
#define MAXCOMMONHEIGHT 80
#define MINCOMMONHEIGHT 14
#define MINCOMMONRADIUS 14
#define COMMONRADIUS    22
#define HUMANRADIUS     22
#define HUMANHEIGHT     52

// Undying.
#define MAXCOMMONRADIUS 150 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 150
#define MINCOMMONHEIGHT 70 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS    52 //max typical radius of intelligent creatures
#define HUMANRADIUS     18 //normal player pawn radius
#define HUMANHEIGHT     65 //normal playerpawn height

// WOT
#define MAXCOMMONRADIUS 30 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 61
#define MINCOMMONHEIGHT 61 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS    30 //max typical radius of intelligent creatures
#define HUMANRADIUS     17 //normal player pawn radius
#define HUMANHEIGHT     46 //normal playerpawn height
*/
  

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Re: New commands and functions in 227
Reply #219 - May 26th, 2015 at 7:45am
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ALAudio:
added AL_METERS_PER_UNIT to ALAudio to be more precise with Unreal UU's
removed ALAudio.u as its not needed anymore for 227 but added EFX.u which is a separate package in case one wants to use customized audio effects instead of presets. This file is also independent from ALAudio.dll, means if you use it in your maps anyone can download the package even although not using or having ALAudio.dll (it won't work then of course but doesn't do any harm either).

This will allow also any mapper to make use of ALAudio in other UEngine games without having dll dependencies (builds will follow soon). Thanks to Han for that change!

It also contains a couple of cleanups again and a new libxmp 4.3.8 (see http://xmp.sourceforge.net/ for update details, fixes/improvements).
  

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Re: New commands and functions in 227
Reply #220 - May 27th, 2015 at 3:56pm
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* changed: reorganized the entries in the game type combobox in botmatch and new network game dialog




* added: settings and rules tab for coop game type






* added: a subtitles fontsize combobox


  

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Re: New commands and functions in 227
Reply #221 - Jun 1st, 2015 at 8:01am
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*changed: added all new difficulty settings to the classic menu




*added: coop settings in classic botmatch/multiplayer menu




*added: subtitles settings to classic video menu

  

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Re: New commands and functions in 227
Reply #222 - Jun 4th, 2015 at 11:11am
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added language specific path search extension, so that Unreal will search in all defined paths + language specifier:

Log: Paths: ..\System\int\*.u
Log: Paths: ..\Maps\int\*.unr
Log: Paths: ..\Maps\UPak\int\*.unr
Log: Paths: ..\Textures\int\*.utx
Log: Paths: ..\Sounds\int\*.uax
Log: Paths: ..\Music\int\*.umx
Log: Paths: ..\Meshes\int\*.usm

This allows for example the usage of language specific audio files or other related content (which has to be in the corresponding subfolders).
  

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Re: New commands and functions in 227
Reply #223 - Jun 6th, 2015 at 10:41am
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UED2.1: Changed in "Add Special" dialog Transparent to Translucent to fit the flag and added Modulated/AlphaBlend/Environment.
In the stats page changed the order from V / U to U / V
  

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Re: New commands and functions in 227
Reply #224 - Jun 22nd, 2015 at 7:57am
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added missing color operators

// Color operators
native(549) static final operator(20)  color -     ( color A, color B );
native(550) static final operator(16) color *     ( float A, color B );
native(551) static final operator(20) color +     ( color A, color B );
native(552) static final operator(16) color *     ( color A, float B );
  

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