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Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 111508 times)
スマイル・ドラゴン
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Re: New commands and functions in 227
Reply #225 - Jun 22nd, 2015 at 8:28am
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Smirftsch wrote on Jun 22nd, 2015 at 7:57am:
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 );


Why on Earth were these missing in the first place...? It was so annoying having to make local temp variables just to change and modify colours....
  

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Re: New commands and functions in 227
Reply #226 - Jun 22nd, 2015 at 9:43am
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I am usually not scripting really much (own projects at least), so I didn't miss it so far, but honestly, when I noticed that I thought very much the same...
  

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han
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Re: New commands and functions in 227
Reply #227 - Jun 22nd, 2015 at 12:55pm
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How is the multiplication for Colors defined? Does it affect alpha channel too or is alpha channel left as is?
  

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Re: New commands and functions in 227
Reply #228 - Jun 22nd, 2015 at 1:41pm
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only RGB

Edit: I think to be straight, it should consider alpha as well, so changed to
RGBA
« Last Edit: Jun 22nd, 2015 at 4:45pm by Smirftsch »  

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Re: New commands and functions in 227
Reply #229 - Aug 10th, 2015 at 10:25am
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Made Smirftsch add autoloading of UFactories and UExporters based on int entries to UCC.  This way you can extend the capabilities of the batchexport commandlet, like adding an *.3ds file exporter for Meshes. I used this in Deus Ex to add the capability to export Text packages using batchexport.

Sample int entry:
Code
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[Public]
(Name=RevisionEditor.RevisionExtStringExporterTXT,Class=Class,MetaClass=Core.Exporter) 



  

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Re: New commands and functions in 227
Reply #230 - Aug 10th, 2015 at 12:11pm
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// Stops the specified or all sound slots for an Actor. These functions are network transparent,
// but unlike PlaySound() use a reliable network replication pattern and do no distance checks.
// They share the same behaviour regarding simulated functions and invokation on network clients
// as PlaySound() does. This includes that you need to run those inside a simulated function when
// PlaySound() for that slot was called inside a simulated function (note that the server can invoke
// playback of a sound inside the same slot as the client for an given actor and they will both be
// played at the same time, so sound slots are not mutually exclusive in this situation!).
// To avoid problems in netplay you should ensure that there is a slight amount of time
// between PlaySound() and StopSoundSlot()/StopAllSoundSlots() call, so both will likely be
// execute in order on the network client (note that the same argument applies to multiple
// PlaySound() calls for the same channel, so this is no new issue introduce by these functions).
native(273) final function StopSoundSlot( ESoundSlot Slot );
native(274) final function StopAllSoundSlots();
  

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Re: New commands and functions in 227
Reply #231 - Aug 15th, 2015 at 10:58am
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Smirftsch merged in some commandlets out of HTK.

AudioPackageCommandlet
I stumbled across the Wiki entry about the AudioPackageCommandlet of Unreal II, and I liked the idea and wrote my own implementation.
(Output path can be speficied in settings, defaults to Sounds)

MusicPackagesCommandlet
Nothing fancy, just batchconverts a directory full of music source files into a directory full of umx files.
(Output path can be speficied in settings, defaults to Music)

ReduceTexturesCommandlet
Basically just moves the compressed textures to the slot of the uncompressed onces, so you can have pure s3tc packages. However, we tried this for some package with 4096x4096 textures without mipmaps and it seemed to cause troubles for dx's utglr version for some guy with an intel card, every other renderdevice worked fine, so take it with a grain of salt.

SaveEmbeddedCommandlet
As you can embed packages into other ones in scripts using some line like:
Code
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#exec OBJ LOAD FILE=textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18 

Which is mostly used for firetextures which you can't really export, I wrote this commandlet to be able to extract the embedded Firetextures in NerfI.u. So for extracting one would use:
Code
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G:\Games\Unreal 227i\System>ucc saveembedded UnrealShare Effect18 FireEffects18.utx
Found: Package UnrealShare.Effect18
Package file FireEffects18.utx saved successfully 



ListObjectsCommandlet
Well, I can't live without this commandlet anymore. It basically just lists the Objects inside a package and I now use it on a daily basis. e.g.
Code
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G:\Games\Unreal 227i\System>ucc listobjects FireEffects18.utx
Package     FireEffects18
FireTexture   FireEffect18
Palette       FireEffect18 


This commandlet supports some switches, e.g. you could also use it also to see what kind of Pawns are inside a map:
Code
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G:\Games\Unreal 227i\System>ucc listobjects -co vortex2 Pawn
SkaarjWarrior 



DumpTextureInfoCommandlet
Just prints out a detailed info about textures inside a package.
Code
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G:\Games\Unreal 227i\System>ucc dumptextureinfo FireEffects18.utx
FireTexture FireEffects18.FireEffect18
  Format:              TEXF_P8
  Palette:             Palette FireEffects18.FireEffect18
  UBits:               7
  VBits:               7
  USize:               128
  VSize:               128
  UClamp:              128
  VClamp:              128
  MipZero:             (R=64,G=64,B=128,A=0)
  MaxColor:            (R=255,G=255,B=255,A=255)
  BumpMap:             None
  DetailTexture:       None
  MacroTexture:        None
  Diffuse:             1.000000
  Specular:            0.000000
  Alpha:               0.000000
  Scale:               1.000000
  Friction:            1.000000
  MipMult:             1.000000
  FootstepSound[0]:    None
  FootstepSound[1]:    None
  FootstepSound[2]:    None
  FootstepSound[3]:    None
  FootstepSound[4]:    None
  FootstepSound[5]:    None
  HitSound:            None
  PolyFlags:           0x00000000
  bHighColorQuality:   0
  bHighTextureQuality: 0
  bRealtime:           1
  bParametric:         1
  bHasComp:            0
  LODSet:              LODSET_World
  AnimNext:            None
  PrimeCount:          0
  MinFrameRate:        0.000000
  MaxFrameRate:        0.000000
  Mips.Num():          1
  CompMips.Num():      0
  CompFormat:          TEXF_P8 

  

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Re: New commands and functions in 227
Reply #232 - Oct 26th, 2015 at 10:21am
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added
VClampMode=VClamp
UClampMode=UClamp

texture import parameters, to be able to set ClampMode at compile time, for example:

#exec TEXTURE IMPORT NAME=Bg11 FILE=Textures\Bg-11.pcx GROUP="Icons" MIPS=OFF VClampMode=VClamp UClampMode=UClamp
  

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Re: New commands and functions in 227
Reply #233 - Oct 28th, 2015 at 11:23am
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Editor.EditorEngine now optionally uses ini:Engine.Engine.EditorRender/ini:Engine.Engine.EditorViewportManager settings instead of ini:Engine.Engine.Render/ini:Engine.Engine.ViewportManager settings if those are specified in the ini file.
  

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Re: New commands and functions in 227
Reply #234 - Jan 3rd, 2016 at 5:02pm
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Smirftsch wrote on Feb 8th, 2008 at 9:09am:
supports new difficulty levels (up to 6) for Coop & Singleplay
Needs to be set with command-line parameter ?difficulty=X (X=4,5 or 6)


so I can change difficulty I'm already playing?
  
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Re: New commands and functions in 227
Reply #235 - Mar 15th, 2016 at 6:27am
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vorob wrote on Jan 3rd, 2016 at 5:02pm:
Smirftsch wrote on Feb 8th, 2008 at 9:09am:
supports new difficulty levels (up to 6) for Coop & Singleplay
Needs to be set with command-line parameter ?difficulty=X (X=4,5 or 6)


so I can change difficulty I'm already playing?

nope, but you can switch a to a (f.e. to the next or even the same map) with these parameters.
  

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Re: New commands and functions in 227
Reply #236 - Mar 15th, 2016 at 6:33am
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added:
from DeusEx the idea for
var(Frob) bool bIsFrobable; //To manipulate or adjust, to tweak this actor over Frob() interface.

which is placed in actor, with the additions of:

var() float MaxFrobDistance;            // Max distance frob checks are being done.
var transient Actor FrobTarget

// HighlightCenterObject()
//
// checks to see if an object can be frobbed, if so, then highlight it
// ----------------------------------------------------------------------

function HighlightCenterObject()
function bool IsFrobbable( Actor Actor )

in Pawn
as a new helper for mods.


In order to make this work the new functions:
Code
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//
// Fixed and extended version of TraceTexture() which also returns
// the Texture hit (Hint: There are Sound properties on Texture).
// Extended version of TraceActors which returns additional Texture info on Mover / LevelInfo hit.
//
native(1760) final iterator function TraceTextures
(
	Class<Actor> BaseClass,
	out Actor    HitActor,
	out Texture  Texture,
	out Name     TextureName,
	out Name     TextureGroup,
	out int      TextureFlags,
	out Vector   HitLocation,
	out Vector   HitNormal,
	Vector       TraceEnd,
	optional Vector TraceStart,
	optional Vector TraceExtent
);
//
// First Hit variant of TraceTextures.
// (The same as Trace is to TraceActors)
//
native(1761) final function Actor TraceSingleTexture
(
	Class<Actor> BaseClass,
	out Texture  Texture,
	out Name     TextureName,
	out Name     TextureGroup,
	out int      TextureFlags,
	out Vector   HitLocation,
	out Vector   HitNormal,
	Vector       TraceEnd,
	optional Vector TraceStart,
	optional bool bTraceActors,
	optional Vector TraceExtent
); 



have been added to actor. Thanks Han for contributing this Smiley

  

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Re: New commands and functions in 227
Reply #237 - Mar 15th, 2016 at 1:21pm
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Noticed a small issue, the TraceTextures TextureFlags should be called SurfaceFlags, as it returns these.
  

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Re: New commands and functions in 227
Reply #238 - Mar 18th, 2016 at 9:03am
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changed.
  

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Re: New commands and functions in 227
Reply #239 - Mar 18th, 2016 at 8:41pm
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Maybe one could even add constants for the most relevant of these (using SF prefix instead of PF to avoid problems on header export, like:
Code
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const SF_Translucent = 4; 


This would avoid random integer numbers popping up in uc code, like this is the case in Deus Ex.

Probably the most relevant set (roughly) is:
PF_Invisible, PF_Translucent, PF_NotSolid, PF_Semisolid, PF_Modulated, PF_AlpakaBlend, PF_Portal and PF_Mirrored.
  

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