forums, downloads, community, support and development for Unreal, UnrealTournament and other UnrealEngine 1/2 based games https://www.oldunreal.com/phpBB3/
What you mean, is called "user clipping", it's a very old graphic hardware function. Unreal does not seem to have it enabled, but it may be hidden somewhere in the renderer. We will see.
These link errors are AActor methods from UT engine. You may try to replace the AActor.h file with the same file from 224.
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 4:29 am
by []KAOS[]Casey
They don't exist in 224 or gold, that would be why they don't link.. should've thought of that. i'll try 227f_17 again now
edit: doesn't work, just instantly GPFs, wonder why.
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 10:53 am
by TCP_Wolf
I'm not really a big fan of changing the game visuals other than how they were meant to be seen, but there is something that could be useful, some kind of "distance fog"
I totally HATE distance fog in -ANY- game. We finally have the CPU and GFX power to render miles and miles of stuff without any significant FPS drop and then people re-invent artificial visual limitations. Pile of.....
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 11:13 am
by GreatEmerald
I would like distance fog as long as it would give me less BSP cuts... Or if it enabled itself only when my FPS dropped to 30, which is hardly possible though.
What do the headers do though? What can you create with them? And from where can you extract them? (*thinks about Unreal II OpenGL rendering possibility*)
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 4:00 pm
by Raven
BTW. what kind of a shader would you like to use in ur mods? Actually all this mess is caused by my idea to add some programmability to the OpenGL renderer. And since GL shaders are text strings, they can even be attached to models or levels. But I'm not actually a modder and I got no idea what they could do in a game, other than parallax mapping or similar stuff.
I think that good idea is to have some actor with properties to turn on/off post process effects. This way it'll add possibility to create complicated effects controlled by one actor. You could also add custom shader support (stored in array or linked list) so modder will be able to call native function like eg. AddShader("blur.cg") and shader will executed. I'm also working on shader implementation but it's highly integrated with player class and will take much time to finish and make it work exactly as I want it to work (here's video if you'd like to see it: [url][/url])
I would like distance fog as long as it would give me less BSP cuts... Or if it enabled itself only when my FPS dropped to 30, which is hardly possible though.
What do the headers do though? What can you create with them? And from where can you extract them? (*thinks about Unreal II OpenGL rendering possibility*)
Not headers but exports (links to functions in dll if I'm not wrong). You can't export headers out of compiled dll. I wonder if I could create exports from 2k4 to compile my custom ucc commandlet .
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 5:47 pm
by []KAOS[]Casey
I would like distance fog as long as it would give me less BSP cuts... Or if it enabled itself only when my FPS dropped to 30, which is hardly possible though.
What do the headers do though? What can you create with them? And from where can you extract them? (*thinks about Unreal II OpenGL rendering possibility*)
Mostly, its for making stuff in C++ that outputs back to unreal or does normally slow work really quickly, or new math functions and such
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 6:17 pm
by GreatEmerald
So, you can see what functions are available in native though exports? That would make it more possible to create Unreal II co-op, provided that Legend wrote the netcode in native already...
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 7:03 pm
by []KAOS[]Casey
sort of, but you wont be able to tell the parameters for the functions..
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 9:14 pm
by qduaty
TCP_Wolf: we sometimes have to trade miles for millimeters, or even feets (what about SSAO?) These things must be balanced in some way.
Raven: I thought rather about passing shaders at lower level, so that the engine passes a mesh together with a shader, and then the renderer compiles th shader and processes this single mesh data with it. This applies to explosions, which are local in their nature. A grenade falls, disappears, and then it explodes and damages people. Another type of a shader is post-process, and you can send it to OpenGL when something is going on (for example, you get hit and everything gets blurry and red for a while). But I don't get the "controlling by an Actor class". Are there any examples of this use?
Extracting headers is possible, thoungh what we achieve is a mess. I still didn't manage to handle Unreal Engine 227 properly, and it still shows me a black hole instead of Unreal.
Edit: I will extract the "Engine.h" header later in the night, so that you will see what's going on here.
Re: GCC-4.2 and Unreal public headers
Posted: Mon Feb 16, 2009 9:30 pm
by Raven
You just declare class as native and try to read it's variables in ogl (find class on map iterating through all actors).
Re: GCC-4.2 and Unreal public headers
Posted: Tue Feb 17, 2009 2:58 am
by qduaty
So, as I mentioned before, I got:
1) a tool that can extract C++ headers from Windows dlls
2) Engine.h extracted from 227 Engine.dll: http://francetelecom.freehost.pl/files/Engine.h
Re: GCC-4.2 and Unreal public headers
Posted: Wed Feb 18, 2009 1:30 am
by []KAOS[]Casey
qduaty, can you get 225fs engine, core and render .h, but before you try that can you see if you can create a native mod for 225f? something basic. I get the same GPF in 225f as well, it just crashes on a Tick update for some reason.
try without using the new generated headers first. 224v headers need unobjbas and untemplate updated from gold headers. If it only works using the newly generated headers then I guess i'll need to find this header generator of yours for new versions of 227
edit: if that works we might be able to try to get omp for 225 which would be awesome
Re: GCC-4.2 and Unreal public headers
Posted: Thu Feb 19, 2009 4:04 am
by qduaty
[]KAOS[]Casey: did you really make it to build you code with that automatic header? It contains function exports only, ie. no data fields and any call to an engine method that takes an Unreal type will lead to an instant GPF. It is mostly useful to find out why your code does not link.
If you're looking for my tool, Ill recompile it for windows. Edit: here: http://francetelecom.freehost.pl/files/def-beautifyer.exe
BTW. I don't have any native mod code; I'm experimenting with a new shader API, using the Chris Dohnal's GL renderer. Currently it works only with Unreal 224 and UT 432.
Re: GCC-4.2 and Unreal public headers
Posted: Thu Feb 19, 2009 6:26 am
by []KAOS[]Casey
my 2nd hdd with the compilers just died on me.. I do not have enough hdd on the main to work with the swap file on it as well... really lame... thanks for recompiling for me though, i'll see what I can do about hdd space..
edit : no I didn't try that yet, but if I get enough hdd space i'll try the auto generated stuff.