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Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 145665 times)
[]KAOS[]Casey
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Re: New commands and functions in 227
Reply #270 - Dec 18th, 2019 at 7:24am
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Kajgue wrote on Dec 17th, 2019 at 7:30pm:
Are path networks fixed yet? Me and Krullor noticed that Path networks were not fully working in j42. If a pawn was given an order that was too far away, the pawn would simply 'give up' navigating to the order, despite having a comfortable path network between them and the order.

I havent heard of it either way, but can you construct a simple test case map that can showcase the issue? better chance of it getting fixed sooner/easier that way.
  
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Re: New commands and functions in 227
Reply #271 - Dec 28th, 2019 at 11:41am
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Sorry for the late reply.

Hmm yeah probably i have a map that i was working on which suffers from the problem.

https://www.mediafire.com/file/pd3yhp3qpapj4ka/OWorld-TerraMining2019-dec.7z/fil...

As for the Kismet package which this map uses, i'm unsure whether i can share that or not, or also whether it's actually needed. Mainly the issue would be version mismatches; if the Kismet tool becomes updated at some point, it may cause some issues with peoples maps if they decide to download it from here and use it.

Hopefully I've included all the necessary files, if not let me know.

Krullor also mentioned he was having the same problem a while ago, maybe this is something which has been fixed recently though.
  

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Re: New commands and functions in 227
Reply #272 - Dec 29th, 2019 at 1:45am
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Is it obvious to find the problem in this map? Just got the PM and all that about it.
  
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Re: New commands and functions in 227
Reply #273 - Jan 4th, 2020 at 12:54pm
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UnrealScript:
Quote:
- Added support for map properties (map<typeA,typeB> MapValue) aswell as accessors to it:
     out typeB MapValue[typeA] - Simple read value by key value, creates new key if not found.
     bool MapValue.Has(typeA, optional out typeB) - Check if has (and optional grab key value).
     bool MapValue.Remove(typeA) - Remove a key from the map.
     MapValue.Empty() - Empty map.
- Added dynamic array call macros (it will compile as Array_Size/Array_Insert/Array_Remove calls):
     int Array.Size() - Grab array size.
     int Array.SetSize(new size) - Change array size and return new array size.
     int Array.Empty() - Empty array and return new array size.
     bool Array.Insert(index,count) - Insert new entires at offset of array (return true if succeed).
     bool Array.Remove(index,count) - Remove entires at offset of array (return true if succeed).
- Added Map and Dynamic array iterators: foreach Map(out typeA, out typeB) or foreach Array(out valuetype).
- Fixed script compiler to prevent modifing constant dynamic arrays.
- Made Object.GetParentClass a static function and parameter to be optional (if parameter is not set it will return current class parent).
- Changed Object.GetDefaultObject return in same metaclass type as input class parm (same way as Actor.Spawn does).
- Added 'SizeOf(Object class)' compiler directive to return bytes of size of an object class.
- Added support for declaring 'private' functions.
- Added Object > LogHandler object to allow UScript to sniff and block log lines.


Editor:
Quote:
- Made editor save viewport coordinates with the maps.
  

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 #274 - Jan 16th, 2020 at 9:23pm
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UnrealScript:
Quote:
- Added a vector2d definition (for canvas drawings).
- Corrected some script warning log types to be actually ScriptWarning instead of Warning or Error.
- Added functions to canvas for free polygon drawing, draw rotated textures and to push or remove custom clipping planes.
- Fixed a ScriptWarning with Counter and counter messages if there is no Event Instigator.
- Added variable Pawn/WalkingPct which will control walking speed of players.


Engine:
Quote:
- Fixed StatLogFile and TimeDemo objects to properly flush and close log file if object is destroyed (level change garbage collector or game exit).
- Made engine fill out Touching array in inverse order and sort pawns to be last (legacy code support, Zora's ZM3WaterLab cannon).


Render:
Quote:
- Added support for hardware clipping planes to D3D9 and OpenGL.
- Made mesh wireframe color to match ActorRenderColor (if non-zero) in game.


Gameplay:
Quote:
- Added option to LevelInfo/bEnhancedIcePhysics, that will fix walking speed on ice.
- Fixed playerpawn viewbob to cap view bobbing if player is moving at very high speeds.
- Fixed ZoneVelocity behave like in Unreal v 230+ versions, with an exception if ZoneVelocity.Z is non-zero it will null out zone gravity (legacy map support, Zora's ZM3WaterBridge lava jump).
  

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 #275 - Jan 25th, 2020 at 1:30pm
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Off-Topic replies have been moved to this Topic.
  

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 #276 - Jan 27th, 2020 at 10:20am
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Engine:
Quote:
- Added commands "STAT THREAD" to display number of running threads and "THREADS" to display a list and description of running threads in memory (for Unreal).
- Added Sound compression/decompression support for all audio drivers. You can compress sounds in sound browser or in UnrealScript by defining "OGG=X" (X is the quality in range of 0-11, 0 = worst, 11 = best) in #exec audio import line or then you can directly import ogg files as sounds.
- Added support for defining HD HUD textures, by either setting Texture.HDTexture or in UnrealScript add "HD=XXX" to #exec texture/font import lines. HD texture will be used if texture is being stretched out by at least +25% of its original size.


Render:
Quote:
- Made actors that pass through zones with different zone ambient light, fade between the zone light colors rather then instantly swap them.
- Made mesh actors that have their origin inside level geometry to not turn unlit and still accept lighting from nearby light sources.
- Added option to upscale HUD (HUD.HudScaler) to make canvas draw HUD as it were in low res but still keep high in-game resolution.


UnrealScript:
Quote:
- Added functions to Canvas:
     SetZTest( ERenderZTest ZTest ) = Change hardware render Z-testing.
     PushCanvasScale( float Scale, optional bool bAbsolute ) = Push canvas scaling value.
     PopCanvasScale() = Pop canvas scaling.
- Added Canvas.FontScale to change scale of upcoming DrawText/TextSize calls.
- Fixed Canvas.StrLen to support unlimited text size.
- Fixed Canvas.TextSize to ignore color codes.
  

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

(ಠ_ಠ)
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