logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: 1 ... 17 18 [19]  Send TopicPrint
Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 9588 times)
[]KAOS[]Casey
Developer Team
Betatester
Offline


nedm

Posts: 3205
Joined: Aug 7th, 2011
Gender: Male
Re: New commands and functions in 227
Reply #270 - Dec 18th, 2019 at 7:24am
Print Post  
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.
  
Back to top
 
IP Logged
 
Kajgue
Global Moderator
Betatester
*****
Offline


Super-sexy-Kung-Fu-H
obo-sunva-bitch

Posts: 526
Location: Apophizal (T:S:B) Headquarters
Joined: Oct 17th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #271 - Dec 28th, 2019 at 11:41am
Print Post  
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.
  

AKA - ( T : S : B ) Ice-Lizard


Whistleblower Ted Gunderson
Back to top
IP Logged
 
[]KAOS[]Casey
Developer Team
Betatester
Offline


nedm

Posts: 3205
Joined: Aug 7th, 2011
Gender: Male
Re: New commands and functions in 227
Reply #272 - Dec 29th, 2019 at 1:45am
Print Post  
Is it obvious to find the problem in this map? Just got the PM and all that about it.
  
Back to top
 
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #273 - Jan 4th, 2020 at 12:54pm
Print Post  
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

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #274 - Jan 16th, 2020 at 9:23pm
Print Post  
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

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #275 - Jan 25th, 2020 at 1:30pm
Print Post  
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

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #276 - Jan 27th, 2020 at 10:20am
Print Post  
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)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #277 - Jun 1st, 2020 at 8:32pm
Print Post  
Gah been a long time since last update but heres the new list.
Render:
Quote:
- Fixed coronas and sprites to fade out from distance fog.
- Optimized render by disabling surface sorting when not needed.
- Fixed a bug where skybox would turn into a HOM when viewed through a mirror reflection.
- Made windows mouse pointer usable in-game on fullscreen mode (mainly for UMenu).
- Added support for DynamicCorona to have directional light ray texture (which is only visible from the sides of the corona).


Engine:
Quote:
- Added IK solvers for SkeletalMeshes for easy animation blending (such as head turning, limb rotation or foot placement).
- Added support for SkeletalMesh hitboxes for individual bones (and group them to bodypart type for modders to use).
- Made it possible to enter spaces in names in properties and defaultproperties blocks.
- Added ZoneInfo.MinWalkableZ to tell physics engine how steep slopes Pawns can walk on.
- Fixed preferences window to correctly save config to ini if you add/remove dynamic array entries.
- Improved Physics PHYS_Spider to work better at finding walkable surfaces and attempt to yaw actor towards desired rotation.
- Fixed a rare AActor::BeginTouch/EndTouch crash.
- Implemented Alt+F4 hotkey to exit the game instantly.
- Improved Log window to support command history browsing (up/down arrows) also properly support selecting/replacing parts of text or insert text in middle of command.


UnrealScript:
Quote:
- Added actor function: function bool HasMeshHitBoxes() to quickly check if actor uses SkeletalMesh with HitBoxes (to make Trace check against HitBoxes instead of collision cylinder, set Actor.bTraceHitBoxes=true, to check which HitBox bodypart type was hit by the trace, check Actor.LastHitBox.
- Added a new parameter for DrawDebugLine function for making them permanent in level (or until you call ClearDebugLines): static function ClearDebugLines()
- Fixed #exec directives to support unlimited characters length for the command.
- Added Pawn.bNoPhysicsRotation to free Pawn from physics based rotations.
- Optimized some of UnrealScript code by moving some of base Actor code to C++ codes (TriggerEvent/HurtRadius).
- Added function to Pawn: iterator function AllInventory to allow for fast and safe iteration of Pawn inventory chain.
- Fixed Y/N questions in UCC.exe to not skip second Y/N question if multiple ones comes after each other.
- Added an event to Object: event OnPropertyChange( name Property, name ParentProperty ) to notify of a property change in the object (called from properties window, SetPropertyText or SET consolecommand), also called in editor.
- Added to LevelInfo: array<Object> CleanupDestroyedNotify to make custom objects receive cleanup destroyed notifications (to change destroyed actors to None in order to avoid crashes, player console is added by default to this array upon map load).
- Made defaultproperties importer throw a warning if you reference to an object that wasn't found.


Editor:
Quote:
- Fixed DebugLines to draw in editor too.
- Added to MeshBrowser a menu option to export mesh import lines to clipboard (incase you tweak them in editor).
- Made properties window automatically pop-up tooltip of the property when you hover the mouse over the line for a second.
- Fixed properties window to show correctly struct member values if multiple actors are selected.
- Fixed properties window color selection preview color if Alpha value was non-zero.
- Made edit constant variables red colored in properties window and made the textlines selectable so that you can copy the value to clipboard (such as Name or Class name).
- Moved all hidden (uncategorized) properties to a "Hidden properties" category in properties window, also color coded to red.
- Added an option (enabled by default) to make rotation angles show in radii angles (0-360 range) rather then UU angles (0-2^16 range). Setting is at: [Core.System]
UseRegularAngles=False
- Added an option (disabled by default) to allow Actor properties window close itself if no actors are selected: [Core.System] CloseEmptyProperties=True
- Optimized Editor group browser (also added a second checkbox to lock actors, in order to keep them visible but have them unselectable).
- Added a warning if you try to open a map outside of working directory.
- Fixed so that maps that have missing packages to be allowed to be partially loaded (it will still give a map load warning at first and asks Y/N if you want to load anyway).

  

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)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #278 - Jul 14th, 2020 at 11:06am
Print Post  
More rather huge updates:
Engine:
Quote:
- Added support for Sub-Levels architecture (where you can link multiple maps together into one with seamless level transition). See LevelInfo.SubLevels array.
- Added GrassDeco actor for a Source Engine style grass sprites in levels (also GrassDecoSchool for an automatic grass patch).
- Moved PawnList updating to be fully in C++ codes only.
- Added a hidden ReplicationInfo linked list which gets setup by C++ codes (for more optimial ScoreBoard code).
- Heavily optimized Navigation AI code.
- Optimized server network codes.
- Added support for custom mouse cursors in-game (directly use regular Textures), see Engine.UnrealCursor class.
- Reworked Inventory travel code to be more optimal, and added functions GameInfo.OnPrepareTravel (event notification when it should save inventory) and GameInfo.SaveTravelInventory (to save inventory) and GameInfo.DeleteTravelInventory (to manually delete inventory).


UnrealEd:
Quote:
- Updated toolbar icons.
- Fixed LE_SpotLight/LE_StaticSpot to work correctly with light rebuild with static meshes.
- Added variable TargetLevelID for Teleporter/WarpZone/Trigger/Counter to link it up with a sub-level.
- Added Editor.EdGUI_XXX classes for creating custom editor windows in UnrealScript.
- Added a portal directional arrow for WarpZoneInfo to help identify what direction the portal is currently facing at.


Render:
Quote:
- Optimized RenderIterator code (for Emitters etc).
- Added custom LensFlares option for DynamicCoronas.
- Implemented DT_VerticalSprite and DT_RopeSprite DrawTypes.
- Fixed TrailEmitter to work with ColorTimeScale.


UnrealScript:
Quote:
- Added new dynamic array operators: Add/AddUnique/Find/RemoveValue
- Made Object.FindObject function same way as ObjectProperty text importer (accept format like Nali'NyLeve.Nali1').
- Added new parm for Object.StringToName to set it to only find name entry, which makes it return None if that name entry is not registered yet.
- Added function LevelInfo.GetSelectedObject to get selected object by type in UnrealEd.
- Optimized AllActors to use PawnList or ReplicationInfo list codes whenever possible.
- Added variable Actor.bCrossLevelNetwork, for which when combined with bAlwaysRelevant, allows engine to network actors from one sub-level to another.
- Added function Actor.SendToLevel to send an actor to another sub-level.
- Added new parm to Actor.TriggerEvent/UnTriggerEvent to allow you to send it to a specific sub-level.
- Added new parm to AllActors iterator to search for actors in all sub-levels too.
- Added LevelInfo.bShouldStasisLevel/bShouldChangeMusicTrack where bShouldStasisLevel controls if a sub-level should go to a paused state if no players are active in it and bShouldChangeMusicTrack controls if player entering the level should start hearing that levels Song.
- Added variable Actor.NetUpdateTime which is next RealTimeSeconds server should update that actor to client.
- Added new property type 'Button' for showing a simple button in object properties window.
- Added new operator Vector~=Vector for approx vector comparison (allows for a ~0.0001 floating point error, now used by WarpZoneInfo for better approx comparison of coordinates).


On a sidenote I created a wiki page with a complete list of new 227j compiler directives: https://www.oldunreal.com/wiki/index.php?title=227_Compiler_directives
  

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)
Back to top
IP Logged
 
.:..:
Board Moderator
Developer Team
*****
Offline



Posts: 1515
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: New commands and functions in 227
Reply #279 - Sep 21st, 2020 at 3:22pm
Print Post  
UnrealScript:
Quote:
- Expanded Inventory travel code to also support travel other actors such as GameInfo and Mutators.
- Added Actor.bOnlyOwnerRelevant to force actors to only network to Owner player.
- Improved AnimationNotify object to be more useful and functional.
- Added Array.Sort operator which is an easier access version of SortArray function call.
- Added OwnerChanged event callback which is called on both client and serverside when actor owner was changed or lost.
- Made Owner change to none when it was destroyed.
- Added new 'Any' property type which can be used to store an arbitary property value.
- Added Actor.UserData (map<name,any>) to store custom mod data with an actor.
- Added 'nowarn' variable type to tell compiler to not print name conflict warnings during compilation.
- Added 'protected' variable type which functions as const modifier but allows you to modify value within same class itself.
- Added 'noexport' support for UnrealScript constants to prevent it from being exported to c++ header file.
- Added function Engine.GetEngine to grab current engine reference in UnrealScript.
- Added new parm to SetTimer to pass in data to timer callback function ('any' data).
- Added Actor.bForceNetUpdate to instantly force server to replicate that actor next tick.
- Added new parm to RadiusActors iterator to only check from Collision Hash.
- Added new parm TraceFlags to Trace functions to allow you to define what actors to trace after.


Engine:
Quote:
- Changed download error messages to be also printed to the HUD/console.
- Made AttachMover also attach actors on clientside (mainly to fix elevator corona on Terralift).
- Added an option to player console to enable script error printing to in-game console.
- Added Monocrome bitmap compression (mainly for single colored masked textures like fonts).
- Fixed various bugs with demorecording (added support for older 224-225 demos, added HUD features, fixed demo scoreboard etc).
- Made it also possible to pause demo playback (also made it skip pauses during demo playback).
- Fixed a rare crash with trying to call SetOwner onto an invalid actor or causing an infinite owner chain (Actor A owns B which owns A etc).
- Compressed int replication a bit more when replicating low values.
- Disable initial garbage collection when booting up the game (waste of time).
- Made it impossible to try to load package 'nul' to prevent malicious loading crashes.
- Made commands 'Start' and 'Open' always delay mapchange until end of tick to prevent 'Admin' command from crashing the server when using it (i.e: Admin Open). Also made said commands pass in as Level.ServerTravel event when called on server to allow clients properly to reconnect to new map.
- Added Volumes support from UnrealEngine 2+ (which can be used to create brush shape collision shapes or triggers to levels).
- Made LadderTrigger a Volume instead, also various fixes to ladder:
     - Player properly hops off the ladder now at top.
     - Added a flag to allow player to strafe on ladder (you must have bDirectional enabled).
     - Added a flag to enable/disable directional ladder which makes you drop off the ladder if you look away from it (must also have bDirectional enabled).
     - Pressing jump key while holding backwards now makes you now jump off ladder backwards.
     - Added a value to control climbing speed on the ladder.
- Added INI file option 'LangPath' which can be used to specify director of language files (like .int).
- Added a variable to SkyZoneInfo which allows you to make sky move in relative to player camera position.
- Added support for static light static mesh movers.


UI:
Quote:
- Made log window (through SHOWLOG or dedicated server window) use a separate editbox for inputting commands.


Gameplay:
Quote:
- Fixed ParentBlob to be able to obtain new enemy once old enemy is dead or has disappeared out of sight.


Editor:
Quote:
- Fixed snap to grid buttons at bottom bar of editor to save changes to ini.
- Also made the icon buttons have more clear graphic when grid is disabled.
- Made Texture properties window update its own resolution when source texture res was changed in real time.
- Fixed a visual bug with Actor class browser when you try to create class under a native class and it fails.
- Made BrushBuilder also accept a Texture as icon rather then BMP only.
- Added Actor.bBlockAISight which makes AI not be able to see through the actor (must have bCollideActors enabled but can be non-blocking).
- Added support for custom actors to be placed now with a Brush collision shape attached to it (Actor must have bSpecialBrushActor enabled).
- Added an in-editor event callback (EdBrushDeployed) which is called when actor was added to level with a brush.
- updated PackageFlagCommandlet to change package flag bits only instead of loading and resaving the packages.
  

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)
Back to top
IP Logged
 
Page Index Toggle Pages: 1 ... 17 18 [19] 
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo