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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Is it possible to run Commandlets without ucc.exe?
- Leon0628
- Posts: 3
- Joined: Thu Nov 17, 2016 2:57 pm
Is it possible to run Commandlets without ucc.exe?
Hey, I'm modding for the game Star Wars Republic Commando from 2005 which runs on a modified version of the Unreal Engine 2.
My problem is that I want to create a subclass of a class that extends Object but the thing with this editor is that if I create a new class in the actor browser it says that there is no script to edit. However, there is a workaround: I simply place an object of the class I want to extend in the map and click "Class->New from selection" but obviously this only works for subclasses of Actor.
So I had the idea to create the script externally as a uc file and then compile it into a package. The problem is though, that this game shipped without the ucc.exe. So is there another way to execute the make Commandlet?
My problem is that I want to create a subclass of a class that extends Object but the thing with this editor is that if I create a new class in the actor browser it says that there is no script to edit. However, there is a workaround: I simply place an object of the class I want to extend in the map and click "Class->New from selection" but obviously this only works for subclasses of Actor.
So I had the idea to create the script externally as a uc file and then compile it into a package. The problem is though, that this game shipped without the ucc.exe. So is there another way to execute the make Commandlet?
- han
- Global Moderator
- Posts: 686
- Joined: Wed Dec 10, 2014 12:38 am
Re: Is it possible to run Commandlets without ucc.exe?
I have another idea, if there is no script, why not add script?
https://en.wikipedia.org/wiki/List_of_U ... gine_games
You could start off trying to use the script for the Core out of some game using a (similar or same) Engine build. Maybe use UE Explorer to fine tune it, etc.
Place the core script in the usual locations.
Create a new ImportCoreScript.exec file in your system dir with following content:
Afterwards exec this file out of the editor log window:
Maybe this shuts up the script is missing warning if you just want an Object subclass.
https://en.wikipedia.org/wiki/List_of_U ... gine_games
You could start off trying to use the script for the Core out of some game using a (similar or same) Engine build. Maybe use UE Explorer to fine tune it, etc.
Place the core script in the usual locations.
Create a new ImportCoreScript.exec file in your system dir with following content:
Code: Select all
NEW Editor.ClassFactoryUC PACKAGE=Core Name=Object File="..\Core\Classes\Object.uc"
NEW Editor.ClassFactoryUC PACKAGE=Core Name=Subsystem File="..\Core\Classes\Subsystem.uc"
NEW Editor.ClassFactoryUC PACKAGE=Core Name=Commandlet File="..\Core\Classes\Commandlet.uc"
NEW Editor.ClassFactoryUC PACKAGE=Core Name=Time File="..\Core\Classes\Time.uc"
NEW Editor.ClassFactoryUC PACKAGE=Core Name=Locale File="..\Core\Classes\Locale.uc"
Code: Select all
exec ImportCoreScript.exec
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Is it possible to run Commandlets without ucc.exe?
This works in 227j, and presumably UT. Your mileage may vary.
Code: Select all
class ctest extends actor;
function PostBeginPlay()
{
local Commandlet c;
local class c_class;
c_class = Class(DynamicLoadObject("Editor.MakeCommandlet",class'Class'));
c = New(Outer) c_class;
c.main("make");
}
- Kajgue
- Global Moderator
- Posts: 757
- Joined: Mon Oct 17, 2005 2:36 pm
Re: Is it possible to run Commandlets without ucc.exe?
The game that Leon is modding for is the only game running on that specific modified version of the engine, if I recall. But maybe I'm wrong, if I am it will make things easier
AKA - ( T : S : B ) Ice-Lizard
- Leon0628
- Posts: 3
- Joined: Thu Nov 17, 2016 2:57 pm
Re: Is it possible to run Commandlets without ucc.exe?
Hey, thanks a lot for your fast answers
@han
THANK YOU!!! that does exactly what I want. It creates new editable scripts
@[]KAOS[]Casey
I once tried a similar approach. Do I simply have to place this actor in a map and play it? Because that just crashes the game without creating a package :/
@han
THANK YOU!!! that does exactly what I want. It creates new editable scripts
@[]KAOS[]Casey
I once tried a similar approach. Do I simply have to place this actor in a map and play it? Because that just crashes the game without creating a package :/
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Is it possible to run Commandlets without ucc.exe?
you have to place it or spawn it otherwise
I figured it might not work, but it was worth a try
I figured it might not work, but it was worth a try
- BobIsUnreal
- OldUnreal Member
- Posts: 805
- Joined: Mon Apr 12, 2010 12:34 am
Re: Is it possible to run Commandlets without ucc.exe?
so , if you were both clever and retarted, you could in theory... build a unreal package that re compiles itself
(using writelogfile etc to create the code?) and this code to recompile itself into another new package, and morphs every time its executed? WTF
(using writelogfile etc to create the code?) and this code to recompile itself into another new package, and morphs every time its executed? WTF
- gopostal
- OldUnreal Member
- Posts: 1005
- Joined: Thu Jul 31, 2008 9:29 pm
Re: Is it possible to run Commandlets without ucc.exe?
Isn't that a really basic theory of how Deep Mind works? I think you guys just laid the groundwork for a version of UGoogle.
I don't want to give the end away
but we're all going to die one day
but we're all going to die one day