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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
New commands and functions in 227
- eGo
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Subtitles
Here is a upcoming feature planned for 227j :
Localized Subtitles
* full localized subtitles in mission pack "Return to Na Pali" intro & cutscenes.
Localized Subtitles
* full localized subtitles in mission pack "Return to Na Pali" intro & cutscenes.
Last edited by eGo on Fri Jun 13, 2014 3:17 pm, edited 1 time in total.
Tool Developer & Software Engineer
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- Victor Delacroix
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Re: New commands and functions in 227
Thank you for your hard work, eGo. I truly appreciate it. This will allow all localizations to be feature-complete without the need to record new voice over packages. A feature like this is in high demand for us translators. Glad to see it finally getting implemented.
- ElectricXIce
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Re: New commands and functions in 227
Neat! good work buddy! I really need to replay RtNP some time.
This helps much for the translation I am working on aswell!
This helps much for the translation I am working on aswell!
Last edited by ElectricXIce on Sat Jun 14, 2014 1:45 pm, edited 1 time in total.
- .:..:
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Re: New commands and functions in 227
Added new compiler directive for UnrealScript, a C++ style variable evaluator:
? :
So you can write for example:
KillerName = Killer!=None ? Killer.MenuName : "Someone";
Backward compatibility:
It will make mod unloadable in pre-227 clients (crashing with unknown token error).
? :
So you can write for example:
KillerName = Killer!=None ? Killer.MenuName : "Someone";
Backward compatibility:
It will make mod unloadable in pre-227 clients (crashing with unknown token error).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Masterkent
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Re: New commands and functions in 227
Nice addition. However, according to my tests,Added new compiler directive for UnrealScript, a C++ style variable evaluator:
? :
So you can write for example:
KillerName = Killer!=None ? Killer.MenuName : "Someone";
KillerName = Killer!=None ? Killer.MenuName : "Someone"
doesn't work due to wrong operator precedence:
(A != B ? C : D) is treated as (A != (B ? C : D)) instead of ((A != B) ? C : D)
In C++ the conditional operator has the same priority and associativity as assignment operators and throw-expression, so
(A = B ? C : D = E) is equivalent to (A = (B ? C : (D = E)))
(A ? B : C ? D : E) is equivalent to (A ? B : (C ? D : E))
there. The comma operator has lesser priority, other operators have greater priority, so, in particular,
(A , B ? C : D , E) is equivalent to ((A , (B ? C : D)) , E)
(A || B ? C : D || E) is equivalent to ((A || B) ? C : (D || E))
Perhaps, in UScript every
(A op B ? C : D)
where op is a binary operator that is neither the assignment operator nor a compound assignment operator should be interpreted as
((A op B) ? C : D)
Note also that in C++ (but not in C) a conditional-expression may be an lvalue that can be used as the left operand of the assignment or a compound assignment operator:
(C ? X : Y) = R; // may be valid in C++, invalid in C, currently invalid in UScript
(C ? X : Y) += R; // may be valid in C++, invalid in C, currently invalid in UScript
Last edited by Masterkent on Fri Oct 03, 2014 7:18 pm, edited 1 time in total.
- .:..:
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Re: New commands and functions in 227
Yeah I did notice those issues, however I think I will stay at the current level of functionality unless something more serious turns up. It just plain sucks making new UScript compiler directives (because the compiler code is so messy).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
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Re: New commands and functions in 227
Updated webadmin interface, now it is partially native codes based, new native features include:
Unzip WebServer folder to root of Unreal folder (it contains binary files, web pages and security settings).
PS: I also changed the web page styling to use CSS style sheet, if anyone can make a better looking webadmin interface, feel free to do so and PM me or post here your results and we might include it with official patch.
- Image/binary file web response.
- Binary file downloading from client.
- Better support for huge data handling.
- Advanced options property listing.
- File upload (for simple mod uploading).
- Advanced options.
- Web admin accounts manager.
- Fixed problem where sometimes messaging spectator wouldn't spawn, thus didn't allow for viewing chat log.
- Added webadmin privilege levels for accounts (0-minimum, 255-maximum privileges).
- Added DoS connection detection (to block off users that rapidly try to connect to webadmin with different passwords).
Unzip WebServer folder to root of Unreal folder (it contains binary files, web pages and security settings).
PS: I also changed the web page styling to use CSS style sheet, if anyone can make a better looking webadmin interface, feel free to do so and PM me or post here your results and we might include it with official patch.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Smirftsch
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Re: New commands and functions in 227
added SpeechVolume setting (ALAudio, SwFMOD, Galaxy):
SpeechVolumeText="Speech Volume"
SpeechVolumeHelp="Increase or decrease speech, taunt and grunt effects volume."
It sets volume of all SLOT_Talk events, to set these separately if wanted and is giving a finer control for overall sound experience.
In game usually monster sounds use it (grunt, death sounds etc.), but also the speech of the marines known from RTNP.
Should be also helpful for example in dialog sequences in custom maps&mods.
SpeechVolumeText="Speech Volume"
SpeechVolumeHelp="Increase or decrease speech, taunt and grunt effects volume."
It sets volume of all SLOT_Talk events, to set these separately if wanted and is giving a finer control for overall sound experience.
In game usually monster sounds use it (grunt, death sounds etc.), but also the speech of the marines known from RTNP.
Should be also helpful for example in dialog sequences in custom maps&mods.
Last edited by Smirftsch on Tue Jan 06, 2015 8:31 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- eGo
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Re: New commands and functions in 227
Note: These features are only available for RTNP.
* added: checkboxes in "HUD" tab to view cutscenes in cinematic style with/without subtitles
* added: checkboxes in "HUD" tab to view cutscenes in cinematic style with/without subtitles
Last edited by eGo on Sun Jan 11, 2015 4:22 pm, edited 1 time in total.
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- Hellkeeper
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Re: New commands and functions in 227
That's nice, but we'd need this added into UMenu.int or something like that, so that the string can be translated. It doesn't seem to have been added in the wiki's localization project.Note: These features are only available for RTNP.
* added: checkboxes in "HUD" tab to view cutscenes in cinematic style with/without subtitles
You must construct additional pylons.
- eGo
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Re: New commands and functions in 227
Here is a wip video of the full intro with first intermission. It also shows the settings to activate/deactivate this feature.
Last edited by eGo on Fri Jan 16, 2015 10:34 am, edited 1 time in total.
Tool Developer & Software Engineer
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- Victor Delacroix
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Re: New commands and functions in 227
Actually I can't for the life of me think how this is only for RTNP.Note: These features are only available for RTNP.
After all, should one use the RTNP codebase for their custom project, I mean mainly UDSDemo/UPak stuff, it should as well work in there.
Speaking of which, did I ever tell you that you are awesome?
Last edited by Victor Delacroix on Sun Feb 01, 2015 7:06 pm, edited 1 time in total.
- eGo
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Re: New commands and functions in 227
Thanks man...hope you like it
With the new TransitionGenderEvent actor and usage of UPakHud, TransitionNullHud or CS_Hud, I do definitly say...yes, you can use it in your own project
With the new TransitionGenderEvent actor and usage of UPakHud, TransitionNullHud or CS_Hud, I do definitly say...yes, you can use it in your own project
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- Smirftsch
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Re: New commands and functions in 227
UED2.1: added rmb menu cut/copy and paste (on click position) for actors.
Sometimes you have to lose a fight to win the war.
- Hyper
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Re: New commands and functions in 227
Ah, Transgender support for Unreal. Nice.Thanks man...hope you like it
With the new TransitionGenderEvent actor and usage of UPakHud, TransitionNullHud or CS_Hud, I do definitly say...yes, you can use it in your own project
- BobIsUnreal
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Re: New commands and functions in 227
Is there a way to return command line of unreal in script? If not can one be provided?
I want to utilize relaunch in a mod and it would be benifical to know what arguments th server was started with,
Plus obviously mods able to get start custom args would be handy.
I want to utilize relaunch in a mod and it would be benifical to know what arguments th server was started with,
Plus obviously mods able to get start custom args would be handy.
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Re: New commands and functions in 227
Changed PerObjectConfig support to output format like in UnrealEngine 2+:
Also added 2 new native functions:
ClearConfig will remove the PerObjectConfig ini entry for the object and GetPerObjectNames will find all specified PerObjectConfig ini entires from an ini file.
It will convert old config entries it finds in old to new format to prevent problems with ini updates. This should also prevent some possible abuse with using PerObjectConfig to overwrite some other config.[SomeClass ClassName]
Config values...
Also added 2 new native functions:
Code: Select all
native static final function ClearConfig();
native static final function array GetPerObjectNames( string ININame, optional string ObjectClass, optional int MaxResults /*unlimited if unspecified*/ );
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Smirftsch
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Re: New commands and functions in 227
in order to fix some old crappy problems and missing abilities in Linux I added
SDL2Drv and SDL2Launch for Linux.
details can be found here:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 370983/0#0
In order to do that all old SDL stuff becomes deprecated and won't make it into 227j: SDLDrv, SDLLaunch, SDLGLDrv, SDLSoftDrv
That's nothing to worry about though, since these have been kept mostly as reference and have no features which could be compared to OpenGLDrv, which can be used in any Linux distro with at least Mesa. Maybe I will add a second build for 227j containing these, but due to the little interest I doubt it's worth it.
SDL2Drv and SDL2Launch for Linux.
details can be found here:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 370983/0#0
In order to do that all old SDL stuff becomes deprecated and won't make it into 227j: SDLDrv, SDLLaunch, SDLGLDrv, SDLSoftDrv
That's nothing to worry about though, since these have been kept mostly as reference and have no features which could be compared to OpenGLDrv, which can be used in any Linux distro with at least Mesa. Maybe I will add a second build for 227j containing these, but due to the little interest I doubt it's worth it.
Sometimes you have to lose a fight to win the war.
- Smirftsch
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Re: New commands and functions in 227
added path builder information with customizable variables to LevelInfo to allow mappers building maps with different settings or for other UEngine games with UED2.1
// Pathbuilder - these settings are for advanced pathing or usage of UED2.1 for other UEngineGames. Changing these settings can cause extremely weird behavior, Don't mess with it if you don't know what you are doing.
var(PathBuilder) config int MaxCommonRadius;// max radius to consider in building paths, default 70
var(PathBuilder) config int MaxCommonHeight;// max typical height for non-human intelligent creatures, default 70
var(PathBuilder) config int MinCommonHeight;// min typical height for non-human intelligent creatures, default 40
var(PathBuilder) config int MinCommonRadius;// min typical radius for non-human intelligent creatures, default 24
var(PathBuilder) config int CommonRadius; // max typical radius of intelligent creatures, default 52
var(PathBuilder) config int HumanRadius; // normal player pawn radius, default 18
var(PathBuilder) config int HumanHeight; // normal playerpawn height, default 39
/*
//Example values
// DeusEx:
MAXCOMMONRADIUS 115
MAXCOMMONHEIGHT 79
MINCOMMONRADIUS 12
COMMONRADIUS 52
HUMANRADIUS 22
HUMANHEIGHT 51
// RUNE
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 50
MINCOMMONRADIUS 50
COMMONRADIUS 50
HUMANRADIUS 43
HUMANHEIGHT 20
// Disneys BearBrothers
MAXCOMMONRADIUS 18
MAXCOMMONHEIGHT 20
MINCOMMONHEIGHT 39
MINCOMMONRADIUS 18
COMMONRADIUS 18
HUMANRADIUS 18
HUMANHEIGHT 39
// KHG
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 24
COMMONRADIUS 52
HUMANRADIUS 18
HUMANHEIGHT 39
// NERF!
MAXCOMMONRADIUS 50
MAXCOMMONHEIGHT 60
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 35
COMMONRADIUS 40
HUMANRADIUS 35
HUMANHEIGHT 52
// DS9:TF
#define MAXCOMMONRADIUS 40
#define MAXCOMMONHEIGHT 80
#define MINCOMMONHEIGHT 14
#define MINCOMMONRADIUS 14
#define COMMONRADIUS 22
#define HUMANRADIUS 22
#define HUMANHEIGHT 52
// Undying.
#define MAXCOMMONRADIUS 150 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 150
#define MINCOMMONHEIGHT 70 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS 52 //max typical radius of intelligent creatures
#define HUMANRADIUS 18 //normal player pawn radius
#define HUMANHEIGHT 65 //normal playerpawn height
// WOT
#define MAXCOMMONRADIUS 30 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 61
#define MINCOMMONHEIGHT 61 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS 30 //max typical radius of intelligent creatures
#define HUMANRADIUS 17 //normal player pawn radius
#define HUMANHEIGHT 46 //normal playerpawn height
*/
// Pathbuilder - these settings are for advanced pathing or usage of UED2.1 for other UEngineGames. Changing these settings can cause extremely weird behavior, Don't mess with it if you don't know what you are doing.
var(PathBuilder) config int MaxCommonRadius;// max radius to consider in building paths, default 70
var(PathBuilder) config int MaxCommonHeight;// max typical height for non-human intelligent creatures, default 70
var(PathBuilder) config int MinCommonHeight;// min typical height for non-human intelligent creatures, default 40
var(PathBuilder) config int MinCommonRadius;// min typical radius for non-human intelligent creatures, default 24
var(PathBuilder) config int CommonRadius; // max typical radius of intelligent creatures, default 52
var(PathBuilder) config int HumanRadius; // normal player pawn radius, default 18
var(PathBuilder) config int HumanHeight; // normal playerpawn height, default 39
/*
//Example values
// DeusEx:
MAXCOMMONRADIUS 115
MAXCOMMONHEIGHT 79
MINCOMMONRADIUS 12
COMMONRADIUS 52
HUMANRADIUS 22
HUMANHEIGHT 51
// RUNE
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 50
MINCOMMONRADIUS 50
COMMONRADIUS 50
HUMANRADIUS 43
HUMANHEIGHT 20
// Disneys BearBrothers
MAXCOMMONRADIUS 18
MAXCOMMONHEIGHT 20
MINCOMMONHEIGHT 39
MINCOMMONRADIUS 18
COMMONRADIUS 18
HUMANRADIUS 18
HUMANHEIGHT 39
// KHG
MAXCOMMONRADIUS 70
MAXCOMMONHEIGHT 70
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 24
COMMONRADIUS 52
HUMANRADIUS 18
HUMANHEIGHT 39
// NERF!
MAXCOMMONRADIUS 50
MAXCOMMONHEIGHT 60
MINCOMMONHEIGHT 48
MINCOMMONRADIUS 35
COMMONRADIUS 40
HUMANRADIUS 35
HUMANHEIGHT 52
// DS9:TF
#define MAXCOMMONRADIUS 40
#define MAXCOMMONHEIGHT 80
#define MINCOMMONHEIGHT 14
#define MINCOMMONRADIUS 14
#define COMMONRADIUS 22
#define HUMANRADIUS 22
#define HUMANHEIGHT 52
// Undying.
#define MAXCOMMONRADIUS 150 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 150
#define MINCOMMONHEIGHT 70 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS 52 //max typical radius of intelligent creatures
#define HUMANRADIUS 18 //normal player pawn radius
#define HUMANHEIGHT 65 //normal playerpawn height
// WOT
#define MAXCOMMONRADIUS 30 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 61
#define MINCOMMONHEIGHT 61 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 30 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS 30 //max typical radius of intelligent creatures
#define HUMANRADIUS 17 //normal player pawn radius
#define HUMANHEIGHT 46 //normal playerpawn height
*/
Sometimes you have to lose a fight to win the war.
- Smirftsch
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Re: New commands and functions in 227
ALAudio:
added AL_METERS_PER_UNIT to ALAudio to be more precise with Unreal UU's
removed ALAudio.u as its not needed anymore for 227 but added EFX.u which is a separate package in case one wants to use customized audio effects instead of presets. This file is also independent from ALAudio.dll, means if you use it in your maps anyone can download the package even although not using or having ALAudio.dll (it won't work then of course but doesn't do any harm either).
This will allow also any mapper to make use of ALAudio in other UEngine games without having dll dependencies (builds will follow soon). Thanks to Han for that change!
It also contains a couple of cleanups again and a new libxmp 4.3.8 (see http://xmp.sourceforge.net/ for update details, fixes/improvements).
added AL_METERS_PER_UNIT to ALAudio to be more precise with Unreal UU's
removed ALAudio.u as its not needed anymore for 227 but added EFX.u which is a separate package in case one wants to use customized audio effects instead of presets. This file is also independent from ALAudio.dll, means if you use it in your maps anyone can download the package even although not using or having ALAudio.dll (it won't work then of course but doesn't do any harm either).
This will allow also any mapper to make use of ALAudio in other UEngine games without having dll dependencies (builds will follow soon). Thanks to Han for that change!
It also contains a couple of cleanups again and a new libxmp 4.3.8 (see http://xmp.sourceforge.net/ for update details, fixes/improvements).
Last edited by Smirftsch on Tue May 26, 2015 7:47 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- eGo
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- Location: Germany
Re: New commands and functions in 227
* changed: reorganized the entries in the game type combobox in botmatch and new network game dialog
* added: settings and rules tab for coop game type
* added: a subtitles fontsize combobox
* added: settings and rules tab for coop game type
* added: a subtitles fontsize combobox
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- eGo
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Re: New commands and functions in 227
*changed: added all new difficulty settings to the classic menu
*added: coop settings in classic botmatch/multiplayer menu
*added: subtitles settings to classic video menu
*added: coop settings in classic botmatch/multiplayer menu
*added: subtitles settings to classic video menu
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- Smirftsch
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Re: New commands and functions in 227
added language specific path search extension, so that Unreal will search in all defined paths + language specifier:
Log: Paths: ..\System\int\*.u
Log: Paths: ..\Maps\int\*.unr
Log: Paths: ..\Maps\UPak\int\*.unr
Log: Paths: ..\Textures\int\*.utx
Log: Paths: ..\Sounds\int\*.uax
Log: Paths: ..\Music\int\*.umx
Log: Paths: ..\Meshes\int\*.usm
This allows for example the usage of language specific audio files or other related content (which has to be in the corresponding subfolders).
Log: Paths: ..\System\int\*.u
Log: Paths: ..\Maps\int\*.unr
Log: Paths: ..\Maps\UPak\int\*.unr
Log: Paths: ..\Textures\int\*.utx
Log: Paths: ..\Sounds\int\*.uax
Log: Paths: ..\Music\int\*.umx
Log: Paths: ..\Meshes\int\*.usm
This allows for example the usage of language specific audio files or other related content (which has to be in the corresponding subfolders).
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Re: New commands and functions in 227
UED2.1: Changed in "Add Special" dialog Transparent to Translucent to fit the flag and added Modulated/AlphaBlend/Environment.
In the stats page changed the order from V / U to U / V
In the stats page changed the order from V / U to U / V
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- Smirftsch
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Re: New commands and functions in 227
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 );
// 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 );
Sometimes you have to lose a fight to win the war.