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Compiling fails

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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Pyro
OldUnreal Member
Posts: 592
Joined: Wed Jul 18, 2007 5:35 pm

Compiling fails

Post by Pyro »

Hey all,

ive encoutered some error that shouldnt be there.

When i try to compile the folder SGU_cbknife
which contains these folders:
  • Classes
    Models
    Textures
the UCC keeps telling me this:
Analyzing...
Can't find files matching ..\SGU_cbknife\Classes\*.uc

History:

Exiting due to error.
BUT: either me, or unreal is being retarted because
..\SGU_cbknife\Classes\sgu_cbknife.uc DOES exist and its in the correct folder.

the UC file is the following:
//===============================================================================
//  [SGU_cbknife]
//===============================================================================

class SGU_cbknife extends sgu_cbknife;
#exec MESH  MODELIMPORT MESH=SGU_cbknifeMesh MODELFILE=models\SGU_cbknife.PSK LODSTYLE=10
#exec MESH  ORIGIN MESH=SGU_cbknifeMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM  IMPORT ANIM=SGU_cbknifeAnims ANIMFILE=models\SGU_cbknife.PSA COMPRESS=1 MAXKEYS=999999
#exec MESHMAP   SCALE MESHMAP=SGU_cbknifeMesh X=1.0 Y=1.0 Z=1.0
#exec MESH  DEFAULTANIM MESH=SGU_cbknifeMesh ANIM=SGU_cbknifeAnims

// Animation sequences. These can replace or override the implicit (exporter-defined) sequences.
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=AltFire STARTFRAME=0 NUMFRAMES=6 RATE=5,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Fire STARTFRAME=6 NUMFRAMES=5 RATE=3,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Idle STARTFRAME=11 NUMFRAMES=13 RATE=3,0000 COMPRESS=1,00 GROUP=None

// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=SGU_cbknifeAnims  VERBOSE

#EXEC TEXTURE IMPORT NAME=SGU_cbknifeTex0  FILE=TEXTURES\Knifetexture.bmp  GROUP=Skins

#EXEC MESHMAP SETTEXTURE MESHMAP=SGU_cbknifeMesh NUM=0 TEXTURE=SGU_cbknifeTex0

// Original material [0] is [01 - Default] SkinIndex: 0 Bitmap: Knifetexture.bmp  Path: C:\Documents and Settings\Daan\Mijn documenten\overig\weapons\combat knife


defaultproperties
{
   Mesh=SGU_cbknifeMesh
   DrawType=DT_Mesh
   bStatic=False
}
any halp fur poowr pywo? :(
Last edited by Pyro on Sun Feb 08, 2009 10:10 am, edited 1 time in total.
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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

Re: Compiling fails

Post by GreatEmerald »

Hopefully those = at the top are just pasting mistakes?
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Pyro
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Re: Compiling fails

Post by Pyro »

uhm, yes  :D

comment:  after it failed for me several times, i passed it out to sm1key and he COULD compile it. he gave me the files he used for compile, but they didnt work for me.

ive tried loads of other names, like.. KNIFE.

and i also tried on my other computer, failed with the same error. even UT99 fails with compiling it, all the same. maybe sm1key got some gold hands  :o but what causes the fact he CAN and i CANT :(:(:(


comment #2: the reason i still want to compile it is because the animations worked, but the arms were gone :)
Last edited by Pyro on Sun Feb 08, 2009 10:31 am, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Compiling fails

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Maybe reinstall Unreal, with Smikey's CD? :o
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Pyro
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Re: Compiling fails

Post by Pyro »

the onther computer i tried with has a new unreal installation..
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Bane
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Re: Compiling fails

Post by Bane »

How are you trying to compile? Just "ucc make" after adding editpackages=SGU_cbknife to unreal.ini?

SGU_cbknife is a subdirectory of \unreal, right?
Author of Hide and Seek mod, and the NALIBALL mod

Hide and Seek can be downloaded from:
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Pravin

Re: Compiling fails

Post by Pravin »

I've had this problem before, and it's a pretty obscure one.

Try removing the underscores from the classnames and class package. Unreal seems to misinterpret underscores as spaces, sometimes.
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Pyro
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Re: Compiling fails

Post by Pyro »

How are you trying to compile? Just "ucc make" after adding editpackages=SGU_cbknife to unreal.ini?

SGU_cbknife is a subdirectory of \unreal, right?
yes
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Pyro
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Re: Compiling fails

Post by Pyro »

I've had this problem before, and it's a pretty obscure one.

Try removing the underscores from the classnames and class package. Unreal seems to misinterpret underscores as spaces, sometimes.
what are underscores ?:P Llol

ah i see you mean sgucbknife and not sgu_cbknife :)? ill try

btw, do i have to change that name in ALL FILES including the models and all the names in the script ?
Last edited by Pyro on Sun Feb 08, 2009 8:16 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Compiling fails

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

btw, do i have to change that name in ALL FILES including the models and all the names in the script ?
I would definitely try that.
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Pyro
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Re: Compiling fails

Post by Pyro »

meh ill export everything again today. lol.. i hope it wont fail me XD as it did at like every weapon i exported. xD ;D :o
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GreatEmerald
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Re: Compiling fails

Post by GreatEmerald »

Not sure about UE1, but in UE2 you don't need to use your mod package name anywhere at all, instead of putting MyPkg.MyClass you only add MyClass. That helps with renaming a lot.
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[]KAOS[]Casey
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Re: Compiling fails

Post by []KAOS[]Casey »

Code: Select all

Mesh=SGU_cbknifeMesh
needs to be Mesh=Mesh'SGU_cbknifeMesh'

Code: Select all

class SGU_cbknife extends sgu_cbknife;
a class can't expand itself, change ti weapon or something.
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GreatEmerald
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Re: Compiling fails

Post by GreatEmerald »

a class can't expand itself, change ti weapon or something.
Decoration or Knife more likely.
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Smikey
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Re: Compiling fails

Post by Smikey »

yep i alway's use Decoration first time :)


isnt there a wat like making your own  Extend  like eh..
class A Extends Alhphabed
   XD

PS Pyro  i know you understand..  And i think pyro say's like even if he uses my explanation with including this..  If he does and try this .. his UCC wil stil bring him errors ? right pyro?


1: Edit Unreal.ini   Editpackage= SGU_cbknife
2: CMD -> Unreal dir /system/UCC Make

Done..
//===============================================================================
//  [SGU_cbknife]
//===============================================================================

class SGU_cbknife extends Decoration;
#exec MESH  MODELIMPORT MESH=SGU_cbknifeMesh MODELFILE=models\SGU_cbknife.PSK LODSTYLE=10
#exec MESH  ORIGIN MESH=SGU_cbknifeMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM  IMPORT ANIM=SGU_cbknifeAnims ANIMFILE=models\SGU_cbknife.PSA COMPRESS=1 MAXKEYS=999999
#exec MESHMAP   SCALE MESHMAP=SGU_cbknifeMesh X=1.0 Y=1.0 Z=1.0
#exec MESH  DEFAULTANIM MESH=SGU_cbknifeMesh ANIM=SGU_cbknifeAnims

// Animation sequences. These can replace or override the implicit (exporter-defined) sequences.
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=AltFire STARTFRAME=0 NUMFRAMES=6 RATE=5,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Fire STARTFRAME=6 NUMFRAMES=5 RATE=3,0000 COMPRESS=1,00 GROUP=None
#EXEC ANIM  SEQUENCE ANIM=SGU_cbknifeAnims SEQ=Idle STARTFRAME=11 NUMFRAMES=13 RATE=3,0000 COMPRESS=1,00 GROUP=None

// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=SGU_cbknifeAnims  VERBOSE

#EXEC TEXTURE IMPORT NAME=SGU_cbknifeTex0  FILE=TEXTURES\Knifetexture.bmp  GROUP=Skins

#EXEC MESHMAP SETTEXTURE MESHMAP=SGU_cbknifeMesh NUM=0 TEXTURE=SGU_cbknifeTex0

// Original material [0] is [01 - Default] SkinIndex: 0 Bitmap: Knifetexture.bmp  Path: E:\UnrealGold\SGU_cbknife\textures


defaultproperties
{
   Mesh=SGU_cbknifeMesh
   DrawType=DT_Mesh
   bStatic=False
}
Last edited by Smikey on Sat Feb 21, 2009 3:19 pm, edited 1 time in total.
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