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UT preprocessor commandlet

UT now belongs to the "old" Unreal as well. Supporting it for OpenGL and Sound its time to put up a board now.

Moderator: Buggie

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Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

UT preprocessor commandlet

Post by Raven »

Name: UEngine Preprocessor Commandlet
Version: 0.3.50
Type: UCC Commandlet
Game: Unreal Tournament
Install: Extract everything to your UT folder.
Description: It's ucc commandlet which parses .uc files in search of preprocessor directives and macros.
Usage: Complete readme at [url=http://wiki.beyondunreal.com/UE1:UE1PreProcessorCommandlet]WIKI[/url].
Download Links: [url]http://turniej.unreal.pl/files/UEnginePPC.zip[/url] ~108kb
Screen shot:
[img]http://turniej.unreal.pl/files/uengineppc_sshot.jpg[/img]
ChangeLog:
  • v 0.3.150
    • added option to delete log calls out of UScript source
  • v 0.3.144
    • added bIniVersion to commandline and project file (changes the way macro __UENGINEVERSION__ works)
  • v 0.2.123
    • new directive `else if
  • v 0.2.106
    • new directive `namespace
    • new macro __UENGINEVERSION__
    • new macro __SELF__
    • macros can be used in conditional statements
  • v 0.2.56
    • new directive `import used to create #exec directive for large number of textures/sounds
  • v 0.1.5
    • added new option bIsPackage
  • v 0.1.4
    • fixed bug with inline `write directive
  • v 0.1.1
    • initial release
This is side effect of my studies on native ucc commandlet :P. As usual complete source code is included in the archive. All comments and suggestions are most welcome.

I plan to add more operators to conditional statements (||, &&, !), ability to turn on/off debugging/code cleaning only for certain file and that's pretty much it.

If anyone will find bugs, please report it here.
Last edited by Raven on Thu Oct 23, 2008 8:11 pm, edited 1 time in total.
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Chaos13
OldUnreal Member
Posts: 951
Joined: Sat Feb 16, 2008 10:24 am

Re: UT preprocessor commandlet

Post by Chaos13 »

Damn useful, thanks for this one.

+1
Last edited by Chaos13 on Thu Sep 25, 2008 7:13 pm, edited 1 time in total.
Skydev = Chaos13 = Dimension4
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Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

Re: UT preprocessor commandlet

Post by Raven »

Tnx :). I've updated first post with more info. Also preprocessor has been updated. I've added new directive `import which can be used to create #exec for large number of textures/sounds.

Code: Select all

`import(directory,extension,type,group,lodset,flags,package)
Code like this:

Code: Select all

`import(tex,pcx,TEXTURE,HUD)
will iterate through all files in folder /tex in search for *.pcx. When pcx will be found, directive will create #exec to import texture into group HUD. LodStet, flags  and package are optional. Result will look like:

Code: Select all

#exec TEXTURE IMPORT NAME=Tex001 FILE="tex/Tex001.pcx"
#exec TEXTURE IMPORT NAME=Tex002 FILE="tex/Tex002.pcx"
#exec TEXTURE IMPORT NAME=Tex003 FILE="tex/Tex003.pcx"
As type you can use only TEXTURE and SOUND. If extension will be uax or utx preprocessor will create #exec obj load instead of #exec type import.
Last edited by Raven on Fri Sep 26, 2008 11:21 am, edited 1 time in total.
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Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

Re: UT preprocessor commandlet

Post by Raven »

Another update. I've added possibility to define namespace (equivalent of c++ using namespace) and ability to check unreal engine version. So now, you're able to ignore/add some parts of code depending of unreal engine version.

One more thing. Please test it, so if it's bugless version and there's nothing else which can be added, I'll compile it for U1 :) also.
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