Search found 36 matches

by comoestas
Thu Dec 27, 2012 9:03 pm
Forum: Coding, Scripting
Topic: log file for a server
Replies: 3
Views: 1372

Re: log file for a server

There are usually two log files: UnrealTournament.log and Server.log
When testing on a dedicated server I look at the Server.log, the UnrealTournament.log is for the client.
by comoestas
Wed Dec 19, 2012 8:45 pm
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Thank you Ferali for your fantastic explanation. Since it's not declared constant, I can assume NetUpdateFrequency can be changed at runtime freely, right? @Rakiayn The only reason I need to place the movers first in UEd is to have a collision hull. The movers don't even have to be placed in the sam...
by comoestas
Wed Dec 12, 2012 1:47 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Ferali will probably correct me if I'm wrong, but I believe no replication actually happens unless the mover has just been spawned, or is moving, since only changed variables since the last tick are replicated.
by comoestas
Wed Dec 12, 2012 1:31 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Are you forced to use mover or can you use some sort of BSP hybrid?. Are you using BSP to make the collisions? Cos if not.. that would mean no more collisionising non-cylindrical meshes with many block-all actors I am using movers. These movers require a brush pre-made for collision, and so unfortu...
by comoestas
Mon Dec 10, 2012 4:02 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Nope, I'm still here! I just wish I had enough time to fully commit to this. Then again, I NEVER manage to fully commit to any project. I've lately been playing more UT, and I remembered how much I wanted a mod like this to be available, which is what re-sparked my interest and led me to check this ...
by comoestas
Wed Jul 11, 2012 4:31 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Rakiayn wrote:If you change your mind
I went on a search for UWindow tutorials and couldn't find many. You have convinced me. Please send me the code so I can learn from it, and better use my time on designing the mod and not the mechanics. Thanks so much! :)
by comoestas
Tue Jul 10, 2012 5:40 pm
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

@Rakiayn That is a very kind offer, but I can't accept. I enjoy the challenge of learning these things for myself, so I would prefer to start from scratch. But, I can say that I was very tempted to accept your offer on the chance that I might get to try out your mod. From what I've seen, I can tell ...
by comoestas
Mon Jul 09, 2012 2:21 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Update! I have put together a test map! Everything in the map is destructible. It is only proof of concept as I'm not a great mapper and I have limited time, so please ignore bad textures / lighting. Everything required for the map is embedded into it, so give it a try! Feel free to open the map in...
by comoestas
Wed Jul 04, 2012 6:18 pm
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

UT crash dialogue bitching about occlusion errors I saw many of these, but they are no longer a problem. The trick is to hide the geometry(specifically the mover) so that it is never displayed! I am exporting the geometry to a mesh, using MeshMaker, so that I can have the mesh provide the visuals w...
by comoestas
Wed Jul 04, 2012 6:26 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Re: Construction

Great! If you guys are willing to try it out, I'm willing to work on it. :wink: @Dr.Flay "Storm-the-castle" game-types is exactly what my primary purpose was for starting this. Although mapping tool is something I might see happening if mappers are fine with using only a limited set of brushes (whic...
by comoestas
Wed Jul 04, 2012 4:03 am
Forum: Modifications
Topic: Construction
Replies: 58
Views: 19271

Construction

I intend this to be a mod where you will be able to dynamically summon walls, staircases, and all sorts of BSP, in-game while you are playing a map. Purpose : Create elaborate maps solely with a gun that can place preconfigured BSP Enjoy blasting your creations to pieces, because anything placed wil...
by comoestas
Fri May 25, 2012 12:19 am
Forum: Coding, Scripting
Topic: Exec Command
Replies: 11
Views: 2973

Re: Exec Command

Well I found the list of factories, haven't found out what they all do:

Image

ClassFactory and LevelFactory look intriguing.
by comoestas
Sun May 20, 2012 7:29 pm
Forum: Coding, Scripting
Topic: Exec Command
Replies: 11
Views: 2973

Re: Exec Command

var model SomeModel; [...] SomeModel = Model'ModelName'; If only it was this easy. When I apply it to a mover, if the mover is hidden, I don't even know if it worked(no collision, nothing). If I apply when it visible, it crashes: Critical: FMovingBrushTracker::ForceGroupFlush Critical: FMovingBrush...
by comoestas
Sun May 20, 2012 5:21 pm
Forum: Coding, Scripting
Topic: Exec Command
Replies: 11
Views: 2973

Re: Exec Command

Thanks guys. Another, more powerful one: #exec NEW MODELFACTORY NAME=ModelName FILE=Path\To\File.t3d I have used this to import .t3d brush into my project as a model object. Now, I haven't figure out how to use this object successfully, but its there. I might need to use some of the other params. An...
by comoestas
Sun May 20, 2012 5:11 am
Forum: Coding, Scripting
Topic: Exec Command
Replies: 11
Views: 2973

Exec Command

Does anyone have any documentation on this type of command: #exec NEW <factoryclass> PACKAGE=<packagename> Name=<newobjectname> [Factory-specific parameters follow] What are these factory-specific parameters? Is there some long lost info on this? I looked everywhere where I know to look, so now I mu...