Search found 123 matches

by Chris
Wed Nov 27, 2019 9:52 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 39
Views: 2152

Re: in-game radii view for triggers

In that case, you wouldn't have to bother with a texture, you can just draw the mesh as a wireframe right away.
by Chris
Tue Nov 26, 2019 6:56 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 39
Views: 2152

Re: in-game radii view for triggers

What is the purpose? Are you looking to do this locally to test maps? If so; the draw line functions and various other useful functions are all there in the render interface, it's just not visible to the canvas. They can easily be imported through custom opcodes. If you are however looking to do it ...
by Chris
Sun Oct 13, 2019 12:57 am
Forum: General Discussions
Topic: UT crashes when trying to connect
Replies: 9
Views: 413

Re: UT crashes when trying to connect

Don't use 451 for clients...
by Chris
Fri Oct 11, 2019 10:16 pm
Forum: Report new Downloads
Topic: UScript debug helper library
Replies: 7
Views: 478

Re: UScript debug helper library

The execution of the compiled code do not rely on the source code at all. They simply made it so that the serializer dumps the source code into the package along with the compiled bytecode. UScript uses UProperty meta objects to briefly describe member types, names and their offsets. This is what al...
by Chris
Thu Oct 10, 2019 9:31 pm
Forum: Report new Downloads
Topic: UScript debug helper library
Replies: 7
Views: 478

UScript debug helper library

I created this debug helper mainly to make it easier for myself to find script errors (accessed nones and such). When the binary is hooked, it'll display the name of the variable/function that was accessed through a none, as well as the entire stack leading to the null pointer (casts, variables...)....
by Chris
Sat Sep 28, 2019 10:10 pm
Forum: General Discussions
Topic: Did any one of you see this?
Replies: 15
Views: 677

Re: Did any one of you see this?

papercoffee wrote:
Sat Sep 28, 2019 10:05 pm
Chris wrote:
Sat Sep 28, 2019 8:44 pm
Hmm, didn't OldUnreal previously announce that they were going to shut down their website?
I think you mixed them up.
https://www.unrealsp.org/viewtopic.php?f=1&t=4571
Indeed I did! :loool:
by Chris
Sat Sep 28, 2019 8:44 pm
Forum: General Discussions
Topic: Did any one of you see this?
Replies: 15
Views: 677

Re: Did any one of you see this?

Hmm, didn't OldUnreal previously announce that they were going to shut down their website?
by Chris
Tue Sep 24, 2019 11:00 pm
Forum: Coding, Scripting
Topic: [Native] TArray<BYTE> workaround for modern compilers
Replies: 2
Views: 838

Re: [Native] TArray<BYTE> workaround for modern compilers

For anyone looking to use this piece of code, the assignment operator is broken. TArray& operator=( const TArray& Other ) { guardSlow(TArray::operator=); if( this != &Other ) { Empty( Other.ArrayNum ); appMemcpy( &(*this)(0), &Other(0), ArrayNum ); //for( INT i=0; i<Other.ArrayNum; i++ ) // new( *th...
by Chris
Sun Apr 14, 2019 2:01 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11303

Re: XC_Engine megathread

Visual C++ "should" never generate SSE2 under x86 unless specifically instructed to do so with the "Enable enhanced instruction set" found in the project config. I added a variation of appRound() that directly rounds double floats using a CVTSD2SI instead of converting to float first, left it lying...
by Chris
Sat Apr 13, 2019 12:15 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11303

Re: XC_Engine megathread

All PIV machines are running until a random moment when game is crashing (daughter is playing locally multiple times the same map) XCv23 - What it's often seen (or not seen) when a dependent file/object is missing, game is not returning to entry map, but crashing... launcher used is default because...
by Chris
Sat Mar 30, 2019 4:57 am
Forum: Coding, Scripting
Topic: Help with structs
Replies: 10
Views: 755

Re: Help with structs

Your replacelist is defined as a structure of strings, yet you assign class types to it. Change the strings to class types too, and remove the DynamicLoadObject completely, it's overkill. As such: struct sReplaceList { var() class<Actor> ReplaceMe; var() class<Actor> ReplaceWith; }; var() array<sRep...
by Chris
Mon Nov 12, 2018 7:05 am
Forum: Coding, Scripting
Topic: Need help with trace function for decal placement
Replies: 20
Views: 2075

Re: Need help with trace function for decal placement

You can easily replace the Trace() with FastTrace. If you have decided how many tests you want to make, you can unroll Higor's loops and simplify the equations. Origin + (Y * SomeSizeVector) will give you the center of the edge of your collision matrix. Negate (Y * SomeSizeVector) to get the opposit...
by Chris
Wed Oct 10, 2018 6:39 pm
Forum: Coding, Scripting
Topic: GetPropertyText fails beyond 1024+x chars
Replies: 4
Views: 516

Re: GetPropertyText fails beyond 1024+x chars

It uses a local stack buffer, and they knew exactly what they were doing (check the //!! comment) void UObject::execGetPropertyText( FFrame& Stack, RESULT_DECL ) { P_GET_STR(PropName); P_FINISH; UProperty* Property=FindField<UProperty>( Class, *PropName ); if( Property && (Property->GetFlags() & RF...
by Chris
Wed Oct 10, 2018 5:16 am
Forum: Coding, Scripting
Topic: GetPropertyText fails beyond 1024+x chars
Replies: 4
Views: 516

Re: GetPropertyText fails beyond 1024+x chars

The native side of UT sometimes relies on the function GetStaticString1024(); This is intended to interface a static string stack for temporary strings to avoid allocating/deallocating strings heavily due to the cost of malloc/dealloc. It's very useful in that it saves a lot of processor time. The d...
by Chris
Thu Sep 13, 2018 11:38 pm
Forum: Modifications
Topic: Disable death camera spins
Replies: 32
Views: 4212

Re: Disable death camera spins

If I may shed some light on this; In fact, Sektor2111 clearly did state that "preferences" is a console command in his first post. Gustavo then went ahead and claimed that his post was ill-formed and lacked information, then referring to UnrealED due to his own lack of knowledge. Lack of knowledge i...