Search found 130 matches

by Chris
Wed Jun 10, 2020 1:50 pm
Forum: Coding, Scripting
Topic: comment is interpreted by compiler ucc
Replies: 2
Views: 166

Re: comment is interpreted by compiler ucc

This is because UClassFactoryUC is parsing the class name and default properties ahead of time. As you can see in the code below, there is nothing that handles multiline comments. It looks like multiline comments was added later on and they simply forgot, or were too lazy to add the code in the fact...
by Chris
Tue May 26, 2020 12:26 pm
Forum: General Discussions
Topic: HUD map/radar
Replies: 25
Views: 709

Re: HUD map/radar

The reason for why it shows up with that bogus character is because your source file encoding is wrong. Open up your source file and change the encoding to ANSI, you'll then see the bogus character in the string litteral, at which point you can delete it and recompile. I just double checked, the en...
by Chris
Mon May 25, 2020 11:36 pm
Forum: General Discussions
Topic: HUD map/radar
Replies: 25
Views: 709

Re: HUD map/radar

Found a way to hack the engine to draw degree correct on HUD, here is what I did: local string degreehack; degreehack = "°"; degreehack = Right(degreehack, 1); Canvas.StrLen(int(vr)$degreehack, XL, YL); Canvas.SetPos(Canvas.ClipX * 0.5 - 0.5 * XL, hight); Canvas.DrawText(int(vr)$degreehack, False);...
by Chris
Mon May 25, 2020 7:23 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 407
Views: 32084

Re: Unreal Tournament 469

I'd like to know whether any changes are made to the builtin opcodes and if so, which and how? What compiler version will be used for Linux builds? If a modern version is used, will it include a symbol level translation to support the existing native binaries built on ancient versions? hi guys, Coul...
by Chris
Mon May 25, 2020 7:18 pm
Forum: Report new Downloads
Topic: UScript debug helper library
Replies: 9
Views: 794

Re: UScript debug helper library

Is it maybe possible to make a parser that maps predicted bytecode positions to line numbers when reading a UScript file, and saves those, so they can be used by UDebug to look the line numbers up later? Pardon my late reply. This would be possible if the compiler would be rewritten to output an ad...
by Chris
Sun Mar 15, 2020 7:05 am
Forum: Misc | Off-Topic
Topic: Covid19 world status map
Replies: 121
Views: 6077

Re: Covid19 world status map

If you feel like contributing with some processing power to help develop a potential vaccine, please consider Folding. https://github.com/FoldingAtHome/coronavirus
by Chris
Sat Feb 01, 2020 2:15 am
Forum: General Discussions
Topic: UT merch?
Replies: 10
Views: 838

Re: UT merch?

Talk to Carbon, I think he can help you out!
by Chris
Wed Nov 27, 2019 9:52 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 39
Views: 2892

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: 2892

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: 1342

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: 9
Views: 794

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: 9
Views: 794

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: 994

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: 994

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: 972

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...