Search found 59 matches

by dot
Mon Nov 05, 2018 6:00 pm
Forum: Tools and Programs
Topic: Fix UMake for two monitor usage
Replies: 17
Views: 1477

Re: Fix UMake for two monitor usage

~{kRiD}~ wrote:actually no, i have it in far left desktop window, never had a issue with it?
Because your desktop not have same height for all screens. Look like for this case Delphi calculate Desktop center as Screen center in your first screen.
I have dual screens with same height and original UMake have issue.
by dot
Mon Nov 05, 2018 5:53 pm
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

Solution with two variables is more easy, clear and light. Because new Actor need more memory and use more resources. And for it called tick method and so on. But if you need not one Font this can be not good solution rather reinvented wheel and make same code in your class. But for one Font it can ...
by dot
Mon Nov 05, 2018 11:35 am
Forum: Mutators
Topic: Closest
Replies: 11
Views: 1301

Re: Closest

Some MH map have 100 000 hp for monsters. And they fire for 1500 hp damage with one shot with big splash radius. It is not easy to kill. Some monsters small and run very fast. Sometimes ever puppae. Some monsters have good AI like UT bots (based on it). Some monsters can not be killed in one shoot o...
by dot
Mon Nov 05, 2018 11:28 am
Forum: Tools and Programs
Topic: Fix UMake for two monitor usage
Replies: 17
Views: 1477

Re: Fix UMake for two monitor usage

JackGriffin wrote:Your updated build no longer has this bug?
Yep.
~{kRiD}~ wrote:because i run 3 monitors
Then previously UMake must open only in center 2 monitor. Fixed version must open in center of the current screen.
by dot
Mon Nov 05, 2018 5:29 am
Forum: Tools and Programs
Topic: Fix UMake for two monitor usage
Replies: 17
Views: 1477

Fix UMake for two monitor usage

I use two monitors then I have two screens. UMake open on Desktop center, not Screen center. It is mean half window on one monitor, half on second. Very annoying, I fix it. Now UMake opened on Screen center. All other stay same. Info about this tool and original version, can be found here: http://mb...
by dot
Mon Nov 05, 2018 4:41 am
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

Then need save width of Canvas and if it changed get Font from scratch. Else use cache. This is from UT code. https://github.com/Slipyx/UT99/blob/a26a3359704873df5a24d0b241a32ca5fc36a8b7/Botpack/FontInfo.uc I do not think they do this without reason. And I do not think create new Font on every frame...
by dot
Sun Nov 04, 2018 11:52 pm
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

What kind of issues?

Read from cache faster usually. This code can be called on every frame so do not good make it heavy.
by dot
Sun Nov 04, 2018 10:48 pm
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

Need worked solution. UT have big problem with documentation. For write simple mutator I spent very lot of the time. It is not good. You can obtain Font statically from FontInfo and screen Width: FirstFont = class'FontInfo'.Static.GetStaticMediumFont(Canvas.ClipX); scr_1541367576.jpg or FirstFont = ...
by dot
Sun Nov 04, 2018 10:16 pm
Forum: Coding, Scripting
Topic: Multiline text output (text with line breaks)
Replies: 2
Views: 281

Re: Multiline text output (text with line breaks)

I place this code for use by anyone. Credits do not need.
Also you can modify this code as you want.

Also I place this code here: https://wiki.beyondunreal.com/Legacy:Us ... _Functions
by dot
Sun Nov 04, 2018 10:13 pm
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

Yep. I know that. But you can set your Font very early. Because you do not know which font is really used. Because if you used fix font then it big on small screens and small on big. I investigate this issue before make this solution. You can use Canvas.MedFont https://github.com/Slipyx/UT99/blob/a2...
by dot
Sun Nov 04, 2018 6:05 pm
Forum: Coding, Scripting
Topic: Drawn text on hud
Replies: 20
Views: 4526

Re: Drawn text on hud

Before the text drawing, add this: Canvas.Font = Canvas.default.Font; It is crash my UT. Because Canvas.Default.Font is None. Also, before doing anything on Canvas, is a good practise to make perhaps this instead: Canvas.Reset(); That resets all the canvas values to their defaults, and is used for ...
by dot
Sun Nov 04, 2018 5:38 pm
Forum: Coding, Scripting
Topic: Multiline text output (text with line breaks)
Replies: 2
Views: 281

Multiline text output (text with line breaks)

This is a fairly obvious task, but I did not find information about it here. For example, you need to send multiline text to the console, or draw it on the screen. DrawText and ClientMessage do not work correctly for line breaks. Therefore, I have written several methods for this. You can use them i...
by dot
Sun Nov 04, 2018 3:21 pm
Forum: Mutators
Topic: Closest
Replies: 11
Views: 1301

Re: Closest

It is only proof of the concept. You can edit it. I calculate VSize from vector. You can do something else. Use Z coordinate for different colors (above/below). Or add comparsion of PlayerPawn Directions and this Vector. Or something else. Also you can draw on screen some hint above item if it visib...
by dot
Sun Nov 04, 2018 4:05 am
Forum: Mutators
Topic: Closest
Replies: 11
Views: 1301

Re: Closest

Hidden elements not counted. So no. If you pick up some Weapon and you do not see it, then mutator do not show it. Checked on dm-deck16][ with bots.
by dot
Sat Nov 03, 2018 9:29 pm
Forum: Mutators
Topic: Closest
Replies: 11
Views: 1301

Closest

Mutator that shows the list of weapons on the map and the distance to the nearest weapon. It also shows the name of the nearest monster and the distance to it. Mutator can display information on the screen or in the console. scr_1541272951.jpg Commands: mutate closest - displays the list in the cons...