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.
Search found 36 matches
- Thu Dec 27, 2012 9:03 pm
- Forum: Coding, Scripting
- Topic: log file for a server
- Replies: 3
- Views: 1664
- Wed Dec 19, 2012 8:45 pm
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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...
- Wed Dec 12, 2012 1:47 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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.
- Wed Dec 12, 2012 1:31 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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...
- Mon Dec 10, 2012 4:02 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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 ...
- Wed Jul 11, 2012 4:31 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
Re: Construction
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!Rakiayn wrote:If you change your mind
![Smile :)](./images/smilies/icon_smile.gif)
- Tue Jul 10, 2012 5:40 pm
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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 ...
- Mon Jul 09, 2012 2:21 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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...
- Wed Jul 04, 2012 6:18 pm
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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...
- Wed Jul 04, 2012 6:26 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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 bru...
- Wed Jul 04, 2012 4:03 am
- Forum: Modifications
- Topic: Construction
- Replies: 58
- Views: 21068
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...
- Fri May 25, 2012 12:19 am
- Forum: Coding, Scripting
- Topic: Exec Command
- Replies: 11
- Views: 3304
Re: Exec Command
Well I found the list of factories, haven't found out what they all do:
![Image](https://lh6.googleusercontent.com/-Co4w9JUmQKI/T77BUweMdJI/AAAAAAAAADY/ugJnMsJ3bBA/s800/execs.png)
ClassFactory and LevelFactory look intriguing.
![Image](https://lh6.googleusercontent.com/-Co4w9JUmQKI/T77BUweMdJI/AAAAAAAAADY/ugJnMsJ3bBA/s800/execs.png)
ClassFactory and LevelFactory look intriguing.
- Sun May 20, 2012 7:29 pm
- Forum: Coding, Scripting
- Topic: Exec Command
- Replies: 11
- Views: 3304
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...
- Sun May 20, 2012 5:21 pm
- Forum: Coding, Scripting
- Topic: Exec Command
- Replies: 11
- Views: 3304
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...
- Sun May 20, 2012 5:11 am
- Forum: Coding, Scripting
- Topic: Exec Command
- Replies: 11
- Views: 3304
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...