Unreal Tournament 469

Discussions about UT99
User avatar
Feralidragon
Godlike
Posts: 5381
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Unreal Tournament 469

Post by Feralidragon » Sun Sep 27, 2020 7:27 pm

At this point it would just be best to close this thread with a link towards the new one, and moderate only that one to ensure that reports and such are really done at the proper location.

User avatar
sektor2111
Godlike
Posts: 5519
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Unreal Tournament 469

Post by sektor2111 » Mon Sep 28, 2020 4:40 pm

During this time I'll show you something for lecturing:

Code: Select all

	if( ParseCommand(&Str,TEXT("LEVEL")) )
	{
		if( ParseCommand(&Str,TEXT("REDRAW")) )
		{
			RedrawLevel(Level);
			return 1;
		}
		else if( ParseCommand(&Str,TEXT("LINKS")) )
		{
			Results->Text.Empty();
			int Internal=0,External=0;
			Results->Logf( TEXT("Level links:\r\n") );
			for( int i=0; i<Level->Actors.Num(); i++ )
			{
				if( Cast<ATeleporter>(Level->Actors(i)) )
				{
					ATeleporter& Teleporter = *(ATeleporter *)Level->Actors(i);
					Results->Logf( TEXT("   %s\r\n"), Teleporter.URL );
					if( appStrchr(*Teleporter.URL,'//') )
						External++;
					else
						Internal++;
				}
			}
			Results->Logf( TEXT("End, %i internal link(s), %i external.\r\n"), Internal, External );
			return 1;
		}
		else if( ParseCommand(&Str,TEXT("VALIDATE")) )
		{
			// Validate the level.
			Results->Text.Empty();
			Results->Log( TEXT("Level validation:\r\n") );

			// Make sure it's not empty.
			if( Level->Model->Nodes.Num() == 0 )
			{
				Results->Log( TEXT("Error: Level is empty!\r\n") );
				return 1;
			}

			// Find playerstart.
			for( INT i=0; i<Level->Actors.Num(); i++ )
				if( Cast<APlayerStart>(Level->Actors(i)) )
					break;
			if( i == Level->Actors.Num() )
			{
				Results->Log( TEXT("Error: Missing PlayerStart actor!\r\n") );
				return 1;
			}

			// Make sure PlayerStarts are outside.
			for( i=0; i<Level->Actors.Num(); i++ )
			{
				if( Cast<APlayerStart>(Level->Actors(i)) )
				{
					FCheckResult Hit(0.0);
					if( !Level->Model->PointCheck( Hit, NULL, Level->Actors(i)->Location, FVector(0,0,0), 0 ) )
					{
						Results->Log( TEXT("Error: PlayerStart doesn't fit!\r\n") );
						return 1;
					}
				}
			}

			// Check scripts.
			if( GEditor && !GEditor->CheckScripts( GWarn, UObject::StaticClass(), *Results ) )
			{
				Results->Logf( TEXT("\r\nError: Scripts need to be rebuilt!\r\n") );
				return 1;
			}

			// Check level title.
			if( Level->GetLevelInfo()->Title==TEXT("") )
			{
				Results->Logf( TEXT("Error: Level is missing a title!") );
				return 1;
			}
			else if( Level->GetLevelInfo()->Title==TEXT("Untitled") )
			{
				Results->Logf( TEXT("Warning: Level is untitled\r\n") );
			}

			// Check actors.
			for( i=0; i<Level->Actors.Num(); i++ )
			{
				AActor* Actor = Level->Actors(i);
				if( Actor )
				{
					guard(CheckingActors);
					check(Actor->GetClass()!=NULL);
					check(Actor->GetStateFrame());
					check(Actor->GetStateFrame()->Object==Actor);
					check(Actor->Level!=NULL);
					check(Actor->GetLevel()!=NULL);
					check(Actor->GetLevel()==Level);
					check(Actor->GetLevel()->Actors(0)!=NULL);
					check(Actor->GetLevel()->Actors(0)==Actor->Level);
					unguardf(( TEXT("(%i %s)"), i, Actor->GetFullName() ));
				}
			}

			// Success.
			Results->Logf( TEXT("Success: Level validation succeeded!\r\n") );
			return 1;
		}
		else
		{
			return 0;
		}
	}
Let me guess, this doesn't work for everyone not only for me.
I think Level validation it's important, you should be aware that bad Playerstart actors are trouble makers during game. I adapted this check to UScript in MapGarbage because no one did anything here - not even in UGold, at least I can see if here are problems or not. Question: Why this wasn't fixed ?

User avatar
Diego_HoF
Experienced
Posts: 83
Joined: Sun Jul 16, 2017 1:50 am
Personal rank: HoF Admin
Location: Costa Rica

Re: Unreal Tournament 469

Post by Diego_HoF » Thu Oct 01, 2020 11:52 pm

Already remove DirectX 10 but still same problems, so it wasn't that atleast

Buggie
Masterful
Posts: 695
Joined: Sat Mar 21, 2020 5:32 am

Re: Unreal Tournament 469

Post by Buggie » Sun Dec 06, 2020 2:03 pm

Neon_Knight wrote:
Wed Jun 24, 2020 2:15 pm
Hai! Just passing to tell non-English native speakers that the OldU 227 localization project is now adapted to accept UT99 v469 translations as well.

The .int templates and .est support is already there (only Rocket Arena and Chaos UT are missing), and Hellkeeper began translating .frt. But if anybody wants to contribute, you're more than welcome!
For not lost files and my messages from Discord I duplicate it here, because my account for wiki not approved yet.

I generate *.rut from *.int files. Of course it is dirty template, which need manual review. I even do not mess with placeholders because it is useless - in any case need manual review.
Also I add comment before each changed line with original EN line.

Examples:
scr_1607205681.png
scr_1607205768.png
If you have an account on the OldUnreal Wiki, you can copypaste there.
I looked at what's going on on the wiki and I have a few comments on this:

1. These are all templates. It is not always possible to load them directly. But they can be very helpful in translating.

2. I have little idea how this heap of wiki pages turns into real files. Perhaps you should use something more appropriate than a wiki. For example: https://www.oneskyapp.com/
But too much work has already been done for you to go so easily. But it might still be worth considering this possibility.

3. I definitely won't do translations. I may one day generate a translation template. This concludes my work. I will not even load 140+ files manually into your (extremely inconvenient system) for each language.
Seriously. It smacks of masochism. And you very much slow down and complicate the translation by all this.
To make a translation into one language takes about a week of unhurried work. There are 3453 different text lines. If you know the language and have my template, then it is quite possible to make a complete translation in one full day.
From your wiki, this will take an incredibly long time simply due to the inconvenience of the system itself. You will be fighting the wiki most of the time, not translating.
And I have no idea how it can be tested. It's very good if the admins have some scripts that I can extract everything and they regularly upload snapshots somewhere.

4. I see 12 languages. I can make templates for all of them. Regardless of the current translation progress. Maybe this will help someone.
SystemLocalized.rar
You do not have the required permissions to view the files attached to this post.

User avatar
rjmno1
Masterful
Posts: 676
Joined: Fri Aug 12, 2011 9:38 pm
Personal rank: masterfull

Re: Unreal Tournament 469

Post by rjmno1 » Wed Jun 09, 2021 11:24 pm

When you take the shieldbeld, the skins are looking diferent then normal.It doesnt look like the originall game.Thats in 469 b patch.

User avatar
TankBeef
Adept
Posts: 290
Joined: Tue Apr 13, 2021 12:56 am

Re: Unreal Tournament 469

Post by TankBeef » Wed Jun 09, 2021 11:53 pm

rjmno1 wrote:
Wed Jun 09, 2021 11:24 pm
When you take the shieldbeld, the skins are looking diferent then normal.It doesnt look like the originall game.Thats in 469 b patch.
rjmno1, I recommend reporting at github, most of my issues either got fixed in 469b or are scheduled to be fixed in 469c. https://github.com/OldUnreal/UnrealTour ... hes/issues
That said, would you mind posting some screenshots to see what the difference is?

User avatar
Neon_Knight
Skilled
Posts: 215
Joined: Wed Apr 27, 2011 1:31 pm
Location: Junín (BA - Argentina)

Re: Unreal Tournament 469

Post by Neon_Knight » Thu Jun 10, 2021 12:14 am

Too late, but whatever...
Buggie wrote:
Sun Dec 06, 2020 2:03 pm
Neon_Knight wrote:
Wed Jun 24, 2020 2:15 pm
Hai! Just passing to tell non-English native speakers that the OldU 227 localization project is now adapted to accept UT99 v469 translations as well.

The .int templates and .est support is already there (only Rocket Arena and Chaos UT are missing), and Hellkeeper began translating .frt. But if anybody wants to contribute, you're more than welcome!
For not lost files and my messages from Discord I duplicate it here, because my account for wiki not approved yet.

I generate *.rut from *.int files. Of course it is dirty template, which need manual review. I even do not mess with placeholders because it is useless - in any case need manual review.
Also I add comment before each changed line with original EN line.

Examples:
scr_1607205681.png
scr_1607205768.png
If you have an account on the OldUnreal Wiki, you can copypaste there.
I looked at what's going on on the wiki and I have a few comments on this:

1. These are all templates. It is not always possible to load them directly. But they can be very helpful in translating.

2. I have little idea how this heap of wiki pages turns into real files. Perhaps you should use something more appropriate than a wiki. For example: https://www.oneskyapp.com/
But too much work has already been done for you to go so easily. But it might still be worth considering this possibility.

3. I definitely won't do translations. I may one day generate a translation template. This concludes my work. I will not even load 140+ files manually into your (extremely inconvenient system) for each language.
Seriously. It smacks of masochism. And you very much slow down and complicate the translation by all this.
To make a translation into one language takes about a week of unhurried work. There are 3453 different text lines. If you know the language and have my template, then it is quite possible to make a complete translation in one full day.
From your wiki, this will take an incredibly long time simply due to the inconvenience of the system itself. You will be fighting the wiki most of the time, not translating.
And I have no idea how it can be tested. It's very good if the admins have some scripts that I can extract everything and they regularly upload snapshots somewhere.

4. I see 12 languages. I can make templates for all of them. Regardless of the current translation progress. Maybe this will help someone.

SystemLocalized.rar
In the end, I've decided to go in a different path: considering help is at an all-time low in this area (and certainly the disheartening and demotivating "people should play in english" messages DO a lot to repel a lot of potential contributors, whether it's their intention to do so or not), I've decided to use both Github and the Wiki, so if one wants to help via Github they're welcome to do so, and if they want to help via Wiki they're also welcome to do so.

That said, and although they have quite a lot of errors, your templates are the base of the whole project, so thank you so much for them! In fact they helped me a lot to spot errors on the Spanish localization as well!
Official (?) U1 v227/UT v469 .int and spanish localization fixer/maintainer. - Unreal Wiki
"Practice good sportsmanship. You were a n00b once, too." - UT3 Loading Screen
"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" - Cliff Bleszinski
"The ratio of critics to creators is something like 10,000:1. The ratio of good critics to bad: 1:10,000 (where 'good' means 'helps advancing the art')." - Fast Eddie, TVTropes
"The projects that never start are the projects with the "idea man" as the leader." - Brandon "GreenMarine" Reinhart

ProTip: anybody using the phrase "I'm a True Fan" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.

User avatar
papercoffee
Godlike
Posts: 9988
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: Unreal Tournament 469

Post by papercoffee » Thu Jun 10, 2021 3:30 am

rjmno1 wrote:
Wed Jun 09, 2021 11:24 pm
When you take the shieldbeld, the skins are looking diferent then normal.It doesnt look like the originall game.Thats in 469 b patch.
papercoffee wrote:
Fri Sep 25, 2020 11:41 pm
AND EVEN THE MOST IMPORTANT:

Bug Reports are entered here!!

This thread is not the place for complains and reporting issues. All of this belongs into the list of bugs on github.

User avatar
[rev]rato.skt
Adept
Posts: 369
Joined: Mon Aug 16, 2010 1:09 pm

Re: Unreal Tournament 469

Post by [rev]rato.skt » Wed Jul 14, 2021 12:49 am

Hi guy,

would it be possible to increase the amount of audio taunt the game supports by creating a voice pack?

currently if I'm not mistaken UnrealEd supports 84 fields to add audios...
Brazilian Server:
Classic madruga.utbr.tk:7777
Duel x1.utbr.tk:6666
UT2004 2004.utbr.tk:5555

User avatar
esnesi
Inhuman
Posts: 849
Joined: Mon Aug 31, 2015 12:58 pm
Personal rank: Dialed in.

Re: Unreal Tournament 469

Post by esnesi » Thu Jul 15, 2021 4:03 pm

[rev]rato.skt wrote:
Wed Jul 14, 2021 12:49 am
Hi guy,

would it be possible to increase the amount of audio taunt the game supports by creating a voice pack?

currently if I'm not mistaken UnrealEd supports 84 fields to add audios...
The page mentioned above in huge/bold is also for requests or wishes.

User avatar
[rev]rato.skt
Adept
Posts: 369
Joined: Mon Aug 16, 2010 1:09 pm

Re: Unreal Tournament 469

Post by [rev]rato.skt » Tue Jul 20, 2021 3:13 pm

I noticed a strange thing, with unrealistic in the previous version when you use the voice pack, one audio cancels out the other, and with the 469b path when using the voice pack and the sound is a little longer, one audio is above the other receiving 2 audios at the same time, I would like to know if there is a way to configure it or if it is a bug of the 469b version, if it is bug I will report it on github...
Brazilian Server:
Classic madruga.utbr.tk:7777
Duel x1.utbr.tk:6666
UT2004 2004.utbr.tk:5555