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  1. #81

  2. #82
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    Wow, this is starting to look really awesome! And here I was thinking I'd never use anything but WOTGreal. Great job!

  3. #83
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    could you maybe post this todo list that you have so that if people ask for a feature they can first check to see if it is already on the list, or if it has been crossed off.
    also can we get an approximate date of the next update that includes the features in the screenshots.

  4. #84
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    [IMG] Uploaded with ImageShack.us[/IMG]

    I've used this for 3 times then after i download the unreal script wizard then installed it the text become like that stated above.
    I uninstalled everything then install it again then "voila" (invisible)

    My text seems invisible here in the editor. I have re installed this for 8 times to be exact. It's still invisible.

    If Symptoms Persist,
    Consult the Author.

    Thanks for the Unreal x Editor.
    Code:
    Team 2 of 39: Wolfdale

  5. #85
    Boomshot
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    Well done. At the beginning I was a little concerned this project was going to be all form and no function - attractive, but impractical for a full-time programmer to use. However, I see you're addressing those issues now (no tabs = no sale). I'll wait a few revisions before trying it out. Incidentally you really should be calling it version 0.2, not 2.0 ... it took Epic a decade to get to 3.0

    We'll be spoilt for choice this year with the three new IDE's.

  6. #86
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    Quote Originally Posted by YTng_wolfdale View Post
    [IMG] Uploaded with ImageShack.us[/IMG]

    I've used this for 3 times then after i download the unreal script wizard then installed it the text become like that stated above.
    I uninstalled everything then install it again then "voila" (invisible)

    My text seems invisible here in the editor. I have re installed this for 8 times to be exact. It's still invisible.

    If Symptoms Persist,
    Consult the Author.

    Thanks for the Unreal x Editor.

    Problem Solved after i Update it. Super Thanks.
    Sorry if i click "meh- i dont donate"
    I donate after i apply a Bank Account
    Code:
    Team 2 of 39: Wolfdale

  7. #87
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    Quote Originally Posted by YTng_wolfdale View Post
    Problem Solved after i Update it. Super Thanks.
    Sorry if i click "meh- i dont donate"
    I donate after i apply a Bank Account
    I am so happy to know that

    By the way DO NOT use "Office 2010 Black" skin. Its a buggy skin and might cause some texts to disappear.

  8. #88
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    Quote Originally Posted by YTng_wolfdale View Post
    I've used this for 3 times then after i download the unreal script wizard then installed it the text become like that stated above.
    I uninstalled everything then install it again then "voila" (invisible)

    My text seems invisible here in the editor. I have re installed this for 8 times to be exact. It's still invisible.

    If Symptoms Persist,
    Consult the Author.

    Thanks for the Unreal x Editor.
    problem was fixed before finished writing.
    alright here it is again
    [/URL]

    would still like to see that todo list so that people stop asking for features that are already going to be there. mainly because I don't like to ask a dev for a feature that they already planned on.
    Last edited by gardian06; 02-21-2012 at 11:34 PM.

  9. #89

  10. #90
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    Quote Originally Posted by gardian06 View Post
    problem was fixed before finished writing.
    I've edited it lately.
    Forgot to add "Edit:"

    I am so happy to know that

    By the way DO NOT use "Office 2010 Black" skin. Its a buggy skin and might cause some texts to disappear.
    Aye Aye captain. changing now the themes
    Code:
    Team 2 of 39: Wolfdale

  11. #91
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    Edit : Double Post


    Sorry Masters
    Last edited by YTng_wolfdale; 02-21-2012 at 09:04 AM. Reason: Double post
    Code:
    Team 2 of 39: Wolfdale

  12. #92
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    Quote Originally Posted by gardian06 View Post
    would still like to see that todo list so that people stop asking for features that are already going to be there. mainly because I don't like to ask a dev for a feature that they already planned on.
    I will post the screenshots as i develop so you will know what i have implemented so far.

  13. #93
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    Quote Originally Posted by ryanjon2040 View Post
    Tab Pages
    \/ Thumbs up man, looking good

  14. #94

  15. #95
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    Looking better and better! The addition of tabs and the removal of ribbons is making this look more and more like a good replacement for Notepad++. Is Text-match highlighting a possible future feature? And light-on-dark color schemes (as opposed to mere skins)?

  16. #96
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    Quote Originally Posted by Susramanian View Post
    Looking better and better! The addition of tabs and the removal of ribbons is making this look more and more like a good replacement for Notepad++.
    Thanks Susramanian

    EDIT: Ribbon UI is also there. User can run Non-Ribbon version by adding a commandline.

    Quote Originally Posted by Susramanian View Post
    Is Text-match highlighting a possible future feature?
    It was added in v1.4

    This was the changelog:
    v1.4:
    --New Console window for Compile and Full Compile
    --Improved Updater to show changelog
    --Added command line preview of UDK Game Debug Otions
    --Added Word highlighting
    --Added "Word Highlight" color setting

    --Added "Open UDK Folder"
    --Removed "Changed line" color setting
    --Some unwanted buttons were removed

    Quote Originally Posted by Susramanian View Post
    And light-on-dark color schemes (as opposed to mere skins)?
    You mean change the color of text, background white color etc?

  17. #97
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    Quote Originally Posted by ryanjon2040 View Post
    You mean change the color of text, background white color etc?
    That's right. With (hopefully) lots of fine-tuning possible in determining syntax coloring for different types of keywords, operators, etc.
    For example, I'm using a modified version this Unrealscript user-defined language for Notepad++, whose colors I find very easy on the eyes.

  18. #98
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    Quote Originally Posted by Susramanian View Post
    That's right. With (hopefully) lots of fine-tuning possible in determining syntax coloring for different types of keywords, operators, etc.
    Its possible to define custom syntax highlighting color, change text color, background color etc. See this picture posted by gardian06:

  19. #99
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    I am currently switching between this and Alexes IDE, but with shear load time of needing even the VS2010 isolated shell is painful. probably when this version 2.0 is upped I will go to this. do you have right-click find reference/definition/declaration I usually use them to go to the class I am extending, and see what it has. also pane viewing (having multiple classes open side-by-side if your using an array of files to have tabs it would be an array of those arrays) much like VS2010 offers.
    then I think on the exit command quarry the arrays to state what classes have been modified (which can just be a bool). Otherwise you could just have a button for save all open files, but then you might need something for if a file is closed.
    I've been noticing that you have ctrl-Z for undo, but I try to do ctrl-Y for redo (going back to many steps usually). separately when you did your undo with respect to the tabs is there one global undo stack, or does each tab have its own stack?
    Last edited by gardian06; 02-24-2012 at 02:32 PM.

  20. #100
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    this is great! thx for the update

  21. #101
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    Hi, may I ask how you receive the udk.exe log messages? (I see you're using this in the upcoming v2.0) I'd like my team to send over those logs so I can analyse them, the .log files under UDKGAME\Log only provide launch information...

  22. #102
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    from what I understand is that you bring up the log window by giving an argument on the console, and then you can redirect that to a file, or an program with a second argument what those arguments are I don't know, and Epic says that command line arguments are only needed to be known by license holders. we don't need to know all of them, but maybe if we were told the more general ones it would be nice.

  23. #103
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    Quote Originally Posted by Prea View Post
    Hi, may I ask how you receive the udk.exe log messages? (I see you're using this in the upcoming v2.0) I'd like my team to send over those logs so I can analyse them, the .log files under UDKGAME\Log only provide launch information...
    If you are referring to output panel then this is how i did it. When "udk.com -make (Unreal X-Editor uses udk.com for compiling)" is executed the Output shown in the console window is redirected to a text file (You can see it in ConsoleOutput.txt located at where you installed Unreal X-Editor). Then the contents of that text file is displayed in the output panel.

    Let me know if you need any more info

  24. #104
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    Thanks, they will however not execute our game through your tool, so they will not have a file like consoleoutput.txt. I've tried redirecting the output in C# with the standard Methods in System.Diagnostics.Process but so far I was unable to receive any redirected data. Do you have a snippet or a sample of the method you used? (if you use C#)

  25. #105

  26. #106
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    Great! Looking forward to it.

  27. #107

  28. #108
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    Thanks for your help! It turns out UDK.exe didn't output any launch info while UDK.com does. The rest of the code looked very similar to what I had. Unfortunately UDK only sends launch and build info, the rest of the -log output is still only visible in the console of udk. The output ends with 'Init: XAudio2 using ...'

    Does you editor support only build/launch logs or did you somehow get the full log data from udk as well? Thanks so far, Atleast I got SOME info from udk logs

  29. #109
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    Quote Originally Posted by Prea View Post
    It turns out UDK.exe didn't output any launch info while UDK.com does.
    I tried using UDK.exe when compiling (udk.exe -make) but it does not show anything. It returns only a blank console window. I've read somewhere that Epic Games recommend using udk.com for compiling.

    Quote Originally Posted by Prea View Post
    Does you editor support only build/launch logs or did you somehow get the full log data from udk as well?
    My editor reads compile output and log files from UDKGame\Logs folder.

  30. #110
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    Quote Originally Posted by ryanjon2040 View Post
    I tried using UDK.exe when compiling (udk.exe -make) but it does not show anything. It returns only a blank console window. I've read somewhere that Epic Games recommend using udk.com for compiling.


    My editor reads compile output and log files from UDKGame\Logs folder.
    use UDK.com instead of UDK.exe
    UnrealScript IDE / UDK Script Debugger
    http://uside.codeplex.com

  31. #111
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    Ok thanks for the help. As it turns out UDKGame\Logs does contain the info my team would need to send over, I can continously stream this info instead of grabbing it from the udk.exe.

    Good luck with your tool mate, I hope it some day replaces Visual Studio for me!

    I may have missed this, is there a plan to support intellisense like capability or a navigate-to option (set cursor over class/variable > F12 will navigate to its file or declaration) along with tab support those are the things I'm looking forward to the most.

    Another suggestion is a quick searchbox in your script browser to easily find files by name, this is something I often need.

    Keep up the good work

  32. #112
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    intellisense, and autoComplete are features in the current build (V1.5),
    find references to, goto declaration, and goto definition have been requested
    tab support is in the upcomeing v2.0
    isn't what you are referring to similar to right-click>goto definition, or are you referring to filtering the displayed files in the tree browser with a keyword. no knowledge of suggestion, or implementation if it is the latter

  33. #113
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    Quote Originally Posted by Alexander77 View Post
    use UDK.com instead of UDK.exe
    I use udk.com
    Quote Originally Posted by ryanjon2040 View Post
    "udk.com -make (Unreal X-Editor uses udk.com for compiling)"
    Quote Originally Posted by Prea View Post
    I may have missed this, is there a plan to support intellisense like capability or a navigate-to option (set cursor over class/variable > F12 will navigate to its file or declaration) along with tab support those are the things I'm looking forward to the most.
    I can improve the intellisense with more keywords if i get the list of keywords.

  34. #114
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    Quote Originally Posted by gardian06 View Post
    intellisense, and autoComplete are features in the current build (V1.5),
    find references to, goto declaration, and goto definition have been requested
    tab support is in the upcomeing v2.0
    isn't what you are referring to similar to right-click>goto definition, or are you referring to filtering the displayed files in the tree browser with a keyword. no knowledge of suggestion, or implementation if it is the latter
    I did indeed mean a search phrase like 'UT' to get all classes containing or starting with 'UT'. I find the Solution Explorer of Visual Studio (w/ nFringe) to be very limited, so I hope you guys could improve upon that.

  35. #115
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    I use WIN XP SP3, .NET 3.5 SP1 and every time that I open software it gives me Unable to load dwmapi.dll .I tried to download it and put it to system32 folder (x editor too) but it didn't help me. I formatted windows yesterday but i got this problem on old Windows too.

    btw: but editor works...
    Czech and Slovak UDK site - www.udk-site.net-core.eu
    Space Shock project on STEAM GREENLIGHT

  36. #116
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    Quote Originally Posted by Prea View Post
    I did indeed mean a search phrase like 'UT' to get all classes containing or starting with 'UT'. I find the Solution Explorer of Visual Studio (w/ nFringe) to be very limited, so I hope you guys could improve upon that.
    The search functionality for Package Tree Viewer is already in there but its hidden. The reason is no matter what i do it wont search properly.

    Quote Originally Posted by nonder View Post
    I use WIN XP SP3, .NET 3.5 SP1 and every time that I open software it gives me Unable to load dwmapi.dll .I tried to download it and put it to system32 folder (x editor too) but it didn't help me. I formatted windows yesterday but i got this problem on old Windows too.

    btw: but editor works...
    Thank you for reporting nonder. "dwmapi.dll" is available on Vista and higher. On version 2.0 you can run the No-Ribbon version in Windows XP.

  37. #117

  38. #118
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    Text is kinda hard to read. I'm using Chrome, with default settings.

  39. #119

  40. #120
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    Add multiple files as tabs, and I'll abandon my in-progress code editor.
    Follow me on my new twitter. <_<
    http://twitter.com/#!/MichaelAllar

    Things I've made/worked/working on with UDK/UE3 that I can publicly talk about:
    Rekoil
    Warm Gun
    Jump or Die
    StuffIt: Playroom

    Allar's (Now outdated but soon to be updated) Complete Guide of UnrealScript


 
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