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  1. #41
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    Oh I see what you mean. Sorry, I'll have to fix that.

  2. #42
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    Quote Originally Posted by srinath49 View Post
    This thing looks so awesome, I just hope i can get it working
    I've sent you a PM a little while ago.

  3. #43
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    Been thinking about it, Maybe the ability to delete files from the directory view, instead of navigating to the folder. For us lazy people.

  4. #44
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    Ehm, how exactly am I supposed to install that thing? I clicked on the .exe but nothing happened, not even a process is started.

    EDIT: Nevermind, Avast was blocking the program because it could not verify if it's suspicious or not (since nobody in the Avast community seems to be using it yet. :>)
    Last edited by Crusha K. Rool; 03-04-2012 at 04:02 PM.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  5. #45
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    Ok, some feedback:
    • Middle-clicking on a file tab should close that file. Middle-clicking on an empty place in the tab bar should open a previously closed file tab at that point.
    • Having the click the "Classes"-group in the directory tree each time before being able to select the actual classes is not very convenient. At least make it auto-expand if you open the package, but even better would it be if you'd simply ignore the "Global" files (who is using that anyway) and have the classes be the first thing in the hierarchy of the packages.
    • Class tree and hierarchy of classes is severely needed, so we can expand the search for a keyword to the entire class tree or parents or children of the current class. And for IntelliSense of course.
    • The broken Alt Gr makes the thing entirely unusable on my keyboard, since I can't insert any {} or [] and it seems to lock the thing pretty much up when I press that key. Pressing some other keys then randomly splits the window. Gotta love macros that you are not aware of.
    • How exactly do I remove the split version of a window again with my mouse? I can minimize it by resizing it to the side, but that doesn't get rid of it.
    • An option to turn any tab stops into a number of spaces that is equal to the tab size that we entered in the settings would be highly appreciated. I personally really dislike tab stops since they don't mean consistency between different editors and work stations.



    Some more comfort options that WOTgreal included and that I loved since then:
    • Auto Indent: When you make a new line the leading whitespace from the previous line is copied so that the cursor is at the same X position as the beginning of the previous line.
    • Block Undo: When performing an undo operation, similar keystrokes (like typing a letter) are undone as a group instead of individually.
    • Cursor Past EOL: Allow the cursor to go past the last character of a line. (Inserts matching whitespaces if you start to type at cursor location)
    • Hyperlink keywords: Holding down CTRL will turn keywords into clickable hyperlinks. Clicking on them will take you to the declaration of the keyword whenever possible (and that means also to parent classes).
    • Leading Spaces to Tabs on File Load: Self-explanatory.
    • Tabs to Spaces on File Load: The reversed case.
    • Smart Tab: Pressing the Tab key will advance the cursor to the next whitespace of the line above rather than the next tab stop.
    • Trim Whitespace on Save: Remove all trailing whitespaces when saving the file.
    • Code explorer and directory tree tracking: Automatically expands and highlights the currently selected member/class in the code explorer/directory tree.



    And what is your "Classic" color template referring to? Because the classic UDE color style was not hurting my eyes like that. >.<
    If you want to recreate the real classic theme, here the color values (in hex) as WOT implements them. Not sure if you have the same syntax differentiation.
    • Background color: #000040
    • Highlighted background color: #000080
    • Breakpoint background color: #FF0000
    • Comment: #00FF00 with italic characters
    • Compiler directive: #00FF00 with bold characters
    • Identifier: #FFFFFF
    • Illegal char: #FFFFFF
    • Number: #FFFFFF
    • Reserved word: #FFFF00 with bold characters
    • Second reserved word: #00FFFF with bold characters
    • Single quoted string: #00FFFF
    • String: #00FF00
    • Symbol: #FFFFFF


    Result looks like this:
    UDE syntax color.jpg
    Last edited by Crusha K. Rool; 03-04-2012 at 04:45 PM.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  6. #46
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    Just started using this IDE and it might be a worthy replacement of what I'm using!

    One thing that happend to me: UDK > Editor, caused an immediate crash (EXCEPTION_ACCESS_VIOLATION) and lost my edited script (luckily it was a meaningless file)

    After a quick gaze it looks like it has most/all features I need to code. Good work mate!

  7. #47
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    Quote Originally Posted by Crusha K. Rool View Post

    And what is your "Classic" color template referring to? Because the classic UDE color style was not hurting my eyes like that. >.<
    If you want to recreate the real classic theme, here the color values (in hex) as WOT implements them. Not sure if you have the same syntax differentiation.
    • Background color: #000040
    • Highlighted background color: #000080
    • Breakpoint background color: #FF0000
    • Comment: #00FF00 with italic characters
    • Compiler directive: #00FF00 with bold characters
    • Identifier: #FFFFFF
    • Illegal char: #FFFFFF
    • Number: #FFFFFF
    • Reserved word: #FFFF00 with bold characters
    • Second reserved word: #00FFFF with bold characters
    • Single quoted string: #00FFFF
    • String: #00FF00
    • Symbol: #FFFFFF


    Result looks like this:
    UDE syntax color.jpg
    Blame me for that, I messed up the classic theme, I thought I had sent the fixed Classic Theme to Paul, thanks for clearing that up Crusha.

  8. #48
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    Class tree would be nice, though I think I'm still going to use UnCodeX for the subclassing, if for nothing else. So I personaly don't find it that important.

    Something like linewarp from Notepad++ would be a great feature. Not having to sidescroll is surprisingly useful imo.

  9. #49
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    Im on win 7 home premium 64-bit and this thing does not open, I click it and it does nothing but it is running in my processes as 32-bit. Wonder if that is why it will not open for me.

  10. #50
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    You sure you don't have a program blocking it?

  11. #51
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    yeah there are no programs blocking it, it just doesn't open up. It runs in my task manager just nothing else.

  12. #52

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    works fine for me. I'm about to start with unrealscript soon. this will be useful. thanks
    Check out Ragnarok, my Maya to UDK Level Exporter on my blog or view thread here on forums: http://forums.epicgames.com/threads/...orter-Ragnarok

  13. #53
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    Another minor, but useful thing would be color highlighting for 'names'.

  14. #54
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    Quote Originally Posted by Crusha K. Rool View Post
    Ok, some feedback:
    • Middle-clicking on a file tab should close that file. Middle-clicking on an empty place in the tab bar should open a previously closed file tab at that point.
    • Having the click the "Classes"-group in the directory tree each time before being able to select the actual classes is not very convenient. At least make it auto-expand if you open the package, but even better would it be if you'd simply ignore the "Global" files (who is using that anyway) and have the classes be the first thing in the hierarchy of the packages.
    • Class tree and hierarchy of classes is severely needed, so we can expand the search for a keyword to the entire class tree or parents or children of the current class. And for IntelliSense of course.
    • The broken Alt Gr makes the thing entirely unusable on my keyboard, since I can't insert any {} or [] and it seems to lock the thing pretty much up when I press that key. Pressing some other keys then randomly splits the window. Gotta love macros that you are not aware of.
    • How exactly do I remove the split version of a window again with my mouse? I can minimize it by resizing it to the side, but that doesn't get rid of it.
    • An option to turn any tab stops into a number of spaces that is equal to the tab size that we entered in the settings would be highly appreciated. I personally really dislike tab stops since they don't mean consistency between different editors and work stations.



    Some more comfort options that WOTgreal included and that I loved since then:
    • Auto Indent: When you make a new line the leading whitespace from the previous line is copied so that the cursor is at the same X position as the beginning of the previous line.
    • Block Undo: When performing an undo operation, similar keystrokes (like typing a letter) are undone as a group instead of individually.
    • Cursor Past EOL: Allow the cursor to go past the last character of a line. (Inserts matching whitespaces if you start to type at cursor location)
    • Hyperlink keywords: Holding down CTRL will turn keywords into clickable hyperlinks. Clicking on them will take you to the declaration of the keyword whenever possible (and that means also to parent classes).
    • Leading Spaces to Tabs on File Load: Self-explanatory.
    • Tabs to Spaces on File Load: The reversed case.
    • Smart Tab: Pressing the Tab key will advance the cursor to the next whitespace of the line above rather than the next tab stop.
    • Trim Whitespace on Save: Remove all trailing whitespaces when saving the file.
    • Code explorer and directory tree tracking: Automatically expands and highlights the currently selected member/class in the code explorer/directory tree.
    • Already noted, will have that available shortly.
    • This should already work. I've seen at random times it'll collapse the parent but it wasn't often. Confirm this again please. The next available version will act much better, among other things.
    • Already noted and shown in the OP that this will be the next feature available. Just ran out of time this month.
    • Already noted as well, sorry about the AltGr key guys.
    • You can't remove it exactly at the moment, just click it, it'll toggle itself out of the way. I haven't put much work into the panels yet.
    • Noted, I'll get that working as a setting. The editor currently converts spaces into tabs if they match the tab width setting when opening a file to deal with editors that do that.


    • I'll have this fixed. At the moment it will translate spaces of the same width as your tab setting into a tab but I noticed it doesn't always work correctly. This is due to finding editors that translate tabs into spaces instead of tabs so I added the fix in the editor to translate those spaces into tabs and not the other way around. I often follow the rules of Visual Studio, not WOTgreal.
    • This is kind of how it works already. The latest version I'm working on handles undo/redo a bit better but it will always give an accurate undo/redo history.
    • Never liked that but I'll see about adding it in there for you.
    • Noted. I had this planned but had forgotten about it, thanks.
    • Noted.
    • Noted.
    • Noted.
    • Noted. I was originally going to do this but I felt it was better to save as-is and not manipulate anything.
    • Noted. That is a good idea.

  15. #55
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    Quote Originally Posted by Prea View Post
    Just started using this IDE and it might be a worthy replacement of what I'm using!

    One thing that happend to me: UDK > Editor, caused an immediate crash (EXCEPTION_ACCESS_VIOLATION) and lost my edited script (luckily it was a meaningless file)

    After a quick gaze it looks like it has most/all features I need to code. Good work mate!
    Make sure you've set your settings first (the important setting is the UDK Path). At the moment the editor doesn't do any checking to see if you've set your path (or have set the path correctly) as I figured it was good enough for alpha.

    Thanks Hopefully you'll find it useful.

  16. #56
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    Quote Originally Posted by IllpIll View Post
    Im on win 7 home premium 64-bit and this thing does not open, I click it and it does nothing but it is running in my processes as 32-bit. Wonder if that is why it will not open for me.
    More information is needed as I've had several people with the same OS run the editor just fine. PM me if you keep having the problem and I'll send a version with a couple changes that could be the culprit. Sorry you're having trouble.

  17. #57
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    I used it on my laptop (1366x768) and at start up, window is too big, it goes off the screen. I can click on the far right and resize the window though.

    One thing I would suggest would be Visual Studio style "View Call Hierarchy" type of window. Ie right click and select view call hierarchy on a function, and see what calls it and where it gets overridden. Maybe also find references for variables and stuff
    Last edited by RNG; 03-05-2012 at 04:41 AM.

  18. #58
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    Oh, lol, sorry. It's set to launch at 1400x800 which is basically a value I left in there for my resolution during testing. I'll have a fix for this soon which will use half the size of your resolution to be safe.

    Hierarchy information and everything will be available soon. How I'm building it should provide a lot of flexibility and therefore many features. Thanks for the suggestion though, I'll be sure to provide that type of functionality.

  19. #59
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    Quote Originally Posted by eternalcrisis View Post
    • Already noted, will have that available shortly.
    • This should already work. I've seen at random times it'll collapse the parent but it wasn't often. Confirm this again please. The next available version will act much better, among other things.
    • Already noted and shown in the OP that this will be the next feature available. Just ran out of time this month.
    • Already noted as well, sorry about the AltGr key guys.
    • You can't remove it exactly at the moment, just click it, it'll toggle itself out of the way. I haven't put much work into the panels yet.
    • Noted, I'll get that working as a setting. The editor currently converts spaces into tabs if they match the tab width setting when opening a file to deal with editors that do that.


    • I'll have this fixed. At the moment it will translate spaces of the same width as your tab setting into a tab but I noticed it doesn't always work correctly. This is due to finding editors that translate tabs into spaces instead of tabs so I added the fix in the editor to translate those spaces into tabs and not the other way around. I often follow the rules of Visual Studio, not WOTgreal.
    • This is kind of how it works already. The latest version I'm working on handles undo/redo a bit better but it will always give an accurate undo/redo history.
    • Never liked that but I'll see about adding it in there for you.
    • Noted. I had this planned but had forgotten about it, thanks.
    • Noted.
    • Noted.
    • Noted.
    • Noted. I was originally going to do this but I felt it was better to save as-is and not manipulate anything.
    • Noted. That is a good idea.
    All are of course toggleable features that the user can enable after his liking in the settings.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  20. #60
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    I never liked the middle click to close, but its always a good feature to have.

  21. #61
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    Like a baws! that's a pretty decent Alpha, If you add all of the other features that you noted then this is going to be like the best Uscript IDE ever, IMHO.

    Keep up the good work and many thanks for sharing this with us

  22. #62
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    Thanks TK-Master, glad you like it and find it useful.

  23. #63
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    Oh nice, thanks for the sticky Epic.

  24. #64
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    Quote Originally Posted by eternalcrisis View Post
    Oh nice, thanks for the sticky Epic.
    Has absolutely nothing remotely to do with me. And even less to do with Flak, so don't bother thanking her at all. ಠ_ಠ


    (So, are you under pressure now? )
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  25. #65
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    lol

    The pressure I feel at the moment is to catch up with my late tasks for our R.A.T.S. project, lol. For the IDE I've added a couple missing features, will start on the planned features, and soon will release version 1.1.

  26. #66
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    Tested the fixed version, Alt Gr works fine now.

    However, the automatic closing ")" doesn't seem to work correctly. It doesn't add one when I make the opening one nor when I type something. Instead it adds it after I manually type it in, so I end up with a double "))".

    Btw: Did you test already if the debugger works? I am currently trying it out on a custom Actor in my gametype, namely in the PostBeginPlay and other places. But I never actually got the debugger to hold anywhere.
    Last edited by Crusha K. Rool; 03-08-2012 at 02:38 PM.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  27. #67
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    great work and keep it up!

    edit:
    feeling stupid, ignore me in the future
    Last edited by thommie; 03-08-2012 at 02:47 PM.

  28. #68
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    Thanks for testing Crusha, I'll see about fixing the auto-bracket problem with AltGr. Will need you to test again for me but this time I'll remember to actually make the special build instead of accidentally overwriting the public one, lol.

    Yes, I tested debugging extensively and have friends that use it on a daily basis. Make sure to compile in debug mode. If there are no changes to your scripts and you compile in debug mode it won't actually do anything (the compile output will just say there were no changes). You either have to make a quick edit or enable Full Compile, then compile in debug mode (just click the bug icon), and then your breakpoints won't be ignored. Let me know how that goes for you.

  29. #69

  30. #70
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    I've uploaded an update that fixes a few issues, bugs, and introduces additional keyboard shortcuts (for auto-bracket). This also fixes the AltGr key issue but does not yet fix the auto-bracket issue with AltGr (will send you a test build soon Crusha) so please disable for now if you use AltGr.

    Updates:
    • Debug and Run Editor now works, sorry about that, didn't realize it was missing.
    • Pressing 9 caused the auto-bracket ")" character is now fixed.
    • Fixed error/crash when trying to add a breakpoint in "untitled" files.
    • Fixed random failure to launch when running a game.
    • Running a game in either mode now gives current log in the compile window (until fully launched and/or log window appears).
    • Network notify message has been removed.
    • Game Type launch option now added within the settings.
    • Network now responds correctly to launch options.
    • Search speed increase.
    • Search window and editor window Z position fixed when moving the editor window.
    • Added more keywords to the highlight - please remember that this is temporary until I've finished the auto-complete and the other planned features.
    • Added highlight auto-bracket encasing.


    I have a few more fixes to do on my list that I'll try to make time for during the weekend. Now that I'm using the editor on a daily basis I'm able to note down anything I find annoying or not working as expected.


    Keyboard Shortcuts:
    Auto-bracket toggle shortcut has been changed from CTRL+; to CTRL+' in favor of a new shortcut.

    CTRL+; skips passed the last bracket and adds a semi-colon. Useful for the following situation:
    Code:
    CamActor = CameraActor(OutVT.Target|)  // | is the caret, ")" made by auto-bracket, CTRL+; here will make:
    CamActor = CameraActor(OutVT.Target);| // | is the new caret position
    CTRL+Spacebar skips passed the last bracket and adds a space. Useful for the following situation:
    Code:
    if(MyPawn(Pawn|))  // | is the caret, both ")" made by auto-bracket, CTRL+Space here will make:
    if(MyPawn(Pawn) |)  // | is the new caret position
    Highlighting a word and using an bracket key with auto-bracket enabled will now encase the highlighted word.



    UPDATING NOTES
    If you are updating your editor, extract and overwrite every file except the ".db" files. Instead, once extracted, double-click the "UDKEditorUpdate.exe" application. This will properly update your databases so you do not have to redo your settings/colors/styles.



    Special Thanks
    Crusha K. Rool for testing/AltGr testing.
    All the donators; thank you very much, it is greatly appreciated.



    Thanks to everyone who has tried, or is still using, the IDE and reporting bugs/errors/suggestions.

  31. #71
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    I did actually notice when using this IDE that when I try to do a macro `{something} it auto-indents and completes it for me, while useful for functions and logic its not so useful when trying to insert macros Ive actually started on my own Parser and I'll probably end up removing the need to use the macro language in its current form manually anyway, I settled on a php like usage of <$something>.
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  32. #72
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    Yeah, you would need to turn off auto-bracket through the settings or the keyboard shortcut (which I prefer so I can turn it on/off quickly). Between functions/logic and macros, I will always favor functions/logic, since for me personally macros are pointless (besides log).

    I can also make a inline version of the "{}" auto-bracket. I'll put it on my to-do list for this weekend. Even then I'd have to make a keyboard shortcut to toggle between the two, in which case, it's probably just better to use the auto-bracket on/off shortcut.

    Let me know if you have any suggestions, MonsOlympus, I would appreciate it.

  33. #73
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    Ahh no worries I can use the toggle, personally I dont need auto-bracket anyway indenting is enough. I use macros alot as in Useful Macros, these are just some of the more generic UDK ones not the specialized ones Im constantly developing.
    Last edited by MonsOlympus; 03-10-2012 at 02:53 PM.
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  34. #74
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    The program doesn't seem to keep some settings, on each new start are the defaults there again (want it to use 32 bit instead of 64, use DX11 and remember the map that I set there. A tool to select the map path with an explorer window like it's done for the actual UDK installation would be nice, btw).

    Debugger works now, btw, but it sometimes seem to lock up in some situations where I can't step out or make it continue anymore.

    For instance here:
    Code:
    event Tick(float DeltaTime)
    {
            CurrentSplineDistance = CurrentSplineDistance + (OnRailSpeed * DeltaTime);
            while (CurrentSplineDistance > ActualSplineLength)
            {
                CurrentSplineDistance -= ActualSplineLength;
                SplinePathIndex++;
                UpdateSpline();
            }
            […]
    }
    Either in the While-loop or the line before that does it hang sometimes when I put breaks down there.


    EDIT: Ok, debugger doesn't always work. At least it seems to skip some break points like the ones mentioned above. To hit them, I actually need to place breakdowns at other places first (in my case PostBeginPlay() or MatchStarting()) to actually get it to hold at the other ones as well. So yeah, it either doesn't break sometimes or locks up.

    And the differentiation between "Step Into", "Step Over" and "Step Out" doesn't happen most of the time either. Example: It holds at an if-block. The first pressing on any of these step-buttons doesn't do anything at all. When I click on Step Over then, it still enters the if-block, though.

    Previous debugging sessions are sometimes bad as well for the next ones. After such a session where it locked up and I exited the UDK manually, the yellow arrow that shows the current position in the program flow still stays at the side, despite no debugging being active. When I start the next session then, it doesn't hold at any breaks at all.



    (Oh, and Watches would be nice to have. Simply a collection of variables (from several places) that we want to keep an eye on all grouped together)
    Last edited by Crusha K. Rool; 03-11-2012 at 05:20 PM.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  35. #75
    MSgt. Shooter Person
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    Quote Originally Posted by Crusha K. Rool View Post
    The program doesn't seem to keep some settings, on each new start are the defaults there again (want it to use 32 bit instead of 64, use DX11 and remember the map that I set there. A tool to select the map path with an explorer window like it's done for the actual UDK installation would be nice, btw).
    That is strange. For me it remembers those settings. Also I simply typed in the map name, without the path, and it works.

  36. #76
    Palace Guard
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    I do that as well, but my map names tend to be rather cryptic for testing, so I need to navigate to them first anyway.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  37. #77
    MSgt. Shooter Person
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    Awesome! Thankyou

  38. #78

    Default

    This IDE is exactly what I was looking for. Clean and simple! Nice job! It replaced my notepad++. I had the chance to test it for a couple of days now, and here are a few things i missed so far (more a kind of a wishlist):

    • CharackterPosition: I could need an indicator sometimes, which horizontal position I'm at.
    • CaseTransform: Upper/Lower/Capitalized.
    • Improved "Find" (right panel): Maybe you can extend the "find" option to search for specified keywords within the files&classes too?
    • GFx reimport: At the moment I use a batch file, that's okay. Sometimes it could come in handy to re-import SWFs, re-compile the code and than run a test.
    • Size & Position: What about storing size and Position of the IDE-window? I would like it!
    • Restore Config: I don't know how it happened, but the Databsee of the IDE crashed one time. I received an error similar to "ACCESS_VIOLATION_WHATEVER". I had to copy the *.db file from the zip again to get it run again (Lost all settings, but hey, it works!). Maybe you can build a reset or re-build database button to aid that.


    If somebody else already suggested similar or better ideas, nevermind. Keep up the good work! Thanks for sharing it!

    Best regards!

  39. #79
    MSgt. Shooter Person
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    I do get an "access violation exception" error sometime too. Unfortunately I can't reproduce it, so I don't know yet what is causing it.

  40. #80
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    Sorry everyone, just got back from being out of town, had a nightmare of a time on the way back, and I'm now getting back settled.

    Crusha: I'm going to contact you soon, I'd like to get a constant flow of communication between us so that we can dial in the debugger. What I can construct for the debugger is not limited, what is limiting the debugger itself is my knowledge of how the debugger should perform/behave, so it would be great to get through all of that easier than forum posts and PM's. Perhaps Skype or any other messenger? PM me please.

    Elphus: Thanks I remember you posting in my "UE3 Tool" release thread a couple/few times. I hope this was a good direction after using the original tool as the concept. I know the IDE is lacking some features from the original tool that made certain tasks easier in terms of launching/building but it will be incorporated into what I'm building now. If you have any suggestions I would really appreciate them.

    blutdieb: Thank you very much. I, too, come from Notepad++ when it comes to Unreal Script programming, and I had taken a lot of features from Notepad++ that I liked and added them to this IDE. So, it's definitely good to read that another Notepad++ programmer has replaced that editor with this IDE for Unreal Script. That was my overall objective for myself. Your suggestions are noted and will be added. Thanks for your input and feel free to suggest more.

    The last part of your list that shares with LeiterJakab's post I'll answer at the same time:

    Sorry that you guys are running into this error. I hope I run into this error myself when I'm working more with the editor to work on our project so that I can pin-point the problem. The next version does include a database split and the reason for that is so that future upgrades won't interfere with any of the custom settings that each UDK IDE changes. I believe this will fix multiple problems. We will see how it goes in the next version.

    For the next time you get this error, please post/PM what you did last, so that I can try and reproduce the error as well. We can attempt a joint operation on this problem, lol. Operating system information and so forth could help as well. Feel free to PM me this type of information. I thank you two for reporting this issue.


 
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