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  1. #1
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    Default UDK IDE [Updated]

    UDK IDE Alpha 1.0
    by Magic Stone Studios

    Original Thread: http://forums.epicgames.com/threads/...te-5-Debugging

    Version: Alpha 1.0
    Download: http://www.magicstonestudios.com/UDK.../UDKEditor.zip
    Donate: Donate

    SET YOUR SETTINGS BEFORE USING. CLICK THE GEAR ICON ON THE TOOLBAR OR EDIT -> SETTINGS. THE MOST IMPORTANT IS THE "UDK PATH" SETTING.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version



    I'm releasing this early due to time constraints with our project R.A.T.S. as I've spent an entire month on this IDE and now I'd like to use it for the project. During that time I will definitely be noting down additional features that the IDE should have to ease time consumption from programmers. I will be listing the current features and the planned features; which are basically features that weren't finished in time for this initial release.

    Please report any bugs you find in this thread. I also welcome feature suggestions. Anyone who has experience using the debugger provided by nFringe I would appreciate it if you would contact me via PM because I'm guessing I'm missing needed features. I don't have much experience with the debugger but this IDE at least provides the basics.


    Features:
    • Syntax Highlighting
    • Bracket Highlighting
    • Code Collapsing
    • Tabs/Tab Listing
    • Cloning
    • Auto Indent
    • Auto Bracket
    • Line Numbers
    • Panel Orientation
    • Block Commenting/Uncommenting
    • Compiling
    • Compile Error/Warning Line Highlighting
    • Color Configuration
    • Directory Tree View
    • Match Marking
    • Search, Search & Replace
    • Debugging
    • Add/Remove Breakpoints
    • Debug Data Tree


    ...should be more and I'm trying not to list normal editor features.

    Planned:
    • Intellisense/Auto Complete
    • Cooking
    • Packaging
    • Function Tree
    • Search in Files/Opened Documents
    • SVN Management
    • Backup


    The launching options are weak at the moment. This will be given a full overhaul as what is provided right now is something simple for alpha release. It is not at all what is planned for the IDE. I also didn't have enough time to finish the function tree, which also aids the intellisense/auto complete, but it's the first in my "todo" list. I wanted to release with the above planned features but I just ran out of time for this month.


    Keyboard Shortcuts:
    • Ctrl+K - Block Comment
    • Ctrl+Shift+K - Block Uncomment
    • Ctrl+; - Toggle Auto Bracket
    • Ctrl+Left - Previous Error
    • Ctrl+Right - Next Error
    • Ctrl+M - Move
    • Ctrl+D - Clone
    • Ctrl+F - Find
    • Ctrl+N - New
    • Ctrl+O - Open


    Ctrl+L
    I actually have to explain this one. While auto bracket is enabled this is a shortcut for a special action. Examine the following:

    Code:
    if(bIsTest|) // <-- ")" is created by auto bracket and the "|" character demonstrates the caret.. Ctrl+L here makes:
    
    if(bIsTest)
    {
      |
    }
    
    // so, it's like a shortcut, and there is no restriction; you can do that for IF, FOR, FUNCTION, it just makes the characters for you


    TIPS
    • Use the "Find" in the "Directories" tree to quickly find files instead of always browsing the tree.
    • Highlight words and found matches will highlight.
    • Highlight words and Ctrl+F to start searching for matches, or click the "Search" or "Search and Replace" icons in the toolbar.
    • Full Compile automatically turns off after compiling/debug compiling.
    • Files are saved automatically before compiling/debug compiling (only files that have been saved before).
    • Drag the splitter handles to move the panel. For example, grab the Directories Tree panel and drag to the top to move the window to the top. This can be done for all panels.
    • Click a splitter handle to toggle them.




    DEBUGGING:
    Debugging is provided. You can add/remove breakpoints in two ways:

    • Editor Context Menu: Right click at the line and select add or remove breakpoint.
    • Click the Margin: This will toggle a breakpoint for that line. This can be seen in the preview screen-shots, on the left margin next to the line numbers is a red circle, and that is a breakpoint. Click it again to remove. This will automatically update while currently running debug as well.


    You must use the debug compiling options before attempting to debug. This will compile your scripts in debug mode. If you've made no changes to your scripts, were originally in release mode, compiling in debug mode will not work properly. Either just make a quick change to a script and hit debug compile again, or click Compile or Debug and then Full Compile and then compile in debug mode. After compiling it will automatically remove you from full compile mode.



    I believe that is all I can think of to list. I will update this post when new information and/or updates are available. I hope everyone will enjoy this IDE and find it useful. Time for me to now actually use it for Unreal Script and on our project. I will be releasing updates either every two weeks and/or every month, especially since I can now actually start using it as normal coding practice. This will let me take note of anything that needs to be added.



    Special Thanks:
    Jonathan "TheAgent" Vazquez - Help with icons and pre-alpha testing
    David Camp - Socket/Pipe help during my times of failure



    SET YOUR SETTINGS BEFORE USING. CLICK THE GEAR ICON ON THE TOOLBAR OR EDIT -> SETTINGS. THE MOST IMPORTANT IS THE "UDK PATH" SETTING.

    Download: http://www.magicstonestudios.com/UDK.../UDKEditor.zip
    Donate: Donate
    Last edited by eternalcrisis; 03-09-2012 at 11:47 PM. Reason: IDE Updated

  2. #2

  3. #3
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    Thanks for the mention Paul!

    Can't wait for the new updates, keep em coming.

  4. #4
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    thanks, i will take a look at it !!!!
    http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com

    please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!

  5. #5
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    Just tested this out and I have to say it's working pretty well. I could not however figure out how to get the breakpoints working, as I placed a few and ran both the game and the editor and neither time did it stop at this breakpoint (and yes, it had to go through the breakpoint because I placed it in my pawn function that always gets executed). Also another thing to check out is sometimes if you do not compile with the editor, but tell UDK to compile your scripts when they are outdated, then window won't show up and you have to manually go into your task manager and processes to end the task. I'm sure with an IDE that has compiling capabilities you would expect the user to use the compile feature on there instead of UDK, but it is something you may want to look into.

    Last thing, I didn't see a donate button on the UI. May want to add that in because I'm sure people would love to contribute in some way. I know you were looking for backers for this, but people who may use this tool professionally for free may want to pitch for the nice tools :-)

  6. #6
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    ryanjon2040
    Thanks man
    Technically multiple languages, but C++

    lovindadonks
    Thanks for pointing that out. You're correct, I planned around everyone compiling using the toolbar or file menu, instead of letting UDK give the outdated script warning, so I will check that out now. I may actually start tracking when you've last compiled compared to when you've last edited to see if you need to compile instead of letting UDK do that. Anyways, all noted.

    The debugger should work. If you can do me a favor, check your UDK directory. Look in "Binaries/Win32" and make sure "UDKDebugger.dll" is there. Also check your "UDKGame/Config" and make sure "Debugger.ini" is there. The application copies these files and places them in the correct locations whenever you edit the UDK path location in the settings. In the near future this section will change and provide more functionality. So, if it didn't copy these files properly, you can do so manually as the files are within the "/bin" folder of the editor.

    If it is indeed there, make sure you compile in debug mode, and I've noticed that UDK won't compile in debug mode properly if there are no changes. In which case, click Compile or Debug -> Full Compile, and then compile in debug mode. See if your breakpoints work then. I've tested so many times that I'm tired of looking at breakpoints or even reading the word "breakpoints" so it should definitely work, lol.

    I'm not very comfortable about placing a donation button on the editor, but I'll think about adding an "About" section. I'll think about it, lol. Thanks for the suggestion. For now I guess I'll add a donation link in the original post.

    Let me know how the debugging goes.
    Last edited by eternalcrisis; 03-03-2012 at 11:54 AM.

  7. #7
    Boomshot
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    This is looking superb. Fantastic job, well done!

    After a quick try I'm finding issues that affect my usual workflow:
    • The "Full Compile" switch toggles automatically after each compile. It won't stay off.
    • Currently I test different projects with dedicated toolbar buttons, each one bound to the executable with it's own command-line (e.g. "MapName?game=Package.GameName -log -remotecontrol -nostartupmovies")
      1. Settings::UDK::Map doesn't seem to accept the full commandline. It feels like it's being overridden with "map -log"
      2. Are there any plans to have user-defined toolbar buttons similar to Visual Studio's external tools?
    Also some cosmetic things:
    • Output window doesn't scroll during compilation
    • Option to have close button on tabs
    • Pin/Unpin (auto hide) for output pane

  8. #8
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    Thanks, Spoof.

    1) Oops. Sorry about that. It's what I get for adding things at the last minute. I will fix this now and upload. I accidentally made it toggle instead of turn off, lol.

    2) The overall network/launching portion is a bit weak right now, at least it's not up to par as I wanted it to work, but that will be changing in the next major update. For now they should work as-is and apparently they don't as you've found. Sorry about that.

    a) I will check this out now. I didn't have a lot of time left to test all the network buttons which I should have done. Thanks for spotting this and I'll fix it now.
    b) I will see about providing this and I've thought about it as well. I just didn't know how I should go about it because almost everything is in the toolbar and attempts have been made to not clutter. Ideas are definitely welcome.

    3) Cosmetic suggestions are welcome.

    a) I didn't like that the compile output didn't scroll either but then I learned that I could ignore it, since the editor parses the log and gives you the entire list of warnings/errors anyways. However, I will fix this.
    b) Didn't even think about that, I'll get this added for the next major update. I didn't realize it because I'm so use to using the context menu to close, even in Notepad++.
    c) Will do. I should probably do this for all panes.

    Edit:
    Yeah, I missed some of the options for the networking, going to fix these up and upload.
    Last edited by eternalcrisis; 03-03-2012 at 01:02 PM.

  9. #9
    Boomshot
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    I know what you mean about clutter, and I was also going to suggest an option to customise/remove toolbar buttons. I've refined my workspace to just three (open, save all, compile) and one to run each project. Haven't used a debugger for years but I'll give yours a try next week.

  10. #10
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    • Compile output auto scrolling has been added.
    • Full Compile has been fixed to not toggle after compiling.
    • Network launching should now include the rest of the options that were accidentally missing.


    Again, the launching options, for both game and network, are fairly weak right now. There isn't much to work with in terms of setting options but this will be added soon. Included in that list is also cooking and packaging. The settings portion is mostly built for alpha as the entire setup was not how I envisioned the final version for launching options and so on.

    If you've downloaded already you only need to overwrite the "UDKEditor.exe." Otherwise you will have to redo your colors and settings. An installer with updating/automatic updating won't be available until beta. I also suggest registering ".uc" and ".uci" files with the editor as it's setup for that as well. That option will be available in the installer to automatically do this for you.

    Tomorrow I will add the compile checking versus updated files. I actually need to finish the entire synchronizations between the editor and your project and this will aid compile checking.

    Thanks to everyone trying this out, giving suggestions, and posting bugs.
    Last edited by eternalcrisis; 03-03-2012 at 01:58 PM.

  11. #11
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    Hi I am using Windows 7 & and UDK Feb 2012. Just downloaded this and set it up. When I do a Build though, I get a pop up that says EXCEPTION_ACCESS_VIOLATION.... the title of the pop up says its Windows exception. Is there a particular place i need to install the IDE?

    I get it almost at the end of the compilation and when i click on it closes the editor. I also tried running it as admin!
    Last edited by srinath49; 03-03-2012 at 03:36 PM.

  12. #12
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    It is likely because you haven't went in your settings and defined a Path for your UDK to compile from :-)

  13. #13
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    Quote Originally Posted by lovindadonks View Post
    It is likely because you haven't went in your settings and defined a Path for your UDK to compile from :-)
    My path points to the main root DIR of my UDK, like this: C:\UDK\UDK-2012-02

    Is this correct or should it point to the C:\UDK\UDK-2012-02\Binaries\Win32(or \Win64)\ ???

    Note: I see the list of my classes/folders inside my Development/Src/ folder on the right. So I assumed I set it up correctly.

  14. #14
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    Thanks!

  15. #15
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    Got to try it first, but…

    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.

  16. #16
    Boomshot

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    Quote Originally Posted by srinath49 View Post
    Hi I am using Windows 7 & and UDK Feb 2012. Just downloaded this and set it up. When I do a Build though, I get a pop up that says EXCEPTION_ACCESS_VIOLATION.... the title of the pop up says its Windows exception. Is there a particular place i need to install the IDE?

    I get it almost at the end of the compilation and when i click on it closes the editor. I also tried running it as admin!
    Can be caused if the program is trying to access a folder it isn't allowed to.
    Try running it as Administrator.

  17. #17
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    Originally Posted by srinath49
    Hi I am using Windows 7 & and UDK Feb 2012. Just downloaded this and set it up. When I do a Build though, I get a pop up that says EXCEPTION_ACCESS_VIOLATION.... the title of the pop up says its Windows exception. Is there a particular place i need to install the IDE?

    I get it almost at the end of the compilation and when i click on it closes the editor. I also tried running it as admin!
    Quote Originally Posted by 100GPing100 View Post
    Can be caused if the program is trying to access a folder it isn't allowed to.
    Try running it as Administrator.

    I already Tried that!

  18. #18
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    This is trivial but make sure you have a Classes folder in your Code Folder.

  19. #19
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    Quote Originally Posted by TheAgent View Post
    This is trivial but make sure you have a Classes folder in your Code Folder.
    It does have a classes folder. I a using Vs2008 n nFringe for a while on my project. I am trying to move to a free IDE option with debugging option. I was over the moon when I saw this one but unfortunately it gives me this error

  20. #20
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    This is odd, I'm running Windows 7 and I usually have my UDK build on the desktop and I put the IDE here Desktop/UDKBuild/"IDEStuffHere" Screen shot your IDE with your settings open?

  21. #21
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    Ok I just moved the Editor inside the UDK Build Root folder as you did. And I still get the same error ... How do i give you a screen shot? email address perhaps?

  22. #22
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    You can attach images here on the forums as long as they are small.

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    Sorry you're having so much trouble, srinath49. First thing I'll have to see is your settings either by screen-shot or you can send me (via PM) your "udkeditor.db" file which is with the editor in the "/config" directory. You can also PM me if you'd like and we can figure this out.

  24. #24
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    Looking great so far.

    A couple features that I would love to see:
    -Middle-click on tabs to close. Every tab-based application that I use has this functionality, so it is frustrating not to be able to do it.
    -Moveable tabs. I am a bit OCD when it comes to my tabs arrangement... if I open up some files in my project, then open some core UDK files, and decide that I need to work in another one of my files, it really bugs me to not have them all grouped together. So it's not something critical, but for my own sanity, it would be nice to be able to grab a tab, and drop it between a couple others.
    -Open class by name. Maybe this is something that will have to wait until you have the class browser, and auto-complete worked out, but one feature of WOTgreal that I has really grown on me is the ability to hit Ctrl+Shift+O to open up a little window where I can type in "UTWea", then have the form give me a list of all of the classes that contain that string in their name - hit one, and have it open. Saves me a ton of time.

    Keep up the good work!

  25. #25
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    blaklion: Not a problem, I hope you find the IDE useful during your game programming.

    Crusha K. Rool: LMAO. Let me know when you've tried out the debugger. You asked for it so I imagine you have experience with it, so let me know what is missing. PM me because I will need details and it'll be easier to follow up or send you builds attempting to address issues or add the features.

    100GPing100: Thanks for helping out with srinath49's issue.

    TheAgent: I'm NOT going to thank you cause you're always helping someone out, lol. j/k, thanks man.

  26. #26
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    Blaaguuu

    1) I can't believe I forgot about that. A friend asked for the same thing a couple days ago and I forgot to add that. I'll get it in.

    2) I do this as well. I had to decide between managing the tabs or having them automatically go into alphabetical order. Obviously I had decided on the alphabetical list and rely on the tab list to quickly find tabs. I also move files over to the second panel (right click -> move or ctrl+m) or clone them (right click -> clone or ctrl+d) if it's something I need to constantly look at while coding in something else. However, next major update I'll have them manageable, which will probably be a setting to turn off the automatic alphabetical order.

    3) Not sure if this is the same but over in the tree you would type "UTWea" where it says "Find" and it will give you files that are matching. Double-click the one you want and it opens the file. Kind of like that? Try it out and let me know what you think.

  27. #27
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    Quote Originally Posted by eternalcrisis View Post
    3) Not sure if this is the same but over in the tree you would type "UTWea" where it says "Find" and it will give you files that are matching. Double-click the one you want and it opens the file. Kind of like that? Try it out and let me know what you think.
    Ah, I didn't even see that guy. That should work nicely!

  28. #28
    Boomshot
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    Missing some additional command line args.

    Make needs options for -debug and -final_release. Launching the game also requires -final_release or it won't use the ScriptFinalRelease directory.

  29. #29
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    The launching options are weak at the moment. This will be given a full overhaul as what is provided right now is something simple for alpha release. It is not at all what is planned for the IDE.
    That should actually say "launching/compiling options are weak."

    For "-debug" just do a debug compile, lol. Click any of the bug icons or use the file menu. Unless you meant something specific?

    I will be making a full replacement for Unreal Frontend for the editor soon.

  30. #30
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    It's amazing! Thanks for making it available. Can't wait for autocomplete.

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    Quote Originally Posted by eternalcrisis View Post

    I will be making a full replacement for Unreal Frontend for the editor soon.
    +1 On this one.

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    Alt Gr doesn't work for me. I can't write characters when holding it, and when I let go and press any key I get the hotkey functions, as if I was holding Ctrl.

  33. #33
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    settings.jpg

    Hey guys thanks for trying to help me but I am still getting the same issue Here is the screenshot of my settings as TheAgent requested

  34. #34
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    I'm not following here. What exactly do you mean by "Alt Gr"?

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    srinath49: Did you read my reply? It's back a couple pages, lol.

  36. #36
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    Quote Originally Posted by eternalcrisis View Post
    srinath49: Did you read my reply? It's back a couple pages, lol.
    Oops i missed that :P Ok so you need my udkeditor.db file right.. Ill pm u in a bit

  37. #37
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    Did you confirm that the files are indeed in your directories?

    Edit: PM me so we're not constantly bumping this thread for quick one sentence conversations.
    Last edited by eternalcrisis; 03-04-2012 at 10:17 AM.

  38. #38
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    what do u mean by confirm??? I can see my classe from my dev/src folder so i assumed all is set? cos there is no ok/apply/save button or such thing and my settings are not cleared out in the settings so it all seems saved properly.

    And how do I send you my .db files?? I could not attach it here on in the PM!

  39. #39
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    This thing looks so awesome, I just hope i can get it working

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    Quote Originally Posted by eternalcrisis View Post
    I'm not following here. What exactly do you mean by "Alt Gr"?
    I mean the AltGr modifier key on my keyboard, used to type such characters as: ; <> ||
    Ctrl + Alt modiefier doesn't work either, so basically I can't use those characters. Might be a European thing?


 
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