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  1. #41
    The Sacrifice
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    Question

    i got stuck..
    please can someone tell me what do i need to do create a simple deathmatch on this blank install.. i mean what are the classes i need to create and what else do i need to create....

  2. #42
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    To create a basic deathmatch type game, you will need to make a subclass of GameInfo or one of its derivatives. Personally, for my own project, I extend UDKGame. All you need to do to make it work is specify a pawn class and a player controller class. This is done in the default properties of your GameInfo class:
    Code:
    defaultproperties
    {
         PlayerControllerClass=class'YourGame.YourPlayerControllerClass'
         DefaultPawnClass=class'YourGame.YourPawnClass'
    }
    Unreal will handle spawning the player for you, so all you need to do is tell it which classes to spawn using the above code. Of course you will need to have your pawn and player controller classes setup. For the pawn, I extend UDKPawn. You really do not need to do anything to it, but specifying a skeletal mesh in its default properties would be very helpful (otherwise you will see nothing).
    Those are just the basics to get it up and running. To make an actual deathmatch, you will need to start designing and implementing game logic. This can be done in your GameInfo extension, or, if it is complex enough, you may want to branch the functionality out to other classes.

    I hope this helps.
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  3. #43
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    TBH they should put this on the main download page next to the regular version

    Or maybe they should just make blank version the default and the content/assets as a seperate download.
    Don't think that will happen though, so I'm happy you did this

    Do you plan on keeping to do this?

  4. #44
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    Epic probably will separate the demo content out in the near future since, as of June 2011, it is extremely easy to strip off anything UT3. They did this for a time with the Flash source for their Scaleform front end, but that strangely made a return a few builds back.

    Anyway, yes I do plan to keep doing this until Epic does it officially. I was thinking for the July build I might include the Binaries and Engine directory, so users will no longer need to download the full UDK first. Maybe I can separate the content and make it downloadable too. Although, there will be a serious conflict of config files there. Perhaps it would only be there for reference.
    Last edited by SeanO'Connor; 07-13-2011 at 05:14 PM.
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  5. #45
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    Ok that is good to hear. And adding the Binaries and Engine directories is indeed a good idea to do. Makes (using) this pack even more convenient

    Now, I hope that I don't get my hopes up to much but I hope Scaleform 4.0 will be in aswell by the time Epic makes a blank UDK :P
    Or maybe it'll be in earlier and I'll just use your pack.

  6. #46
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    I'm not sure if adding the binaries out of the official installer is a good idea : I think the license of the udk don't allow you to redistribute file provided by the udk out of the engine.
    Sorry for my bad English, it's not my native language.
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  7. #47
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    Quote Originally Posted by Froyok View Post
    I'm not sure if adding the binaries out of the official installer is a good idea : I think the license of the udk don't allow you to redistribute file provided by the udk out of the engine.
    Hmm... I was wondering if it would be legal. I assumed since I already redistribute parts of the UDK package it would not be an issue. I will not just to be on the safe side though.
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  8. #48
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    Quote Originally Posted by SeanO'Connor View Post
    To create a basic deathmatch type game, you will need to make a subclass of GameInfo or one of its derivatives. Personally, for my own project, I extend UDKGame. All you need to do to make it work is specify a pawn class and a player controller class. This is done in the default properties of your GameInfo class:
    Code:
    defaultproperties
    {
         PlayerControllerClass=class'YourGame.YourPlayerControllerClass'
         DefaultPawnClass=class'YourGame.YourPawnClass'
    }
    Unreal will handle spawning the player for you, so all you need to do is tell it which classes to spawn using the above code. Of course you will need to have your pawn and player controller classes setup. For the pawn, I extend UDKPawn. You really do not need to do anything to it, but specifying a skeletal mesh in its default properties would be very helpful (otherwise you will see nothing).
    Those are just the basics to get it up and running. To make an actual deathmatch, you will need to start designing and implementing game logic. This can be done in your GameInfo extension, or, if it is complex enough, you may want to branch the functionality out to other classes.

    I hope this helps.
    thanks sean.. it worked..
    thank you again..

  9. #49
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    Question

    i created all the stuff for my characters ( skeletal meshes, animsets, animtrees, matirials..etc. ).. but i cant figure our how to set it to the game.. i have done it without using the blank install, by creating a FamilyInfo class and using config files and utCharInfo class.. can someone please help me...

  10. #50
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    Using FamilyInfo to specify a character's SkeletalMesh is done in UT3, not in UDKBase. Rather than add your assets to a derivative of FamilyInfo, use your Pawn class instead. This is done by building a SkeletalMeshComponent like so:
    Code:
    	
    begin Object class=DynamicLightEnvironmentComponent name=MainLightEnvironment
    		bCastShadows=true
    		bCompositeShadowsFromDynamicLights=true
    		bDynamic=true
    		bSynthesizeSHLight=true
    		bIsCharacterLightEnvironment=true
    		bUseBooleanEnvironmentShadowing=false
    		//ShadowFilterQuality=SFQ_High
    end Object
    Components.Add(MainLightEnvironment)
    LightEnvironment=MainLightEnvironment
    
    begin Object class=UDKSkeletalMeshComponent name=MainSkeletalMesh
    		LightEnvironment=MainLightEnvironment
    		bCacheAnimSequenceNodes=false
    		AlwaysLoadOnClient=true
    		AlwaysLoadOnServer=true
    		bOwnerNoSee=false
    		CastShadow=true
    		BlockRigidBody=true
    		bUpdateSkelWhenNotRendered=false
    		bIgnoreControllersWhenNotRendered=true
    		bUpdateKinematicBonesFromAnimation=true
    		bCastDynamicShadow=true
    		RBChannel=RBCC_Untitled3
    		RBCollideWithChannels=(Untitled3=true)
    		RBDominanceGroup=20
    		bOverrideAttachmentOwnerVisibility=true
    		bAcceptsDynamicDecals=true
    		bHasPhysicsAssetInstance=true
    		TickGroup=TG_PreAsyncWork
    		MinDistFactorForKinematicUpdate=0.2f
    		bChartDistanceFactor=true
    		bAllowAmbientOcclusion=false
    		bUseOnePassLightingOnTranslucency=true
    		bPerBoneMotionBlur=true
    		Scale=1.f
    end Object
    Components.Add(MainSkeletalMesh)
    Mesh=MainSkeletalMesh
    You will likely want to change some of these options as I ripped this straight from my project--none of them are set in stone really.
    Last edited by SeanO'Connor; 07-16-2011 at 06:17 AM.
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  11. #51
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    Smile

    thank you for the replies Sean but i am so sorry i dont understand it.... what is the LightEnvironment variable... where do i state the physicsAsset, skeletalMesh and all other stuff...

    EDIT-------------

    ok i tried this after looking at the classes around..
    what i did was adding

    Code:
    SkeletalMesh=SkeletalMesh'TestingPackage.BasicHuman.SKM_Basic_Human'
    AnimSets(0)=AnimSet'TestingPackage.BasicHuman.AnimSet_BasicHuman'
    AnimTreeTemplate=AnimTree'TestingPackage.BasicHuman.AnimTree_BasicHuman'
    To the inside of
    Code:
        begin Object class=UDKSkeletalMeshComponent name=MainSkeletalMesh
             //.....
        end Object
    part.

    so now when i play i get the skeletal mesh loded but the animations for running, srafing..etc. are not played continuesly.. its played only once...

    and i dont know where to put the physics asset..
    also i want to know how to set computer players..
    also can u show me a link or something where i can learn these stuff... any tutorials will be of great help...
    thank you guys..
    Last edited by Chathura; 07-16-2011 at 12:10 PM.

  12. #52
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    Oh, I should have said. The LightEnvironment variable is declared by you like this:
    Code:
    var DynamicLightEnvironmentComponent LightEnvironment;
    The PhysicsAsset is set in the exact same way you did the AnimTree and such. Use PhysicsAsset=YourAsset

    As for looping animations, those are all setup in the AnimTree. For tutorials on those, check out Wraiyth's excellent videos here: http://forums.epicgames.com/showthread.php?t=739482
    Also, Epic's official SkeletalMesh pipeline videos might be helpful: http://udn.epicgames.com/Three/Video...ne - Using UDK

    To help you figure out which variables are where in UDKBase, use UnCodeX: http://sourceforge.net/projects/uncodex

    Setting up computer players, or Bots as they are called in Unreal, will involve quite a bit of AI coding. Unfortunately, I have not gotten to that point in my project yet, so my knowledge on AI is for the moment very limited. There are bound to be tutorials for it around the forums though.
    Last edited by SeanO'Connor; 07-16-2011 at 04:27 PM.
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  13. #53
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    Thanks i will look into the tutorials now... thank you again..

  14. #54
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    hehe, I know its soon, but July update?

    Thanx for this btw, its really great to use.
    Tom
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  15. #55
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    July blank install is now ready. It has been optimized further, but there is more to edit. The UT3 map loading movie is gone now, so do not forget to add your own. Also, the localization file needs to be set to your assets. A_Interface is a required package according to DefaultEngineUDK.ini, but only two of the assets are required (the radio chirps). Thus, I removed all the UT3 content from A_Interface and left the radio chirps.

    Please report any problems if you have them.
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  16. #56
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    That was fast, thanx man downloading now.
    Tom


    forgot to ask, this have mobile in it too?
    Last edited by CloDel Studios; 07-28-2011 at 08:30 AM.
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  17. #57
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    If I understand it right there is no distinction between mobile and normal version since June.
    Thanks again Sean

  18. #58

    Default

    Post-Processing volumes seem to have been broken in the blank version. I've tested this on both a clean full install of UDK (the PP volume works) and a July Blank install (PP Volume doesn't work).

  19. #59
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    Hmm... thank you for alerting me to that issue. I will be sure to pay attention to those for the August blank install, which I should hopefully get around to making today.
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  20. #60
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    So hows that August ver working out?

    Thanx again for these, they are great.
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  21. #61
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    I'm waiting for the august version too. Thanks in advance Sean

  22. #62
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    Alright the August version is ready. I tested PostProcessVolumes for myself and found nothing wrong with them. Make sure you have set your PostProcessChain in the DefaultEngine config file.

    Sorry for the delay on this one, but school just started and it steals time and life (still in college now going on 6 years...).

    Report any problems you may have, thanks.
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  23. #63
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    Wow thanx alot, I am downloading now and will test and report back in a couple hours.

    Thanx again
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  24. #64

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    I was just up to do this myself, when I found your thread! I very much appreciate this blank install, because all the UT specific stuff is distracting me since it is too complex for me to grasp for now. I like building up my knowledge from the ground up instead of deconstructing things, although this is very helpful too from time to time.
    I probably saved hours if not days thanks to you efforts.

  25. #65
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    Yeah, he does a great job, every UDK release to.

    Thanx again for all your work.
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  26. #66
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    September blank install is ready. I find it amazing that Epic can still manage to put out a nice monthly upgrade only hours before one of the most anticipated games of all time is due to be released.
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  27. #67
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    I am sure there is a lot of the community that thanks you for this. And to be honest I am sure there is a seperate team working on the engine seperate from the GOW group. ..... on the side this game will be awesome if it lets you play like the trailers look

  28. #68
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    Quote Originally Posted by DJMidknight View Post
    And to be honest I am sure there is a seperate team working on the engine seperate from the GOW group.
    I am sure of it too, but I still find it impressive that they can muster the resources and time to pull it all off. Then again it is quite hard not to look at it from the perspective of a one man team like myself.
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  29. #69
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    SeanO'Connor you do a very good work !
    But I personally prefer to try by myself (simply to understand what I do), so this is why I'm currently trying to find how to completely remove the UTGame dependencies, like you do.
    I have currently one little problem, I base my current progress on how looks like your work, but I can't figure how to solve this :


    This is the first thing that I get.


    Quickly the log window shutdow, I have managed to capture it before closing.



    Looks like the Apex module can't be loaded, but I have just removed the UTEditor lines in the Default****UDK.ini's and the UTGame/UTGameContent folder in the Src folder.
    (And of course, my ini's are configured like you said in the first post)
    Sorry for my bad English, it's not my native language.
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  30. #70
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    It is hard to say exactly what is wrong, but I am willing to bet it is an error in one of your config files. Take a close look at all of the config files that come with the blank install. Make sure they all match. After that be sure you have the right packages in the content folder. If you look at the blank install, be sure you have everything that is in the Content/UDK folder (with the exception of UDKLUT, which is not exactly necessary but without it a lot of nice post process effects are useless). Then, be sure to empty the Scripts directory even though it says do not delete.

    It is all in the config files--if those are setup properly it will not care if there is a UTGame or not.
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  31. #71
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    Well, you had right, it was my config files.
    I don't know why, at the end I have used your files as base to setup my project and aven with this it was not working (getting the same error).

    I have reinstalled the UDK, redo the same thing, and now it works.
    Strange, I guess it was a tiny line in my config files which was the problem...

    Anyway, again, thank you for your work, it helped me a lot !
    Sorry for my bad English, it's not my native language.
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  32. #72
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    Exclamation Scaleform Issue

    I'm not sure whether this is related to the blank install having an issue or that I just fail at setting some value in the config files.

    I can't get my scaleform hud to work. Even more disturbing is the fact it actually crashes when I swap to a next map when my GameInfo has its HUDType set to my (or any for that matter) scaleform hud.
    I also tried a completely blank flash file just in case; same problem.
    However, if I put my project code and packages straight into the regular UDK version, no changes whatsoever(!!!) it works. I did not copy/replace the config files from the blank into the regular UDK. I put the references to my GameInfo class and EditPackage src folder in manually.
    The scaleform is a fresh file (though using UDK assets (read: images) for the time being) and as simplistic as possible right now.

    Log:
    Code:
    Log: Log file open, 10/13/11 21:50:12
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    DevConfig: GConfig::Find has loaded file:  ..\..\Engine\Config\ConsoleVariables.ini
    Init: Version: 8788
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Aug 12 2011 20:18:11
    Init: Changelist: 976115
    Init: Command line: -log -ConsolePosX=1920 -ConsolePosY=0 -seekfreeloading -Exec=UnrealFrontend_TmpExec.txt
    Init: Base directory: E:\Modding\UDK\UDK-2011-08\Binaries\Win32\
    [0000.20] Init: Computer: OMAR-PC
    [0000.20] Init: User: Omar
    [0000.20] Init: CPU Page size=4096, Processors=2
    [0000.20] Init: High frequency timer resolution =3.089404 MHz
    [0000.20] Init: Memory total: Physical=4.0GB (4GB approx) Pagefile=8.0GB Virtual=4.0GB
    [0000.44] Log: STEAMWORKS initialized 1
    [0000.47] Init: WinSock: I am Omar-PC (192.168.178.43:0)
    [0000.47] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
    [0000.47] Init: Object subsystem initialized
    [0000.55] Init: OS stats:
    [0000.55] Init: 	Windows 7 Service Pack 1
    [0000.55] Init: 	RemoteDesktop=0
    [0000.55] Init: Memory stats:
    [0000.55] Init: 	Physical: 4095MB
    [0000.55] Init: 	Virtual: 4095MB
    [0000.55] Init: 	PageFile: 8188MB
    [0000.55] Init: CPU stats:
    [0000.55] Init: 	MeasuredPerformanceTime: 154.386 (stored result)
    [0000.55] Init: 	Hyperthreaded: 0
    [0000.55] Init: 	NumProcessorsPerCPU: 1
    [0000.55] Init: 	NumLogicalProcessors: 2
    [0000.55] Init: 	NumPhysicalProcessors: 2
    [0000.55] Init: 	MaxSpeed: 3166
    [0000.55] Init: 	CurrentSpeed: 3166
    [0000.55] Init: 	CoresPerProcessor: 2
    [0000.55] Init: 	IsOnBattery: 0
    [0000.55] Init: 	BatteryLevel: -1
    [0000.55] Init: 	Manufacturer: Intel
    [0000.55] Init: 	CPUName: INTEL Pentium-III
    [0000.55] Init: 	L1CacheSize: 32
    [0000.56] Init: 	L2CacheSize: -1
    [0000.56] Init: 	Architecture: x86
    [0000.56] Init: GPU stats:
    [0000.56] Init: 	VendorID: 000010DE
    [0000.56] Init: 	DeviceID: 00000612
    [0000.56] Init: 	DriverVersion: 8.17.12.8026
    [0000.56] Init: 	DeviceName: NVIDIA GeForce 9800 GTX/9800 GTX+
    [0000.56] Init: 	DriverName: nvd3dum.dll
    [0000.56] Init: 	PixelShaderVersion: 3
    [0000.56] Init: 	VertexShaderVersion: 3
    [0000.56] Init: 	VRAMQuantity: 512
    [0000.56] Init: 	DedicatedVRAM: 495
    [0000.56] Init: 	AdapterCount: 2
    [0000.56] Init: 	SupportsHardwareTnL: 1
    [0000.56] Init: Machine  detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
    [0000.57] Init: Previous detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
    [0000.64] Log: Shader platform (RHI): PC-D3D-SM3
    [0000.67] Log: PhysX GPU Support: DISABLED
    [0000.67] Init: Initializing FaceFX...
    [0000.67] Init: FaceFX 1.7.4 initialized.
    [0001.19] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f)
    [0003.02] Init: Finished loading startup packages in 1.68 seconds
    [0003.02] Log: 41104 objects as part of root set at end of initial load.
    [0003.02] Log: 0 out of 0 bytes used by permanent object pool.
    [0003.02] Log: Initializing Engine...
    [0003.10] Init: UEngine initialized
    [0003.10] Log: Working around XDK XAudio2 regression: TRUE
    [0003.11] Init: XAudio2Device initialized.
    [0003.18] Init: Client initialized
    [0003.79] Log: Initializing Steamworks
    [0003.79] Log: Logged in as 'CTOmar007'
    [0003.96] Log: LoadMap: FrontEndMap?Name=Player?Team=255
    [0003.96] Log: 
    [0003.97] DevMemory: Memory allocations reported by the OS: 201.98 MB (with 0.00 MB waste)
    [0003.97] DevMemory: Virtual memory tracked in the allocators: 44.04 MB (with 39.95 MB used, 1.46 MB slack and 2.63 MB waste)
    [0004.16] Warning: Warning, Failed to load 'Huds': Can't find file for package 'Huds' while loading NULL
    [0004.16] Warning: Warning, Failed to load 'B_PowerPlant.Mesh.SK_B_GDIPowerPlant'! Referenced by 'TRGame.Default__TRBuilding_PowerPlant:Skeletal_Mesh' ('Engine.SkeletalMeshComponent:SkeletalMesh').
    [0004.16] Warning: Warning, Failed to load 'B_PowerPlant': Can't find file for package 'B_PowerPlant' while loading NULL
    [0004.16] Warning: Warning, CreateImport: Failed to load Outer for resource 'SK_B_GDIPowerPlant': Package B_PowerPlant.Mesh
    [0004.17] Warning: Warning, Failed to load 'B_PowerPlant.Mesh.SK_B_GDIPowerPlantTurbine'! Referenced by 'TRGame.Default__TRBuildingChild_PowerPlantTurbine:Skeletal_Mesh' ('Engine.SkeletalMeshComponent:SkeletalMesh').
    [0004.17] Warning: Warning, Failed to load 'B_PowerPlant': Can't find file for package 'B_PowerPlant' while loading NULL
    [0004.17] Warning: Warning, CreateImport: Failed to load Outer for resource 'SK_B_GDIPowerPlantTurbine': Package B_PowerPlant.Mesh
    [0004.17] Log: Game class is 'TRGameInfo'
    [0004.21] Log: Primary PhysX scene will be in software.
    [0004.21] Log: Creating Primary PhysX Scene.
    [0004.21] Log: Bringing World FrontEndMap.TheWorld up for play (0) at 2011.10.13-21.50.16
    [0004.21] Log: Bringing up level for play took: 0.034569
    [0004.21] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
    [0004.22] Error: Can't start an online game that hasn't been created
    
    --STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE--
    
    [0004.31] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
    [0004.31] Log: ########### Finished loading level: 0.354181 seconds
    [0004.31] Init: Game engine initialized
    [0004.31] Log: Initializing Engine Completed
    [0004.32] ExecWarning: Can't find file '..\..\Binaries\UnrealFrontend_TmpExec.txt'
    [0005.09] Log: >>>>>>>>>>>>>> Initial startup: 5.09s <<<<<<<<<<<<<<<
    
    --STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE--
    
    [0011.15] Log: --- LOADING MOVIE START ---
    [0011.17] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
    	OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
    	Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
    [0011.17] Log: 
    [0011.17] DevMemory: Memory allocations reported by the OS: 212.77 MB (with 0.00 MB waste)
    [0011.17] DevMemory: Virtual memory tracked in the allocators: 41.88 MB (with 37.49 MB used, 1.63 MB slack and 2.77 MB waste)
    [0011.22] Log: Game class is 'TRGameInfo'
    [0011.22] Log: Primary PhysX scene will be in software.
    [0011.22] Log: Creating Primary PhysX Scene.
    [0011.22] Log: Bringing World TR-PowerPlantTest.TheWorld up for play (0) at 2011.10.13-21.50.23
    [0011.23] ScriptWarning: Accessed None 'parentBuilding'
    	TRBuildingChild_PowerPlantTurbine TR-PowerPlantTest.TheWorld:PersistentLevel.TRBuildingChild_PowerPlantTurbine_0
    	Function TRGame.TRBuildingChild:Init:0014
    [0011.23] ScriptWarning: Accessed None 'parentBuilding'
    	TRBuildingChild_PowerPlantTurbine TR-PowerPlantTest.TheWorld:PersistentLevel.TRBuildingChild_PowerPlantTurbine_1
    	Function TRGame.TRBuildingChild:Init:0014
    [0011.23] Log: Bringing up level for play took: 0.007714
    [0011.23] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
    [0011.24] Error: Can't start an online game that hasn't been created
    [0014.22] Log: === Critical error: ===
    Fatal error!
    
    Address = 0xef3a59   (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]
    Address = 0xf16069   (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]
    Address = 0x16bdf61  (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]
    
    --THE CRASH HERE IS WHEN I TRY TO CHANGE MAP--
    --STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE-- is used where I stripped the warnings that pop up due to the HUD failing to load.

    DefaultEngine
    Code:
    [Configuration]
    BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini
    
    [URL]
    MapExt=udk
    ;Any additional map extension to support for map loading.  
    ;Maps without an extension always saved with the above MapExt
    AdditionalMapExt=mobile
    Map=FrontEndMap.udk
    LocalMap=FrontEndMap.udk
    TransitionMap=TransMap.udk
    EXEName=TiberiumRedux.exe
    DebugEXEName=DEBUG-TiberiumRedux.exe
    GameName=Tiberium Redux
    GameNameShort=TR
    
    [Engine.ScriptPackages]
    +NonNativePackages=TRGame
    
    [Core.System]
    +Extensions=mobile
    
    [UnrealEd.EditorEngine]
    +EditPackages=TRGame
    
    [Engine.Engine]
    DefaultPostProcessName=FX_HitEffects.PostProcess.TRPostProcess
    bUseStreamingPause=true
    
    [PlatformInterface]
    CloudStorageInterfaceClassName=WinDrv.CloudStorageWindows
    FacebookIntegrationClassName=WinDrv.FacebookWindows
    
    [FacebookIntegration]
    AppID=169315946448309
    
    [Engine.SeqAct_Interp]
    ; These control the default rendering overrides for matinee's with director tracks
    ; By default, no features are disabled for UDK as that would be unintuitive for UDK users
    RenderingOverrides=(bAllowAmbientOcclusion=True,bAllowDominantWholeSceneDynamicShadows=True,bAllowMotionBlurSkinning=True)
    
    [Engine.PackagesToAlwaysCook]
    ;Your Packages Here
    +Package=FrontEndMap
    +Package=TransMap
    
    [Engine.StartupPackages]
    ;Your Packages Here
    +Package=FX_HitEffects
    
    [Engine.PackagesToForceCookPerMap]
    ;Your Packages Here
    .Map=FrontEndMap
    .Package=FrontEnd
    
    [Engine.DataStoreClient]
    ;Your DataStoreClients Here
    
    [Windows.StandardUser]
    MyDocumentsSubDirName=Tiberium Redux
    
    [FullScreenMovie]
    +StartupMovies=intro.bik
    +LoadMapMovies=intro.bik
    
    [Engine.GameViewportClient]
    bUseHardwareCursorWhenWindowed=FALSE
    
    [VoIP]
    VolumeThreshold=0.1
    bHasVoiceEnabled=true
    
    [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
    +AchievementMappings=(AchievementId=0,AchievementName=EUTA_EXPLORE_EveryMutator,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=False)
    +AchievementMappings=(AchievementId=1,AchievementName=EUTA_WEAPON_DontTaseMeBro,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=2,AchievementName=EUTA_WEAPON_StrongestLink,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=3,AchievementName=EUTA_WEAPON_HaveANiceDay,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=4,AchievementName=EUTA_VEHICLE_Armadillo,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=5,AchievementName=EUTA_POWERUP_DeliveringTheHurt,ViewId=30,ProgressCount=30,MaxProgress=60,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=6,AchievementName=EUTA_HUMILIATION_SerialKiller,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True)
    +AchievementMappings=(AchievementId=7,AchievementName=EUTA_HUMILIATION_OffToAGoodStart,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True)
    +LeaderboardNameMappings=(ViewId=35,LeaderboardName="Deathmatch")
    +LeaderboardNameMappings=(ViewId=36,LeaderboardName="Team Deathmatch")
    +LeaderboardNameMappings=(ViewId=37,LeaderboardName="Capture The Flag")
    
    [OnlineSubsystemLive.OnlineSubsystemLive]
    NumLogins=1
    CurrentNotificationPosition=NNP_BottomRight
    MaxLocalTalkers=2
    MaxRemoteTalkers=9
    bShouldLogArbitrationData=true
    bShouldLogStatsData=true
    LanQueryTimeout=3.0
    LanPacketPlatformMask=1
    LanGameUniqueId=1297287213
    bShouldUseMcp=false
    
    [OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
    bHasGameSpyAccount=true
    EncryptedProductKey=NotForShip
    ProfileDataDirectory=../UDKGame/SaveData
    ProfileDataExtension=.ue3profile
    ProductID=11097
    NamespaceID=40
    PartnerID=33
    GameID=1727
    StatsVersion=7
    NickStatsKeyId=1
    PlaceStatsKeyId=2
    +LocationUrlsForInvites="ut3pc"
    LocationUrl="ut3pc"
    bShouldUseMcp=true
    // Example stats key mappings, not used in UDK
    //1 PlayerDM --- TABLE
    +StatsKeyMappings=(ViewId=1,PropertyId=0,KeyId=262)
    //1 PlayerDM_Event_Bullseye
    +StatsKeyMappings=(ViewId=1,PropertyId=0x10000142,KeyId=265)
    
    [Engine.GameEngine]
    SecondaryViewportClientClassName=UDKBase.SecondaryViewportClient
    DefaultGame
    Code:
    [Configuration]
    BasedOn=..\UDKGame\Config\DefaultGameUDK.ini
    
    [Engine.GameInfo]
    DefaultGame=TRGame.TRGameInfo
    DefaultServerGame=TRGame.TRGameInfo
    PlayerControllerClassName=TRGame.TRPlayerController
    GameDifficulty=+1.0
    MaxPlayers=64
    DefaultGameType="TRGame.TRGameInfo"
    +DefaultMapPrefixes=(Prefix="TR",bUsesCommonPackage=false,GameType="TRGame.TRGameInfo")
    
    [Engine.AutoTestManager]
    NumAutomatedMapTestingCycles=0
    
    [Engine.WorldInfo]
    bNoMobileMapWarnings=False
    I hope someone can shed some light on this.
    And yes, I know it says it can't find the 'Huds' and 'B_PowerPlant' packages but I have no idea why.
    If I comment out 'HUDType' in my GameInfos' default properties, 'B_PowerPlant' works normally (it's used in the map I try to swap to when it crashes later on).
    Last edited by Omar007; 10-13-2011 at 04:17 PM.

  33. #73
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Location
    USA
    Posts
    186

    Default

    For the blank install, I remove all of Epic's included Scaleform content since it is technically a demo. This means you will need to rebuild everything, and I mean everything, manually with no dependencies on Epic's content. CLIK widgets are fine since those are left alone. Be sure you are making your own font library and setting the localization files appropriately. Following all of Matt Doyle's tutorials from start to finish will help with this. I have a Scaleform debug menu loading for HUDType and it does not crash for me, but mine is currently dysfunctional and might not be capable of producing the same error.

    Let me know if this problem persists even after the above because then there is without a doubt an issue with the blank install.

    Thanks.
    My Portfolio:
    http://www.seanmoconnor.com
    Currently looking for an entry level position

  34. #74
    The Sacrifice
    Join Date
    Oct 2010
    Posts
    234
    Gamer IDs

    Gamertag: Omar0O7

    Default

    It's still not working and this is the second time I made it from scratch (I already did it earlier as I stated before with the 'fresh flash file').

    What I've done (thus for a second time now ):
    1. Create folder 'Fonts' under 'UDKGame/Flash'
    2. Create fontlib (gfxfontlib.fla) -> new font -> Name: $RussellSquare, Family: RussellSquare, ID: $RussellSquare, export: gfxfontlib.swf
    3. Create font_en.fla -> Insert new textfield -> Entered some text -> FontFamily: RussellSquare, Embedded 'Basic Latin'.
    Probably due to CS5, a lib entry is created. I googled for that scaleform tutorial and there is no lib entry in his fonts_en. He's (probably) using an older version (CS4?) though, which probably doesn't add embedded fonts to its library.

    4. Create folder 'Huds' under 'UDKGame/Flash'
    3. Create HUD file hud_player.fla
    4. Create folder 'hud_player' under 'UDKGame/Flash/Huds' containing PNG images for the HUD (Lossless, allow smoothing, ID is filename - .png)
    5. Make several movie clips containing these images.
    6. New Font -> Name: $RussellSquare, Import: ../Fonts/gfxfontlib.swf
    6. Create a textfield -> FontFamily: $RussellSquare

    7. Publish all using AS2 (must) and Flash Player 8 (not a must; 10 works aswell). (No warning whatsoever in the FxMediaPlayer console window)
    8. Import all into UDK
    9. Added 'Fonts' package to StartupPackages and PackagesToAlwaysCook
    10. Full recook (even did a full recompile aswell, just in case)
    11. Boot game and fail. Crash when attempting map change (same as previous log)


    I seriously don't know what I could be doing wrong.
    When booting into the editor, both packages are loaded as they should; Fonts is loaded due to it being a StartupPackage and Huds is loaded due to it being used in my UC code.

    EDIT:
    This is my GFxUI.int, just in case.
    Code:
    [FontLib]
    FontLib=Fonts.fonts_en
    FontLib=Fonts.gfxfontlib
    
    [Fonts]
    RussellSquare=RussellSquare
    
    [Global]
    No Trigger=No Trigger!
    
    [IME]
    MoviePath=
    Last edited by Omar007; 10-14-2011 at 08:47 AM.

  35. #75
    Iron Guard
    Join Date
    Apr 2011
    Location
    Montreal, QC Canada
    Posts
    779

    Default

    This is a brilliant idea.. Once all the kinks are ironed out I certainly hope to see a blank install for every release, or at least every few releases
    ~Ryan Wiancko - Producer
    Ironbelly Studios -
    AAA Quality Services at Indie Prices
    UDK Developer & Service Provider(2D,3D,UI,Animation,VFX,Audio,Code) for PC, Console and Mobile
    Follow us on Facebook: www.facebook.com/ironbellystudios

  36. #76
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Location
    USA
    Posts
    186

    Default

    I try to do every release already--unless you mean an archived blank install for every past release as well?

    @Omar007: I will look into the Scaleform issue when I build the October blank install.
    My Portfolio:
    http://www.seanmoconnor.com
    Currently looking for an entry level position

  37. #77
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Location
    Portland, OR
    Posts
    109

    Exclamation Framerate issues

    I setup the September 2011 blank install yesterday. Everything seems to work great, except for a strange issue that is constantly nagging me. About 75% of the time, the editor will slow to about 20 fps or less -- even in a blank or sparsely-decorated map. It's strange enough that it happens, but that it doesn't happen consistently is what bothers me most.

    Any ideas on what might be going on? Is there a dependency I may have missed? Have you (Sean) or anyone else ever encountered this problem?

  38. #78
    Iron Guard
    Join Date
    Nov 2009
    Location
    Belgium, Namur
    Posts
    813

    Default

    Are you sure it's related to the blank install ?
    For me it's not related, I don't see why the blank install will cause FPS drop since it's just cleaning some stuffs in the code/ini's files.
    Sorry for my bad English, it's not my native language.
    ---
    Twitter- LinkedIn - !Portfolio! - !Personnal project : EXIL!

  39. #79
    MSgt. Shooter Person
    Join Date
    Jul 2011
    Posts
    287

    Default

    I think it is a problem with your computer. Try going into your devise manager and updating all your drivers that was my problem when it happened to me! Hope I helped.

  40. #80
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Location
    Portland, OR
    Posts
    109

    Default

    I know it's not an issue with the computer. I keep my drivers regularly updated. Besides, the strange part of this matter is that it only happens with the Lite build. I have the original Sept. build installed too, and that works wonderfully.


 
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