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  1. #1
    Boomshot

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    Default [IDE] Unreal Sed (2.1.0) [PIC]

    Name: Unreal Sed

    Version: 2.1.0

    Requirements: .NET Framework 4.0

    Description: An Integrated Development Environment (IDE) for Unreal Script supporting: Unreal, Unreal 2, Unreal Tournament, Unreal Tournament 2003, Unreal Tournament 2004, Unreal Tournament 3 and Unreal Development Kit.

    Comments: With the release of 2.1 a new visual look has been implemented and some neat features such as Notifications, Flyouts amonst others where added, and along with that improvements and bug fixes.
    In later versions I want to implement these:
    » IntelliSense;
    » Class browser;
    » Debugger;
    » Unreal Development Kit 64bit Support;
    » Amongst others.


    Screenshots:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Dark + Crimson + Notification.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Light + Pink + Notification
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Dark + Red + Options.

    Credits:
    José Luís '100GPing100' developer.
    Epic Games U-Logo and compilers.
    SharpDevelop Team AvalonEdit and AvalonDock.
    The Developers Behind Extended WPF Toolkit™ Community Edition.
    MahApps MahApps.Metro library.

    Website: 100GPing100's Domain

    Download: You may not create mirrors without my explicit permission.
    NOTE: To download click on the version name (for example: "1.0.0").

    (2.1.0) (mirror)
    » Miscellaneous: Changed Copyright Year To Reflect Future Usage Of First Generation Libraries.
    » Miscellaneous: Removed Beta Test Build References.
    » New Feature: New Syntax Style Version (1.1).
    » New Feature: Added Support For UDK Versions Prior To 2010-04.
    » New Feature: Added Main Window Dark Theme.
    » New Feature: Added Ability To Have Multiple Launch Argument Sets.
    » New Feature: Added Launch Arguments Save System.
    » New Feature: Added Customizable Command Shortcuts.
    » New Feature: On Crash Unreal Sed Tries To Save All Open Documents And Reports If Any Failed.
    » New Feature: Added Option To Launch Game/Editor Without Compiling (Uses Build&Run Arguments).
    » New Feature: Added Toast Notifications Sound (Optional).
    » New Feature: Added Toast Notifications.
    » Improvement: Re-Wrote Find&Replace Dialog.
    » Improvement: Partially Re-Wrote Environment Options Dialog.
    » Improvement: Improved Exception Handler.
    » Improvement: Upgraded All Dialogs Visually.
    » Improvement: Improved Windowing Functionality.
    » New Keybinding: (Shift+F5) Launch Only.
    » Bug Fix: Fixed Possible Bug With Syntax Style Saving.
    » Bug Fix: Fixed Crash With Environments Directory.
    » Bug Fix: Fixed Crashes With Missing Ini Files.
    » Bug Fix: Fixed Crash When Opening Options.
    » Bug Fix: Fixed Problems List Not Clearing Up On Environment Change.
    » Bug Fix: Fixed Crash After Closing The Crash Dialog.
    » Bug Fix: Fixed Open Type Menu Item Always Being Disabled.
    » Bug Fix: Fixed Crash With Modifier Keys On Goto Dialog.
    » Bug Fix: Fixed Main Window Caption Margins.
    » Bug Fix: Fixed Bug With Minimizing Main Window.
    » Minor Fixes And Tweaks.

    (2.0.0) (mirror)
    » New Feature: Build & Run (Work In Progress)
    » New Feature: Compiler Is No Longer Runs If Scripts Are Up-To-Date.
    » New Feature: Open Tabs Are Now Saved For Next Session.
    » New Feature: Goto Line Dialog.
    » New Feature: Search Previous Instance.
    » New Feature: Class Types Highlight (With Options Setting).
    » New Feature: Environments Now Replace Solutions.
    » New Feature: Environment Tree Search.
    » New Feature: Open Type Dialog.
    » New Feature: Environment Options.
    » Improvement: Added Fallback Update Server.
    » Improvement: New Update Server.
    » Improvement: Tweaked Check For Updates Dialog.
    » Improvement: You're Now Able To Mix Color And Dock Themes.
    » Improvement: Polished Up The Dialogs.
    » Improvement: Fixed Hack In Problems List.
    » Improvement: New AvalonDock Version.
    » Improvement: Re-designed About Dialog.
    » Improvement: New Syntax Highlighting System.
    » Improvement: New Settings Structure (Faster).
    » Improvement: New Options Dialog.
    » Improvement: New Improved Compiler.
    » Improvement: Folding Generation Time Decreased.
    » New Keybinding: (Ctrl+G) Goto Line.
    » New Keybinding: (Ctrl+Shift+T) Open Type.
    » Bug Fix: Fixed Document Status Tracking Bug.
    » Bug Fix: Class Rename No Longer Accepts Illegal Characters.
    » Bug Fix: Fixed Input Focus When Switching Documents.
    » Bug Fix: Fixed Functional Bug With Find & Replace Text Field.
    » Bug Fix: Fixed Focus With Multiple Document Groups.
    » Bug Fix: Fixed Disposable Objects Not Being Disposed.
    » Bug Fix: Fixed Updater Version Check.
    » Bug Fix: Environment Rename No Longer Accepts Illegal Characters.
    » Bug Fix: New Environment No Longer Accepts Illegal Characters.
    » Bug Fix: New Package No Longer Accepts Illegal Characters.
    » Bug Fix: New Class No Longer Accepts Illegal Characters.
    » Bug Fix: Fixed Selection Instance Highlight.
    » Bug Fix: Fixed Nested Block Comment Highlight.
    » Bug Fix: Fixed 'auto' Not Being Highlighted.
    » Bug Fix: Fixed 'classgroup' Not Being Highlighted.
    » Bug Fix: Fixed 'dependson' Not Being Highlighted.
    » Bug Fix: Fixed 'cpptext' Not Being Highlighted.
    » Bug Fix: Fixed 'structdefaultproperties' Not Being Highlighted.
    » Bug Fix: Fixed 'structcpptext' Not Being Highlighted.
    » Bug Fix: Fixed 'hidecategories' Not Being Highlighted.
    » Bug Fix: Fixed 'dependson' Not Being Highlighted.
    » Bug Fix: Fixed 'implements' Not Being Highlighted.
    » Bug Fix: Fixed 'begin:' Not Being Highlighted.
    » Bug Fix: Fixed '#exec' Not Being Highlighted.
    » Bug Fix: Fixed 'ignores' Not Being Highlighted.
    » Bug Fix: Fixed Case Insensitive Search.
    » Bug Fix: Fixed UTF8 Encoding To ASCII.
    » Bug Fix: Fixed 'Minor' Version Checking.
    » Bug Fix: Fixed 'Revision' Version Checking.
    » Minor Fixes And Tweaks.


    (1.2.3)
    » New Feature: Crash Handler.
    » New Feature: Documentation (Help>Documentation).
    » New Feature: Troubleshooting (Help>Troubleshooting).
    » Improvement: User File Security Improved.
    » Bug Fix: Options' User Interface Visual Bug.


    (1.2.0)
    » New Feature: Save Open Documents On Build.
    » New Feature: Show Start Page.
    » New Feature: Full Window Theme.
    » New Theme: Full Window Theme (Beta).
    » Bug Fix: Fixed Undetected Compile Error.
    » Bug Fix: Fixed 'Find' Not Working Properly.
    » Bug Fix: Fixed 'Replace All' Not Working Properly.
    » Bug Fix: Fixed Code Generation Typo.
    » Bug Fix: Fixed Number Highlighting.
    » Bug Fix: Selection Highlight Not Working Properly.
    » Minor fixes and tweaks.


    (1.1.0)
    » New Feature: Find.
    » New Feature: Find&Replace.
    » New Feature: Block Comment Folding.
    » New Feature: Brace Folding.
    » New Feature: Project From Source (creates a project from a source folder).
    » New Feature: Virtual Space.
    » New Feature: Word Wrap.
    » New Feature: Custom Highlight Colours.
    » New Feature: Selected Text Highlight.
    » New Keybinding: (Ctrl+H) Find&Replace.
    » New Keybinding: (Ctrl+F) Find.
    » New Keybinding: (Ctrl+A) Select All.
    » New Keybinding: (Ctrl+Q,S) Show Solution Explorer.
    » New Keybinding: (Ctrl+Q,O) Show Ouput.
    » New Keybinding: (Ctrl+Q,P) Show Problems.
    » New Keybinding: (Ctrl+M,L) Expand All Foldings.
    » New Keybinding: (Ctrl+M,O) Collapse All Foldings.
    » Bug Fixed: Fixed Updater Offline Crash.
    » New Theme: Fixed Default Theme.
    » Minor fixes and tweaks.


    (1.0.0)
    » First Release.
    » Updater.
    » Unreal Support.
    » Unreal 2 Support.
    » Unreal Tournament Support.
    » Unreal Tournament 2003 Support.
    » Unreal Tournament 2004 Support.
    » Unreal Tournament 3 Support.
    » Unreal Development Kit Support.

  2. #2
    MSgt. Shooter Person
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    good job
    i love this ide

  3. #3
    Boomshot

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    Quote Originally Posted by silsin View Post
    good job
    i love this ide
    Thank you!

    Next week I should release an update with new features, including Code Folding, custom code highlight, Solution from source (creates a solution from a normal source folder) and solution properties (lets you change environment without having to create a new solution).

    I already started working on some InteliSense features too.

  4. #4
    Redeemer
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    I am always impressed by releases like this, yet I still find myself sticking to Notepad++ and custom batch files.

    Old school?
    Stubborn?
    Silly?
    Something like that
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  5. #5
    Boomshot

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    Quote Originally Posted by slowJusko View Post
    I am always impressed by releases like this, yet I still find myself sticking to Notepad++ and custom batch files.

    Old school?
    Stubborn?
    Silly?
    Something like that
    That's what I've always used, it's just so simple and effective.

    I created this application with the purpose of improving productivity and being able to do so with my UScript experiences.
    It's also a great way of learning new things, specially since it's a public application (which makes me feel other people are counting on me, making me continue developing it).

  6. #6
    MSgt. Shooter Person
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    The tool is quite neat so far, though how do I integrate an already existing set of files into a solution?

    Keep up the good work!

  7. #7
    Skaarj
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    This looks interresting, going to try it out

  8. #8
    Boomshot

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    Quote Originally Posted by Ordo View Post
    The tool is quite neat so far, though how do I integrate an already existing set of files into a solution?

    Keep up the good work!
    It's a feature that has been introduced in v1.1.0.
    I may release it today. Here is the current change log:
    1.1.0

    Change Log:
    » New Feature: Block Comment Folding.
    » New Feature: Brace Folding.
    » New Feature: Project From Source (creates a project from a source folder).
    » New Feature: Virtual Space.
    » New Feature: Word Wrap.
    » New Feature: Custom Highlight Colours.
    » New Feature: Selected Text Highlight.
    » New Keybinding: (Ctrl+Q,S) Show Solution Explorer.
    » New Keybinding: (Ctrl+Q,O) Show Ouput.
    » New Keybinding: (Ctrl+Q,P) Show Problems.
    » New Keybinding: (Ctrl+M,L) Expand All Foldings.
    » New Keybinding: (Ctrl+M,O) Collapse All Foldings.
    » Bug Fixed: Fixed Updater Offline Crash.
    » New Theme: Fixed Default Theme.
    » Minor fixes and tweaks.

  9. #9
    Redeemer
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    Quote Originally Posted by 100GPing100 View Post
    That's what I've always used, it's just so simple and effective.

    I created this application with the purpose of improving productivity and being able to do so with my UScript experiences.
    It's also a great way of learning new things, specially since it's a public application (which makes me feel other people are counting on me, making me continue developing it).
    Bah, now I really have to give it a try now don't it?
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  10. #10
    Boomshot

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    Quote Originally Posted by slowJusko View Post
    Bah, now I really have to give it a try now don't it?
    It's up to you.

  11. #11
    Boomshot

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    The update 1.1.0 is almost ready to be released, I only need to finish part of the User Interface (UI) for the Search&Replace dialog and it's ready to go.
    Right now it's a bit late, so I'm going to sleep, and tomorrow I have school in the morning, therefore the update is to be released from 12:00 to 16:00 (UTC). The exact time depends on the time I spend testing the new features for bugs.

    A complete change log will be made available when the update is released.

  12. #12
    MSgt. Shooter Person
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    Awesome. Can't wait to try the new version.

  13. #13
    Boomshot

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    Unreal Sed 1.1.0 Released.

    If you have Unreal Sed 1.0.0 you need to update manually as there was a bug in the updater.
    (Check first post for download link)

  14. #14
    Boomshot

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    Arrow Progress Update

    Comments: In the next update there will be global themes which apply to the whole window.
    The first themes that will be available are the Light and Dark theme like the ones from Visual Studio 11.
    In the future I want to allow the user to fully modify the colour scheme for these themes and for future added themes.

    Screenshot:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Light Theme (WIP).

  15. #15
    The Sacrifice
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    Very nice! This has potential.

  16. #16
    Boomshot

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    The development has slowed down this week and will not speed up until the end of next week.
    The slowdown is due to me having test next week and have done a few this week.

    I have detected a few bugs:
    » The keyword new isn't highlighted;
    » Performing a search with special characters may cause Unreal Sed to crash;
    » Instance highlighting only highlights one word per line;
    » Instance highlighting bug when scrolling horizontally;
    » The float suffix isn't highlighted (0.f or 0.0f).

    All of these bugs will be fixed in the next patch which also features an interface makeover.

  17. #17
    Boomshot

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    Unreal Sed 1.2.0 Released
    (Check first post for download link)

    Screenshots:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Home Page.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Code.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Compiling.

  18. #18
    The Sacrifice
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    Could you please add documentation as to how to set up this IDE? I looked in the help menu for some sort of instruction, but I found none. I don't know the purpose of setting up a project, and my Build button is grayed out, even after setting the path of my UDK installation in the Options dialogue.

    Edit: Alright, so after playing around with it I found New Project > From Source. I still don't know the purpose of the files created in the Unreal Sed > Projects folder though, and Unreal Sed has crashed every time I select Build (v1.2.0). A simple 'Getting Started' manual would be much appreciated
    Last edited by James Ordner; 02-13-2013 at 06:47 PM.

  19. #19
    God King
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    I'll give this a try, intellisense would be a good feature, thanks!


    Edit: Program crashes when I select the options menu.

    Running Windows 7 64bit.

  20. #20
    Boomshot

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    Quote Originally Posted by James Ordner View Post
    Could you please add documentation as to how to set up this IDE? I looked in the help menu for some sort of instruction, but I found none. I don't know the purpose of setting up a project, and my Build button is grayed out, even after setting the path of my UDK installation in the Options dialogue.

    Edit: Alright, so after playing around with it I found New Project > From Source. I still don't know the purpose of the files created in the Unreal Sed > Projects folder though, and Unreal Sed has crashed every time I select Build (v1.2.0). A simple 'Getting Started' manual would be much appreciated
    Documentation:
    Unreal Sed works like Visual Studio where you can have a solution containing multiple projects. Here each project represets a package. Creating a solution from a source folder copies the source files from the source folder into:
    Code:
    MyDocuments/Unreal Sed/<SolutionName>/<ProjectName>/Classes/
    And when compiling the files are copied into:
    Code:
    <UDKPath>/Development/Src/<PackageName>/Classes/
    This replaces any files which may exist (in the next update if a folder for the package already exists then it will be backed up before copying).
    After the build is finished the copied files are removed (and in the next update any backups will be restored).
    Right now it's 00:54 and I have school tomorrow, but I may be able to start writing the documentation tomorrow (had to get a website first, now that I do have one this can be done).

    Crash:
    Please post the crash message (if there is any). Tomorrow I will look into the crash and the next update should handle crashes.
    Make sure you provided a the name of your game and that this file exists:
    Code:
    <UDKPath>/<GameName>/Config/UDKEditor.ini
    If this file does not exist, then run the UDK Editor and it should be created. (Dependency on this file will be removed in the future).


    Quote Originally Posted by TheAgent View Post
    I'll give this a try, intellisense would be a good feature, thanks!


    Edit: Program crashes when I select the options menu.

    Running Windows 7 64bit.
    Make sure you have all the libraries in the folder of Unreal Sed:
    Code:
    AvalonDock.dll
    AvalonDock.Themes.Aero.dll
    AvalonDock.Themes.Expression.dll
    AvalonDock.Themes.Metro.dll
    AvalonDock.Themes.VS2010.dll
    ICSharpCode.AvalonEdit.dll
    Microsoft.Windows.Shell.dll
    SedCompiler.dll
    SedLib.dll
    WPFToolkit.Extended.dll
    If you don't have the one highlighted in red then Unreal Sed will crash when opening the options menu.
    Again, I will implement the crash managing system along with a log system which will provide all the information required in the event of a crash.

    Note: All of these libraries are included with Unreal Sed.

  21. #21
    God King
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    I do have the file listed, however it still crashes.

    Some Notes:

    A Search bar should be added to the solution explorer, I tend to search for scripts especially when you have over 100

  22. #22
    Boomshot

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    Quote Originally Posted by TheAgent View Post
    I do have the file listed, however it still crashes.

    Some Notes:

    A Search bar should be added to the solution explorer, I tend to search for scripts especially when you have over 100
    It is in the private todo list. It may be added in the next update, it depends on the relative time I have given what will be implemented.

    I may release an update soon to make crash handling faster and more effective.

  23. #23
    Redeemer
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    Nice thing, how effective is the Intelissense? Can I also right click on the "extends ________" and go to the file declaring that class?
    Lead Programmer
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    I'm the function of my code. Conditions are my body and calls are my blood. I have input over a thousand lines. Unknown of bugs, nor known to work. Have withstand coffee to create many programs. Yet, those hands will never code anything again. So, as I pray, Unlimited Code Works.

  24. #24
    Boomshot

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    Quote Originally Posted by Saishy View Post
    Nice thing, how effective is the Intelissense? Can I also right click on the "extends ________" and go to the file declaring that class?
    No intellisense features right now, next update should have some features though.

  25. #25
    The Sacrifice
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    Quote Originally Posted by 100GPing100 View Post
    Crash:
    Please post the crash message (if there is any).
    There is no error message at crash. Some of the factors that may be affecting it:

    -I'm using Perforce, and so UC files are marked as read-only unless checked out (which they are not unless I am currently working on the particular file). When Unreal Sed copies the files over to the project folder, the read-only attribute is also copied over.

    -I'm running Windows 8 x64. I've never had any problems running any other programs, so I doubt it's the issue.

    -I may not know what I'm doing.

  26. #26
    Boomshot

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    Today I will be out most of the day, but I may be able to release an update so we can take care of these crashes.

  27. #27
    Boomshot

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    Unreal Sed 1.2.3 Released

    If you are experiencing crashes, with this update you will get crash information to help me fix it.
    (Check first post for download link)

  28. #28
    The Sacrifice
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    Alright, so with the help of the error message from v1.2.3, I was able to figure out the problem. In the options, I had set UDK's path to C:\UDK\SpacePirates, and the game name to 'SpacePirates'. I misunderstood the purpose of the game name. It should have been set as 'UDKGame', and it was crashing because it was looking for C:\UDK\SpacePirates\SpacePirates, a non-existent folder. Problem solved!

    Edit: Hmm... It doesn't seem to by copying the edited files over to the UDK src folder when I press Build. Unreal Sed shows the build output, but the files in C:\UDK\...\src are unchanged.
    Last edited by James Ordner; 02-16-2013 at 09:55 PM.

  29. #29
    MSgt. Shooter Person
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    how do I build my scripts? it gives me an error saying its not hooked up, but the settings dont allow me to set the build path.

  30. #30
    Boomshot

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    Quote Originally Posted by James Ordner View Post
    Alright, so with the help of the error message from v1.2.3, I was able to figure out the problem. In the options, I had set UDK's path to C:\UDK\SpacePirates, and the game name to 'SpacePirates'. I misunderstood the purpose of the game name. It should have been set as 'UDKGame', and it was crashing because it was looking for C:\UDK\SpacePirates\SpacePirates, a non-existent folder. Problem solved!

    Edit: Hmm... It doesn't seem to by copying the edited files over to the UDK src folder when I press Build. Unreal Sed shows the build output, but the files in C:\UDK\...\src are unchanged.
    With 1.2.3 any folder you have in the Development/Src/ folder will be backed up. The source files you work with are stored in MyDocuments/Unreal Sed/Projects/<SolutionName>/<ProjectName>/. However I think I will change this so that the source files are always stored in the environment's directory (for Intellisense) and once this gets changed Unreal Sed will detect all the projects in the directory that is currently being used and ask the user if he wants to move them to the environment.

    Quote Originally Posted by IllpIll View Post
    how do I build my scripts? it gives me an error saying its not hooked up, but the settings dont allow me to set the build path.
    The build path should look similar to this:
    Path: C:/UDK/UDK-2012-10/
    GameName: UDKGame


    The documentation on how to compile be written next.

  31. #31
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    Tried to test and found two annoying things:

    First: It takes my custom src directly as the entire project solution, this means I'm not able to view for example UDKPawn in the solution explorer. And viewing previous code is vital for udk development.

    Second: Mine crashed when I tried to see the options, now I can't open my previous project because there is no "recent projects" tab and I don't know where it saved (if saved at all) my solution. Also I can't create a new one because it says there is already a solution with that name (that I can't find).
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  32. #32
    Boomshot

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    Quote Originally Posted by Saishy View Post
    Tried to test and found two annoying things:

    First: It takes my custom src directly as the entire project solution, this means I'm not able to view for example UDKPawn in the solution explorer. And viewing previous code is vital for udk development.

    Second: Mine crashed when I tried to see the options, now I can't open my previous project because there is no "recent projects" tab and I don't know where it saved (if saved at all) my solution. Also I can't create a new one because it says there is already a solution with that name (that I can't find).
    You should check the documentation http://100gping100.wordpress.com/unr...documentation/ check the Getting Started page, it tells you where the solutions and projects are stored and how it works.

    It doesn't use the whole scripts from the src folder, you have to give it a package folder for each project (also referenced in the documentation).
    To create a solution with all the packages that you have in the Src folder you must create a project for each package (this can be deffered from the information found in the Documentation).

    Please post the crash info so I can see what's up with it.

  33. #33

  34. #34
    Boomshot

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    Quote Originally Posted by TheAgent View Post
    Any updates on a fix for the options menu?
    Part of the interface in the options menu was being generated by the syntax highlighting info and the error must have happened here.
    I've been ill the past 3 days but that didn't stop me from working on this. I've rewritten some parts of the program including the options menu, hopefully it will fix the problem.

    I've worked on intellisense a 'byte' more, it's still not available, but I've already written the parsing logic and was able to detect the class declaration and it's variables (functions shouldn't be too different).
    Solutions and projects have been removed and replaced by Environments and Packages, which reduces the time it takes to launch the compiler and keeps things cleaner.

  35. #35

  36. #36
    The Sacrifice
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    Nice! Count me in!
    Cant wait to see upcoming features!


    http://www.youtube.com/user/darkwindgamestudio
    Last edited by DWGS; 02-27-2013 at 05:42 PM.

  37. #37
    Boomshot

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    Thanks for the support

    Tomorrow I have an exam so I spent today's time doing a bit of studying, therefore there was no progress for today. Tomorrow I should be back on tracks though.

  38. #38
    The Sacrifice
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    Great! Good Luck on your exams!

  39. #39
    MSgt. Shooter Person
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    Hi,

    That's great to see new IDE built on VS Shell. I'm just wondering why I'm seing different people putting a lot of efforts (not to say a huge amount) on creating their own IDE whereas a "community" effort may lead to a better product.
    By example: http://uside.codeplex.com/ it's a IDE built on VS Shell - As it is open source, you may look at it to see how things where implemented for some features that you didn't put yet or help the creator to create the missing features.

    My advice would be to put your code in a OpenSource depot. You can still work on your own to update on regular basis your project and you can benefit of other people suggestion & code. You just have to set a request features system, a way for someone to provide you some functionalities that you can validate before merging them in the main stream.

    What do you think about this?

    To help you in getting a enhanced product I want to share some ideas:
    As a user here what I'm expecting from an IDE:
    1 - Project management: Create a new project, create new script with file template etc...
    2 - Source Code Control : Be able to load VS plug-in for source control. A minimum should be perforce (as it is distributed with UDK), but SVN & TFS should be also a path to look at
    3 - Debug features: UDK offers an interface management to allow script debugging with step by step, watchers etc... This is a must have for a product
    4 - Code management: Syntax colors, Intellisense, All the navigation features (like goto declation, goto definition ...) All the king of stuff that you have in the VS IDE.
    5 - UDK specific stuffs: Maybe they are some snippets that we can have to be more productive or some options for builds, launching a debug session with specific parameters etc.. Your experience will drive this section

    Thanks for your work, as of today the only full features IDE is "VS Pro + Nfringe Plug-in". I hope you will success in getting the same level with Vs-Shell approach, and I bet you will create the best community IDE that everyone can use.

  40. #40
    Boomshot

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    Quote Originally Posted by elvince View Post
    Hi,

    That's great to see new IDE built on VS Shell. I'm just wondering why I'm seing different people putting a lot of efforts (not to say a huge amount) on creating their own IDE whereas a "community" effort may lead to a better product.
    By example: http://uside.codeplex.com/ it's a IDE built on VS Shell - As it is open source, you may look at it to see how things where implemented for some features that you didn't put yet or help the creator to create the missing features.

    My advice would be to put your code in a OpenSource depot. You can still work on your own to update on regular basis your project and you can benefit of other people suggestion & code. You just have to set a request features system, a way for someone to provide you some functionalities that you can validate before merging them in the main stream.

    What do you think about this?
    Unreal Sed is not a Visual Studio Shell, it's a standalone program written from scratch, using C# and WPF, this includes all of the IO (Input/Output), UI (User Interface) and visual themes.
    I don't think in Unreal Sed as being an IDE built for myself nor do I want it to be that way. When I started working on Unreal Sed my main objective was to make something that could improve the user experience and productivity. It's first generation had a to-do list with features that are not provided by the available IDEs (at the time there weren't many).
    Note that none of these features have yet been included in this generation of Unreal Sed.

    Quote Originally Posted by elvince View Post
    To help you in getting a enhanced product I want to share some ideas:
    As a user here what I'm expecting from an IDE:
    1 - Project management: Create a new project, create new script with file template etc...
    2 - Source Code Control : Be able to load VS plug-in for source control. A minimum should be perforce (as it is distributed with UDK), but SVN & TFS should be also a path to look at
    3 - Debug features: UDK offers an interface management to allow script debugging with step by step, watchers etc... This is a must have for a product
    4 - Code management: Syntax colors, Intellisense, All the navigation features (like goto declation, goto definition ...) All the king of stuff that you have in the VS IDE.
    5 - UDK specific stuffs: Maybe they are some snippets that we can have to be more productive or some options for builds, launching a debug session with specific parameters etc.. Your experience will drive this section

    Thanks for your work, as of today the only full features IDE is "VS Pro + Nfringe Plug-in". I hope you will success in getting the same level with Vs-Shell approach, and I bet you will create the best community IDE that everyone can use.
    Since this isn't a Visual Studio Shell all of these features are being implemented and written by myself and from scratch.

    1. Projects and solutions have been removed in version 2.0 (in-dev as of the writing of this post) and replaced with environments and packages. Templates exist in a form in public versions, but haven't been further developed because priority was given to other features (such as the already public Find&Replace dialog and the integrated compiler, and private features such as the class tree, environment search box and the options dialog bug fix).
    2. Source Code Control is a feature which I definitely want to implement, it's been in the to-do list since the first generation of Unreal Sed (private unreleased version).
    3. Debug features is also something I want to implement (and have studied on). The only thing left to do here before starting to write the interface is to get into C++ sockets.
    4. Syntax Coloring is already implemented (with an updated system in 2.0). Intellisense is being developed and the core of the parser has already been written. The first version to be released should support auto-completion for variables and functions (and may detect some errors while parsing and provide them to the user). DefaultProperties may also be included in the first version. Parsing of a function's content should not be in the first version though as it is more complex.
    5. I would like to implement some snippets but still didn't write any code for it's system.

    So that you have an idea. This is a screenshot of the first Unreal Sed generation (which at the time only supported UT2004):
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    After it being completely re-written and released to the public, this is a screenshot of the current generation version 2.0 (in-dev):
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This may not be the best IDE out there, but I intend to make it so, and even being quite poor I will never make anyone pay for the usage of Unreal Sed.


 
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