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UDK Frontend v1.0.6.5

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    #31
    I think you are wanting to specify a map URL, like this:

    DM-Deck?game=AGame.AGame

    That should load the DM-Deck map using the AGame gametype.

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      #32
      DM-Deck?game=AGame.AGame -nomoviestartup -ConsolePosX=0 -ConsolePosY=0

      doesn't work either :\

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        #33
        It does work. Put "DM-Deck?game=AGame.AGame" in the 'Map to Play' box, and all the other options in the 'Extra Options' box.

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          #34
          oh.. i see thanks

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            #35
            Originally posted by Hourences View Post
            If you copy paste something in UnrealEd, you can paste it into notepad and it will be converted into T3D, Unreal text. It will be readable, and you can easily make adjustments in notepad, like changing the location of the actor, and then copy paste it back into UnrealEd. I think this possibility can be exploited and allow for new tools to be created. One big thing lacking in the editor is an array tool. If you got 20 lamps and you want to place them all into a straight corridor you got to place all 20 manually, and manually measure the distance between each. Let alone if you want to place them in a circle. That is near impossible to do without first placing a temp cylinder mesh so you got a guideline as to where exactly to place them... So I was thinking, if you would be able to copy paste an actor into an external program, and if that external program would then be able to duplicate what you pasted X times, and adjust the rotation and location values from each instance, and then give you a text back you can paste into the editor, you would basically have a full blown array tool.

            From there on there is probably a lot more you can do by modifying things in text, and then pasting it back.
            Just wanted to point out that when writing tools from the ground up, ALOT of the binaries with UDK are Managed (or partially written in managed code), which means that can easily be imported and have functionality from them used. I reflected and recompiled SwarmAgent and SwarmCoordinator last week just as a test. There are probably alot of tools and functionality that can be done, especially given that the functionality that pipes console output from UDK's commandlets is easy to do.
            I've considered writing a Continuous Integration tool using this stuff, auto-compiling and committing of scripts (using RegEx to match lines for compiler errors or warnings), auto email notification of users of compiler issues/warnings, adding the ability to trigger cooks/packages/build uploads remotely (for instance through Skype commands or a web interface). Think Hudson or CruiseControl, but for UnrealScript. Unfortunately there are a few limitations with using that stuff with games (one of the major features are things like auto-running unit tests, which is pointless for games).
            Couple a tool like that with your SVN repo and project management tool (my team uses Redmine, which features a basic but useful REST API)... A managed DLL being used through DLLBind can easily do things such as web requests and whatever, providing the ability to write tools for things such as in-game bug reporting, beta 'lock-outs'/authentication etc.
            Two of the major issues: 1, I don't have time to do any of that
            2. There still isn't a way to plug into UnrealEd. Managed binaries can be easily loaded at runtime. It would be fantastic to see Epic provide us a set of interfaces and support for a plugin architecture for the editor.

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              #36
              First of all, you did a great job here. Thank you very much. Much more functional in comparison to the original UFE.
              Just a thingky... I press full recompile and I get a known warning related to my script Then I just press make and I get zero warning, while the UFE would show the warning. Is that suppose to happen?

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                #37
                I couldn't recreate the problem you mentioned. I placed two types of warnings in my code for testing. The 'Full recompile' option gave the warnings but subsequently pressing 'Make' did not. The same thing happened with Unreal Frontend too. Does it have something to do with your particular warning?

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                  #38
                  Just an unknown property warning in the defaults of a class. But...
                  It's now fixed... No idea how though. All I did was to move the .exe from my desktop to UDK's folder (Just made a shortcut on my desktop instead).

                  And again, great tool, thank you.

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                    #39
                    This work with the September build?

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                      #40
                      Yes it works with September build. However, for collecting the game, or creating an NSIS installer, you need to add 2 extra lines to any of the Exclude sections of the Manifest file:

                      Code:
                      <string>Binaries/UDK.exe</string>
                      <string>Binaries/GameplayProfiler(.*)</string>
                      This will remove extra files that were added in this build, but aren't required by the end user. The official packager does include them for the end-user, but that's probably because they forgot to modify the manifest file.

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                        #41
                        Another minor suggestion I have that would be useful at least to me. A shortcut to the last launch logs. If you could put a dropdown box showing just the last ones, not the backups would be awesome (just the ones matching Launch(_[0-9]+)?.log .. or something like that)

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                          #42
                          Would there be any reason why my extra options are not working?

                          They work fine with the original UDK Frontend

                          e.g. ?game=cqb.cqbteamgame?alladmin?listen

                          does nothing at all and runs the default game.

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                            #43
                            Those extra options work with Unreal Frontend because it doesn't add a space between the map name and the extra options box.

                            UDK Frontend does add a space, so to make it work, you'd need to write 'MapName?game=cqb.cqbteamgame' in the 'Map To Play' box. Add '-alladmin' to the 'Extra Options' box, then just press the Server button which adds the ?listen flag automatically.

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                              #44
                              Ah I now see how it works.

                              Many thanks

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                                #45
                                can you please explain me how i can make a online game with this (server, ad client ip and so on) i've made a therd were i asked for this but noone can realy help me

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