Announcement

Collapse
No announcement yet.

UDK/UT3 Video Tutorials List and Support Thread

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #61
    no dont move your scripts just the content packages

    if you don't take the time to set up your UDK project properly then you'll never get it to work

    your code files go into the \Development\Src\test\Classes folder
    your content files go into the UDKGame\Content\test\Content\Weapons

    its not hard to work out

    Comment


      #62
      Originally posted by U F O View Post
      ok here are my scripts.if you see where the error is please notify me.

      UTWeap_M41
      Code:
      /**
       * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
       */
      class UTWeap_M41 extends UTWeap_ShockRifleBase;
      
      // AI properties (for shock combos)
      var UTProj_ShockBall ComboTarget;
      var bool bRegisterTarget;
      var bool bWaitForCombo;
      var vector ComboStart;
      
      var bool bWasACombo;
      var int CurrentPath;
      //-----------------------------------------------------------------
      // AI InterFface
      function float GetAIRating()
      {
      	local UTBot B;
      
      	B = UTBot(Instigator.Controller);
      	if ( (B == None) || (B.Enemy == None) || Pawn(B.Focus) == None )
      		return AIRating;
      
      	if ( bWaitForCombo )
      		return 1.5;
      	if ( !B.ProficientWithWeapon() )
      		return AIRating;
      	if ( B.Stopped() )
      	{
      		if ( !B.LineOfSightTo(B.Enemy) && (VSize(B.Enemy.Location - Instigator.Location) < 5000) )
      			return (AIRating + 0.5);
      		return (AIRating + 0.3);
      	}
      	else if ( VSize(B.Enemy.Location - Instigator.Location) > 1600 )
      		return (AIRating + 0.1);
      	else if ( B.Enemy.Location.Z > B.Location.Z + 200 )
      		return (AIRating + 0.15);
      
      	return AIRating;
      }
      
      
      /**
      * Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
      * @returns position of trace start for instantfire()
      */
      simulated function vector InstantFireStartTrace()
      {
      	return GetPhysicalFireStartLoc();
      }
      
      function SetComboTarget(UTProj_ShockBall S)
      {
      	if ( !bRegisterTarget || (UTBot(Instigator.Controller) == None) || (Instigator.Controller.Enemy == None) )
      		return;
      
      	bRegisterTarget = false;
      	bWaitForCombo = true;
      	ComboStart = Instigator.Location;
      	ComboTarget = S;
      	ComboTarget.Monitor(UTBot(Instigator.Controller).Enemy);
      }
      
      function float RangedAttackTime()
      {
      	local UTBot B;
      
      	B = UTBot(Instigator.Controller);
      	if ( (B == None) || (B.Enemy == None) )
      		return 0;
      
      	if ( B.CanComboMoving() )
      		return 0;
      
      	return FMin(2,0.3 + VSize(B.Enemy.Location - Instigator.Location)/class'UTProj_ShockBall'.default.Speed);
      }
      
      function float SuggestAttackStyle()
      {
      	return -0.4;
      }
      
      simulated function StartFire(byte FireModeNum)
      {
      	if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
      	{
      		if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
      			bWaitForCombo = false;
      		else
      			return;
      	}
      	Super.StartFire(FireModeNum);
      }
      
      function DoCombo()
      {
      	if ( bWaitForCombo )
      	{
      		bWaitForCombo = false;
      		if ( (Instigator != None) && (Instigator.Weapon == self) )
      		{
      			StartFire(0);
      		}
      	}
      }
      
      function ClearCombo()
      {
      	ComboTarget = None;
      	bWaitForCombo = false;
      }
      
      /* BestMode()
      choose between regular or alt-fire
      */
      function byte BestMode()
      {
      	local float EnemyDist;
      	local UTBot B;
      
      	bWaitForCombo = false;
      	B = UTBot(Instigator.Controller);
      	if ( (B == None) || (B.Enemy == None) )
      		return 0;
      
      	if (B.IsShootingObjective())
      		return 0;
      
      	if ( !B.LineOfSightTo(B.Enemy) )
      	{
      		if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
      		{
      			bWaitForCombo = true;
      			return 0;
      		}
      		ComboTarget = None;
      		if ( B.CanCombo() && B.ProficientWithWeapon() )
      		{
      			bRegisterTarget = true;
      			return 1;
      		}
      		return 0;
      	}
      
      	EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
      
      	if ( (EnemyDist > 4*class'UTProj_ShockBall'.default.Speed) || (EnemyDist < 150) )
      	{
      		ComboTarget = None;
      		return 0;
      	}
      
      	if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
      	{
      		bWaitForCombo = true;
      		return 0;
      	}
      
      	ComboTarget = None;
      
      	if ( (EnemyDist > 2500) && (FRand() < 0.5) )
      		return 0;
      
      	if ( B.CanCombo() && B.ProficientWithWeapon() )
      	{
      		bRegisterTarget = true;
      		return 1;
      	}
      
      	// consider using altfire to block incoming enemy fire
      	if (EnemyDist < 1000.0 && B.Enemy.Weapon != None && B.Enemy.Weapon.Class != Class && B.ProficientWithWeapon())
      	{
      		return (FRand() < 0.3) ? 0 : 1;
      	}
      	else
      	{
      		return (FRand() < 0.7) ? 0 : 1;
      	}
      }
      
      // for bot combos
      simulated function Projectile ProjectileFire()
      {
      	local Projectile p;
      
      	p = Super.ProjectileFire();
      	if (UTProj_ShockBall(p) != None)
      	{
      		SetComboTarget(UTProj_ShockBall(P));
      	}
      	return p;
      }
      
      simulated function rotator GetAdjustedAim( vector StartFireLoc )
      {
      	local rotator ComboAim;
      
      	// if ready to combo, aim at shockball
      	if (UTBot(Instigator.Controller) != None && CurrentFireMode == 0 && ComboTarget != None && !ComboTarget.bDeleteMe)
      	{
      		// use bot yaw aim, so bots with lower skill/low rotation rate may miss
      		ComboAim = rotator(ComboTarget.Location - StartFireLoc);
      		ComboAim.Yaw = Instigator.Rotation.Yaw;
      		return ComboAim;
      	}
      
      	return Super.GetAdjustedAim(StartFireLoc);
      }
      
      simulated state WeaponFiring
      {
      	/**
      	 * Called when the weapon is done firing, handles what to do next.
      	 */
      	simulated event RefireCheckTimer()
      	{
      		if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
      		{
      			if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
      				bWaitForCombo = false;
      			else
      			{
      				StopFire(CurrentFireMode);
      				GotoState('Active');
      				return;
      			}
      		}
      
      		Super.RefireCheckTimer();
      	}
      }
      
      simulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent)
      {
      	local ImpactInfo II;
      	II = Super.CalcWeaponFire(StartTrace, EndTrace, ImpactList, Extent);
      	bWasACombo = (II.HitActor != None && UTProj_ShockBall(II.HitActor) != none );
      	return ii;
      }
      
      function SetFlashLocation( vector HitLocation )
      {
      	local byte NewFireMode;
      	if( Instigator != None )
      	{
      		if (bWasACombo)
      		{
      			NewFireMode = 3;
      		}
      		else
      		{
      			NewFireMode = CurrentFireMode;
      		}
      		Instigator.SetFlashLocation( Self, NewFireMode , HitLocation );
      	}
      }
      
      
      simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
      {
      	local float PathValues[3];
      	local int NewPath;
      	Super.SetMuzzleFlashparams(PSC);
      	if (CurrentFireMode == 0)
      	{
      		if ( !bWasACombo )
      		{
      			NewPath = Rand(3);
      			if (NewPath == CurrentPath)
      			{
      				NewPath++;
      			}
      			CurrentPath = NewPath % 3;
      
      			PathValues[CurrentPath % 3] = 1.0;
      			PSC.SetFloatParameter('Path1',PathValues[0]);
      			PSC.SetFloatParameter('Path2',PathValues[1]);
      			PSC.SetFloatParameter('Path3',PathValues[2]);
      		}
      		else
      		{
      			PSC.SetFloatParameter('Path1',1.0);
      			PSC.SetFloatParameter('Path2',1.0);
      			PSC.SetFloatParameter('Path3',1.0);
      		}
      	}
      	else
      	{
      		PSC.SetFloatParameter('Path1',0.0);
      		PSC.SetFloatParameter('Path2',0.0);
      		PSC.SetFloatParameter('Path3',0.0);
      	}
      
      }
      
      simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
      {
      	if (FireModeNum>1)
      	{
      		Super.PlayFireEffects(0,HitLocation);
      	}
      	else
      	{
      		Super.PlayFireEffects(FireModeNum, HitLocation);
      	}
      }
      
      defaultproperties
      {
      	// Weapon SkeletalMesh
      	Begin Object class=AnimNodeSequence Name=MeshSequenceA
      	End Object
      
      	// Weapon SkeletalMesh
      	Begin Object Name=FirstPersonMesh
      		SkeletalMesh=skeletalmesh M41-A
      		AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
      		Animations=MeshSequenceA
      		Rotation=(Yaw=-16384)
      		FOV=60.0
      	End Object
      
      	AttachmentClass=class'01_ActualGame.UTAttachment_M41'
      
      	Begin Object Name=PickupMesh
      		SkeletalMesh=skeletalmesh M41-A
      	End Object
      
      	InstantHitMomentum(0)=+60000.0
      
      	WeaponFireTypes(0)=EWFT_InstantHit
      	WeaponFireTypes(1)=EWFT_Projectile
      	WeaponProjectiles(1)=class'UTProj_ShockBall'
      
      	InstantHitDamage(0)=45
      	FireInterval(0)=+0.77
      	FireInterval(1)=+0.6
      	InstantHitDamageTypes(0)=class'UTDmgType_ShockPrimary'
      	InstantHitDamageTypes(1)=None
      
      	WeaponFireSnd[0]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_FireCue'
      	WeaponFireSnd[1]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue'
      	WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
      	WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'
      	PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
      
      	MaxDesireability=0.65
      	AIRating=0.65
      	CurrentRating=0.65
      	bInstantHit=true
      	bSplashJump=false
      	bRecommendSplashDamage=false
      	bSniping=true
      	ShouldFireOnRelease(0)=0
      	ShouldFireOnRelease(1)=1
      
      	ShotCost(0)=1
      	ShotCost(1)=1
      
      	FireOffset=(X=20,Y=5)
      	PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)
      
      	AmmoCount=20
      	LockerAmmoCount=20
      	MaxAmmoCount=40
      
      	FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
      
      	WeaponFireAnim(1)=WeaponAltFire
      
      	MuzzleFlashSocket=MF
      	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
      	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
      	MuzzleFlashColor=(R=200,G=120,B=255,A=255)
      	MuzzleFlashDuration=0.33
      	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
      	CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
      	LockerRotation=(Pitch=32768,Roll=16384)
      
      	IconCoordinates=(U=728,V=382,UL=162,VL=45)
      
      	WeaponColor=(R=160,G=0,B=255,A=255)
      
      	InventoryGroup=4
      	GroupWeight=0.5
      
      	IconX=400
      	IconY=129
      	IconWidth=22
      	IconHeight=48
      
      	Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
      		Samples(0)=(LeftAmplitude=90,RightAmplitude=40,LeftFunction=WF_Constant,RightFunction=WF_LinearDecreasing,Duration=0.1200)
      	End Object
      	WeaponFireWaveForm=ForceFeedbackWaveformShooting1
      }
      UTAmmo_m41
      Code:
      /**
       * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
       */
      class UTAmmo_M41 extends UTAmmoPickupFactory;
      
      defaultproperties
      {
      	AmmoAmount=10
      	TargetWeapon=class'UTWeap_M41'
      	PickupSound=SoundCue'A_Pickups.Ammo.Cue.A_Pickup_Ammo_Shock_Cue'
      	MaxDesireability=0.28
      
      	Begin Object Name=AmmoMeshComp
      		StaticMesh=StaticMesh'Pickups.Ammo_Shock.Mesh.S_Ammo_ShockRifle'
      		Translation=(X=0.0,Y=0.0,Z=-15.0)
      	End Object
      
      	Begin Object Name=CollisionCylinder
      		CollisionHeight=14.4
      	End Object
      }
      UTAttachment_m41
      Code:
      /**
       * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
       */
      class UTAttachment_M41 extends UTWeaponAttachment;
      
      var ParticleSystem BeamTemplate;
      var class<UDKExplosionLight> ImpactLightClass;
      
      var int CurrentPath;
      
      simulated function SpawnBeam(vector Start, vector End, bool bFirstPerson)
      {
      	local ParticleSystemComponent E;
      	local actor HitActor;
      	local vector HitNormal, HitLocation;
      
      	if ( End == Vect(0,0,0) )
      	{
      		if ( !bFirstPerson || (Instigator.Controller == None) )
      		{
      	    	return;
      		}
      		// guess using current viewrotation;
      		End = Start + vector(Instigator.Controller.Rotation) * class'UTWeap_ShockRifle'.default.WeaponRange;
      		HitActor = Instigator.Trace(HitLocation, HitNormal, End, Start, TRUE, vect(0,0,0),, TRACEFLAG_Bullet);
      		if ( HitActor != None )
      		{
      			End = HitLocation;
      		}
      	}
      
      	E = WorldInfo.MyEmitterPool.SpawnEmitter(BeamTemplate, Start);
      	E.SetVectorParameter('ShockBeamEnd', End);
      	if (bFirstPerson && !class'Engine'.static.IsSplitScreen())
      	{
      		E.SetDepthPriorityGroup(SDPG_Foreground);
      	}
      	else
      	{
      		E.SetDepthPriorityGroup(SDPG_World);
      	}
      }
      
      simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation)
      {
      	local vector EffectLocation;
      
      	Super.FirstPersonFireEffects(PawnWeapon, HitLocation);
      
      	if (Instigator.FiringMode == 0 || Instigator.FiringMode == 3)
      	{
      		EffectLocation = UTWeapon(PawnWeapon).GetEffectLocation();
      		SpawnBeam(EffectLocation, HitLocation, true);
      
      		if (!WorldInfo.bDropDetail && Instigator.Controller != None)
      		{
      			UDKEmitterPool(WorldInfo.MyEmitterPool).SpawnExplosionLight(ImpactLightClass, HitLocation);
      		}
      	}
      }
      
      simulated function ThirdPersonFireEffects(vector HitLocation)
      {
      	Super.ThirdPersonFireEffects(HitLocation);
      
      	if ((Instigator.FiringMode == 0 || Instigator.FiringMode == 3))
      	{
      		SpawnBeam(GetEffectLocation(), HitLocation, false);
      	}
      }
      
      simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
      {
      	return (HitActor != None && UTProj_ShockBall(HitActor) == None && Super.AllowImpactEffects(HitActor, HitLocation, HitNormal));
      }
      
      simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
      {
      
      	local float PathValues[3];
      	local int NewPath;
      	Super.SetMuzzleFlashparams(PSC);
      	if (Instigator.FiringMode == 0)
      	{
      		NewPath = Rand(3);
      		if (NewPath == CurrentPath)
      		{
      			NewPath++;
      		}
      		CurrentPath = NewPath % 3;
      
      		PathValues[CurrentPath % 3] = 1.0;
      		PSC.SetFloatParameter('Path1',PathValues[0]);
      		PSC.SetFloatParameter('Path2',PathValues[1]);
      		PSC.SetFloatParameter('Path3',PathValues[2]);
      //			CurrentPath++;
      	}
      	else if (Instigator.FiringMode == 3)
      	{
      		PSC.SetFloatParameter('Path1',1.0);
      		PSC.SetFloatParameter('Path2',1.0);
      		PSC.SetFloatParameter('Path3',1.0);
      	}
      	else
      	{
      		PSC.SetFloatParameter('Path1',0.0);
      		PSC.SetFloatParameter('Path2',0.0);
      		PSC.SetFloatParameter('Path3',0.0);
      	}
      
      }
      
      
      defaultproperties
      {
      	// Weapon SkeletalMesh
      	Begin Object Name=SkeletalMeshComponent0
      		SkeletalMesh= 'M41-A'
      	End Object
      
      	DefaultImpactEffect=(ParticleTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam_Impact', Sound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue')
      	ImpactEffects(0)=(MaterialType=Water, ParticleTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT', Sound=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_FireCue')
      	BulletWhip=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_WhipCue'
      
      	MuzzleFlashSocket=MuzzleFlashSocket
      //	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Primary
      	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_3P_MF
      	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_3P_MF
      	MuzzleFlashColor=(R=255,G=120,B=255,A=255)
      	MuzzleFlashDuration=0.33;
      	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
      	BeamTemplate=particlesystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'
      	WeaponClass=class'UTWeap_ShockRifle'
      	ImpactLightClass=class'UTShockImpactLight'
      }
      i know this is just an edit of the shock rifle but this must work.very appriciated.
      Originally posted by U F O View Post
      i still get the same warnings :
      Code:
      ... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'
      ... <316> warning : object property engine.SkeletalMeshComponent:SkeletalMesh: unresolved reference to 'skeletalmesh 'M41-A''
      i also get the same set of warning at line 326 of the same script ( UTWeap_M41 )

      i also get the same warnings on line <118> of the UTAttachment_M41 script.

      OK here it is !

      Comment


        #63
        ... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'
        means it can't find your mesh
        here's an exapmle of the section
        Code:
        	// Weapon SkeletalMesh
        	Begin Object Name=FirstPersonMesh
        		SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_WP_SMBolter_1st'
        		AnimSets(0)=AnimSet'WP_SMUM_Bolter.Anim.K_WP_SMBolter_1st_Base'
        		Animations=MeshSequenceA
        //		Rotation=(Yaw=-16384)
        		FOV=60.0
        	End Object
        take note of the line SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_1st'
        WP_SMUM_Bolter is the weapon package
        Mesh is the subgroup
        SK_WP_SMBolter_1st is the mesh

        Comment


          #64
          thanks geodav but i already solved these problems and i am up with a new very bad *** one :

          after the compile , there is a new warning that says that the animations arent right , and then it crashes .
          so i said this is a non-animation test so i deleted the line . the next compile however was without warning or errors, but the compile keeps crashing. i dont know why , so i thought you can tell me.

          Comment


            #65
            because you need anims for the weapon, these are named in the UTWeapon code, if you remove the code line then it will compile but in game it's likely to crash, just create your anims and export them to the editor. this is all part of what you need to do to get weapons working

            Comment


              #66
              it doesn't crash in game , it crashes at the end of the compile .
              actually its the compile that's crashing.

              Comment


                #67
                still check your launch.log
                you'll still need your own anims
                check your pm

                Comment


                  #68
                  ok i got some anims in and it doesnt work.it still crashes at the end of the compile.
                  i will post the logs for you.

                  launch.log
                  Code:
                  Log: Log file open, 09/21/10 00:03:01
                  Init: Version: 6829
                  Init: Epic Internal: 0
                  Init: Compiled (64-bit): Jun 16 2010 16:12:13
                  Init: Changelist: 558646
                  Init: Command line: editor  -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
                  Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
                  DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
                  [0000.61] Init: Computer: BOB-PC
                  [0000.61] Init: User: Bob
                  [0000.61] Init: CPU Page size=4096, Processors=8
                  [0000.61] Init: High frequency timer resolution =1.558867 MHz
                  [0000.61] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
                  [0000.61] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
                  [0000.86] Init: WinSock: I am Bob-PC (192.168.2.13:0)
                  [0000.86] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
                  [0000.86] Init: Object subsystem initialized
                  [0000.89] Log: Last hardware survey: Ver=6829, Date=20100920. Uploading again.
                  [0009.50] Init: Initializing FaceFX...
                  [0009.50] Init: FaceFX 1.7.3.1 initialized.
                  [0009.53] Init: Version: 6829
                  [0009.53] Init: Epic Internal: 0
                  [0009.53] Init: Compiled (64-bit): Jun 16 2010 16:08:19
                  [0009.53] Init: Command line:   -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
                  [0009.53] Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
                  [0009.53] Init: Character set: Unicode
                  [0009.53] Log: Executing Class UnrealEd.MakeCommandlet
                  [0009.53] Init: UEngine initialized
                  [0009.85] Heading: --------------------Core - Release--------------------
                  [0009.85] Log: New File, Existing Package (Package Package_0, Package Core)
                  [0009.89] Log: Loading global macros for Core
                  [0009.94] Heading: --------------------Engine - Release--------------------
                  [0010.10] Log: New File, Existing Package (Package Package_1, Package Engine)
                  [0011.04] Log: Loading global macros for Engine
                  [0011.75] Heading: --------------------GFxUI - Release--------------------
                  [0011.75] Log: New File, Existing Package (Package Package_2, Package GFxUI)
                  [0011.79] Log: Loading global macros for GFxUI
                  [0011.81] Heading: --------------------GameFramework - Release--------------------
                  [0011.82] Log: New File, Existing Package (Package Package_3, Package GameFramework)
                  [0011.88] Log: Loading global macros for GameFramework
                  [0011.94] Heading: --------------------UnrealEd - Release--------------------
                  [0011.97] Log: New File, Existing Package (Package Package_4, Package UnrealEd)
                  [0012.03] Log: Loading global macros for UnrealEd
                  [0012.09] Heading: --------------------GFxUIEditor - Release--------------------
                  [0012.09] Log: New File, Existing Package (Package Package_5, Package GFxUIEditor)
                  [0012.13] Log: Loading global macros for GFxUIEditor
                  [0012.13] Heading: --------------------IpDrv - Release--------------------
                  [0012.14] Log: New File, Existing Package (Package Package_6, Package IpDrv)
                  [0012.17] Log: Loading global macros for IpDrv
                  [0012.19] Heading: --------------------OnlineSubsystemPC - Release--------------------
                  [0012.19] Log: New File, Existing Package (Package Package_7, Package OnlineSubsystemPC)
                  [0012.22] Log: Loading global macros for OnlineSubsystemPC
                  [0012.24] Heading: --------------------OnlineSubsystemSteamworks - Release--------------------
                  [0012.24] Log: New File, Existing Package (Package Package_8, Package OnlineSubsystemSteamworks)
                  [0012.31] Log: Loading global macros for OnlineSubsystemSteamworks
                  [0012.33] Heading: --------------------UDKBase - Release--------------------
                  [0012.36] Log: New File, Existing Package (Package Package_9, Package UDKBase)
                  [0012.96] Log: Loading global macros for UDKBase
                  [0013.06] Heading: --------------------UTEditor - Release--------------------
                  [0013.06] Log: New File, Existing Package (Package Package_10, Package UTEditor)
                  [0013.07] Log: Loading global macros for UTEditor
                  [0013.08] Heading: --------------------UTGame - Release--------------------
                  [0013.16] Log: New File, Existing Package (Package Package_11, Package UTGame)
                  [0015.04] Log: Failed to upload UDK hardware survey to http://udkprofiler.epicgam
                  and a certain launch_2.log

                  Code:
                  Log: Log file open, 09/20/10 23:56:30
                  Init: Version: 6829
                  Init: Epic Internal: 0
                  Init: Compiled (64-bit): Jun 16 2010 16:12:13
                  Init: Changelist: 558646
                  Init: Command line: editor  -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
                  Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
                  DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
                  [0000.22] Init: Computer: BOB-PC
                  [0000.22] Init: User: Bob
                  [0000.22] Init: CPU Page size=4096, Processors=8
                  [0000.22] Init: High frequency timer resolution =1.558837 MHz
                  [0000.22] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
                  [0000.22] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
                  [0000.25] Log: gethostbyname failed (SE_NO_DATA)
                  [0000.25] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
                  [0000.25] Init: Object subsystem initialized
                  [0000.29] Critical: appError called: Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.
                  [0000.29] Critical: Windows GetLastError: Access is denied. (5)
                  [0015.56] Log: === Critical error: ===
                  Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.
                  these dont seem to be related to my problem .i am guessing that there is some sort of problem at saving the new scripts in a .u file at the binaries directory (or some stuff like that)

                  Comment


                    #69
                    Well, we can see from your Launch2.LOG, that your video card is not capable of running the engine.

                    Comment


                      #70
                      wow ! so how did it run it ? like before? it just crashes at script compile.
                      ok clearing the status till now :

                      all the scripts are ok.
                      the copile is fine and without errors/warnings.
                      at the end of the compile it says: saving to C:\UDK\etc bal bla bla
                      and then it crashes.
                      the next time udk wants to compile again.
                      and again.
                      and again.
                      and the compile keeps crashing.and the changes arent saved.

                      Comment


                        #71
                        Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?

                        Comment


                          #72
                          ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases


                          Uploaded with ImageShack.us
                          also the name of your code package should match that of your content folder set



                          Uploaded with ImageShack.us

                          Comment


                            #73
                            thanks for the concern guys.really appreciated but :
                            Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?
                            i have a 240 m geForce and its fully compatible and trust me , it runs !

                            ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases
                            if you look some posts back , you already have pointed out the folder problem and i fixed that.by the way thanks for that pm.i will do the tutorials as soon as i have time for it.

                            but these dont have any relation to the crash.i think its a windows problem and the compiler cant wright the data to the binaries folder thus crashes.this can be caused by administrative privilege lack but i did the run as admin thing but still crashes.

                            wow ! that was long ! so any other ideas ?
                            by the way i will gladly send the scripts and a package containing the static mesh to geodav if he wants.

                            thanks anyways.

                            Comment


                              #74
                              ok send me the content and code and i'll have a look, pm me the link when you have uploaded it

                              Comment


                                #75
                                check your pm geodav and try to compile the scripts.
                                the package should be placed in a folder named : 01_ActualGame or else the scripts wont work.

                                Comment

                                Working...
                                X