Announcement

Collapse
No announcement yet.

Eclipse UDK IDE

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

  • replied
    Hey man I can see the compile button but no run game button. So after i've clicked compile how do i run it from Eclipse?

    NVM i sorted it.

    Leave a comment:


  • replied
    Excellent IDE. I've removed all other tools and now Eclipse is my preferred choice for URK programming.
    Thank you.

    Leave a comment:


  • replied
    Thx for your contribute

    Leave a comment:


  • replied
    Really great plugin! Thanks for all your hard work on it

    Would you consider adding a feature where it is possible to configure things like: folder structure / executable names / map file extension / etc. ... this would allow Eclipse UDK IDE to be used with other Unreal Engine based games such as Red Orchestra 2 SDK

    Leave a comment:


  • replied
    Eclipse UDK IDE

    I tried your plugin and love it. I did change the theme and stuff. But can I change the syntax coloring and what is the shortcut for to run the game.


    Sent from my iPad using Tapatalk

    Leave a comment:


  • replied
    Originally posted by zwarmapapa View Post
    In the newest version the editor will add its resolution arguments last, so after your arguments. UDK will use the first arguments it finds, so it will ignore the editor's resolution arguments then.

    Just add something like "-resx=1280 resy=720", with the "" as well.

    For your actual game you'll have to set the resolution with unrealscript tho, because you can't change these arguments constantly to change the resolution when you release your game.
    Thank you.

    Leave a comment:


  • replied
    Originally posted by Luladjiev View Post
    Hey first of all great IDE ! I'm a fan of eclipse based IDEs and this is just awesome!

    But I have a question: when I try to add start up arguments to change the resolution the IDE adds itself another args for the resolution: 1024:768 and my arguments are rewritten e.g.
    Code:
    TheCliff.udk?game=AlienInvasion.AlienInvasionGame, -useunpublished, -windowed -resx=1024 resy=768, -log, -forcelogflush, -nosound, -nomoviestartup, -debug, -resx=1280, -resy=720, -posx=0, -posy=0
    Is it possible somehow to remove the IDE's arguments for resolution?
    In the newest version the editor will add its resolution arguments last, so after your arguments. UDK will use the first arguments it finds, so it will ignore the editor's resolution arguments then.

    Just add something like "-resx=1280 resy=720", with the "" as well.

    For your actual game you'll have to set the resolution with unrealscript tho, because you can't change these arguments constantly to change the resolution when you release your game.

    Leave a comment:


  • replied
    Hey first of all great IDE ! I'm a fan of eclipse based IDEs and this is just awesome!

    But I have a question: when I try to add start up arguments to change the resolution the IDE adds itself another args for the resolution: 1024:768 and my arguments are rewritten e.g.
    Code:
    TheCliff.udk?game=AlienInvasion.AlienInvasionGame, -useunpublished, -windowed -resx=1024 resy=768, -log, -forcelogflush, -nosound, -nomoviestartup, -debug, -resx=1280, -resy=720, -posx=0, -posy=0
    Is it possible somehow to remove the IDE's arguments for resolution?

    Leave a comment:


  • replied
    Just want to thanks you again for the great work and the quick fix. All work great now.

    Leave a comment:


  • replied
    1 and 2 are done:
    - The [Run Game] and [Run Editor] buttons can now also be pressed, they will use the last used profile (if it still exists).
    - The [Run Game] and [Run Editor] buttons will both have a different 'last used profile'.

    I might do 3 and/or 4 when I got more time, but I can't promise anything :P

    Leave a comment:


  • replied
    Thanks, it would be very nice if you do 1 and 2, they are just very small annoying thing.
    For 3 and 4 I understand that is a complicated feature to implement and you will probably not have the time to do it.
    But if you can add vector and rotator in keyword they are unreal engine basic static and they are use everywhere, it would be nice.

    Thanks to keep us updated. You do an awesome job.
    Again, thanks for all the great work you have done with this IDE.

    Leave a comment:


  • replied
    Originally posted by willibix View Post
    Thanks zwarmapapa for the great IDE. I'm new to the unreal scripting world, I just started 2 week ago in fact. I have tested the majority of IDE in this forum for the past week, to found the one i prefer and your is my favourite by fare.
    Just realy love all the feature you putted in and the way you implemented it.

    But I have 4 small details you may look into to improve your plugin:
    1- We can not use the run game button directly, we always have to click the row beside the button first and select witch setting we want to use. Would be nice that if we click on the run game button directly it simply use the config used on last run.
    2- Same thing that the first point, but with the run editor button. Also, we have an interface to manage the config of the run game, but we don't have one to setup the config of the run editor button.
    3- It would be nice to have a colour for custom literals like struct type vector, rotator and struct we declare herself.
    4- Is it possible to customize the colour used for different syntax element. If we can do it, can we do it for different highlighted element like, flow control in one colour, literal in a other colour, etc.

    Thanks again for this great IDE and hope this small comment will help you improve your plugin.
    I could do 1 and 2, the others are a bit harder:

    3: It is very easy to add new words and give them a color to the syntax colorer, but the thing is that structs can be placed anywhere. Classes can only be placed in a file with the same name, so they are easy to find. Structs can be placed in any class of the package of the current opened file and all parent packages. To find every struct that's available in an opened file, all those UC files will have to be parsed (looped through character by character to find "struct", and then parse the code from { to }). And besides that, they also have to be reparsed when a file is updated. It is do-able, but it will probably take some time to make this.

    4: It is also do-able, but it requires a lot of settings. It was a problem before tho, now I know how to use the build-in preference menu it might be quite easy to make something like this. The only thing that might cause problems is that the editor is extending from the JDT editor, so the background color for example might only be configurable by editing JDT's background. I'll have to look into this in order to change that.

    So I'll try to make these things, but I don't know if 3 and 4 will be do-able within the free time I currently have.

    Leave a comment:


  • replied
    Thanks zwarmapapa for the great IDE. I'm new to the unreal scripting world, I just started 2 week ago in fact. I have tested the majority of IDE in this forum for the past week, to found the one i prefer and your is my favourite by fare.
    Just realy love all the feature you putted in and the way you implemented it.

    But I have 4 small details you may look into to improve your plugin:
    1- We can not use the run game button directly, we always have to click the row beside the button first and select witch setting we want to use. Would be nice that if we click on the run game button directly it simply use the config used on last run.
    2- Same thing that the first point, but with the run editor button. Also, we have an interface to manage the config of the run game, but we don't have one to setup the config of the run editor button.
    3- It would be nice to have a colour for custom literals like struct type vector, rotator and struct we declare herself.
    4- Is it possible to customize the colour used for different syntax element. If we can do it, can we do it for different highlighted element like, flow control in one colour, literal in a other colour, etc.

    Thanks again for this great IDE and hope this small comment will help you improve your plugin.

    Leave a comment:


  • replied
    Thanks zwarmapapa, update works great! This the best free Udk IDE now and I'll be using this for my project.

    Leave a comment:


  • replied
    Made a couple changes:
    - Added automatic content assist support, also made it configurable.
    - Made automatic compiling configurable.
    - Added a compile button (you can also bind it to a key, the default for this button is Ctrl+Shift+Space).

    The preferences for these changes can be found in Window->Preferences->UDK.

    Leave a comment:

Working...
X