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    #61
    Originally posted by euchreplayer23 View Post
    There are check boxes on the PS3 screen, but you can't check or uncheck them. So don't use them. Drop down boxes visually change into "slidebars". You can't drop them down because no mouse, so they needed to change it to a left arrow/right arrow key thing. Its just a visual change.
    So... are there any checkbox in PS3 menues? If you can't check them, it doesn't mean I cannot make it work. How are "Yes/No (or True/False) options displayed on PS3, are there any?
    Here, you say dropdowns cannot "drop down but...

    Originally posted by euchreplayer23 View Post
    Instead of a check box can you do a dropdown box with a true or false?
    I should use them?

    Originally posted by euchreplayer23 View Post
    Can you separate it out? Just for my health and well being?
    Why?

    Originally posted by euchreplayer23 View Post
    I did some re-testing on the PS3 stuff:
    PS3 BotBalancer V1-Loaded correctly, 1 player only no bots at all
    PS3 BotBalancer V2-Red loading screen fail
    PS3 BotBalancer V3-Red loading screen fail
    So, Alpha2 (please don't call it V2) doesn't work... there is special code in Alpha2 which isn't in Alpha1 already except I'm using a PreProcessor but that is a pre-compiler and the compiled packages should be the same as if I don't use the PreProcessor. I thought Alpha2 is working as you said once "I cooked both, both did the same thing, loaded no crashing, but just me no one/bots else. I will try again on PS3."


    Hard to track down the problem as the changes of Alpha2 in comparison to Alpha1 aren't that complex. Hmmm.

    Comment


      #62
      I checked the PS3Mods page again. I read that in the past, and I also do this because of some other issues with the PC version. The reason for a single is stated there as:
      What Is Supported
      • The following types of mods are supported. See the Not Supported section for any restrictions.
        • Mutators
          • These mods are programmed with UnrealScript.
          • These can be activated optionally during matches. These can range from replacing all weapons to changing gravity in odd ways to affecting player movement.
          • These can be auto-downloaded from a server running the new game type without needing to install the mod on the client PS3s. Note that this is just to play as a client; to run a server (or offline) with the mutator, you will need to install the mod the standard way. Auto-downloaded mods are put into a temporary cache only.


      The config package is only dependent on the script file but not the other way around. The script file doesn't have a Import of the config package. The script file is basically a standalone script. If it would be two packages, the PS3 (and PC) likely wouldn't download the seperate file. Well, basically this isn't required for the mutator to run as it only has a config scene for now, but there might be a ingame scene (for PC for instance). Splitting packages for configs is also a reason why several mutators don't work for auto-download but everyone blames UT3 for it. It is purely an engine restriction (which is fine and it should be like this).

      What Is Not Supported

      Naturally, given the limited memory on PS3, etc, there are limitations to what you can do.
      • Mutators and game types must consist of UnrealScript code only. This means that you cannot have a mutator that turns all UT3 weapons into a space cow model that you import.
        • This is because they need to work with shipping maps, and too much content added on will cause the PS3 to run out of memory.

      I'm not sure if this is only an advice or requirement. The reason for having content inside the package is because of shipping and because of too big data. I don't think there is a limitation on the package loading/cooking part on the PS3. However, if there is no other way, I have to split it. But we should try it first to get it to work. Basically post Alpha2, there's a revision with an empty package. Cooking this one would be the best to work on.

      I also think that config saving could work as they don't state it wouldn't work. It must be a combination of what to load when trying to save the data. Sadly, you can't check the crash log as this would help.

      Miscellaneous info
      • Note that you can add more entries in .ini files for things like multiple maps in one .ini file, etc. There are some notes in some of the generated .inis.

      Other Ini Functionality (Technical details)
      • Only certain ini file sections are supported. When packaging a mod, UFE will validate the .ini files in it to make sure they do not have any illegal sections.
      • However, you can modify your .ini file beyond that above, which you may need to do, depending on your mod. The important section to know about is [Engine.PackagesToFullyLoadForDLC]. Note that the terms DLC (DownLoadable Content) and Mods are interchangeable (the only difference is where you get it from – imported by the user vs the Playstation Store).
      • The section has the following format:



      [Engine.PackagesToFullyLoadForDLC]
      MapName=UTFrontend
      Package=MyModContent1
      Package=MyModContent2
      GameType_PreLoadClass=MyGame.MyGame
      Package=MyGameContent1
      GameType_PostLoadClass=MyGame.MyGame
      Package=MyGameContent2
      I'm not sure if yours or this ini format is the right one. Did any of the MutateSpecPS3 mods worked, the ones I packaged? Or I have to use some preloading.

      Comment


        #63
        Originally posted by euchreplayer23 View Post
        UI scene is not working for bot balancer move it out of the .u file.
        No - Is there ingame chat, voice commands.
        Yes - bot commands (where taunt is), etc. Linked to the left d-pad not the left stick.
        Is there any custom input for players? So basicalyl there is no ingame chat by UT3 itself. The best option for me is to create a modular mutator which will create the console for PS3.

        Comment


          #64
          I meant that "drop down" boxes get converted to slide rulers. Drop boxes PC = slide rulers PS3. You "can" have check boxes appear on the PS3 config screen you just can never use them. What is the point of using a check box if you can't use it. Physically impossible to check it or uncheck it on PS3. I suggested a "Drop boxes PC = slide rulers PS3" with a true or false value, because that what check boxes really are 1 value or another value.

          Slide rule Picture for PS3:
          http://www.moddb.com/mods/speedx/dow...eedx-v02-beta1

          Code:
          [Engine.PackagesToFullyLoadForDLC]
          MapName=UTFrontend
          Package=MyModContent1
          Package=MyModContent2
          GameType_PreLoadClass=MyGame.MyGame
          Package=MyGameContent1
          GameType_PostLoadClass=MyGame.MyGame
          Package=MyGameContent2
          We are not doing a gametype so those lines are not needed.
          Code:
           These can be auto-downloaded from a server running the new game type without needing to install the mod on the client PS3s. Note that this is just to play as a client; to run a server (or offline) with the mutator, you will need to install the mod the standard way. Auto-downloaded mods are put into a temporary cache only.
          Yes this was the case when online was working. But online is now not working I can't test it out for your application.
          Code:
          Mutators and game types must consist of UnrealScript code only
          Not true, some custom weapons and vehicles work on PS3. A lot of GameTypes with custom non script assets work on PS3. I believe it to be advice.

          Comment


            #65
            Originally posted by euchreplayer23 View Post
            I meant that "drop down" boxes get converted to slide rulers. Drop boxes PC = slide rulers PS3. You "can" have check boxes appear on the PS3 config screen you just can never use them. What is the point of using a check box if you can't use it. Physically impossible to check it or uncheck it on PS3. I suggested a "Drop boxes PC = slide rulers PS3" with a true or false value, because that what check boxes really are 1 value or another value.
            Everything regarding a menu is programmed/coded. I can simply allow checkbox to change the value on every/any button press (X O [] /\ Select Start L3 etc.). Boxes don't get converted automatically (afaik). They are replaced or the options are different, that's how the stock UIDataProvider works for menu elements natively (btw: most of the sliders on PS3 might actually be type of UTOT_CollectionCheckBox which then get's converted to stepper for PS3. I'm using a proper checkbox type of UTOT_CheckBox for now). I'm creating the menu through code. SpeedX is a custom UIScene which is manually created.

            Also, you were actually stating that checkboxes are working in my other mutator MutateSpec:
            https://forums.epicgames.com/threads...1#post30804106

            Not sure if MutateSpec's UI scene was created manually in editor or dynamically by code for now (would need to check it), but it's just a question of implemenation. My custom dynamic UI scene i'm currently using for most mutators is not handling anything on Enter (which is X on PS3) manually but I'm using some native/original UI components which I know use Enter as Accept-key somewhere.

            Originally posted by euchreplayer23 View Post
            Code:
            [Engine.PackagesToFullyLoadForDLC]
            MapName=UTFrontend
            Package=MyModContent1
            Package=MyModContent2
            GameType_PreLoadClass=MyGame.MyGame
            Package=MyGameContent1
            GameType_PostLoadClass=MyGame.MyGame
            Package=MyGameContent2
            We are not doing a gametype so those lines are not needed.
            We are not doing a gametype, but package wise both are the same.

            Originally posted by euchreplayer23 View Post
            Code:
             These can be auto-downloaded from a server running the new game type  without needing to install the mod on the client PS3s. Note that this is  just to play as a client; to run a server (or offline) with the  mutator, you will need to install the mod the standard way.  Auto-downloaded mods are put into a temporary cache only.
            Yes this was the case when online was working. But online is now not working I can't test it out for your application.
            Online is the same as network/LAN except online needs a valid GameSpy account (for advertising). Doesn't support PS3 a dedicated server in the same network and connect to it (as long as it's the same network range, UT3 should find a server with a broadcast ping)? If you got not option to open a server browser, just tell me and show me. They are always ways to try something out of the box.

            Originally posted by euchreplayer23 View Post
            Code:
            Mutators and game types must consist of UnrealScript code only
            Not true, some custom weapons and vehicles work on PS3. A lot of GameTypes with custom non script assets work on PS3. I believe it to be advice.
            In this context, mutators and game types may be meant as code-package only as this can and probaly is checked upon loading. I know there are mutators with custom assets but all these mutators use a separate package. In this case, they may also meant this point related to memory usage and not engine restriction (as said).

            The PS3Mods page consists of techinal details but also as a guide. Not everything is 100% covered and might be left obscured so people just don't try it.

            Comment


              #66
              euchreplayer, as I/we need to track down the issues which was added from Alpha1 to Alpha2, we have to test it. The easiest way would be compiling every single revision (commit) and check if it's working. This way I can see what exact commit the problem is originated.

              These are the source codes for Alpha1 to Alpha2. You may try to compile and package Alpha1 and 2 for yourself. If you need help to setup the files, check this.

              Comment


                #67
                A quick update. I just checked SpeedX and it is exactly using the same approach like me. Using the registry dataprovider.


                He did the same thing as me, probably this is why it is not working.
                Code:
                [UTMutator_SpeedX UTUIDataProvider_Mutator]
                ClassName=SpeedX.UTMutator_SpeedX
                FriendlyName=SpeedX
                Description=SpeedX :: Allows you to modify GameSpeed and FireRate.
                GroupNames=GAMESPEED|FIRINGSPEED
                UIConfigScene=UI_Scenes_SpeedX.Scenes.SpeedXConfig
                bStandaloneOnly=False
                bRemoveOn360=True
                bRemoveOnPC=True
                bRemoveOnPS3=False
                
                [LoadForAllGameTypes]
                Package=SpeedX
                Package=UI_Scenes_SpeedX
                Package=UI_CookedBy_hi3
                
                [Engine.PackagesToFullyLoadForDLC]
                MapName=UTFrontend
                Package=SpeedX
                Package=UI_Scenes_SpeedX
                Package=UI_CookedBy_hi3

                Comment


                  #68
                  I fixed SpeedX userdata.jam file with a hex editor. It works on the PS3 now.

                  See here:
                  http://www.mediafire.com/download/xe...h/USERDATA.JAM

                  I guess i forgot about the check boxes. "Mis-remembered".

                  I will go through the rest of of your Alpha checklist when I get back from work. Please be sure your PS3 stuff has the modified ini (if you cook it yourself).
                  Revised SpeedX
                  Code:
                  [UTMutator_SpeedX UTUIDataProvider_Mutator]
                  ClassName=SpeedX.UTMutator_SpeedX
                  FriendlyName=SpeedX
                  Description=SpeedX  :: Allows you to modify GameSpeed and FireRate.
                  UIConfigScene=UI_Scenes_SpeedX.Scenes.SpeedXConfig
                  bStandaloneOnly=False
                  bRemoveOn360=True
                  bRemoveOnPC=True
                  bRemoveOnPS3=False
                  
                  [LoadForAllGameTypes]
                  Package=SpeedX
                  
                  [LoadForAllGameTypes]
                  Package=UI_Scenes_SpeedX
                  
                  [Engine.PackagesToFullyLoadForDLC]
                  MapName=UTFrontend
                  Package=UI_Scenes_SpeedX
                  
                  [Engine.PackagesToFullyLoadForDLC]
                  MapName=UTFrontend
                  Package=SpeedX

                  Comment


                    #69
                    So the problem with SpeedX is only the mis-formatted ini file? Re-packaging does work (in your case hex modifying)? In that case, I will just re-package MutateSpecPS3.

                    Yes, I will create such ini so it would load perferctly. However, the current BotBalancer mutator is not meant for PS3, yet. I'm working on every feature before working on a fully PS3-supported mutator. But basically I got the framework already to get everything working. Saving config, ingame log... and probably ingame console is coming.

                    Yes, please try these alpha version. If I knew which version is corrupt (=not working for PS3), I can properly evade that problem.

                    Comment


                      #70
                      Originally posted by RattleSN4K3 View Post
                      So the problem with SpeedX is only the mis-formatted ini file? Re-packaging does work (in your case hex modifying)? In that case, I will just re-package MutateSpecPS3.
                      What other kind of repackaging is there? I did not create a .u file or a .upk file from the userdata.jam file.


                      Originally posted by RattleSN4K3 View Post
                      Yes, please try these alpha version. If I knew which version is corrupt (=not working for PS3), I can properly evade that problem.
                      My test specs, WAR-Avalanche/DowntownWell and VCTF-Corruption, 12 players selected, only bot balancer mutator added. For what ever reason they all do the same thing, load correctly starts, player loads, but no one else loads (no bots at all). So what ever layout I was getting the mis-loads/red screen of death for is not an issue.

                      I recompiled each one of the five below and cooked them for PS3.
                      Alpha1
                      Post Alpha1 Commit 1 (26)
                      Post Alpha1 Commit 5 (30)
                      Post Alpha1 Commit 7 (32)
                      Alpha2

                      I remember about the check boxes now. The check boxes can only be checked by hitting the "X" button, however the "X" button is also the accept key and overrides u trying to check the check box. If you have any check box mutators around I can d-check this.

                      Comment


                        #71
                        Originally posted by euchreplayer23 View Post
                        What other kind of repackaging is there? I did not create a .u file or a .upk file from the userdata.jam file.
                        Proper repacking by unpacking it before. The format of JAM files is actually quite easy to understand to reverse-engineer the data.

                        Originally posted by euchreplayer23 View Post
                        My test specs, WAR-Avalanche/DowntownWell and VCTF-Corruption, 12 players selected, only bot balancer mutator added. For what ever reason they all do the same thing, load correctly starts, player loads, but no one else loads (no bots at all). So what ever layout I was getting the mis-loads/red screen of death for is not an issue.
                        The bots thing will probably not work in every version as I am using InitMutator and this might not get called (like I noticed in the MutateSpec thread). You should have tested it when it does crash your game. So you say, Alpha2 was/is working if you compile it on your own? Did you try the original (released) Alpha2 version again? Is that causing a crash every time? Somewhen before Alpha2 (or probably even before Alpha1), I also got 3 crashes in total (of about 100 or more sessions) but I couldn't see any log message and the origin of that problem. It was a pretty basic setup.

                        Originally posted by euchreplayer23 View Post
                        I remember about the check boxes now. The check boxes can only be checked by hitting the "X" button, however the "X" button is also the accept key and overrides u trying to check the check box. If you have any check box mutators around I can d-check this.
                        Yes, that might be in conflict but I probably will need an input box (custom text) in a future version. You would need to select the editbox and hit a key... not sure if using a different key than X would be suitable in that case as no one would understand to open the keyboard on PS3 with [] or any other button. I prefered using the Start button on PS3 for accepting options. If I properly implement everything related to PS3, this will be likely used for the config UI instead of X to accept config changes. X is the default accept key for a option list (on PS3 and 'Enter' on PC), accept is meant to be the key for the option list to change the value of the selected item in this context.

                        Comment


                          #72
                          Released a new alpha version (Alpha 4):
                          https://github.com/RattleSN4K3/UT3-M...es/tag/Alpha-4

                          Mainly, support for PS3 is added. Nothing really tested so I appreciate any feedback. Some things about balancing is added and some fixes. The main addition is an ingame log which hopefully works on PS3 as well. This will log the message I already log on PC as an ingame HUD overlay. It would be good if you run this mutator on a TeamDeathmatch game choosing your desired bot count and make screenshots/photos from this log. You can scroll this log with the controller as well.
                          Click image for larger version

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                          Here are the current controls:

                          Controls PC:
                          Toggle opacity Shift + Space
                          Toggle visibility Shift + BackSpace
                          Scroll up and down Shift + MouseScroll
                          Scroll up (1 line) Shift + PageUp
                          Scroll down (1 line) Shift + PageDown
                          Scroll up (5 lines) Shift + Ctrl + PageUp
                          Scroll down (5 lines) Shift + Ctrl + PageDown
                          Go to the beginning Shift + Home
                          Go to the latest log Shift + End

                          Controls PS3:
                          Toggle opacity Select + X
                          Toggle visibility Select + /\
                          Scroll up and down (1x) Select + LeftStick
                          Scroll up and down (5x) Select + L3 + LeftStick
                          Go to the beginning Select + DPad-Up
                          Go to the latest log Select + DPad-Down

                          Comment


                            #73
                            Any feedback? Anyone...? ... about the PS3 version or the PC one.

                            Comment


                              #74
                              Originally posted by RattleSN4K3 View Post
                              Any feedback? Anyone...? ... about the PS3 version or the PC one.
                              Sadly, I think it is just u/me here on these prog forums. The PS3 did not like the version you had at all, froze imediately after i input it. Can not test it. I will cook a new version. Move the post to a beta release for more activity.

                              edit - The PS3 can't load a config screen in a .u file like you have done. The only working PS3 config used a .upk for the config items.

                              The PC version works as intended, I did not test the multi player stuff though. I don't understand what the other options really are supposed to do however. I will re-read your desc file. Tired I guess.


                              Originally posted by RattleSN4K3 View Post
                              Scroll up and down (5x) Select + L3 + LeftStick
                              The L3 is the Leftstick, you center it and press it down to activate L3. Move the "Leftstick" where? or just Select + L3

                              Comment


                                #75
                                "Move the post to a beta release for more activity."
                                Since there are techincal issues, I don't want to create a beta/final release thread for now.


                                " The PS3 did not like the version you had at all, froze imediately after i input it. Can not test it. I will cook a new version. [...] edit - The PS3 can't load a config screen in a .u file like you have done."
                                So you did cook it for yourself and that version did work (loading) and mine wasn't? If so, would you mind to share your exact steps as I'm currently thinking I do everything needed for a PS3 cooked mutator. PS3 might not crash only because of the integrated UI scene but probably due to some code I am using/calling. Check the last paragraph in this post.


                                "The L3 is the Leftstick, you center it and press it down to activate L3. Move the "Leftstick" where? or just Select + L3"
                                L3 is the button and LeftStick is meant Up and down (i was missing the axis there). It should work like a speed-modifiert. You scroll with the stick (1 line each Tick) and once you press the L3 button (still scrolling), it would speed up the scrolling (5 lines each Tick).

                                -----------------

                                For now I created a collection of useful snippets and currently holding 2 snippets with a minimal config scene.


                                Can you try both of these and report back if it works on PS3 (or if it just had to be re-cooked).

                                Comment

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