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Difference between revisions of "User:00zX"

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m (GameDex Framework)
(Bit about the project)
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===GameDex Framework===  
 
===GameDex Framework===  
 
:[[User:00zX|00zX]]
 
:[[User:00zX|00zX]]
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====Description====
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*Okay so I'll just waffle alittle here and see what comes out about what I was trying to achieve with this.
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*For starters I was never a fan of the one class/mutator does everything approach as I like to keep things modular and interconnecting, I noticed inherent problems with Unreal Engines mutator system (as you all would have at one point or another) so I went about starting to hook through it and creating a new system which could actually replace the system especially now we have the UDK at our disposal.
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*A Note here about the UDK is that it doesnt contain the [[UE3:GameRules_(UT3)|Gamerules]] class.
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*Either way this system would need to be implemented at a [[UE3:UT_GR_Info|UT_GR_Info]] level to provide the appropriate hooks to [[UE3:UT_MDB_GameRules|UT_MDB_GameRules]] which I achieved through the use of a wrapped class [[UE3:UT_GR_Info|UT_GR_Info]] which does nothing but send the hooks from [[UE3:UT_GR_Info|UT_GR_Info]]->[[UE3:GameRules_(UT3)|Gamerules]] into the new system.
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*Since the new system is totally reliant on [[UE3:Object_(UT3)|Object]]'s I suspect that its better on system performance and will be dealt with by the internal garbage collection system. These objects can be initialized at any time and for any number of actors, for instance since all damage is hooked through one function one can prune the unwanted actors rather than searching for the specific actors you want to apply a rule to. The rules are meant to be simple as in the vampire mutator, which gives players a portion of the damage they deal back in health. Any number of players could be affected by this, for a duration or globally for the entire match. Mutators dont really allow this kind of control, they can but I believe the front end for interfacing with this system would be much more intuitive.
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*This is where I hit my first major hurdle as I wanted to provide a UI similar to 2k4's for adjusting mutator settings, maybe even extending that to allow server admins to interface with the modules on the fly whilst connected to their server.
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*Im pretty happy with the results so far but its been a slow arduous journey, I recommend you take a look at [[UE3:UTM_BloodLust|UTM_BloodLust]] for an overview in code of what I was trying to achieve through all of this.
  
 
*[[UE3:Interface_(UT3)|Interface]]
 
*[[UE3:Interface_(UT3)|Interface]]

Revision as of 05:18, 12 January 2010


WIP (UE3)

GameDex Framework

00zX

Description

  • Okay so I'll just waffle alittle here and see what comes out about what I was trying to achieve with this.
  • For starters I was never a fan of the one class/mutator does everything approach as I like to keep things modular and interconnecting, I noticed inherent problems with Unreal Engines mutator system (as you all would have at one point or another) so I went about starting to hook through it and creating a new system which could actually replace the system especially now we have the UDK at our disposal.
  • A Note here about the UDK is that it doesnt contain the Gamerules class.
  • Either way this system would need to be implemented at a UT_GR_Info level to provide the appropriate hooks to UT_MDB_GameRules which I achieved through the use of a wrapped class UT_GR_Info which does nothing but send the hooks from UT_GR_Info->Gamerules into the new system.
  • Since the new system is totally reliant on Object's I suspect that its better on system performance and will be dealt with by the internal garbage collection system. These objects can be initialized at any time and for any number of actors, for instance since all damage is hooked through one function one can prune the unwanted actors rather than searching for the specific actors you want to apply a rule to. The rules are meant to be simple as in the vampire mutator, which gives players a portion of the damage they deal back in health. Any number of players could be affected by this, for a duration or globally for the entire match. Mutators dont really allow this kind of control, they can but I believe the front end for interfacing with this system would be much more intuitive.
  • This is where I hit my first major hurdle as I wanted to provide a UI similar to 2k4's for adjusting mutator settings, maybe even extending that to allow server admins to interface with the modules on the fly whilst connected to their server.
  • Im pretty happy with the results so far but its been a slow arduous journey, I recommend you take a look at UTM_BloodLust for an overview in code of what I was trying to achieve through all of this.


Proposal - Noir theme with highlighter adjustments

Code Noir Redex

stylish - userstyle -00zX 01:50, 3 April 2009 (UTC)
[Monobook - noir]


Proposal - Replication

Replication

-00zX 20:49, 3 April 2009 (UTC)

Replication / Replication_(computer_science)
Concept of servers and clients.(NetMode/Relevancy/Reliability)
  • Declaring Replication using the Replication Block
  • Function Replication using the replication block?
  • Booleans Declared in actor that are useful in replication

http://wiki.beyondunreal.com/Introduction_to_replication#

  • NetMode (concept)
  • Replication Block
    • Actor Replication (bools bnetinitial eg)
    • Variable Value Replication (using block)
      • Repnotify / ReplicatedEvents
    • Function call replication(UT2004)
  • Function call replication(UT3)
  • Reliability
  • Relevance (actor replication??)
    • Role and RemoteRole
  • Info
    • ReplicationInfo
      • GameReplicationInfo (GRI)
      • PlayerReplicationInfo (PRI)
      • LinkedReplicationInfo (LRI)

Proposal

Foo

-00zX 21:31, 29 March 2009 (UTC)

Bar

UE3:Object_static_native_functions_(UT3)
Legacy:Object_(UT3)/Operators
Legacy:Operators
Legacy:Scripting_Operators
Legacy:Iterator
Variables#Modifiers


Wiki

Contributions

Contact Me

IRC

00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on