Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "User:00zX"

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(Proposal - Replication)
m (Proposal - Replication)
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<uscript>
 
<uscript>
simulated event PostBeginPlay()
 
{
 
 
if(WorldInfo.NetMode != NM_DedicatedServer)
 
if(WorldInfo.NetMode != NM_DedicatedServer)
 
{
 
{
Line 443: Line 441:
 
// Code here will only be executed on a server.
 
// Code here will only be executed on a server.
 
}
 
}
}
 
  
simulated event PostBeginPlay()
 
{
 
 
if (WorldInfo.NetMode < NM_DedicatedServer)
 
if (WorldInfo.NetMode < NM_DedicatedServer)
 
{
 
{
Line 456: Line 451:
 
// Code here will only be executed on a server or standalone client.
 
// Code here will only be executed on a server or standalone client.
 
}
 
}
}</uscript>
+
</uscript>
 
+
  
 
===Useful Replication Properties===
 
===Useful Replication Properties===
;const bool bNetTemporary : Tear-off simulation in network play.<br>
+
====Actor====
;const bool bOnlyRelevantToOwner : this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.<br>
+
;[[const]] [[bool]] bNetTemporary : Tear-off simulation in network play.<br>
 
+
;[[const]] [[bool]] bOnlyRelevantToOwner : this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.<br>
====UT3 actor.uc====
+
;var transient [[bool]] bNetDirty : set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
<uscript>
+
;var [[bool]] bAlwaysRelevant : Always relevant for network.
// Networking flags
+
;var [[bool]] bReplicateInstigator : Replicate instigator to client (used by bNetTemporary projectiles).
var transient bool bNetDirty; // set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
+
;var [[bool]] bReplicateMovement : if true, replicate movement/location related properties
var bool bAlwaysRelevant; // Always relevant for network.
+
;var [[bool]] bSkipActorPropertyReplication : if true, dont replicate actor class variables for this actor
var bool bReplicateInstigator; // Replicate instigator to client (used by bNetTemporary projectiles).
+
;var [[bool]] bUpdateSimulatedPosition : if true, update velocity/location after initialization for simulated proxies
var bool bReplicateMovement; // if true, replicate movement/location related properties
+
;var [[bool]] bTearOff : if true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
var bool bSkipActorPropertyReplication; // if true, dont replicate actor class variables for this actor
+
;var [[bool]] bOnlyDirtyReplication : if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics) bOnlyDirtyReplication only used with bAlwaysRelevant actors
var bool bUpdateSimulatedPosition; // if true, update velocity/location after initialization for simulated proxies
+
;var [[const]]  [[bool]]  bNetInitialRotation : Should replicate initial rotation.  This property should never be changed during execution, as the client and server rely on the default value of this property always being the same.
var bool bTearOff; // if true, this actor is no longer replicated to new clients, and
+
;var [[bool]] bNeverReplicateRotation : If true, never replicate rotation
// is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
+
;var [[bool]] bReplicateRigidBodyLocation : replicate Location property even when in PHYS_RigidBody
var bool bOnlyDirtyReplication; // if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
+
;var [[bool]] bKillDuringLevelTransition : If set, actor and its components are marked as pending kill during seamless map transitions
// bOnlyDirtyReplication only used with bAlwaysRelevant actors
+
;var [[const]] [[bool]] bExchangedRoles : whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level causes all initialization to be performed again even though the actor may not have actually been reloaded
 
+
 
+
/** Demo recording variables */
+
var transient bool bDemoRecording; /** set when we are currently replicating this Actor into a demo */
+
var transient bool bClientDemoRecording; /** set when we are recording a clientside demo */
+
var transient bool bRepClientDemo; /** set if remote client is recording a clientside demo */
+
var bool bDemoOwner; // Demo recording driver owns this actor.
+
 
+
/** Should replicate initial rotation.  This property should never be changed during execution, as the client and server rely on the default value of this property always being the same. */
+
var const          bool   bNetInitialRotation;
+
 
+
/** If true, never replicate rotation */
+
var bool bNeverReplicateRotation;
+
 
+
var bool bReplicateRigidBodyLocation; // replicate Location property even when in PHYS_RigidBody
+
var bool bKillDuringLevelTransition; // If set, actor and its components are marked as pending kill during seamless map transitions
+
/** whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level
+
* causes all initialization to be performed again even though the actor may not have actually been reloaded
+
*/
+
var const bool bExchangedRoles;
+
</uscript>
+
 
+
  
 
=====booleans=====
 
=====booleans=====

Revision as of 07:33, 22 April 2010

Works in Progress

Unreal Development Kit

UDK: Project Silky - Status: Prototype
UDK: GameDex Framework - Status: Design

Unreal Tournament 3

UT3: GameDex Framework - Status: Beta
Newtators-v1.9e - Status: Point Release
Attrition-v0.5pb - Status: Public Beta

Visual Studio Express C#

UScriptIt

Highlighters

UnrealWiki - Code Noir Redex Theme

Monobook-noir-alpha3.gif

Status: Beta 1 (testing)

To Install copy the contents of the following page into your own 'User:[name]/monobook.css' page.

User:00zX/monobook.css
| W3C CSS Validator


Features
  • Dark Theme
  • High Contrast
  • Improved Readability
  • Highlighter adjustments for UScript, CSS and XML
  • Different coloured borders per GameNameSpace
  • Curved Borders in supporting browsers



Known Issues
  • Navigation and toolbox background still blue on discussion pages. (not sure if this fixed itself or not, perhaps per namespace)
  • Edit/Input boxes are still black text on white.
  • Profile settings page unreadable.


Pastebin - Code Noir Redex Theme

Status: Alpha 1

[Stylish User theme]

Proposal - Unreal Engine

Unreal Engine Specifics

General Programming Concepts

Proposal - Setting Up jEdit for UScripting

Step by step process of installing, setting up jEdit for use with Uscript. From start to finish, using/commiting to repository's and building using Apache Ant. A major portion of this tutorial is dedicated to giving you the knowledge to editing/customizing your programming environment to your liking (I do feel this can help to improve workflow).

Tools required for this tutorial:

  • jEdit - Programmers text editor
  • GIT - Source/Build Repository
  • Uncodex - UScript Class Browser
  • NSIS - Installer/Packaging

Introduction to jEdit


Introduction to UnCodex


Introduction to Git


Compiling using a simple Batch - Windows

Commandline option links for each UE version.

UDK - Simple Compile batch

Drive:\UDK\{UDK-Version}\Binaries\UDK.exe make -debug -intermediate -log=CompileLog.log -full
pause


UT3 - Multi-Package Compile batch

@echo Off
prompt $g
rem BASE DIRECTORIES
set UTDIR="D:\Midway\Unreal Tournament 3"
set UTCOM=%UTDIR%\Binaries\UT3.COM

rem PROJECT DETAILS
set UPAK1=UT_MDB
set UPAK2=UT_GameDex
set UPAK3=UT_GDP_Newtators
set UPAK4=UT_GDP_Mutatoes

rem script
set UTCONFIG=..\Config
set UTCOMSRC=..\Unpublished\CookedPC\Script
set MYCOMSRC=..\Unpublished\CookedPC\GameDex
 
@echo On
del %MYCOMSRC%\%UPAK1%.u
del %MYCOMSRC%\%UPAK2%.u
del %MYCOMSRC%\Newtators\%UPAK3%.u
del %MYCOMSRC%\Mutatoes\%UPAK4%.u
 
%UTCOM% make -debug -useunpublished -intermediate -log=CompileLog.log -full
copy %UTCOMSRC%\%UPAK1%.u %MYCOMSRC%\%UPAK1%.u
copy %UTCOMSRC%\%UPAK2%.u %MYCOMSRC%\%UPAK2%.u
copy %UTCOMSRC%\%UPAK3%.u %MYCOMSRC%\Newtators\%UPAK3%.u
copy %UTCOMSRC%\%UPAK4%.u %MYCOMSRC%\Mutatoes\%UPAK4%.u
del %UTCOMSRC%\%UPAK1%.u
del %UTCOMSRC%\%UPAK2%.u
del %UTCOMSRC%\%UPAK3%.u
del %UTCOMSRC%\%UPAK4%.u
 
del %UTCONFIG%\%UPAK2%.ini
del %UTCONFIG%\%UPAK3%.ini
rem del %UTCONFIG%\%UPAK4%.ini
 
pause
prompt $p$g

Introduction to Ant for jEdit

Using Ant to package a release, both compressed file and Nsis2.0. Online Manual

Ideas

Using Ant scripts to commit to git repository.

Introduction to NSIS

NSIS

;Util
!macro redef olddef newdef
	!ifdef ${olddef}
		!undef ${olddef}
	!endif
	!define ${olddef} "${newdef}"
!macroend

Creating an NSIS package script

Using the UDK installer?

Proposal - Replication

Replication

Status: On Hold

--00zX 13:23, 22 April 2010 (UTC)

Replication / Replication_(computer_science)
Concept of servers and clients.(NetMode/Relevancy/Reliability)


Wiki

Contact Me

IRC

00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on