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Difference between revisions of "User:00zX"

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m (Proposal - UScripting)
m (Proposal - UScripting)
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{{ambox|text=you can replace any of these with a program of your choosing, some of the [[Unreal_Wiki:Basic_procedures|basic procedure]] in this tutorial are generic enough that program doesnt matter. Some of these steps however are only directly relevant to the programs listed below.}}
 
{{ambox|text=you can replace any of these with a program of your choosing, some of the [[Unreal_Wiki:Basic_procedures|basic procedure]] in this tutorial are generic enough that program doesnt matter. Some of these steps however are only directly relevant to the programs listed below.}}
 
Tools suggested for this tutorial:
 
Tools suggested for this tutorial:
*[[Legacy:JEdit|jEdit]] - Programmers text editor
+
*[[jEdit]] - Programmers text editor [[Legacy:JEdit|jEdit]]
 
*[[GIT]] - Source/Build Repository
 
*[[GIT]] - Source/Build Repository
*[[Legacy:UnCodeX|Uncodex]] - UScript Class Browser
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*[[UnCodeX]] - UScript Class Browser
 
*[[NSIS]] - Installer/Packaging
 
*[[NSIS]] - Installer/Packaging
  
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:Once you have your groups setup to your liking you are ready to create a project, this will require that you have a directory to scan for source files within.
 
:Once you have your groups setup to your liking you are ready to create a project, this will require that you have a directory to scan for source files within.
 
<br>
 
<br>
 
{{ambox|type=notice|text=Update these to contain info on various UE versions in the new namespace's, then use those [[Unreal_Wiki:Basic_procedures|Basic Procedures]] as part of this tutorial.
 
[[Legacy:Add_EditPackage]]}}<br>
 
 
 
=====Directory Structure and creating Package Folders=====
 
=====Directory Structure and creating Package Folders=====
 
Firstly you will need to have an understanding of '''[[Engine_Directory_Structure|Unreal Engine's directory structure]]''', from there you will be able to [[Set_up_a_package_directory|create the required directory for a package]] so you can [[compile]] the [[UC_File|*.UC files]] into a [[Script Package File|script package file]](*.U). For Unreal Script [[Classes]] ([[UC_File|*.UC files]]) you will need to first make the ''package'' directory and then the ''Classes'' directory. The following example shows the package folders being:
 
Firstly you will need to have an understanding of '''[[Engine_Directory_Structure|Unreal Engine's directory structure]]''', from there you will be able to [[Set_up_a_package_directory|create the required directory for a package]] so you can [[compile]] the [[UC_File|*.UC files]] into a [[Script Package File|script package file]](*.U). For Unreal Script [[Classes]] ([[UC_File|*.UC files]]) you will need to first make the ''package'' directory and then the ''Classes'' directory. The following example shows the package folders being:
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Specialized section on setting up Project Viewer's context (Right Click) menu to contain a create class button which will create a class based on a UScript template.
 
Specialized section on setting up Project Viewer's context (Right Click) menu to contain a create class button which will create a class based on a UScript template.
  
You may skip to [[User:00zX#Compiling|Compiling]] at this point.
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You may skip to [[User:00zX#Compiling|Compiling]] at this point, though I highly recommend you come back and follow up on [[UnCodex]].
 
</div></div>
 
</div></div>
 
===Introduction to UnCodex===
 
===Introduction to UnCodex===
 
<div class="hidden-block"><span class="hint"></span><div class="hidden">
 
<div class="hidden-block"><span class="hint"></span><div class="hidden">
 
This is basically a must have application for anyone doing UScript unless ofcoarse you opt to use other IDE's which contain their own class browsers.
 
This is basically a must have application for anyone doing UScript unless ofcoarse you opt to use other IDE's which contain their own class browsers.
Personally I think [[UnCodeX|UnCodeX]] is still the best out there and its quick with minimal overhead.
+
Personally I think [[UnCodeX]] is still the best out there and its quick with minimal overhead.
  
There are two versions of [[UnCodeX|UnCodeX]] that I use, I prefer using the older 227 for anything pre-UE3 or TribesV for those I use the newer 237-beta version.
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There are two versions of [[UnCodeX]] that I use, I prefer using the older 227 for anything pre-UE3 or TribesV for those I use the newer 237-beta version.
  
 
{{ambox|type=notice|text=Ideally jEdit would allow UScript class browsing like it does Java. There was an Eclipse plugin, theres a Visual Studio IDE called [Nfringe] and there is also (Gah I forget the name).}}
 
{{ambox|type=notice|text=Ideally jEdit would allow UScript class browsing like it does Java. There was an Eclipse plugin, theres a Visual Studio IDE called [Nfringe] and there is also (Gah I forget the name).}}
 
<br>
 
<br>
 
====Setting Up UnCodex====
 
====Setting Up UnCodex====
Working with multiple copies of unreal engine source (for example, numerous [[UDK]] copies) can be tedious to continuously analyze all the time in [[legacy:uncodex|UnCodex]] so I'll guide you through setting it up so you can have numerous shortcuts all which cache different versions of [[Unreal Engine]].
+
Working with multiple copies of unreal engine source (for example, numerous [[UDK]] copies) can be tedious to continuously analyze all the time in [[UnCodex]] so I'll guide you through setting it up so you can have numerous shortcuts all which cache different versions of [[Unreal Engine]].
You have to be careful however, this can get confusing as to which copy is in which [[UnCodeX|UnCodeX]] window but you can double check the title bar, which I highly recommend you do. I have been caught out a few times with this myself between [[UT3]] and [[UDK]] sources.<br>
+
You have to be careful however, this can get confusing as to which copy is in which [[UnCodeX]] window but you can double check the title bar, which I highly recommend you do. I have been caught out a few times with this myself between [[UT3]] and [[UDK]] sources.<br>
  
 
As a general rule of thumb I just use the naming convention:<br>
 
As a general rule of thumb I just use the naming convention:<br>
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::'''UT3''' - {[[User Documents Directory]]}\My Games\Unreal Tournament 3\UTGame\Src\<br>
 
::'''UT3''' - {[[User Documents Directory]]}\My Games\Unreal Tournament 3\UTGame\Src\<br>
  
{{ambox|type=notice|text=This can be done once [[UnCodeX|UnCodeX]] is loaded for this mode.}}<br>
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{{ambox|type=notice|text=This can be done once [[UnCodeX]] is loaded for this mode.}}<br>
  
 
{{ambox|type=notice|text=For UT3 you will require two directories selected for scanning, one is the exported script directory the other is Src directory within UTGame.
 
{{ambox|type=notice|text=For UT3 you will require two directories selected for scanning, one is the exported script directory the other is Src directory within UTGame.
With UT2.x and UDK you work along side Epic's Packages so it'll scan both, you can set [[UnCodeX|UnCodeX]] to scan numerous directories for any mode.}}<br>
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With UT2.x and UDK you work along side Epic's Packages so it'll scan both, you can set [[UnCodeX]] to scan numerous directories for any mode.}}<br>
  
{{ambox|type=warning|text=This is an absolute requirement for [[UnCodeX|UnCodeX]] to function in multiple mode's correctly. In the past I have forgotten to do this and as the cache is not saved for that source directory you must rescan each time [[UnCodeX|UnCodeX]] is loaded.}}
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{{ambox|type=warning|text=This is an absolute requirement for [[UnCodeX]] to function in multiple mode's correctly. In the past I have forgotten to do this and as the cache is not saved for that source directory you must rescan each time [[UnCodeX]] is loaded.}}
 
<pre>
 
<pre>
 
[GUI.General]
 
[GUI.General]

Revision as of 12:47, 5 May 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 - Chasing the dragon through the meta

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
Edit/Input boxes are still black text on white.
Profile settings page unreadable.




Proposal - Unreal Engine

Unreal Engine | Unreal Engine
+- Terminology | Terminology
+- Engine Directory Structure | Directory Structure
|  \- Unreal_Wiki:Basic_procedures<==Legacy:Package_Naming | Legacy:Set_Up_Package_Folders
+- File Formats | Legacy:File_Format
|  +- Engine Formats
|  |  +- *.U, *.UPK, *.UTX, *.UNR, *.UMX, etc | Legacy:Package_File_Format | Legacy:Package
|  |  +- *.UMOD | Legacy:UMOD/File_Format
|  |  \- *.T3D | Legacy:T3D_File
|  +- Unreal Script Formats
|  |  +- *.UC
|  |  +- *.UPKG
|  |  +- Localization (*.INT, etc) | Legacy:INT_File
|  |  \- *.INI | Game INI File | Legacy:Config_Vars_And_.Ini_Files
|  +- Texture Formats | Legacy:Texture_Format
|  +- Model Formats
|  |  +- Legacy:ASE_File_Format
|  |  +- Legacy:ASC_File
|  |  +- Legacy:DXF_File
|  |  +- Legacy:LWO_File
|  |  \- Legacy:OBJ_File
|  +- Legacy:Ucs_File
|  +- Legacy:UTX_File
|  +- Legacy:UPL_File
|  +- Legacy:UAX_File
|  \- Legacy:UZ File
\- Unreal Script | Legacy:UnrealScript
   \- Commandlet | Legacy:Commandlet
      \- Compiling | Legacy:Compiling_With_UCC
         \- Compiler Error | Compiler Error


Proposal - UScripting

Step by step process of installing, setting up jEdit for use with Uscript. From start to finish, using/committing 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 suggested for this tutorial:

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

Introduction to jEdit

Introduction to UnCodex

Introduction to Git

Compiling

Running Unreal Engine with your package

Introduction to NSIS

Proposal - Replication

Replication

Status: On Hold

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

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


Wiki

Rants

User:00zX/Rants

Contact Me

IRC

00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on