Gah - a solution with more questions. – EntropicLqd
User:00zX
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
Status: Beta 1 (testing)
To Install copy the contents of the following page into your own 'User:[name]/monobook.css' page.
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
Terminology
Engine Directory Structure | Directory Structure
File Formats
.UC
.UPKG
Localization (INT)
Unreal Script | Legacy:UnrealScript
Commandlet | Legacy:Commandlet
Compiling | Legacy:Compiling_With_UCC
Compiler Error | Compiler Error
Proposal - Unreal Script Feature Recommendations
Block Scope variable definitions
This:
function NoBlockScope() { local Object Obj; foreach ObjArray(Obj) { //do something here } }
Would become:
function BlockScope() { foreach ObjArray(local Object Obj) { //do something here } }
The local keyword could be replaced with var, block or just omitted entirely. Similarly this would work for any type as in the following:
function BlockScopeTwo() { foreach ObjArray(var Object Obj, var int i) { //do something here //Obj and i are only accessible here } //Obj and i are not assigned in this scope }
Default variable assignment
This:
function bool CheckReplacement(Actor Other) { local Controller C; C = Controller(Other); if(C != None) { //do something here } }
Would become:
function bool CheckReplacement(Actor Other) { local Controller C = Controller(Other); if(C != None) { //do something here } }
The following example is of both block scope and default variable assignment:
function BlockScopeThree() { for(local int i = 0; i < A.length; ++i) { //do something here } }
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).
you can replace any of these with a program of your choosing, some of the 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:
- jEdit - Programmers text editor
- GIT - Source/Build Repository
- Uncodex - UScript Class Browser
- NSIS - Installer/Packaging
Introduction to jEdit
- jEdit is a powerful, cross platform, java based programmers text editor.
Edit Modes
- jEdit uses what is called edit modes, these specify:
-
- Syntax highlighting rules
- Auto indent behavior
- Various other customizations for editing a certain filetype
-
- These edit modes are easily installed an updated, they use the XML language and jEdits own document type definition for modes (xmode.dtd). More information on edit modes can be found within jEdits Help section along with a section on writing edit modes so you can customize jEdits UScript mode to your liking.
Setting jEdits Mode
-
- By default jEdit comes with a UScript mode which can be located in the {jEdit Home Directory}\Modes this edit mode is very light weight and doesnt cover all engine versions.
- Im going to recommend not using this directory if you plan to modify your edit mode or use one of the custom ones provided below, the reason for this is simpler backups when using the document directory.
- By default jEdit comes with a UScript mode which can be located in the {jEdit Home Directory}\Modes this edit mode is very light weight and doesnt cover all engine versions.
-
- On jEdits main toolbar you will find the utilities button, under that is the global options which contains the options for all edit modes. Syntax highlighting colours can be found in here also.
Recommended Plugins
-
- Project Viewer: Usability.
- Buffer Tabs: Usability.
- Dirty Gutter: Diff.
- TaskList: TODO, NOTE, FIXME's
- Text Autocomplete: Usability - Code Completion.
- Ant Plugin: Build script for UDK with ant.
- WhiteSpace: Usability/Readability.
-
- Others: Code folding
Plugin Installation and Settings
-
- jEdits Plugin Manager and Settings can be accessed through the Plugins button on the main toolbar (show picture).
- jEdits Plugin Manager and Settings can be accessed through the Plugins button on the main toolbar (show picture).
-
- To install new plugins, click on the plugin manager and you will notice a tab up the top of the new window which says install (show picture).
Navigate to this and select the check-boxes for all plugins you wish to install then hit install in the lower left of the panel.
-
- The plugin settings can be found under the Plugins/Plugin Option button on jEdits main toolbar at the top.
I'll guide you through the settings for each of the recommended plugins to show you which options I prefer as you may want to adjust these or similar to your liking. |
Creating your first Project
- In this part of the tutorial we will be creating a project using jEdit and Project Viewer.
- First off I prefer to have the project viewer docked on the left hand side of jEdit, you can however put it anywhere you wish to place it.
Right click on All Projects which you should see in your project viewer, add a new group (this is a recommendation), this will help to keep all your UScript UT3/UDK etc separate from any other projects you may wish to create. I have a group named UE3 for example, then under that group I have UT3 and UDK to house each of the projects I have for each.
- 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.
Update these to contain info on various UE versions in the new namespace's, then use those Basic Procedures as part of this tutorial. Legacy:Add_EditPackage |
Directory Structure and creating Package Folders
Firstly you will need to have an understanding of Unreal Engine's directory structure, from there you will be able to create the required folders for packages so you can compile the *.UC files into a script package file(*.U). For Unreal Script Classes (*.UC files) you will need to first make the package directory and then the Classes directory. The following example shows the package folders being:
-
- UT2004 - {Base Directory}\System
- UT3 - {User Documents Directory}\My Games\Unreal Tournament 3\UTGame\Src
- UDK - {Base Directory}\Development\Src
- UT2004 - {Base Directory}\System
So you should have a directory structure like:
-
- UT2004 - {Base Directory}\System\{Your Package}\Classes
- UT3 - {User Documents Directory}\My Games\Unreal Tournament 3\UTGame\Src\{Your Package}\Classes
- UDK - {Base Directory}\Development\Src\{Your Package}\Classes
- UT2004 - {Base Directory}\System\{Your Package}\Classes
Right click on the group you wish to create the project within, click Add Project. This will display the create project dialogs (show Picture) Select a name and the root directory for you project, for now select {Your Package} directory. Or alternatively if you wish to use multiple package's for your project you may add the {base source directory}, you will however need to filter the imported folders so that only the ones you require for your project are displayed.
Project Viewer would now have selected the project for you, you can navigate back to all projects using the drop down box at the top of Project Viewer.
Creating your first Class
Go to file in jEdits main toolbar and select new. Copy/Paste this template unreal script class to the file, then save the file as {Your Package}\Classes\YourClass.uc
class YourClass extends Mutator; function InitMutator(string Options, out string ErrorMessage) { `log("I am your mutator",,'mutator'); }
You'll notice that Project Viewer doesnt automatically scan for new classes unless it has been selected to do so. Right click on your project in the Project Viewer panel and select 'Re-import files'. Make sure the Project and Classes directories are expanded and you should now see {Your Class} in there.
More on jEdit Modes
Creating a customized template an macro for creating a new class based on this template.
Customizing Project Viewer
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 Compiling at this point.
Introduction to UnCodex
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 is still the best out there and its quick with minimal overhead.
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.
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). |
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 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 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.
As a general rule of thumb I just use the naming convention:
"Drive:\{UnCodeX}\UnCodeX.exe" -config UnCodeX-{GameName/Version}.ini
-
- UT2004 - "Drive:\{UnCodeX227}\UnCodeX.exe" -config UnCodeX-UT2004.ini
- DeusEx - "Drive:\{UnCodeX227}\UnCodeX.exe" -config UnCodeX-DeusEx.ini
- UT3 - "Drive:\{UnCodeX237-beta}\UnCodeX.exe" -config UnCodeX-UT3.ini
- UDK - "Drive:\{UnCodeX237-beta}\UnCodeX.exe" -config UnCodeX-UDK-2009-11-2.ini
- UDK - "Drive:\{UnCodeX237-beta}\UnCodeX.exe" -config UnCodeX-UDK-2010-03.ini
- UT2004 - "Drive:\{UnCodeX227}\UnCodeX.exe" -config UnCodeX-UT2004.ini
Now these INI's will have to exist for this to work, so copy the default UnCodeX.ini and rename it to UnCodeX-{GameName/Version}.ini. Open this file in jEdit or notepad for editing,
[Sources] ''Add your source directories here''
-
- UT2004 - {Base Directory}\System\
- UT3 - {User Documents Directory}\My Games\Unreal Tournament 3\UTGame\Src\
- UT2004 - {Base Directory}\System\
This can be done once UnCodeX is loaded for this mode. |
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 to scan numerous directories for any mode. |
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. |
[GUI.General] StateFile=UnCodeX-{GameName-Version}.ucx
-
- UT2004 - StateFile=UnCodeX-UT2004.ucx
- DeusEx - StateFile=UnCodeX-DeusEx.ucx
- UT3 - StateFile=UnCodeX-UT3.ucx
- UDK - StateFile=UnCodeX-UDK-2009-11-2.ucx
- UDK - StateFile=UnCodeX-UDK-2010-03.ucx
- UT2004 - StateFile=UnCodeX-UT2004.ucx
Once you have done that for your required modes you can boot the shortcut and analyze the source, now every time you boot you would be using the cache for that ini/source.
Introduction to Git
Git is a free & open source, distributed version control system. GIT
msysgit - windows
GIT command prompt
Creating a repository=
# cd hello # ls # git init # git add .
Pushing a repository to GitHub
Create a repository on GitHub then...
# cd hello # git remote add origin git@github.com:tabrez/hello.git # git push origin master
GIT GUI
Pushing a repository to GitHub
Compiling
Using Batch (Windows)
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 UP1=UT_ set UP2=UT_GDP_ set K1=MDB set K2=GameDex set K3=Newtators set K4=Mutatoes rem script set UTCONFIG=..\Config set UTCOMSRC=..\Unpublished\CookedPC\Script set MYCOMSRC=..\Unpublished\CookedPC\GameDex @echo On del %MYCOMSRC%\%UP1%%K1%.u del %MYCOMSRC%\%UP1%%K2%.u del %MYCOMSRC%\%K3%\%UP2%%K3%.u rem del %MYCOMSRC%\%K4%\%UP2%%K4%.u %UTCOM% make -debug -useunpublished -log=CompileLog.log -full copy %UTCOMSRC%\%UP1%%K1%.u %MYCOMSRC%\%UP1%%K1%.u copy %UTCOMSRC%\%UP1%%K2%.u %MYCOMSRC%\%UP1%%K2%.u copy %UTCOMSRC%\%UP2%%K3%.u %MYCOMSRC%\%K3%\%UP2%%K3%.u copy %UTCOMSRC%\%UP2%%K4%.u %MYCOMSRC%\%K4%\%UP2%%K4%.u del %UTCOMSRC%\%UP1%%K1%.u del %UTCOMSRC%\%UP1%%K2%.u del %UTCOMSRC%\%UP2%%K3%.u del %UTCOMSRC%\%UP2%%K4%.u del %UTCONFIG%\%UP1%%K2%.ini del %UTCONFIG%\%UP2%%K3%.ini rem del %UTCONFIG%\%UP2%%K4%.ini pause prompt $p$g
Running Unreal Engine with your package
Introduction to NSIS
; ; GameDex-Std.nsi ; Creation Date: ; Last Updated: 22/04/2010 03:32 ; Contributors: 00zX ; Attribution-Noncommercial-Share Alike 3.0 Unported ; http://creativecommons.org/licenses/by-nc-sa/3.0/ ; ;-------------------------------- !define PRODUCT_MODE_STANDARD !include "GameDex.nsh" Function .onInit ReadRegStr $INSTDIR HKLM ${REG_UT} "InstallLocation" StrCmp $INSTDIR "" 0 NoAbort MessageBox MB_OK "Unreal Tournament 3 not found, Install Aborted!" Abort ; causes installer to quit. NoAbort: FunctionEnd ;TODO: Detect GameDex version !insertmacro GAMEDEX_PAK !insertmacro redef GAMEDEX_PAK_NAME "Newtators" !insertmacro GAMEDEX_PAK_SEC !insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN !insertmacro MUI_DESCRIPTION_TEXT ${GameDex} "Main GameDex Packages" !insertmacro MUI_DESCRIPTION_TEXT ${Newtators} "Addon Package for GameDex" !insertmacro MUI_FUNCTION_DESCRIPTION_END !define GAMEDEX_UNPAK !insertmacro GAMEDEX_PAK !insertmacro redef GAMEDEX_PAK_NAME "Newtators" !insertmacro GAMEDEX_PAK_SEC Section Uninstall DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" SetAutoClose false SectionEnd
Creating an NSIS package script
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)
- ENetMode(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) (concept)
- Replication Block
- Variable Value Replication
- Using Predefined Variables - bNetInitial
- Actor Replication
- Relevance
- Role and RemoteRole
- Useful Properties
- Function Replication
- Server/Client/Simulated/Replicated
- Reliability - Network modifiers
- ReplicationInfo
- GameReplicationInfo (GRI)
- PlayerReplicationInfo (PRI)
- LinkedReplicationInfo (LRI)
NetMode
- The WorldInfo (previously LevelInfo for most Unreal Engine games pre UT3/GOW) defines the ENetMode(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) enumeration.
if(WorldInfo.NetMode != NM_DedicatedServer) // Code here will only be executed on Listen servers and game clients. if(WorldInfo.NetMode == NM_DedicatedServer) // Code here will only be executed on a server. if (WorldInfo.NetMode < NM_DedicatedServer) // Code here will only be executed on Listen servers and game clients. if (WorldInfo.NetMode > NM_DedicatedServer) // Code here will only be executed on a server or standalone client.
Replication Block
Variable Value Replication
var() float NewEquipTime; var() float NewPutDownTime; replication { if(bNetDirty && (Role == ROLE_Authority) && bNetInitial) NewEquipTime, NewPutDownTime; }
Repnotify and Replicated Events
This is new in Unreal Engine 3 and is not available in previous versions.
simulated event ReplicatedEvent(name VarName); // Called when a variable with the property flag "RepNotify" is replicated /** adds/removes a property from a list of properties that will always be replicated when this Actor is bNetInitial, even if the code thinks * the client has the same value the server already does * This is a workaround to the problem where an LD places an Actor in the level, changes a replicated variable away from the defaults, * then at runtime the variable is changed back to the default but it doesn't replicate because initial replication is based on class defaults * Only has an effect when called on bStatic or bNoDelete Actors * Only properties already in the owning class's replication block may be specified * @param PropToReplicate the property to add or remove to the list * @param bAdd true to add the property, false to remove the property */ native final function SetForcedInitialReplicatedProperty(Property PropToReplicate, bool bAdd);
Usage:UE3:DroppedPickup_(UT3)
Using Predefined Variables
replication { // Physics if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement && ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition)) ) }
Actor Replication
Relevance
Role and RemoteRole
- The Actor class defines the ENetRole(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) enumeration and two variables, Role and RemoteRole, as follows:
if (Role == ROLE_Authority) { // This is the authorative copy of this actor, it was spawned on this machine. // It is not a guarantee that we are on the server or in single player! } if (Role < ROLE_Authortity) { // This is a non-authorative copy of this actor that was replicated // from the server. In other words, we must be on a client. }
As in the replication block of Actor.uc UT3
Useful Replication Properties
- const bool bNetTemporary
- Tear-off simulation in network play.
- 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.
- var transient bool bNetDirty
- set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
- var bool bAlwaysRelevant
- Always relevant for network.
- var bool bReplicateInstigator
- Replicate instigator to client (used by bNetTemporary projectiles).
- var bool bReplicateMovement
- if true, replicate movement/location related properties
- var bool bSkipActorPropertyReplication
- if true, dont replicate actor class variables for this actor
- var bool bUpdateSimulatedPosition
- if true, update velocity/location after initialization for simulated proxies
- 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 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 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 bNeverReplicateRotation
- If true, never replicate rotation
- 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
- 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
booleans
(Level.NetMode == NM_Client && bNetOwner)
– owner clients (special case of client where the local player is the Owner of the actor in question)
UT2004
NetUpdateFrequency is another variable useful in replication. It effectively causes an otherwise relevant (not useful when the actor is not relevant) actor to be relevant NetUpdateFrequency times per second. This is useful when the data changes frequently but you only want periodic updates. For example, PlayerReplicationInfo contains a lot of data about the client. Stuff like the various player's pings may change quite frequently, and having the client keep track of such information would be quite a network hog. But since PlayerReplicationInfo has a NetUpdateFrequency of 2, it is only updated twice a second, which is much nicer for that player's bandwidth. The list of the current NetUpdateFrequency's for all UT classes are listed below:
Actor - 100 Hz (times per second)
ZoneInfo - 4 Hz
GameReplicationInfo - 4 Hz
PlayerReplicationInfo - 2 Hz
Inventory - 8 Hz
Function replication
- Like replicated variables, the replication of a function call can be tied to certain conditions. In Unreal Engine 1 and 2 this condition is specified via the replication block and typically involves comparing the actor's Role to the value ROLE_Authority, Unreal Engine 3 provides the special function modifiers client and server instead.
Client
/** Sets the clients weapon to use the replicated variables */ reliable client function SetWeapProps(UTWeapon W) { W.EquipTime = NewEquipTime; W.PutDownTime = NewPutDownTime; }
Server
/** Gets the times from the weapons and sets them to the replicated variables */ reliable server function GetWeapProps(UTWeapon W) { NewEquipTime = W.default.EquipTime * 0.68; NewPutDownTime = W.default.PutDownTime * 0.70; }
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00zX on EnterTheGame
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