Cogito, ergo sum

Difference between revisions of "User:OlympusMons"

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Line 274: Line 274:
  
 
//TODO: Support for any factory, vehicles, weapons, etc
 
//TODO: Support for any factory, vehicles, weapons, etc
function FactoryReplacement(NavigationPoint Other)
+
function FactoryReplacement(NavigationPoint Other){
{
+
 
local int iMap, iFactory;
 
local int iMap, iFactory;
  
if(FactoryReplacer != None) {
+
if(FactoryReplacer == None) return;
for(j = 0;j < FactoryReplacer.Length();j++) {
+
 
if(Other.IsA(FactoryReplacer.ReplacementFactories[j].ReplacedFactory) &&
+
for(j = 0;j < FactoryReplacer.Length();j++) {
!Other.IsA(FactoryReplacer.ReplacementFactories[j].ReplacedWithFactory))
+
if(Other.IsA(FactoryReplacer.ReplacerFactories[j].ReplacedFactory) &&
{
+
!Other.IsA(FactoryReplacer.ReplacerFactories[j].ReplacedWithFactory))
ReplaceWith(Other, FactoryReplacer.ReplacementFactories[j].ReplacedWithFactoryPath);
+
{
`logd("Factory: "$Other$" Replaced With: "$FactoryReplacer.ReplacementFactories[j].ReplacedWithFactoryPath,,'FactoryReplacer');
+
ReplaceWith(Other, FactoryReplacer.ReplacerFactories[j].ReplacedWithFactoryPath);
return false; //NewFactory.InitializePickup();
+
`logd("Factory: "$Other$" Replaced With: "$FactoryReplacer.ReplacerFactories[j].ReplacedWithFactoryPath,,'FactoryReplacer');
}
+
return false; //NewFactory.InitializePickup();
// else if(ReplacementFactories[j].ReplacedWithFactory ~= "Remove"){
+
// Factory.Deactivate(); //Deactivate Factory!
+
// }
+
 
}
 
}
 +
// else if(ReplacementFactories[j].ReplacedWithFactory ~= "Remove"){
 +
// Factory.Deactivate(); //Deactivate Factory!
 +
// }
 +
}
  
iMap = FactoryReplacer.PerMapFactorySettings.Find('Map', CurrentMap);
+
iMap = FactoryReplacer.PM_FactorySet.Find('Map', CurrentMap);
if(iMap != INDEX_NONE) {
+
if(iMap != INDEX_NONE) {
//TODO: Will add entry for every factory in the map, do not want!
+
//TODO: Will add entry for every factory in the map, do not want!
iFactory = FactoryReplacer.PerMapFactorySettings[iMap].FactoriesToReplace.Find('ReplacedFactory', PickupFactory(Other).Name);
+
iFactory = FactoryReplacer.PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', PickupFactory(Other).Name);
  
if(iFactory == INDEX_NONE) {
+
if(iFactory == INDEX_NONE) {
FactoryReplacer.AddPerMapEntry(iMap, PickupFactory(Other));
+
FactoryReplacer.AddPerMapEntry(iMap, PickupFactory(Other));
}
+
}
else if(iFactory != INDEX_NONE) {
+
else if(iFactory != INDEX_NONE) {
FactoryReplacer.UpdatePerMapEntry(iMap, PickupFactory(Other));
+
FactoryReplacer.UpdatePerMapEntry(iMap, PickupFactory(Other));
}
+
 
}
 
}
 
}
 
}
 
}
 
}
 
</uscript>
 
</uscript>

Revision as of 12:35, 15 December 2008

Who am I

Well Im OlympusMons thats who :P Ive done a fair bit over the years regarding making games and such. Unfortunally none of it has really been completed, mainly because of a lack of organisation on my part. Ive been an active member on the unreal wiki for some time and am glad to be contributing something back now that my skills are better.
Olympus Mons


Work Ive done

Graphics / Modelling
http://www.3dmpg.com/ is based in Perth, Australia.
Mods
Mutators
MotionBlurPC
Newtators Mutator pack for UT3
UC2004
I decided to join a mod called UC2004 (http://www.UC2004.com/) which is a remake of Unreal Championship 2 for PC using the UT2004 engine.
UnrealWiki Contributions
UT3
UT2004


Work Im doing

Mods
Project: Triggerman
Gametypes
Attrition Gametype for UT3
Mutators
[ Mutatoes Mutator pack for UT3]


Skills

Modelling

Ive been modelling in 3dsmax since version 2.5, developed a small menu plugin called Quadmx7 which isnt publicly released. More recently this plugin has been upgraded for 3dsmax 9, now called QMX9.

Graphics

I learnt the Adobe Suite while doing a few TAFE courses, Photoshop and Illustrator are my strong points, I can use Premiere and Indesign also. Ive learnt alot more since doing these courses and am always looking to expand my skills. The Visual Arts and Technology course I did covered alot of stuff though not related directly to technology like design fundamentals, drawing foundations and design visualisation. There was some art critique involved but I really didnt like that as I prefer to do critiques on stuff where my knowledge is best, namely the interactive entertainment industry.

UnrealScript

For the last few years and I dabble in unreal scripting, Im really happy at where this is going and thanks to you guys Im 10x better than when I started. UT3 is proving to be really good for me and having started with UT2003 I think Ive come along way in that time, its good to finally get into alittle UE3 stuff. Its great to finally be able to see and use the upgrades to Unreal Script.


Rants

OlympusMons/Rants
(21/04/2007) Platforms and crossing the border!
(27/10/2006) Epic, UE3, UT2007 and the future...
(11/09/2006) Total Conversion Woes


Conclusion

My knowledge of games and game design is quite large but theres always more to learn. Thats what really attracted me to the wiki, this is a great place for people of all skills and skill levels to come, learn and contribute. I hope to add a little to the wiki myself and as time goes by, I hope to improve on my skills as well as help others improve on thiers.
Anyways you've probably heard enough by now.
Off you go do some modding! ;)


Contact Me

Forum

MonsOlympus on Beyondunreal Forums and Epic Games Forums

IRC

MonsOlympus on EnterTheGame and Quakenet

Email

(only via the Unreal Wiki's E-mail user feature)


Suggested Pages

Unreal Engine 3 Bug Reports

Updated: Bug warning, red warning block links to bugID. These could be on the page with the topic so people know what to watch for, shows description. Special Category?

UE3:Bug Reports

  • Posting structure
    • unique number (identifier) for this bug.
    • image if required
    • what is happening (specifics on what the problem is)
      • Build number (Game/Version/Patch)
      • Error message
      • Log
    • instructions on reproduction

once a bug is fixed it could be added to a fixed list or removed and details on patch which removes bug.



There are other things like the projectiles spawning from the players head, this might be considered purely graphical since the projectile would still hit at the same location if the spawn location was moved.

Im not 100% sure if UT3 bugs should be categorized or not since its debatable on what they affect, it might be best to just include them in one long list.

Custom Class

Custom UT3-specific classes

//===================================================
//	Class: UTData_FactoryReplacer
//	Creation date: 11/08/2008 15:39
//	Last updated: 16/12/2008 00:26
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//===================================================
class UTData_FactoryReplacer extends UTData
	Config(FactoryReplacer);
 
/** Factory Group */
enum FactoryType{
	FT_None,
	FT_Health,
	FT_Ammo,
	FT_Armour,
	FT_Powerup,
	FT_SPowerup,
	FT_Weapon,
		FT_SWeapon,
	FT_Vehicle
};
 
/** Factories to replace on a Per Map basis - Get from global when not found*/
struct FactoryReplacer{
	var FactoryType FactoryGroup;
	var name ReplacedFactory;
	var name ReplacedWithFactory;					//TODO: ReplaceWith=None
	var string ReplacedWithFactoryPath;
	//var name NextFactory, LastFactory;
};var config array<FactoryReplacer> ReplacerFactories;
 
/** Global Factories to replace */
struct MapFactoryReplacerSet{
	var string Map;
	var array<FactoryReplace> FactoriesToReplace;	//TODO: Linked list of struct?
};var config array<MapFactoryReplacerSet> PM_FactorySet;
 
var bool bCheckMapFactoryList;				/// Map is not found on the list, create a new entry in the ini using the defaults.
var config bool bUsePerMapSettings;			/// This mutator uses Per Map Setting from the FactoryReplacer
//---------------------------------------------------
 
function int Length(){
	if(ReplacerFactories.Length > 0)
		return(ReplacerFactories.Length);
	else return(PerMapFactorySet.Length);
}
 
//TODO: Function which outs ReplacerFactories to ReplaceWith() in GameExpansion
 
//TODO: Parse commandline options for this?
function SetupPerMapData(int MapIndex, out optional string Options){
	local int iFactory;
 
	iFactory = MapFactorySettings[iMap].FactoriesToReplace.Find('ReplacedFactory', Factory.Name);
	if(iFactory == INDEX_NONE)	{
		//Moves Per Map Settings to the Global Array for use.
		ReplacerFactories[iFactory].ReplacedFactory = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedFactory;
		ReplacerFactories[iFactory].ReplacedWithFactory = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedWithFactory;
		ReplacerFactories[iFactory].ReplacedWithFactoryPath = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedWithFactoryPath;
	}
	SaveConfig();
}
 
/** Adds Map Name only entry if none is found! */
function AddDummyMapEntry(string CurrentMap){
	local MapFactoryReplacementSettings NewPerMapFactorySet;
 
	NewPM_FactorySet.Map = CurrentMap;
	PM_FactorySet.AddItem(NewPerMapFactorySet);
//	bCheckMapFactoryList = True;
 
	SaveConfig();
}
 
function AddPerMapEntry(int iMap, PickupFactory Factory){
	local FactoryReplace NewFactoriesToReplace;
 
	if(Factory == None)		return;
 
	//Factory is not in the list, add it!
	`logd("FactoryList: "$Factory.Name$" added to Per Map Factory List!",,'FactoryReplacer');
	NewFactoriesToReplace.ReplacedFactory = Factory.Name;
	PM_FactorySet[iMap].FactoriesToReplace.AddItem(NewFactoriesToReplace);
 
	SaveConfig();
}
 
function UpdatePerMapEntry(int iMap, PickupFactory Factory){
	local int iFactory;
 
	if(Factory == None)		return;
 
	iFactory = PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', Factory.Name);
	if(iFactory == INDEX_NONE)	{
		//Factory is in the list... Change it? :S
		`logd("FactoryList: "$Factory.Name$" Changed!",,'FactoryReplacer');
		PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedFactory = Factory.Name;
	}
	SaveConfig();
}


//===================================================
//	Class: UTGame_Data
//	Creation date: 11/12/2008 21:03
//	Last updated: 13/12/2008 19:22
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//Cutdown Version
//===================================================
class UTGame_Data extends UTData;
 
//---------------------------------------------------
var string CurrentMap;				/// Name of the Loaded Map
 
/** Factory Replacement/Per Map Factory Replacement */
var FactoryReplacer_Data FactoryReplacer;
var class<FactoryReplacer_Data> FactoryReplacerClass< SEMI >
 
function InitMutator(string Options, out string ErrorMessage)
{
	local int iMap;
 
	CurrentMap = WorldInfo.GetMapName(true);
 
	if(FactoryReplacerClass != None){
		FactoryReplacer = new(self) FactoryReplacerClass< SEMI >
		`logd("Factor Replacer: "$FactoryReplacer,,'UTGame_Data');
	}
 
	if(FactoryReplacer != None)
	{
		if(FactoryReplacer.bUsePerMapSettings)
		{
			`logd("Using Per Map Factory Replacement Settings!",,'GameExpansion');
			//TODO: Parse commandline options for this?
			iMap = FactoryReplacer.PerMapFactorySettings.Find('Map', CurrentMap);
			if(iMap != INDEX_NONE){
				FactoryReplacer.SetupPerMapData(iMap);
			}else{
				`logd("Using Global Factory Replacement Settings!",,'GameExpansion');
				FactoryReplacer.AddDummyMapEntry(CurrentMap);
			}
		}
	}
 
	//FactoryReplacer.ReplacementFactories.FactoriesToReplace
 
}
 
//TODO: Support for any factory, vehicles, weapons, etc
function FactoryReplacement(NavigationPoint Other){
	local int iMap, iFactory;
 
	if(FactoryReplacer == None)		return;
 
	for(j = 0;j < FactoryReplacer.Length();j++)	{
		if(Other.IsA(FactoryReplacer.ReplacerFactories[j].ReplacedFactory) &&
			!Other.IsA(FactoryReplacer.ReplacerFactories[j].ReplacedWithFactory))
		{
			ReplaceWith(Other, FactoryReplacer.ReplacerFactories[j].ReplacedWithFactoryPath);
			`logd("Factory: "$Other$" Replaced With: "$FactoryReplacer.ReplacerFactories[j].ReplacedWithFactoryPath,,'FactoryReplacer');
			return false;		//NewFactory.InitializePickup();
		}
//		else if(ReplacementFactories[j].ReplacedWithFactory ~= "Remove"){
//			Factory.Deactivate();			//Deactivate Factory!
//		}
	}
 
	iMap = FactoryReplacer.PM_FactorySet.Find('Map', CurrentMap);
	if(iMap != INDEX_NONE)	{
		//TODO: Will add entry for every factory in the map, do not want!
		iFactory = FactoryReplacer.PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', PickupFactory(Other).Name);
 
		if(iFactory == INDEX_NONE)	{
			FactoryReplacer.AddPerMapEntry(iMap, PickupFactory(Other));
		}
		else if(iFactory != INDEX_NONE)	{
			FactoryReplacer.UpdatePerMapEntry(iMap, PickupFactory(Other));
		}
	}
}