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PostPosted: 31 Dec 2010, 10:49     Post subject: Re: UT99 SDK
Skaarj Warlord
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Cheers :tup:
<<EDIT>> when I open the editor after installing it, I get:
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PostPosted: 31 Dec 2010, 11:16     Post subject: Re: UT99 SDK
Skaarj Warrior
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Ouh not that again.

There're only 3 possible reasons for this:

Reason 1 - that function is declared in C++, but not in Unreal Script
Reason 2 - not all System Packages are loaded correctly
Reason 3 - System Packages of different Builds are messed together

Reason 1 can be excluded, Acos, for example is definitely defined and mirrored in C++ / Unreal Script:

In sdkObject.uc :

Code:
native static final function float ACos(float X);



And mirrored in UnSDKObject.cpp :

Code:
void UsdkObject::execACos(FFrame &Stack, RESULT_DECL)
{
   guard(UsdkObject::exeACos);

   P_GET_FLOAT(X);
   P_FINISH;

   *(FLOAT*)Result = appAcos(X);

   unguard;
}
IMPLEMENT_FUNCTION(UsdkObject,-1,execACos);



Some other guys experienced a similar error, after installing the SDK in a fresh new UT install it worked for them

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Last edited by Shadow on 31 Dec 2010, 11:19, edited 1 time in total.

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PostPosted: 31 Dec 2010, 11:19     Post subject: Re: UT99 SDK
Skaarj Warlord
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Never had another SDK install before, so can rule out 3... I followed the directions in the Install manual thingie exactly :/

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PostPosted: 31 Dec 2010, 13:01     Post subject: Re: UT99 SDK
Skaarj Warrior
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Ok with a little help by raven we found out what's the reason for this: some native functions require index pointers. I uploaded a Hotfix that patches the current Beta removing that bug.

Hotfix

Mirror 1 (ModDB): UnrealTournamentSDK-2010-12-BETA_Hotfix1.zip
Mirror 2 (Mediafire): UnrealTournamentSDK-2010-12-BETA_Hotfix1.zip

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PostPosted: 01 Jan 2011, 05:08     Post subject: Re: UT99 SDK
Skaarj Warlord
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Cheers, looks like it works now ^^

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PostPosted: 01 Jan 2011, 18:21     Post subject: Re: UT99 SDK
Skaarj Warrior
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Glad it works now, stupid error..

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PostPosted: 01 Jan 2011, 18:56     Post subject: Re: UT99 SDK
Skaarj Elder
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I'm wondering about one thing that I couldn't seem to get working after I looked for instructions in the help docs, and I have no idea if it's functional yet, but for the trans-level actor(s) that allow you to move from one map to another and then back to the first map with everything the way you'd left it, how does it work and what would I have to do to set up a functioning transition with it?

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PostPosted: 01 Jan 2011, 20:10     Post subject: Re: UT99 SDK
Skaarj Warrior
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The Level-hub System is currently not implemented, it was coded by moonangel and I'm going to port it to C++ in one of the coming releases. The concept is simple: the state of the level as you left it is temporary saved in a save-file like a savegame and restored upon re-entering the level. One of the easiest ways to create such non-linear level design.

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PostPosted: 27 Sep 2011, 18:18     Post subject: Re: UT99 SDK
Skaarj Warrior
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September Beta Preview

New Features

  • Vertex Sprite Rendering
  • Vertex Corona Rendering
  • Enhanced Unreal Mesh System
  • Static Mesh Support !
  • Unreal Enigma Particle Engine !
  • Vegetation Engine + Vegetation Editor !
  • Vector2D Support (Internal)

Fixes/Updates

  • false native function identifiers in the IMPLEMENT_FUNCTION(OBJECT, ID, execNAME) macro of sdkObject.uc have been corrected
  • completed work on all LinkedLists of new LevelInfo, LinkedLists now fully work both in-Editor and ingame
  • in-Editor UNDO/REDO bug for all render actors removed
  • in-Editor UNDO/REDO Support for all render actors
  • improved Render Pass
  • all functions in UnSDKMath.h (sdkCore.dll) are inlines now (speed increase)

Screenshots

Image Image Image Image

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PostPosted: 27 Sep 2011, 18:38     Post subject: Re: UT99 SDK
Gilded Claw
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...GOD...


If I was a religious person I'd definitely changed my god... Shadow, that is amazing. Enuff said.

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Last edited by Z-enzyme on 27 Sep 2011, 22:51, edited 1 time in total.

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PostPosted: 27 Sep 2011, 18:47     Post subject: Re: UT99 SDK
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Oh MAN! :o

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PostPosted: 27 Sep 2011, 18:51     Post subject: Re: UT99 SDK
Skaarj Warrior
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Thanks hehe!

But I must admit, that the Static Mesh Support as released with September Beta is not yet finished, it needs optimization on Light Pass, Occlusion, general Performance etc. I will fix those things in the next release

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Last edited by Shadow on 27 Sep 2011, 18:58, edited 1 time in total.

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PostPosted: 27 Sep 2011, 18:57     Post subject: Re: UT99 SDK
Nali Priest
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Beastly release!

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PostPosted: 28 Sep 2011, 00:41     Post subject: Re: UT99 SDK
Gilded Claw
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So 227 can't pimp itself as better just cause it has smeshes anymore :p
Good news

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PostPosted: 28 Sep 2011, 02:28     Post subject: Re: UT99 SDK
Skaarj Scout
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speaking of meshes. idk how the hell to add them to my map in editor 2 and 2.1 i can do it in 4.1 but yea. makign a map last night and went to the meshes and found a nice pipe mesh i wanted to use. from there i didnt know what to do ahaha. tips?


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