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Unreal Development Kit released to everyone

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Posts

  • SakeidoSakeido Registered User
    Got part of my new input routine together so that I can interpret directional input in my own way by checking the aBaseX and aBaseY params. Is there a similar way to catch keystrokes, so that instead of four separate functions (one for each key bind) I could just use one function, then some if...else statements to check which keys were pressed?

  • GnomeTankGnomeTank Registered User regular
    Figured out how to do a mouse driven interface with 'mouse look' functionality. New blog post detailing what I did: http://gnometank.wordpress.com/2009/11/23/an-interface-starts-to-take-shape/

    This is based on an Epic tutorial from the UDN, with quite a few extensions to the code to work with the UDK, as the core engine API has changed quite a bit since the original tutorial was written.

    My next goal is to have picking implemented, and some kind of decal drawing below the selected Pawn.

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, D3: Brainling#1998, NintendoID: Brainling
  • SakeidoSakeido Registered User
    some notes about input
    - if you inherit from PlayerInput, you can declare your own variables that you can then manipulate through the binding file by declaring them as "var input." Only works with floats and bytes.. one example that exists by default are "float aBaseX" and "aBaseY" which catch walking & mouse movement
    - to map a button to a new input variable, you have to specify it as an Axis (for floats) or a Button (for bytes)
    - bytes will be 1 when pressed, 0 otherwise
    - when you update DefaultInput.ini and then delete UTInput.ini, it will re-create a standard binding file and leave your bindings out of it for some reason, or stick them way at the bottom of the file and ignore them in lieu of the normal UT bindings. So you need to add your bindings directly to UTInput for it to work, and then delete the UT ones you don't use anymore
    - if you have declared new input variables, for them to work you need to also create a new PlayerController class and set the InputClass to your new input class in the new PlayerController class's DefaultProperties
    - it is up to you to catch buttons presses if you are assigning them to byte variables instead of exec functions

    I need to catch button releases, combinations of buttons, held buttons, etc. so I've written pretty much a whole new input routine for everything so now stick movement, button presses, etc. can all be interpreted in a way useful to me. All things considered, UDK made it easy :lol:

  • AumniAumni Registered User regular
    Nice Sakeido!

    I'm working on getting a more natural camera for a 3rd person melee type game. I want to finish it before working on the melee system. It's been pretty easy so far, I just need to figure out when to limit rotation of the camera.

    This past weekend I was just reading all the engine classes (Pawn, PlayerController, etc.) and it looks like the melee system will actually be easier than I thought. Making a GOOD melee system will still be a challenge though.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • GnomeTankGnomeTank Registered User regular
    Actually in PlayerInput classes aBaseX and aBaseY only catch movement input (e.g. WASD), aMouseX and aMouseY catch the movement of the mouse.

    You'll notice when I calculate the mouse velocity delta in my blog, I do:
    mouseV.X = deltaTime * (PlayerInput.aMouseX * 1.1);
    mouseV.Y = deltaTime * (PlayerInput.aMouseY * -1.1);
    

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, D3: Brainling#1998, NintendoID: Brainling
  • SakeidoSakeido Registered User
    Aumni wrote: »
    Nice Sakeido!

    I'm working on getting a more natural camera for a 3rd person melee type game. I want to finish it before working on the melee system. It's been pretty easy so far, I just need to figure out when to limit rotation of the camera.

    This past weekend I was just reading all the engine classes (Pawn, PlayerController, etc.) and it looks like the melee system will actually be easier than I thought. Making a GOOD melee system will still be a challenge though.

    my next step is setting up the camera as well.. then after that, getting a character in there and setting up movement and the like. Then I have to start coding attacks and the prospect of that is pretty daunting :lol:

  • AumniAumni Registered User regular
    Camera finished. By finished I mean I won't have to touch it until much much much much later. It's limited properly on the rotation, the pawn shoots where it's looking, not at the crosshair and it works well around walls and underpasses.

    Next step: Setup a crosshair that is placed 200 units out of the pawn's view.

    Getting the location to put the crosshair will be very easy, however I'm not sure if I should translate that to a 2d crosshair or actually create a crosshair that exists in 3D space.

    Suggestions? It's going to be a simple line, maybe a 'slash' mark. Essentially depending on what type of directional attack you use different parts of it will light up.

    There is also some good stuff in the player controller about querying multiple nearby objects, so that can be used for a possible lock-on system.

    Man this is fun.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • LaCabraLaCabra Registered User regular
    Man, you should probably come work on Velociraptor Job Interview Simulator Pro.

  • AumniAumni Registered User regular
    LaCabra wrote: »
    Man, you should probably come work on Velociraptor Job Interview Simulator Pro.

    What are you !? EA!? Tryin' to steal the awesome indie developer?!?

    I don't even like Jobs anyways!

    (Just kiddin'. I don't think I could give you the consistency of time that you'd like - and I'm a noob programmer.)

    Edit: I'm also happy I found out what the hell deltatime was referring to.

    It's the count of time since the last frame! DUH! They teach you that in fucking preschool.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • LaCabraLaCabra Registered User regular
    Hey man, we are an awesome indie developer

    write our conversation system, man

  • VistiVisti Registered User regular
    Holy shit.

    [SIGPIC][/SIGPIC]
  • LaCabraLaCabra Registered User regular
  • XtarathXtarath Registered User
    A+, would watch again.

  • FyreWulffFyreWulff Registered User, ClubPA regular
    don't ask me why but I got a Diddy Kong Racing intro vibe off that

  • VistiVisti Registered User regular
    I'm getting Office Space + raptors. Or Dilbert + raptors. Which, I guess, is basically the point.

    dilbertMSinterviewraptor.gif


    edit: that walk cycle is pure gold.

    [SIGPIC][/SIGPIC]
  • ZetxZetx Fixer, Lurker Registered User regular
    VJISP is lookin' and sounding good.

    steam_sig.png
  • LaCabraLaCabra Registered User regular
    I'm writing VJISP dialogue. You guys should give me ideas for interview questions.

  • Zilla360Zilla360 Spaaaace! EarthRegistered User regular
    Visti wrote: »
    dilbertMSinterviewraptor.gif
    LaCabra wrote: »
    I'm writing VJISP dialogue. You guys should give me ideas for interview questions.
    http://www.youtube.com/watch?v=kRX0AQKFtwU

  • ImpersonatorImpersonator Registered User
    That's actually pretty funny in an awkward kind of way.

    I can't wait for the game's dialogue to come out. :)

    Bioptic wrote: »
    Lemmings was pro-Communist propeganda. All are created equal, sorted into specific jobs and roles that they will hold for the rest of their lives by a higher authority, and must sacrifice continuously for the good of the group. Success is measured by meeting quotas and nothing else. Also, nuclear holocaust.
  • AumniAumni Registered User regular
    Gnometank or someone else equally smart help me with my nubby programming ways:

    I have a function written:
    function vector GetCrosshairLocation (out vector out_CrossLoc, Pawn inPawn)
    

    it performs some vector work and returns me a vector...I also passed out the returning value to the out parameter out_CrossLoc.

    In another function I want to assign the value that GetCrosshairLocation returns, so I wrote:
    local Vector a
    
    a = GetCrosshairLocation();
    

    This gives me errors about parameters and I've tried entering it a number of ways. Obviously I'm approaching this incorrectly; do I need to pass the value back to an out parameter or can I just take the return value (which is the same thing)? What is the proper practice for this kind of thing?

    Any help would be monstrously appreciated.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • AumniAumni Registered User regular
    Alrighty, so I resolved my above issue

    Now I have a crosshair being drawn in 3d space. New problem - it's not real time, the thing stays in its original location. I'm extending the HUD.uc class...

    I think I might just extend the UTHUD class and play with that.

    Hrm.

    Edit: Actually, could I just extend object since I'm not calling any particular HUD class functions to draw my crosshair?

    I'm not sure what I should do.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • SyrionusSyrionus Registered User
    So...I wonder if we'll hear any words from Denis Dyack about this?

  • LittleBootsLittleBoots Registered User regular
    LaCabra wrote: »
    Who is that

    Guy that made Too Human using UE3 and sued Epic for providing shit support. Epic counter sued.

    timea.jpg
    [tiny]Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.[/tiny]
  • SyrionusSyrionus Registered User
    Maybe this is the result of the suit? Maybe Silicon Knights won?

    edit: Anyone have any word on where the lawsuit sits?

  • LaCabraLaCabra Registered User regular
    VJISP progress for the day: We now have a working Suspiciometer, the conversation system design is pretty much finalised, there's a microwave in the office, the velociraptor has a walk cycle, some dialogue got written, and Remington has a car. Awesome.

  • AumniAumni Registered User regular
    LaCabra wrote: »
    VJISP progress for the day: We now have a working Suspiciometer, the conversation system design is pretty much finalised, there's a microwave in the office, the velociraptor has a walk cycle, some dialogue got written, and Remington has a car. Awesome.

    Awesome stuff.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • AumniAumni Registered User regular
    Woot got my 3d cursor working. Going to draw out the actual 2d texture to use tomorrow.

    Then it's onto the sword and melee stuff.

    Yay.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • DeMoNDeMoN Registered User regular
    LaCabra wrote: »
    VJISP progress for the day: We now have a working Suspiciometer, the conversation system design is pretty much finalised, there's a microwave in the office, the velociraptor has a walk cycle, some dialogue got written, and Remington has a car. Awesome.

    CARPOOLING CONFIRMED?!?!

    PSN: Toxic_Cizzle Steam id : Toxic Cizzle
    *TyCart*_banner.jpg
  • AumniAumni Registered User regular
    DeMoN wrote: »
    LaCabra wrote: »
    VJISP progress for the day: We now have a working Suspiciometer, the conversation system design is pretty much finalised, there's a microwave in the office, the velociraptor has a walk cycle, some dialogue got written, and Remington has a car. Awesome.

    CARPOOLING CONFIRMED?!?!

    [Achievement]
    Everyday the raptor must battle for shotgun, without killing anyone.

    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425
  • LaCabraLaCabra Registered User regular
    VJISP has a working suspiciometer now
    suspish.jpg

  • FiarynFiaryn Omnicidal Madman Registered User regular
    You should replace the numbers at the end with "It's just Bill man" and "It's a fucking raptor!" or something to that effect.

    I feel it would add greatly to the experience

    Soul Silver FC: 1935 3141 6240
    White FC: 0819 3350 1787
  • LaCabraLaCabra Registered User regular
    Those numbers are actually just the leftover health and armour counters from UT3's HUD

  • FiarynFiaryn Omnicidal Madman Registered User regular
    Totally knew that

    Another option would be two raptor icons.

    One with a hat, one not, captioned "Not Raptor" and "Raptor"

    Soul Silver FC: 1935 3141 6240
    White FC: 0819 3350 1787
  • Recoil42Recoil42 Registered User
    Don't really need captions on that. That's like explaining the joke.

    I like the idea though.

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