The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.

Unreal Development Kit released to everyone

145791021

Posts

  • DeathPrawnDeathPrawn Registered User regular
    edited November 2009
    Man, I really want to get my hands dirty and start coding, but I've really got to wait a few weeks until I can finish some of my nasty CS class projects and my play. Once my load lightens up, though, I totally want to get in on some sort of PA group project.

    DeathPrawn on
    Signature not found.
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited November 2009
    So, after looking around for hints on how to create a custom (main) menu it seems like you have to load a level with it. I understand this is how the menu looked in UT3 right, a level was playing in the background?

    I would like to instead have a video looping in the background, has anyone seen something that could be useful for this?

    Honk on
    PSN: Honkalot
  • AumniAumni Registered User regular
    edited November 2009
    Honk wrote: »
    So, after looking around for hints on how to create a custom (main) menu it seems like you have to load a level with it. I understand this is how the menu looked in UT3 right, a level was playing in the background?

    I would like to instead have a video looping in the background, has anyone seen something that could be useful for this?

    If you have to do it from a level you should be able to use a material/actor for this. Hourences tutorial might have something about it.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Honk wrote: »
    So, after looking around for hints on how to create a custom (main) menu it seems like you have to load a level with it. I understand this is how the menu looked in UT3 right, a level was playing in the background?

    I would like to instead have a video looping in the background, has anyone seen something that could be useful for this?

    You'd want to make your "level" a single extruded plane that covered the screen (essentially a full screen quad), and then set that planes material to do something. Not sure if you can make a video play on a 2D surface in UE3, but it wouldn't shock me in the slightest.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited November 2009
    Aumni wrote: »
    Honk wrote: »
    So, after looking around for hints on how to create a custom (main) menu it seems like you have to load a level with it. I understand this is how the menu looked in UT3 right, a level was playing in the background?

    I would like to instead have a video looping in the background, has anyone seen something that could be useful for this?

    If you have to do it from a level you should be able to use a material/actor for this. Hourences tutorial might have something about it.

    I think I would be able to do that as is, but it just seems way less effective. :?

    Honk on
    PSN: Honkalot
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Remember, in UE3, "level" is a VERY loose term. It doesn't have to be a UT level. It can be a series of planes (see Whizzle), a single cube, a terrain, whatever. In this case, it would be a single plane that covers the screen.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • AumniAumni Registered User regular
    edited November 2009
    Honk wrote: »
    Aumni wrote: »
    Honk wrote: »
    So, after looking around for hints on how to create a custom (main) menu it seems like you have to load a level with it. I understand this is how the menu looked in UT3 right, a level was playing in the background?

    I would like to instead have a video looping in the background, has anyone seen something that could be useful for this?

    If you have to do it from a level you should be able to use a material/actor for this. Hourences tutorial might have something about it.

    I think I would be able to do that as is, but it just seems way less effective. :?

    Yeah, I did find it odd that a lot of the splash screens on startup were actually levels. Also the loading screens for your level are planes with an image over them.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited November 2009
    If there shows up to be no way around the loading of a level then ideally you should be able to input the video directly to the camera.

    I will keep looking around some more!

    Honk on
    PSN: Honkalot
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited November 2009
    GnomeTank wrote: »
    Remember, in UE3, "level" is a VERY loose term. It doesn't have to be a UT level. It can be a series of planes (see Whizzle), a single cube, a terrain, whatever. In this case, it would be a single plane that covers the screen.

    Yeah, that actually had me surprised quite a bit - how much was woven into the editor.

    Honk on
    PSN: Honkalot
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Yeah, level basically just refers to "package of Unreal-usable stuff"

    NotASenator on
  • darkmayodarkmayo Registered User regular
    edited November 2009
    Velociraptor Job Interview Simulator Pro


    wow.. I am inspired. drawing something right now

    darkmayo on
    Switch SW-6182-1526-0041
  • AumniAumni Registered User regular
    edited November 2009
    darkmayo wrote: »
    Velociraptor Job Interview Simulator Pro


    wow.. I am inspired. drawing something right now

    Please make the levels based on the degree of job difficulty!

    Fry Cook = Level 1


    Jurrasicsoft CEO = Last level.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    I don't want people to get the wrong idea - VJISP is a serious employment simulator. We want to engage the player in a moving and heartfelt dialog about real-world workplace issues, including navigating complex social paradigms, time-management and hiding the remains of your superiors after you eat them.

    NotASenator on
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    Zetx on
  • AumniAumni Registered User regular
    edited November 2009
    NotACrook wrote: »
    I don't want people to get the wrong idea - VJISP is a serious employment simulator. We want to engage the player in a moving and heartfelt dialog about real-world workplace issues, including navigating complex social paradigms, time-management and hiding the remains of your superiors after you eat them.

    The physics will make the aforementioned superiors hang splendidly from your jaws.

    I eagerly await this.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    GnomeTank wrote: »
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    Thanks, will take a look in a bit.

    Zetx on
  • darkmayodarkmayo Registered User regular
    edited November 2009
    Aumni wrote: »
    darkmayo wrote: »
    Velociraptor Job Interview Simulator Pro


    wow.. I am inspired. drawing something right now

    Please make the levels based on the degree of job difficulty!

    Fry Cook = Level 1


    Jurrasicsoft CEO = Last level.

    no mapping skills here, drawing the protagonist in my favorite medium. Might do an interview scene as its in my head and it would be quite funny.

    darkmayo on
    Switch SW-6182-1526-0041
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Zetx wrote: »
    GnomeTank wrote: »
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    Thanks, will take a look in a bit.

    Also, in the UTGame package, they already have a variable bCameraBehind, but it's a very rudimentary third person view. If you want a true third person camera, you'll need to do a full camera controller, which can take in to account player input for example.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    If you are extending the UTGame component, you need to look in UTPlayerController. There is a function called SetBehindView or something like that (I'm not at home so I might be botching that a bit). Right around there in the code are some other functions that work with adjusting the camera as well.

    What I did was created a PlayerController class that extended UTPlayerController and then overrided some of those functions, basically to just always set the third person or behind view to true regardless of circumstance.

    That might be a place to start.

    If you take a look at the classes that the Pawn and PlayerController extend from, you'll see some specific camera-related functions in there, so you could look in there to see what the nuts and bolts are.

    NotASenator on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    GnomeTank wrote: »
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    I was able to do it by mucking about with the UTPlayerController class, but in the end, I forgot what I had changed and just had to overwrite the whole file to get it back to normal.

    Extending is certainly the best option.

    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    Has anyone been able to find any documentation on how the engine handles these scripts?
    What I mean is, I'm having a hard time understanding what exactly is being called when a map starts. I just can't get a clear picture in my head as to what is going on in the pawn, gameinfo and controller classes at runtime.

    If that makes any sense.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    NotACrook wrote: »
    GnomeTank wrote: »
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    I was able to do it by mucking about with the UTPlayerController class, but in the end, I forgot what I had changed and just had to overwrite the whole file to get it back to normal.

    Extending is certainly the best option.

    Yah, you can do it that way, but I'm coming from the perspective that any serious game isn't going to use the UTGame as a basis for anything, and you'll need to at some point write MyGamePlayerController. Also, UTGame doesn't use a custom camera controller (even though they exist), because it doesn't need one. The camera it uses is the stock first person camera that UE provides. Using a custom camera controller though, you can provide a true third person camera solution. Heck, you could re-create and advanced context sensitive camera like Dragon Age's if you wanted to.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    GnomeTank wrote: »
    NotACrook wrote: »
    GnomeTank wrote: »
    Zetx wrote: »
    Hrm. Having trouble forcing a third-person view/setting the camera. Lunch break, then back to work. Maybe I really need a custom map?

    No, you need custom camera and player controller classes, which requires a custom game package (you will need to change the GameInfo classes default properties to point to your custom controllers).

    There is a mini-tutorial about how to do it on the UDK forums, if you dig through there.

    I was able to do it by mucking about with the UTPlayerController class, but in the end, I forgot what I had changed and just had to overwrite the whole file to get it back to normal.

    Extending is certainly the best option.

    Yah, you can do it that way, but I'm coming from the perspective that any serious game isn't going to use the UTGame as a basis for anything, and you'll need to at some point write MyGamePlayerController. Also, UTGame doesn't use a custom camera controller (even though they exist), because it doesn't need one. The camera it uses is the stock first person camera that UE provides. Using a custom camera controller though, you can provide a true third person camera solution. Heck, you could re-create and advanced context sensitive camera like Dragon Age's if you wanted to.

    Yeah, a more advanced camera system is the main drive for us to create a custom gametype for VJISP.

    NotASenator on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Has anyone been able to find any documentation on how the engine handles these scripts?
    What I mean is, I'm having a hard time understanding what exactly is being called when a map starts. I just can't get a clear picture in my head as to what is going on in the pawn, gameinfo and controller classes at runtime.

    If that makes any sense.

    I can help a little (I am still learning here).

    GameInfo classes describe and handle game wide events for a custom game type. Pawn classes are for players and NPCs, and the events and stats handled within will correspond to things happening to those pawns in the context of the game.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    Here is what I'm currently pondering:

    I have a custom controller class and a custom pawn class.
    I want my controller class to possess my custom pawn class on map start. After looking through the source I found this in Controller.uc
    // Controllers take control of a pawn using their Possess() method, and relinquish
    // control of the pawn by calling UnPossess().
    

    okay, so far that makes sense. Then a little more down the page we have:

    Controller.uc
    /* epic ===============================================
    * ::Possess
    *
    * Handles attaching this controller to the specified
    * pawn.
    *
    * =====================================================
    */
    event Possess(Pawn inPawn, bool bVehicleTransition)
    {
    	if (inPawn.Controller != None)
    	{
    		inPawn.Controller.UnPossess();
    	}
    
    	inPawn.PossessedBy(self, bVehicleTransition);
    	Pawn = inPawn;
    	if ( PlayerReplicationInfo != None )
    	{
    		UpdateSex();
    	}
    
    	// preserve Pawn's rotation initially for placed Pawns
    	SetFocalPoint( Pawn.Location + 512*vector(Pawn.Rotation), TRUE );
    	Restart(bVehicleTransition);
    
    	if( Pawn.Weapon == None )
    	{
    		ClientSwitchToBestWeapon();
    	}
    }
    

    What i don't get is how to pass my custom pawn to this event.
    (my controller class actually extends from playercontroller.uc but it's posses event just calls this one)

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • JawaJawa Registered User regular
    edited November 2009
    So I've picked this up and after playing around with it I really want to learn how to use this toolkit.

    Is there a decent tutorial somewhere online that I can familiarize myself with?

    Jawa on
  • AumniAumni Registered User regular
    edited November 2009
    Jawa wrote: »
    So I've picked this up and after playing around with it I really want to learn how to use this toolkit.

    Is there a decent tutorial somewhere online that I can familiarize myself with?

    For the general stuff 3dBuzz.com created the tutorials you'd get on the UT3 bonus disc.

    That's a great place to start.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    Woo. Thanks GnomeTank and NotACrook. Got a behindview thing going on.

    Now to make a quick map to put a stationary camera in...

    Zetx on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Here's something regarding nFringe and VS:

    http://forums.epicgames.com/showthread.php?t=705944&page=3
    You cannot debug UDK unless you have a commercial license. I have one at work but don't have one at home and when I start debugging at home nFringe disconnects from the game once it has started up. On my work machine however I can debug scripts perfectly fine.

    I assume there will be a new release of nFringe sometime soon to support the UDK exe and debugging but to be honest I'm probably going to switch back to Wotgreal as the debugger steps through faster and I prefer the class and package views in that tool.

    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    Awesome, having a debuger will help me immensely.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Here is what I'm currently pondering:

    I have a custom controller class and a custom pawn class.
    I want my controller class to possess my custom pawn class on map start. After looking through the source I found this in Controller.uc
    // Controllers take control of a pawn using their Possess() method, and relinquish
    // control of the pawn by calling UnPossess().
    

    okay, so far that makes sense. Then a little more down the page we have:

    Controller.uc
    /* epic ===============================================
    * ::Possess
    *
    * Handles attaching this controller to the specified
    * pawn.
    *
    * =====================================================
    */
    event Possess(Pawn inPawn, bool bVehicleTransition)
    {
    	if (inPawn.Controller != None)
    	{
    		inPawn.Controller.UnPossess();
    	}
    
    	inPawn.PossessedBy(self, bVehicleTransition);
    	Pawn = inPawn;
    	if ( PlayerReplicationInfo != None )
    	{
    		UpdateSex();
    	}
    
    	// preserve Pawn's rotation initially for placed Pawns
    	SetFocalPoint( Pawn.Location + 512*vector(Pawn.Rotation), TRUE );
    	Restart(bVehicleTransition);
    
    	if( Pawn.Weapon == None )
    	{
    		ClientSwitchToBestWeapon();
    	}
    }
    

    What i don't get is how to pass my custom pawn to this event.
    (my controller class actually extends from playercontroller.uc but it's posses event just calls this one)

    You need UE to load your player controller as it's default player controller, at which point Possess will happen automagically with your player controller (I think). You can even override the Possess event in your PlayerController, to do custom things.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    I guess I left out how to do that.

    You can either edit UTGame's UTGameInfo, or you can create a full custom game, but somewhere in there will be the DefaultProperties section. You need to change the PlayerControllerClass property to point to your class, like so:
    DefaultProperties {
        PlayerControllerClass=class'MyMod.PlayerController'
    }
    

    Where obviously MyMod.PlayerController is your games player controler. In my case it's Aeon.AeonPlayerController (you can leave it un-namespaced if you're doing a complete game with it's own GameInfo, as the PlayerController and GameInfo should be in the same namespace, or package).

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    I say always use namespaces for clarity, but that's me. :p

    NotASenator on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    I agree, and I do, but I was just pointing out you don't have to if you're doing a completely custom game and all your code is in one package.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    You must all submit to my OCD coding methodologies!

    NotASenator on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    You have no idea. I am so OCD about my coding style, it's scary. I'm glad Visual Studio has the Ctrl K+D format function, because when I get someone else's code that looks like a total mess to me, I hit it.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • LucascraftLucascraft Registered User regular
    edited November 2009
    How much coding does this take to actually get a project off the ground? I've always wanted to get into game design, but I'm not a coder. I've messed with map editors for many games, and I feel I have a pretty firm handle on level design, but as far as creating something from scratch I don't have a clue.

    I'm much more of a concept and idea guy.

    Lucascraft on
  • LucascraftLucascraft Registered User regular
    edited November 2009
    As a follow-up question to my above questions:

    -- Is there any sort of online documentation? Tutorials, design docs, anything like that to help a fellow out?

    Lucascraft on
Sign In or Register to comment.