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Unreal Rider Project


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#61 ambershee

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Posted 26 June 2008 - 03:28 PM

I'm trying to connect to messenger but it is not working. I still don't have SVN access either.

http://rapidshare.co...lRider.zip.html and fixing up a version of Satellite - my attempt is in the URSnap.zip

What needs doing, is downloading this file - it contains my current source and is mostly up to date, so hopefully won't take much doing, You need to create a release file archive - a zip file with the content an end user requires to download an install.

This should be easy - I already did Warfare++ - you can take a look at the structure of that to get an idea what needs to be done for a release version. One you have done this, upload the zip to SVN, and I'll ensure that we're all working, and add anything missing.

#62 Darknet

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Posted 26 June 2008 - 04:32 PM

ok update the to the svn. I did test out on the server it working ok, but few errors.

K I update to the svn. I tired to compile it. give me "LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTEMPMine:DeployedLightEnvironment'" error. inlaid default something.

Edited by Darknet, 26 June 2008 - 04:53 PM.

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#63 xiongmao

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Posted 27 June 2008 - 12:20 AM

We continue test during the night and success to meet each other on a server^^
Each PlayerController can see the ClassMenu (svn is updated) but when pressing "done" button, no weapon is given to the pawn.
When we look at the log we found this:
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:001C) Accessed None 'Pawn'
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0024) Accessed None
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:003D) Accessed None 'Pawn'
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0045) Attempt to assign variable through None
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0056) Accessed None 'Pawn'
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:005E) Attempt to assign variable through None
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:006F) Accessed None 'Pawn'
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0077) Attempt to assign variable through None
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0088) Accessed None 'Pawn'
ScriptWarning: UR_PlayerController CTFPlus-Test.TheWorld:PersistentLevel.UR_PlayerController_0 (Function UnrealRider.UR_PlayerController:SetAndRespawnPlayer:0090) Attempt to assign variable through None
ScriptLog: SetAndRespawnPlayer
ScriptLog: PlayerSelection.PlayerClass: eSurfer
ScriptLog: PlayerSelection.PlayerWeapon: eLink
ScriptLog: PlayerSelection.PlayerKit: eShield

it corresponds to this code

simulated function SetAndRespawnPlayer()
{
	if(Pawn == none)
	 ServerRestartPlayer();

	Pawn.InvManager.DiscardInventory();

	UR_Pawn(Pawn).VestArmor = 0;
	UR_Pawn(Pawn).HelmetArmor = 0;
	UR_Pawn(Pawn).ThighpadArmor = 0;
	UR_Pawn(Pawn).ShieldBeltArmor = 0;

	LogInternal("SetAndRespawnPlayer");
	LogInternal("PlayerSelection.PlayerClass: "$PlayerSelection.PlayerClass);
	LogInternal("PlayerSelection.PlayerWeapon: "$PlayerSelection.PlayerWeapon);
	LogInternal("PlayerSelection.PlayerKit: "$PlayerSelection.PlayerKit);
There's a weird behaviour, when you choose a class, when respawing the player has the correct vestArmor or helmet, but for the other, we got an access none. I believed it was something with type casting UR_Pawn but it doesn't work either.

Pawn may not be created and I don't know why :( hope you can find something, i'll be online during the day but not evening.
John will add his bugs, if he find some.

Good luck :thumbsupsmiley:

#64 knighteyes

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Posted 27 June 2008 - 05:00 AM

Fixed the ammocount problem with the mega rox. Also fixed the issue that you have to click twice the fire button to fire after reloading (problem was if you reloaded an odd number of times, then you had to click fire twice). The fire animation, if you reload and fire, doesn't play complete, though. The second time you fire, it plays complete.

simulated state UR_Reload extends WeaponLoadAmmo
{
	simulated function BeginFire(byte FireModeNum)
	{
		if (Role == ROLE_Authority)
		{
			if (FireModeNum == 1)
			{
				ReloadAmmmoMegaRox();
				GotoState('Active');
			}
			else if (FireModeNum == 0)
			{
				//LoadedFireMode = ERocketFireMode((int(LoadedFireMode) + 1) % RFM_Max);
				//WeaponPlaySound(AltFireModeChangeSound);
				GotoState('UR_FireState');
			}
			global.BeginFire(FireModeNum);
		}
	}

	function ReloadAmmmoMegaRox()
	{
		if (AmmoCount < MaxAmmoCount)
		{
			AmmoCount += 1;
		}
	}
	
	begin :
	if (Role == ROLE_Authority)
	{
		ReloadAmmmoMegaRox();
	}
}

It goes to Active state the second time you click on alt fire, the first time it reloads, but does not enters BeginFire. I put the GoToState('Active') inside the reload ammo function, but that makes an infinite loop :O
There should be a better solution, this is working, though.

#65 xiongmao

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Posted 27 June 2008 - 07:30 AM

that's great knighteyes :). I hope John or Luke have enough time to merge it.

#66 ambershee

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Posted 27 June 2008 - 08:59 AM

I won't be able to do anything - this will be the last time I can get online before the submission deadline.

The issue in question could be quite a serious issue. Notably, the code is placed where it is, because it should be called after the pawn has been spawned - this is evident by the semi-transparent background in the class menu - you can see your pawn and the statistics for their previously held class through the semi-transparent background.

You will occassionally get errors like these anyway, and they seem to be mostly harmless - try playing instant action yourself, and checking the logs, you'll see what I mean.

Regarding submission - Erwan, you will have to take care of this. You will need to have created a mod profile on ModDB.com, and upload a downloadable to this profile. You will also need to register for makesomethingunreal.com, and submit the file there. The submission form is relatively simple, text me if you have any issues - I will be available by phone all the way up to the submission deadline. Use the mod profile as the website for the submission.

#67 Darknet

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Posted 28 June 2008 - 03:05 AM

We (Darknet and xiongmao) got the server working and instant action. The land mine and spawning with the weapon after is not working. Selecting after player get the weapon need be work on. We tested on the server for almost whole day fixing the bug. Land mine seem to be not working on server and instant action.

On the server player spawn first and then the menu pop up so that player select the weapon it will spawn for the next player death.

---
After Couple of test for server host. It work! Here the code.

UR_PlayerController.uc
if (FireModeNum == 1 && role < role_authority)
		{
			ShowClassMenu();
		}else{
			  setServerPlayerSelection(PlayerSelection.PlayerClass, PlayerSelection.PlayerWeapon, PlayerSelection.PlayerKit, PlayerSelection.ArmourRatio, PlayerSelection.ColourData, PlayerSelection.EffectsColour);
					  ServerReStartPlayer();
		}
Good part is it work on the server host when you spawn with the weapon you select. The bad part is that it double check the pawn after you close the menu, but you can fire to play that class that you chose for the weapon.
----
This is for game startup for instant action it work partly.

UR_Game.uc -This start up for every begin game match not for death for instant. Not for server only first time.
function RestartPlayer(Controller aPlayer)
{
	super.RestartPlayer(aPlayer);

	if (UR_Bot(aPlayer) != None)
	{
		UR_Bot(aPlayer).RandomSelectBot();
		UR_Bot(aPlayer).SetAndRespawnBot();
	}
	else if(UR_PlayerController(aPlayer) != None)
	{
	 if(UR_PlayerController(aPlayer) != None){
		 UR_PlayerController(aPlayer).ShowClassMenu();
		 SetAndRespawnPlayer(UR_PlayerController(aPlayer));
	  }else{
				//SetAndRespawnPlayer(UR_PlayerController(aPlayer));
	  }
	}

}
It need fire check in this code to make sense that what I think.

------
This some what little stable. It works online and offline. I just need to check which one is online and offline use code when the game start up for checks.
if (FireModeNum == 1 && WorldInfo.NetMode == NM_Standalone) //this deal with offline
		{

		  ShowClassMenu();
		}
		else if (FireModeNum == 1 && role < role_authority)//this deal with online server
		{
			ShowClassMenu();
		}
		else
		{
//need if statement in here else either error show in offline and online game start.
		//server side
		setServerPlayerSelection(PlayerSelection.PlayerClass, PlayerSelection.PlayerWeapon, PlayerSelection.PlayerKit, PlayerSelection.ArmourRatio, PlayerSelection.ColourData, PlayerSelection.EffectsColour);
		ServerReStartPlayer();
				//stand alone
				ServerReStartPlayer();
				UR_Game(WorldInfo.Game).SetAndRespawnPlayer(self);
		}
	}


Those are not update with the svn.

Edited by Darknet, 29 June 2008 - 05:30 PM.

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#68 ambershee

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Posted 01 July 2008 - 03:07 PM

Online meeting, tomorrow, 19:00 GMT?

#69 Darknet

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Posted 01 July 2008 - 06:26 PM

sure, ^^)>
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#70 xiongmao

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Posted 02 July 2008 - 07:19 AM

I've fixed Replication (finally understood that opening an UIScene on client side doesn't block the server :shiftee: ) there's still a problem with choice at start (got an access none, hope I can fix that tonight).

As I said in my mail, there are some issues on
- LandMine (John knows the bug)
- weapon "blaster something" has a problem of infinite reload (from Five Damn Dollars who tested the mod)

Hope we can override the upload file.

#71 xiongmao

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Posted 02 July 2008 - 08:44 PM

Hi all double post,
- Replication is fully working :shiftee:
- landmine is ok

I've uploaded a new archive on svn in release folder (v1.2). Luke, you just need to send the archive, check the readme if everything all right. If you can also know why modb takes so long time to give authorisation ?
Well as I say To John, "We Made It !!!" :crazed:

I'll take a break from UScript during some weeks.
Good job, guys :ph34r:

Ps: I've submitted the first time to MSUC under the name "SheeLabs Team"

Edited by xiongmao, 03 July 2008 - 07:49 AM.


#72 ambershee

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Posted 04 July 2008 - 05:08 PM

I've emailed Jeff about our submission, but have not yet had a response, Will chase up ModDB and get a profile authorised tonight - it's taking them far too long,

#73 xiongmao

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Posted 04 July 2008 - 08:18 PM

Great !!! Wait and see :grin:

#74 Darknet

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Posted 05 July 2008 - 02:29 PM

(^^)>
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#75 ambershee

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Posted 05 July 2008 - 09:03 PM

No news yet. Looks like we may have to wait until after the weekend :(

#76 xiongmao

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Posted 10 July 2008 - 07:12 AM

Hey guys
Check out MSUC Website :)
Does anyone know when Epics publishes the winners ?

#77 ambershee

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Posted 10 July 2008 - 05:34 PM

Yeah, great stuff. Who knows when winners will be announced. Probably not for a while.

#78 Gleedo

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Posted 04 April 2009 - 10:02 AM

Should this mod work against UT3 v2.0?

Ive tried to run it, but it keeps crashing when I select 'start game' :p

#79 ambershee

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Posted 04 April 2009 - 02:15 PM

It's not been tested with patch 2.0, but there shouldn't be any reason to crash, as far as we're aware.




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