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Posted: Sun Aug 23, 2009 1:06 am
by Wigglebottom
woohoo :D thanks *Wiggle* will try it out tomorrow.

Posted: Tue Aug 25, 2009 5:52 pm
by }TCP{Snowbird
Any luck with it man? Give me a hint, and I will help where I can. Frank

Posted: Tue Aug 25, 2009 6:16 pm
by Wigglebottom
well , to be honest i havnt had much done since my ut-edit started bugging x.X *Wiggle* it keeps giving me a blank screen and when i load a map it gives me a nice little error -_- been trying to fix this today with no luck but i will get the program to work again even if it means re-installing the game once more. *Wiggle*

for illustrative purpeses i have made a little screenie to show you what i mean *Wiggle*

Image

as ya can see its going to be hard getting stuff done when ya cant see what your working on :P *wiggle* but i hope to clear this up soon.

*edit* you might make more sense of the error than i can so i will post it here too

the error tells me :

Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2408 MHz with 2047MB RAM
Video: NVIDIA GeForce 8800 GTS 512 (6906)

Bad expr token 3a

History: SerializeExpr <- (3A) <- UStruct::Serialize <- (Class myLevel.TFAEmbed0) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.TFAEmbed0) <- LoadObject <- (Class myLevel.TFAEmbed0 1725207==1725207/6651682 1725161 60) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="D:\Unreal Anthology\UT2004\Maps\AS-7Co-TheEgyptianPyramid-Final).. <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

thanks in advance *Wiggle*

Posted: Tue Aug 25, 2009 7:43 pm
by }TCP{Snowbird
I can help with the white screen, but I am not sure if it is the same problem.

The editor has a problem, and it can be fixed, by going into the view tab. In the pop-up menu click on the "viewports" menu, and then "configure..." tab.

Choose your style, and the view ports will be back.

But the error I have no idea what that is.

If this does not work, save all of your work, and reinstall. Frank

*** EDIT ***
I just looked through the text again, and you may have a more serious problem.

Did you "save" something that may have been part of a name for the game/editor?

Posted: Tue Aug 25, 2009 9:43 pm
by Wigglebottom
:P might be my virus scanner , anything that seems like a threat will be quiarientined and elliminated. so it could be it removed something important *wiggle* havnt tried the first solution yet (was playing unreal) but will try in a minute , thx fo the help *wiggle* ^^

Posted: Tue Aug 25, 2009 11:15 pm
by Wigglebottom
thanks , messing around in the vieuwports helped allot. it seems my editor didnt want to display anything becouse there were no windows to display it in, wich probebly gave the initial error. tried to load a random map once i set up 2 vieuw windows and the error didnt apear *Wiggle*

thanks again for the help frank ^^ *Wiggle*

result picture of the windows:

Image

i will try to set everything to its normal state tomorrow and will be editing again ^^

*Edit*

got the stuff setup right again and the walls are closed again ^^


Image

*editer*
am i right that semisolids are shown axactly similar than your avarage added or substrackted form? *wiggle* couse i might be doing something wrong. once i set the brush to semisolid and use the add function it looks the same as a solid one (dark blue).

Posted: Fri Sep 04, 2009 4:34 pm
by Wigglebottom
Wigglebottom wrote: havnt found the way to let the mover stay at the spot as long as the person stands on the trigger. but in time i might find the right options (or the right tutorial :P)
eureka :D (or something like that) i found a way to keep mover standing still as long as someone is in the area of the trigger. the main problem was with the RepeatTriggerTime and RetriggerDelay *wiggle* the fitst is now on 360 seconds and the other has no time anymore ^^ strangely enough the RepeatTriggerTime bugged my mover into never returning when someone was in the area of the trigger (wich coused a major problem for the lvl layout) now it takes so long to get the repeat trigger that it will never happen. the person will sooner die from a camper warning :P *Wiggle*

ps. sorry about the off-topicness but i'm so glad :D *Wiggle*

Posted: Sat Sep 05, 2009 6:50 am
by }TCP{Snowbird
GJ on the mover. Movers are a tricky thing. I am not sure what you were trying to do, but it sounds that you have solved that problem by experimenting, and mostly that is the only way around.

On the semisolid walls, the color will stay the same as the add, subtract color of the brush. It is just a different characteristic of the brush.

Posted: Sat Sep 05, 2009 2:18 pm
by Wigglebottom
alright ^^ i will check their options to see if i can find somthing telling me if its semi-solid or solid *Wiggle*


the triggers have less options than the emitters ^^ at least the ones i was trying , still they are pretty flecible becouse you can link em to all kinds of stuff *Wiggle* i rather like em :D

Posted: Sat Sep 05, 2009 5:53 pm
by }TCP{Snowbird
Yes, Triggers are very powerful. You can use them for all kinds of things.

Try this for an experiment. Attatch a light to a mover. Make it invisible, and move it back and forth along a wall. ;)

Posted: Mon Oct 12, 2009 7:23 pm
by rejecht
This one is called Ramses on the server now, right?

Someone mentioned it took long to download the Ramses map, so I guess it has the same problem as your newest map--that is, packages that come with the game are included with your map, when they shouldn't. Just a heads up while I remember. :!: ..and fix those wall bugs! You won't be able to wiggle your way out of this one! :twisted:

Posted: Mon Oct 12, 2009 7:38 pm
by partydevil
this is dm-}TCP{ramses

Posted: Mon Oct 12, 2009 8:23 pm
by rejecht
Affirmative.
That's the version I'm talking about.

Posted: Mon Oct 12, 2009 9:17 pm
by Wigglebottom
hehehe, thanks for the heads up Rejecht.
the wallbugs are fixed and the pilars are semi-solid (most of em at least) *Wiggle* just havn't uploaded it yet. was planning on trying to make the area information things in the autum vacation that is comming up. once those are done the map will be near compleation and i will upload it. i could upload the fixed version without the area info if the bug realy bugs ya ^^ but it wil be changed again in about 3 weeks (if my plan works out)
for the time being i will remove the map download from this post since it might have files that it shouldnt contain *Wiggle*

ps. i will also take the time to seperate the custom files from the origional ut files this comming vacation, at the moment its still one big mess *Wiggle* and i dont have the time to sort it out at the moment.

Posted: Sat Dec 12, 2009 7:04 pm
by Wigglebottom
i finaly been able to update the Ramses map, still hasnt got area locations thoug, but the bugs should be gone. the new download is at my first post.

have fun ^^ *Wiggle*