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61  RypelCam / Unreal Tournament 3 / Re: Rypel Cam for UT3 on: Sat 27.04.2013 10:44:14
My attempt to have a recording/playback feature with UnrealScript for UT3 should be in the repo, isn't it?
62  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Goodbye, GameSpy on: Wed 27.03.2013 14:24:55
This will affect logins, for sure. And the master browser will not work anymore (direct connect should work well).

I don't know which service will be used if UT3 is integrated into Steam, but there is an official response...

http://forums.epicgames.com/threads/940578
63  RypelCam / Unreal Tournament 3 / Re: Rypel Cam for UT3 on: Thu 24.01.2013 01:29:08
One word:
Refreshing

I like to see the community is still asking for improvements which keeps people busy  afrodd.gif
64  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Sat 07.07.2012 08:36:53
The official RypelCam site (rypelcam.com) is flagged as an attacking site. rypelcam.net has just a file lisiting and is nor working correctly.
65  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Single player chapters - how to unlock on: Mon 22.08.2011 12:30:51
According to your thread on Epic forum (Link) you want to capture these videos. There is no need to capture these videos. RadVideo Tools has an option to convert a bik file to avi.




But you need to extract the voice with the Editor.
66  RypelCam / Tutorials & Discussion / Re: RCam discussion & Feature requests on: Wed 20.07.2011 08:25:21
Okay. So there is a zoomed view in a clientside recorded demo?
So, i would be possible to add this zoom overlay.
67  RypelCam / Tutorials & Discussion / Re: RCam discussion & Feature requests on: Tue 19.07.2011 06:19:56
Can you change the view for the zoom of the sniper?Huh?  whistle (i think not...)
You mean you want to have a zoomed view if the players uses the secondary fire of the SniperRifle? I tried to get information about that issue, unfornately all these information are not "stored" into a demo.

But who knows, maybe this feature will come ...
68  RypelCam / Tutorials & Discussion / Re: RCam discussion & Feature requests on: Wed 22.06.2011 22:10:26
Well, i think there is a solution for that (would a bit hacky, but it would work). Need to work on it, the next weeks (less time atm).

Assasins, can you uploaed a demo for me/us, so we can try to work along this specific problem?
69  Guests Area / Hobbies / Re: The web designing topic on: Tue 10.05.2011 15:25:46
http://aka_sova.byethost10.com/new%20era/

Don't use a space character in names/pathes.

You made progress ^^
70  Unreal Tournament 3 / Clan Matches - unofficial / Re: Fick Fun War on: Sun 08.05.2011 21:34:41
You do not need to watch it ^^. He's already banned on DoS (i think only #3 atm) and MPUK as well
71  Guests Area / Hobbies / Re: The web designing topic on: Sat 07.05.2011 17:18:17
Flash is so 2008 Wink. Not every device and bandwidth is able to "render" flash buttons.
For the easiest purpose you could use some basic Javascript framework animations.
But basically a good site is based on his content not on his presentation ^^ (at first case).
72  Unreal Tournament 3 / Clan Matches - unofficial / Re: JOLT FALL MANIA CHAMPIONSHIP on: Wed 02.03.2011 20:52:14
So might be a good start to write a lil C++ code that reads the .ini file and searches for it to see if it's false or true. Can you implement C++ code in unrealscript?
As far as I know, it's not possible to implement native code in a normal way which will be loaded clientsided and serversided. There is no documentation about that stuff for the publicity. Some articles of the UDN documents are still closed source.

Wormbo said something about that as well
Quote
No headers (required for compiling the DLL), no way to really integrate it, no support for custom native code anyway (stock native code is all compiled into UT3.exe, game won't load custom DLLs), etc.


Or would you have to force people into installing it for clanmatches?
Yes, like the Xray tool.

Create a tool (does not need to be C++) which parses the INI, check the variables, send the result via TCP/UDP to your server repeatedly (server needs a tool for incoming data; could be done via Unrealscript within UT3 (--> class TCPLink). If you use an external process/tool for incoming data it will be difficult to interact with UT3.exe.
Btw. the WedAdmin interface is the same thing - TCP/UDP interaction with the server. Take a look at some examples (Development source\UWeb\Classes\*)
73  Guests Area / Other Games / Re: Bulletstorm on: Fri 25.02.2011 21:25:30
Also the fact that you can carry 4 weapons and you need to change between them with using the numbers at the top of your keyboard(1,2,3 and 4). This is a downside for me since I use numpad to play my games, you have a switch weapon but it's only for switching between the last weapon you used!

Mmh, i can use my Mousewheel to switch between weapons and use MiddleMouse button (pressing Mousewheel) i can use the melee attack (kick).

And it's quite amusing how they wanted to prevent cheating by encrypting the INIs.

Another person who likes to watch the credits Wink.
74  Guests Area / Other Games / Re: Bulletstorm on: Thu 24.02.2011 22:38:13
I'm going to install it now ^^
75  Guests Area / Other Games / Re: Which other games are you playing? on: Wed 09.02.2011 18:09:48
How cute you can shoot a lighter fire with your forefinger.  msn012.gif


I played Enclave. And really liked it. I started playing Dark Messiah too, but did not continue after like an hour or so.


Let's Play Enclave (Playlist)
http://www.youtube.com/view_play_list?p=6742DF5EB83F60A3
Let's Play Enclave
76  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Wed 19.01.2011 21:14:26
The main problem about rk Demowatcher is the problem that the script which should be excuted on game start, is not properly executed when you're having the AutoLogin feature enabled.

In order to run rk DemoWatcher, you need to disable the AutoLogin feature (logout and untick "Auto login").

Well, as is see its nothing special about rk Demowatcher, i created a batch script, which is quite good. You can edit things directly (not needed imo), and you see what's done by the rk Demowatcher.

My script will run without rk Demowatcher and does the same thing (one difference, files doubleclicked in the 'Demos' folder will not be copied).


@fcb: Do you have autologin?

---------------------------

RSDemoLinker

Download:
RSDemoLinker v0.1

Installation:
Quote
1. Extract the content into a folder
   (like "C:\Program Files\RSDemoLinker")
2. Goto that folder and start:
   > Install.bat
3. Enter your path of your UT3 installation location
   (e.g. "C:\Games\Unreal Tournament 3\Binaries\")
4. Enter a 2nd path of your user files of UT3
   (e.g. "C:\Users\<USERNAME>\Documents\My Games\Unreal Tournament 3\UTGame\Demos\")
4. A new batch script will be created. The paths will be saved into this newly created file.
5. Double click any demos out of the explorer
   (if the file is not in the 'Demos' folder the file will be copied temporarly)
6. Enjoy
77  Guests Area / Other Games / Re: Bulletstorm on: Mon 17.01.2011 19:43:40
Really strange. Bulletstorm on GamesForWindows. UT3 on Steam. Gears of Wars not anymore on PC. Epic/Midway is really consistent  in publishing games  Crazysmile1

And it's good that people have to use an activation method. Less piracy (don't know the statistics, but i think so). And piracy is the reason why all developers are not supporting the PC anymore (only as developing environment).

A singleplayer in Bulletstorm is good enough. The multiplayer could be good as well. Reminds me a bit of Left4Dead. I hope that it will have such a modification support like the Unreal Series.
78  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Audacity on: Tue 11.01.2011 20:09:16
Sony Vegas is about editing video mostly. The audio editing capability is limited. A great addition is to use SoundForge
http://www.sonycreativesoftware.com/soundforge

Another great software is Audition by Adobe
http://www.adobe.com/products/audition/

For an easy way to create mixes is to use MixMeister
http://www.mixmeister.com/
You can watch the tour to get impressions
http://www.mixmeister.com/tour/choice.html

But Audacity should be fine as well.
79  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Sat 08.01.2011 19:25:52
Oh great that you open up a new thread. I will add there a post soon.

I just ran a quick test with the updated rcam version by Rattlesnake.
The view of the camera in vehicles is great, it is the same as while playing.
It's just a simple function, you can add it to the RCam version as well. Well i changed the name to not interrupt with the original version.

The changes to fix the logfile warnings about missing 'cc' are causing some problems though.
The cam points are not visible and ut3 crashed when I tried to change the visibility mode (numpad9) or selected a cam point (with numpad+/-).
That's why i want to create RCam from scratch since it's a bit messed up code (version 3.1 if you want). So it wil be easier to add functions to it.
80  RypelCam / Unreal Tournament 3 / Re: Rypel Cam on: Sat 08.01.2011 01:46:38
First of all, great work VegasKill afrodd.gif and Rypel and the other developers.

As I installed your version (I was using the previous version from time to time) i noticed the big log file. It is full of errors caused by accessing a variable of the CamHud class and 2 other classes (don't know the names atm ... maybe the DecalManager and the CamControl).
At that time I decided to lookup into the code and try to fix these bugs and go report it here. Well I managed to fix the errors and added some improvements (atm only minor ones).

Changelog:
Quote
3.07 mod v0.1
======================================
- cleaned up code
- fixed error on accessing 'CC'
- added locked view in 3rd person based on player's viewpoint for players and Vehicles (replaced with serversided demos, 'L')

I cannot say if there are features which won't work anymore, but for my purpose (watching demos) it's working well.

I really got an idea to add a feature which let you rewind and fastforward the demo virtually. This means the demo is not playing but you can change the time. I think it can be achieved by recording the location, rotation and velocity of any dynamic actor (players, projetilces, weapons, flags, shots, etc.) and save them into an array. As every frame/tick is unique in UT3, the movements should be the same at every playback of the recorded objects. Don't know if UT3 can handle such big array, but it should work, as it is the same thing as the Knotens in RypelCam.
I cannot say if it will be a good feature for edidting demos (timedpath, and so on) and if it increases the productivity because i don't edit nor i do not know how to. I just use Rypel to watch the demos.

Furthermore I think i'm able to add a Overlay menu where you can control anything Rypelcam related stuff in that menu - like enabling 'Path Edit Mode', pick a specific CamPoint, Players, etc. It's alot of work but i think it would be good to have such feature in it.

I'm currently working on a clean version from scratch just to implement new features easily as the code is a bit messed up.

I do not know if i break any copyright because there are none (at least not listed in the readme.txt) but i did not published the code else nor taking any profit out of it. I just did it for my own purpose and want to share the result.

Download:
RSCamEx_v0.1_(Rypelcam_v3.07).zip

It's only the compiled script. Let me know if you're interested in.

Btw. hi all Smiley
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