Programming Update #1

As promised, here’s the first update on the programming aspects of Project Stealth. Before I start, I would like to mention that this update will be more or less an informative update on the technical side of Project Stealth.

At this very moment, I and other programmers are working on a so-called framework. What is a framework you might wonder? Well, to understand that, let me tell you something about the job of a programmer. As a programmer, we are responsible for everything that happens in-game, the way you can hold W to move forward is done by us. Unreal supports a scripting language called UnrealScript, which gives us literally direct access to the Unreal Engine to do whatever we want. As some of you with PHP/C++/Java knowledge might know, UnrealScript is an OOP-based language (OOP = Object-Orientated-Programming), which means that every piece of functionality (like HUD, movement, game-types) are divided in different files which are all linked together in some way (so, one file wouldn’t work without the other and so on).

As for an Total Conversion (that’s how you call a MOD that completely replaces the game’s original content) we have to start from scratch, which actually means “with nothing”. To still have some kind of structure in our way of programming, we are developing a framework which will make our life easier once we get to the part of implementing PS features. You could see the framework as an collection of those “different divided files” which will eventually get linked to the PS files. The idea of the framework is that it can run a game without actually having any PS functionality in it (a base).

With that explained, I guess we can give you an update on the framework itself as well. For now, we are in the process of getting the framework up-and-running for PS features. We already managed to run it with the minimum amount of code, we can start a menu with it, load any level and spawn in it and just walk around, we even managed to get it to load a custom intro. Some files are still linked to UT3 files, but we will replace that little-by-little with our own files.

Last but not least, we can report some news on the visions. MR.Mic has been working very hard on them and the programming department have been thinking of a way to get them in the game. To get the visions to work, we have to swap some textures when you are playing. Without the swapping, the thermal vision for example won’t show anything hot on your screen. Though, there are some problems making the swapping completely client-side (which means that only you, the one that activates the vision, can see the textures chancing), it will be a big problem if someone would enable his vision and you will see textures change while they shouldn’t. Anyway, the next update will probably go about this issue, since we might have found/receive an answer.

I hope this update was clear and satisfying enough! Up till the next update! For comments or feedback, please sign up and leave them. Eventually, you can also go to the forum and leave your comments there (link).


A little update

I finally updated the blog to it’s final state (as far as the normal user can see :P) and it’s finally ready for the big work.

The update includes:
- Finished the comments theme
- When registered, you can enable e-mail notifications on new entries
- Tweaked the theme a bit
- Some optimizations

I also have some other great news. Me and some others are granted to keep you guys updated on the non-graphical side of Project Stealth (like coding). Hurray!

So register yourself and enable e-mail notifications so your the first one to know whats happening in the land of updates!


A little late but…

Happy new year all!

The ModDB voting days are over and we are eagerly waiting for the final results on how we did.

Project Stealth is coming along good, so is it programming-wise, we made some decisions here and there but we are really getting somewhere.

Thanks for all the support and up till the next update!


A big update!

At first, sorry for the lack on updates… PS Developers seem to forget that also they have access to the blog Control Panel *hint!*…

At first, we would like to announce our 2 new members, silence and Denny.

silence is going to do some modeller work for us in the coming month(s), while Denny is going to animate the Merc and more.

Also, we would like to ask everyone to register and vote in this page http://www.moddb.com/mods/9033/project-stealth.

Note: Votes from unregistered (AKA guests) don’t count (yet), please register before you press the nice and big Vote button. Thank you.

Besides all this, we would like to let you guys know everything is starting to roll. For now, we even messed up our UT3 installation for the sake of Project Stealth.

Anyway, have faith (and VOTE!).


Unreal Editor 3.0 Tutorials - Getting Started

Please take a look at the videos at various video site like 3dbuzz.com

For those who wanna try it out, with this, you could start making a map for Project Stealth.

Have fun!


The return of the… BakerCo!

Hurray!

This time we have some good news for you all: BakerCo has returned!

For those who don’t know, BakerCo is a coder/programmer who had applied for Project Stealth some time ago. Unfortunately, he had been called away to do his duty and couldn’t help out Project Stealth anymore.

But lately he managed to contact us and said: ”I have returned for at least six months”.


Information update

I’ve contacted one of the guys on UDN to request a tutorial on basic TC setup, a couple of hours later I received an answer. This is a part of the mail:

“Your request for TC basics is a good one; and one that we are working on putting together as priorities allow. Stay tuned!”

I will…

(excited)


“All Not So Quiet on the Western Front”

I must admit, those guys from Epic are fast!

I send a PM to Mysterial a couple of hours before posting the TC-mod post and I already received an answer.

Mysterial said to me he/she would post a sticky about creating a TC when he/she had time for it.

That’s the kind of community support we like.

Keep it up!

Note: Sorry for the title, I just came out of a History class.


How do you create a TC again?

Well, most of the members from the developers team got their hands on a copy of UT3, so did I.

Unfortunately, it seems UT3 works slightly different than RoboBlitz, more in the way of making a Total Conversion of it. I am eagerly looking for a solution.

Though, I already managed to get UT3 to run some custom content (and I do not mean a mutator) but it isn’t what I want. It seems that for now, we have to edit the main configuration files (the INI’s that can be found somewhere in My Documents) to get UT3 to run what we want. This isn’t the cleanest way to do it unfortunately.

As long as Epic won’t release some proper documentation about command-line arguments and such, I’m afraid you will have to make a second copy of UT3 on your hard-disk (a stripped down version that is). This perhaps raises an discussion: “Would you make a second copy of UT3 on your hard-disk, just so you can play both UT3 and Project Stealth?”

Edit: Perhaps there is some hope… I just found this in the one of the core INI files:
“ScriptPaths=..\%GAME%Game\Script
FRScriptPaths=..\%GAME%Game\ScriptFinalRelease
CutdownPaths=..\%GAME%Game\CutdownPackages
CutdownPaths=..\%GAME%Game\Script
ScreenShotPath=..\%GAME%Game\ScreenShots”

Do you see the %GAME% and Game? Well ut3.exe in this case, makes %GAME% UT, which makes it start up UTGame which can be found in the My Documents folder and in the Main installation folder.


Back online!

Alright! I just registered myself a .com domain yesterday (thanks frvge), so I am going to move all my main sites to this one.

The first one to be ported was this blog, as promised. I hope this URL is easier to remember.