https://wiki.beyondunreal.com/w/api.php?action=feedcontributions&user=Haarg&feedformat=atom Unreal Wiki - User contributions [en] 2017-11-18T00:02:24Z User contributions MediaWiki 1.25.1 https://wiki.beyondunreal.com/MediaWiki:Monobook.css?diff=34596 MediaWiki:Monobook.css 2009-07-29T01:37:43Z <p>Haarg: adjust for new syntax highlight extension version</p> <hr /> <div>/* &lt;!-- Fix for weird-looking preview and diff, doesn't affect CSS content --&gt;&lt;source lang=&quot;css&quot;&gt; */<br /> <br /> /** Unreal Wiki Style **********************************************************<br /> *<br /> * Description: Adjustments to the style to give the site a bit more of a unique<br /> * identity<br /> */<br /> <br /> /* global background color */<br /> body {<br /> background: #cfe7ff;<br /> }<br /> <br /> /* indent sidebar boxes a tiny bit */<br /> #p-navigation,<br /> #p-search,<br /> #p-tb {<br /> margin-left: 0.4em;<br /> width: 11.2em;<br /> }<br /> <br /> /* sidebar box background color */<br /> #p-navigation .pBody,<br /> #p-search .pBody,<br /> #p-tb .pBody {<br /> background: #eff7ff;<br /> }<br /> <br /> /* content and page tab background color */<br /> #p-cactions li,<br /> #p-cactions li a {<br /> background: #e0f0f7;<br /> }<br /> #content,<br /> table,<br /> #p-cactions li.selected,<br /> #p-cactions li.selected a,<br /> #p-cactions li a:hover {<br /> background: #eff7ff;<br /> }<br /> <br /> /* Legacy namespace content */<br /> .ns-100 #content,<br /> .ns-101 #content {<br /> background: #eff7ff url(/w/images/LegacyBackground.png) top right no-repeat;<br /> border-color: #909;<br /> border-width: 2px;<br /> }<br /> blockquote.legacyquote {<br /> background-color: #cfe7ff;<br /> border: 1px solid #909;<br /> margin: 1em 25%;<br /> padding: 0.5em 1em;<br /> }<br /> <br /> /* UE1 namespace content */<br /> .ns-102 #content,<br /> .ns-103 #content {<br /> /*background: #eff7ff url(/w/images/UE1Background.png) top right no-repeat;*/<br /> border-color: #880;<br /> border-width: 2px;<br /> }<br /> <br /> /* UE2 namespace content */<br /> .ns-104 #content,<br /> .ns-105 #content {<br /> /*background: #eff7ff url(/w/images/UE2Background.png) top right no-repeat;*/<br /> border-color: #13b;<br /> border-width: 2px;<br /> }<br /> <br /> /* UE3 namespace content */<br /> .ns-106 #content,<br /> .ns-107 #content {<br /> /*background: #eff7ff url(/w/images/UE3Background.png) top right no-repeat;*/<br /> border-color: #800;<br /> border-width: 2px;<br /> }<br /> <br /> /* page tab border color */<br /> #p-cactions li {<br /> border-color: #c0c0c0;<br /> }<br /> #p-cactions li.selected {<br /> border-color: #aaa;<br /> }<br /> <br /> /* tab border hack for IE 6 and earlier */<br /> * html #p-cactions li {<br /> border: none;<br /> background-color: transparent;<br /> }<br /> * html #p-cactions li.selected {<br /> border: none;<br /> background-color: transparent;<br /> }<br /> * html #p-cactions li a {<br /> border-color: #c0c0c0;<br /> }<br /> * html #p-cactions li.selected a {<br /> border-color: #aaa;<br /> }<br /> <br /> /* tab border hack for IE 7 */<br /> *:first-child+html #p-cactions li {<br /> border: none;<br /> background-color: transparent;<br /> }<br /> *:first-child+html #p-cactions li a {<br /> border-color: #c0c0c0;<br /> }<br /> *:first-child+html #p-cactions li.selected a {<br /> border-color: #aaa;<br /> }<br /> <br /> /* personal links */<br /> #p-personal li a:hover {<br /> background-color: transparent;<br /> text-decoration: underline;<br /> }<br /> <br /> /* heading and line color */<br /> h1, h2 {<br /> border-bottom: #cde solid 1px;<br /> }<br /> h1 {<br /> color:#508;<br /> }<br /> h2 {<br /> color:#40a;<br /> }<br /> h3 {<br /> color:#0a0;<br /> border-bottom: #cec solid 1px;<br /> }<br /> h4 {<br /> color:#04a;<br /> }<br /> hr {<br /> color: #909;<br /> background-color: #909;<br /> margin-top: 1em;<br /> margin-bottom: 1em;<br /> }<br /> <br /> #mw-subcategories h3,<br /> #mw-category-media h3,<br /> #mw-pages h3 {<br /> color: black;<br /> border-bottom: none;<br /> }<br /> <br /> #siteNotice {<br /> float: right;<br /> font-style: italic;<br /> text-align: right;<br /> max-width: 40%;<br /> }<br /> <br /> /** Advertisement placement ****************************************************<br /> *<br /> * Description: Positions the advertisement correctly, and adjusts the footer<br /> * bar to fit in well with it.<br /> */<br /> <br /> #f-copyrightico {<br /> top: 0px;<br /> margin: 10px 0px 19px 8px;<br /> }<br /> #f-poweredbyico {<br /> top: -4px;<br /> margin: 0px;<br /> }<br /> #f-poweredbyico, #f-copyrightico {<br /> height: auto;<br /> }<br /> #footer {<br /> background: #eee;<br /> border-top-color: #aaa;<br /> border-bottom-color: #aaa;<br /> min-height: 55px;<br /> padding: 4px 0pt 1px;<br /> }<br /> /* hacks for IE6 (and earlier) */<br /> * html #footer {<br /> height: 55px; 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*/</div> Haarg https://wiki.beyondunreal.com/Help:User_page?diff=34520 Help:User page 2009-07-01T22:25:07Z <p>Haarg: Reverted edits by 146.83.8.31 (Talk) to last version by Wormbo</p> <hr /> <div>A '''user page''' is a page about a wiki user; someone who registered on the wiki, and is (most probably) a contributor. If you have registered, you can create your own user page. Your user page is linked in the top right. More importantly, others will see links to your user page from various places which assist wiki collaboration. This includes the 'Recent changes' and page 'history' displays (See [[Help:Tracking changes]]). You can also link to your user page within text of a wiki page, which is mainly useful on [[Help:Talk pages|talk pages]] when you sign your name.<br /> <br /> == What to put on your user page ==<br /> User pages are just as flexible as any other wiki page, and it's a page all about you, so generally people will leave you to freely write your user page in whatever format you like. Think of it as a 'profile' page. It's a feature to help other people know who you are, and to bring the online community closer together. You might like to mention where you are from and what your job is. You can also state what your main areas of interest are in relation to the topic of the wiki, and describe contributions you have made or are areas where you are interested in contributing.<br /> <br /> === User scratchpad / development area ===<br /> You can use your user page as a scratchpad. An area for developing ideas without cluttering the main namespace. If subpages are enabled (See [[Help:Subpages]]), you may find them useful for creating sub pages under you user page. However you should avoid expending too much effort within your own area of the wiki. Be bold! Edit the main wiki articles! You can also use the shared [[Project:Sandbox|Sandbox]] page for quick (non-permanent) wiki experimentation.<br /> <br /> == Other people's user pages ==<br /> <br /> As mentioned above, you will see links to other people's user pages, in various places throughout the wiki.<br /> <br /> === User Contributions ===<br /> When viewing another person's user page, an additional link &quot;''user contributions''&quot; appears in the 'toolbox' area (bottom left). This takes you to a list of all of this user's wiki edits. Use this to get an idea of how prolific a contributor somebody is, or to track down edits made by a user who is causing trouble/making bad wiki edits.<br /> <br /> === Editing someone else's page ===<br /> It's generally considered bad etiquette to rewrite or reword another person's user page. Editing is not disallowed, but you should avoid adding information (or especially opinions) which might be misinterpreted as coming from that user, in situations where this could potentially cause upset. Some types of edit are widely acceptable, and unlikely to cause upset:<br /> <br /> * Fixing wiki links, when a page has been [[Help:Moving a page|moved]] or [[Help:Deleting a page|deleted]]<br /> * Fixing broken external links<br /> * Categorizing or fixing categories of user pages.<br /> <br /> === User talk pages ===<br /> Every user page has an associated talk page; a &quot;user talk page&quot;. This is a special kind of talk page, for leaving messages directed at a particular user. See [[Help:Talk pages#User Talk pages]].<br /> <br /> <br /> [[Category:Help|{{PAGENAME}}]]</div> Haarg https://wiki.beyondunreal.com/Legacy:Using_The_Wiki?diff=34480 Legacy:Using The Wiki 2009-06-12T00:07:05Z <p>Haarg: Reverted edits by 93.72.233.81 (Talk) to last version by Wormbo</p> <hr /> <div>Welcome to the Unreal Wiki. This page explains how to get the most out of the site. <br /> <br /> ==The Wiki Concept ==<br /> <br /> {{innerbox| The Wiki is a real-life &quot;Hitchhiker's Guide to the Galaxy&quot;, the black thing with &quot;Don't Panic!&quot; written (in big friendly letters) on its cover, only that anybody can edit it. It occasionally also represents the chaos of all the discussions in the Wiki, resembling the random recipes to the ''Pan Galactic Gargle Blaster'' and similar things.<br /> <br /> }}<br /> <br /> In other words: If you can't find it, ask somebody to add it. If nobody can help, find out and add it. Let the discussions go chaotic, but clean it up later.<br /> <br /> A '''Wiki''' is a kind of website where anyone can edit pages. At the foot of every page you'll find a link &quot;Edit text of this page.&quot; Clicking this will load a new page with a form containing the page text. <br /> <br /> The idea is that everyone can easily and quickly contribute information and ideas (and stuff). You may add to or reorganize any page, except some where the original author has requested otherwise (such as personal contributor pages). <br /> <br /> * '''Everybody can edit. That's a feature, not a security hole.''' So, yes, with very few exceptions you can just go ahead and overwrite a page full of content with some random garbage (and in fact that happens every once in a while). But all changes are logged, old revisions of a page are kept by the system and can be restored by anyone with only a few clicks. If you want to know more about how and why this site works, see the [[Legacy:Wiki FAQ|Wiki FAQ]].<br /> <br /> * The raw text you edit is not HTML, but '''plain text with simple markup''' to produce features such as headers and lists. See [[Legacy:Wiki Markup|Wiki Markup]] for more.<br /> <br /> * The [[Legacy:Sandbox|Sandbox]] has been established for '''practising Wiki markup editing.''' If you want to get a feel for how the Wiki system works, go there and try it out. Please don't make practice edits on other pages.<br /> <br /> For more about contributing to the Unreal Wiki see [[Legacy:New Contributors Quick Start|New Contributors Quick Start]]. The rest of this page is about using the site to find information.<br /> <br /> ==Wiki Etiquette==<br /> <br /> Contributing etiquette aside, there are a few points we'd like visitors to consider:<br /> * Please don't use &quot;harvester&quot; or &quot;offline reader&quot; downloading programs to grab the entire contents of the Unreal Wiki. [[Legacy:Offline Wiki|Offline Wiki]] explains why and suggests alternatives.<br /> * Please don't send emails with general mapping and coding questions to site contributors (such as tarquin or Mychaeel). What we know we tend to write here. What we don't know, we don't know. We recommend BeyondUnreal's [http://forums.beyondunreal.com/forumdisplay.php?forumid=13 Unreal Development] forums: posting here means that more people see your question, and the answers you get are also available for other people to read (if you add what you learn to the Wiki, even better).<br /> <br /> ==Finding Things==<br /> <br /> The Unreal Wiki has over 2,000 pages. That's a lot of stuff. This site is a ''WikiWikiWeb'', and thus it's a ''web'' of pages rather than a hierarchy. Like other wikis, don't expect to take it all in at one sitting. Take some time to wander round.<br /> <br /> There are various &quot;ways in&quot; to the Wiki:<br /> <br /> ===Topic Pages ===<br /> <br /> The [[Legacy:Home Page|Home Page]] is the starting point for the site. Rather than list hundreds of links there, we've organized articles into '''topic pages''', such as [[Legacy:Architecture|Architecture]], [[Legacy:Lighting|Lighting]] and [[Legacy:Texture Topics|Texture Topics]]. Topic pages give an overview of a subject, and links to both tutorials and reference articles.<br /> <br /> ===Search Engine===<br /> <br /> You can easily perform a full-text search of the Unreal Wiki. Just enter some terms (separated by spaces) and hit &lt;code&gt;Enter&lt;/code&gt;. The Wiki will show you the pages that match your query best. (Enclose terms that contain blanks of their own in double quotes.)<br /> <br /> @search@ '''Search the Unreal Wiki:''' &lt;br /&gt;@input@ @submit@<br /> <br /> There is a search field at the bottom of every page on the site. You'll find further tips on searching on the dedicated [[Legacy:Search|Search]] page.<br /> <br /> ===Browser Tabs ===<br /> <br /> The [[Legacy:Wiki Integration|Wiki Integration]] page has tabs that plug in to most browsers. These allow you to create your own personal sidebar of frequently visited pages on the site. There are mIRC scripts too.<br /> <br /> ===Backlinks ===<br /> <br /> You can backtrack with your browser's ''back'' button like with any other site. But you can also get a list of all the pages that link to the page you're reading. To do this, simply click the page's title text (the big bold heading right at the top).<br /> <br /> ===Related Topics ===<br /> <br /> Most pages should give a list of &quot;related topics&quot; at the foot. If you think we've missed some, please add them!<br /> <br /> ===Categories===<br /> <br /> Some pages are grouped in '''Categories'''. This is a sort of tagging system, where the &quot;tag&quot; is just a link at the foot of the page of the form &quot;Category {''topic''}&quot;. <br /> <br /> This is actually just an application of the backlink feature: we create a page called &quot;Category Bob&quot;, and put a link to it on articles we want to be in that category. On the &quot;Category Bob&quot; page, clicking the title produces a list of all the pages that link there &amp;ndash; which is those pages we chose to put into the category.<br /> <br /> Any Category page it itself a member of the [[:Category:Legacy Category]]. So go there to get a list of all categories.<br /> <br /> ==Helping out==<br /> <br /> So you've found more Unreal Engine info that you can shake a stick at. Want to help us get even better?<br /> <br /> * [[Legacy:New Contributors Quick Start|New Contributors Quick Start]]<br /> <br /> If you've got a minute to spare, take a look at [[Legacy:UnrealWiki To Do|UnrealWiki To Do]] :)<br /> <br /> ==What Next?==<br /> <br /> More on the site at [[Legacy:Project FAQ|Project FAQ]] and [[Legacy:Project Aims|Project Aims]].<br /> <br /> You can ask about the site at:<br /> * [[Legacy:Project Discussion|Project Discussion]] <br /> * [http://forums.beyondunreal.com/forumdisplay.php?forumid=249 Project forum]<br /> * irc://irc.enterthegame.com/unrealwiki<br /> <br /> The [[Legacy:MetaTopics|MetaTopics]] page has links to all the pages about the site.</div> Haarg https://wiki.beyondunreal.com/Template:UT3?diff=34110 Template:UT3 2009-03-08T23:43:52Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UT3.png|link=Unreal Tournament 3|alt=UT3]]<br /> |#default=[[Unreal Tournament 3]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UT2004?diff=34109 Template:UT2004 2009-03-08T23:43:27Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UT2004.png|link=Unreal Tournament 2004|alt=UT2004]]<br /> |#default=[[Unreal Tournament 2004]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UT2003?diff=34108 Template:UT2003 2009-03-08T23:43:02Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UT2003.png|link=Unreal Tournament 2003|alt=UT2003]]<br /> |#default=[[Unreal Tournament 2003]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UT?diff=34107 Template:UT 2009-03-08T23:42:36Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UT.png|link=Unreal Tournament|alt=UT]]<br /> |#default=[[Unreal Tournament]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UE3?diff=34106 Template:UE3 2009-03-08T23:41:53Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UE3.png|link=Unreal Engine 3|alt=UE3]]<br /> |#default=[[Unreal Engine 3]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UE2Runtime?diff=34105 Template:UE2Runtime 2009-03-08T23:41:26Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UE2Runtime.png|link=Unreal Engine 2 Runtime|alt=UE2Runtime]]<br /> |#default=[[Unreal Engine 2 Runtime]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UE2?diff=34104 Template:UE2 2009-03-08T23:40:48Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UE2.png|link=Unreal Engine 2|alt=UE2]]<br /> |#default=[[Unreal Engine 2]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:UE1?diff=34103 Template:UE1 2009-03-08T23:40:11Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-UE1.png|link=Unreal Engine 1|alt=UE1]]<br /> |#default=[[Unreal Engine 1]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:U2XMP?diff=34102 Template:U2XMP 2009-03-08T23:39:35Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-U2XMP.png|link=Unreal 2 Expanded Multiplayer|alt=U2XMP]]<br /> |#default=[[Unreal 2 Expanded Multiplayer]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:U2?diff=34101 Template:U2 2009-03-08T23:38:56Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-U2.png|link=Unreal 2|alt=U2]]<br /> |#default=[[Unreal 2]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:U1?diff=34100 Template:U1 2009-03-08T23:38:14Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-U1.png|link=Unreal 1|alt=U1]]<br /> |#default=[[Unreal 1]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/Template:RTNP?diff=34099 Template:RTNP 2009-03-08T23:37:32Z <p>Haarg: </p> <hr /> <div>{{#switch:{{{1|}}}<br /> |icon=[[Image:Icon-RTNP.png|link=Unreal - Return to NaPali|alt=RTNP]]<br /> |#default=[[Unreal - Return to NaPali]]<br /> }}</div> Haarg https://wiki.beyondunreal.com/MediaWiki:Opensearch-desc?diff=34098 MediaWiki:Opensearch-desc 2009-03-08T23:34:56Z <p>Haarg: Created page with '{{SITENAME}}'</p> <hr /> <div>{{SITENAME}}</div> Haarg https://wiki.beyondunreal.com/MediaWiki:Editnotice-100?diff=34097 MediaWiki:Editnotice-100 2009-03-08T23:34:28Z <p>Haarg: Created page with '&lt;div id=&quot;mw-legacypageedit&quot;&gt;Edits to legacy pages are strongly discouraged. Be sure that your edits are in line with the Legacy page license.&lt;/div&gt;'</p> <hr /> <div>&lt;div id=&quot;mw-legacypageedit&quot;&gt;Edits to legacy pages are strongly discouraged. Be sure that your edits are in line with the [[Legacy:Project Copyright|Legacy page license]].&lt;/div&gt;</div> Haarg https://wiki.beyondunreal.com/User_talk:Haarg?diff=33605 User talk:Haarg 2008-12-10T13:37:20Z <p>Haarg: </p> <hr /> <div>== Quips ==<br /> <br /> Can I have this extension? [[User:Dagoth|Dagoth]] 00:13, 23 November 2008 (UTC)<br /> : Sure, although it's a bit of a hack. Not horrible mind you, but I only needed it to work with this site. I'll package it up in the next day or two. — [[User:Haarg|Haarg]] 13:37, 10 December 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Main_Page?diff=32419 Main Page 2008-07-26T00:40:13Z <p>Haarg: Reverted edits by Prefix (Talk); changed back to last version by ElMuerte</p> <hr /> <div>'''Welcome to the {{SITENAME}}.''' This site's goal is to provide comprehensive documentation of the [[Unreal Editor]], [[UnrealScript]] and all technical aspects of the [[Unreal Engine]].<br /> <br /> If you came here as a player and are looking for details about the Unreal series of games, head over to BeyondUnreal's [[Liandri:|Liandri Archives]]. If you are a server administrator looking for information about running servers for Unreal series games, try the [[uadmin:|Unreal Admin Wiki]] instead.<br /> <br /> <br /> {{ambox|type=serious|text=Please refrain from using an offline reader or similar tools to download the entire Unreal Wiki.<br /> <br /> These tools put an insane stress on the server and will most likely get you banned immediately. The Unreal Wiki has a very dynamic nature, but if you want to download a recent snapshot, try our downloadable [[Project:Offline Wiki|Offline Wiki]] archive.}}<br /> <br /> <br /> {{ambox|type=notice|text=We've recently [[Unreal Wiki:MediaWiki conversion|switched]] to the [[wp:MediaWiki|MediaWiki]] engine, and we're taking this opportunity to refresh the site's organization and content. The old content is available in full at [[Legacy:Home Page|the legacy home page]]. During this transition, you'll notice many red-colored links, which point to pages that don't yet exist. [[Project:Community Portal|See how you can help]] form the new, improved {{SITENAME}}.}}<br /> <br /> __NOTOC__ __NOEDITSECTION__<br /> {| cellpadding=&quot;0&quot; cellspacing=&quot;10px&quot; style=&quot;width:100%;&quot;<br /> | id=&quot;topic-list&quot; style=&quot;vertical-align:top;&quot; |<br /> ==Community==<br /> The [[Project:Community Portal|Community Portal]] is the general place to find out what's going on and what needs to be done on the {{SITENAME}}.<br /> <br /> New to the {{SITENAME}}? Feel free to join the other {{NUMBEROFUSERS}} users by [[Special:Userlogin|registering]]. The {{SITENAME}} is a community project and you are invited to [[Project:Helping out|help improve]] it. [[Project:Getting started|Getting started]] provides some tips on how to get started!<br /> <br /> ==Content==<br /> The quickest way to find what you're looking for usually is the search box on the left. Otherwise, try one of the topical starting points below.<br /> <br /> ===General topics===<br /> * [[Unreal Engine overview]]<br /> * [[Modding overview]]<br /> * [[Modding ideas|Modding ideas]]<br /> <br /> ===Mapping reference===<br /> * [[Unreal Editor overview]]<br /> * [[Mapping concepts]]<br /> * [[:Category:Mapping tutorials|Mapping tutorials]]<br /> <br /> ===UnrealScript reference===<br /> * [[UnrealScript overview]]<br /> * [[:Category:Classes|UnrealScript API]]<br /> * [[:Category:Programming tutorials|UnrealScript tutorials]]<br /> <br /> ===Modeling reference===<br /> * [[Modeling overview]]<br /> * [[:Category:Modeling tutorials|Modeling tutorials]]<br /> <br /> <br /> Still can't find what you were looking for? You can browse through all of the [[:Category:Article categories|articles by category]] or the [[Legacy:Home Page|old {{SITENAME}} content]].<br /> <br /> | style=&quot;vertical-align:top;&quot; |&lt;!-- begin recent edits --&gt;<br /> {| class=&quot;infobox infobox-pages&quot; id=&quot;recent-edits&quot; style=&quot;width:300px;float:none;margin-left:auto;&quot;<br /> |-<br /> | style=&quot;text-align:center;font-size:smaller;&quot; |''See [[Special:Recentchanges|Recent changes]] for all changes.''<br /> |-<br /> ! Recent Updates<br /> |-<br /> |&lt;dpl&gt;<br /> namespace=|UE1|UE2|UE3<br /> count=5<br /> ordermethod=lastedit<br /> order=descending<br /> mode=userformat<br /> adduser=true<br /> addeditdate=true<br /> userdateformat=g:ia D, M j<br /> format=&lt;ul&gt;,&lt;li&gt;[[%PAGE%|%TITLE%]]&lt;br /&gt;%USER% - %DATE%,&lt;/li&gt;,&lt;/ul&gt;<br /> noresultsheader=''None''<br /> &lt;/dpl&gt;<br /> |-<br /> ! New Pages<br /> |-<br /> |&lt;dpl&gt;<br /> namespace=|UE1|UE2|UE3<br /> count=5<br /> ordermethod=firstedit<br /> order=descending<br /> adduser=true<br /> addeditdate=true<br /> userdateformat=g:ia D, M j<br /> format=&lt;ul&gt;,&lt;li&gt;[[%PAGE%|%TITLE%]]&lt;br /&gt;%USER% - %DATE%,&lt;/li&gt;,&lt;/ul&gt;<br /> noresultsheader=''None''<br /> &lt;/dpl&gt;<br /> |-<br /> ! Recent Discussion<br /> |-<br /> |&lt;dpl&gt;<br /> namespace=Talk|UE1_talk|UE2_talk|UE3_talk|Unreal_Wiki_talk|Category_talk|Legacy_talk<br /> count=5<br /> ordermethod=lastedit<br /> order=descending<br /> mode=userformat<br /> adduser=true<br /> addeditdate=true<br /> userdateformat=g:ia D, M j<br /> format=&lt;ul&gt;,&lt;li&gt;[[%PAGE%|%TITLE%]]&lt;br /&gt;%USER% - %DATE%,&lt;/li&gt;,&lt;/ul&gt;<br /> noresultsheader=''None''<br /> &lt;/dpl&gt;<br /> |}<br /> |}</div> Haarg https://wiki.beyondunreal.com/Legacy:Home_Page?diff=32361 Legacy:Home Page 2008-07-09T19:06:27Z <p>Haarg: minor change to test db issue</p> <hr /> <div>Welcome to the Unreal Wiki. The Unreal Wiki is dedicated to gathering documentation on the Unreal Engine. Not only can you browse the large quantity of material already here, but anyone can add or edit information instantly &amp;ndash; no registration required. A [[:Category:Legacy Personal Page|large community]] of mappers, coders and modelers helps in this effort. [[Legacy:New Contributors Quick Start|Find out how]].<br /> <br /> Need help finding your way around? Read [[Legacy:Using The Wiki|Using The Wiki]] to get started, or use the [[Legacy:Search|Search]] function. Use the ''Quick Navigation'' menu at the top to navigate within a page. To find out more about how the site operates, see the [[Legacy:MetaTopics|MetaTopics]] page.<br /> <br /> See [[Legacy:Recent Changes|Recent Changes]] for local news, and [[Legacy:Featured Pages|Featured Pages]] for a rundown of what's new and cool.<br /> <br /> {{innerbox|<br /> '''Never use an offline reader to download the entire Unreal Wiki. If you do, we will ban you instantly and permanently.''' Offline readers put an insane stress on the web server because they follow each and every of the processing-intensive maintenance links on the Wiki that are used seldomly by real people. Don't say you haven't been warned.<br /> <br /> We're providing the entire Wiki content as a '''convenient single download on [[Legacy:Offline Wiki|Offline Wiki]]''' though. It's smaller, zipped and downloads faster than what any offline reader could give you. Of course you can also save individual pages using your web browser without problems.<br /> }}<br /> <br /> ==Tutorials ==<br /> <br /> The Unreal Wiki holds many tutorials on a variety of subjects. Here are some starting points:<br /> * [[Legacy:Terminology|Terminology]] gives a glossary of Unreal terms. Refer to this if you come across an unknown Unreal term here or on other sites. Consider this the Unreal Engine dictionary.<br /> * [[Legacy:Mapping Lessons|Mapping Lessons]] &amp;ndash; Start here if new to UnrealEd<br /> * [[Legacy:UnrealScript Lessons|UnrealScript Lessons]] &amp;ndash; Start here if new to scripting<br /> * [[Legacy:Unreal Mapping FAQ|Unreal Mapping FAQ]]<br /> * [[:Category:Legacy Tutorial|Search For All Tutorials]]<br /> <br /> ==Encyclop&amp;aelig;dia ==<br /> <br /> ===Mapping ===<br /> <br /> These pages organize information on using UnrealEd to make maps into separate topic areas.<br /> <br /> [[Legacy:Topics On Mapping|Topics on Mapping]] is the starting point for anything about map creation in Unreal. Here's a quick selection:<br /> * [[Legacy:UnrealEd Interface|UnrealEd Interface]] &amp;ndash; Reference for windows, menus and widgets<br /> * [[Legacy:Map Optimization|Map Optimization]]<br /> * [[Legacy:Texture Topics|Texture Topics]] &amp;ndash; Using and making them<br /> * [[Legacy:Lighting|Lighting]]<br /> * [[Legacy:Dynamics|Dynamics]] &amp;ndash; Triggers, sounds, music, things that react and change in maps<br /> * [[Legacy:Mover Topics|Mover Topics]] &amp;ndash; Doors, lifts, brushes that move<br /> * [[Legacy:Bot Support|Bot Support]]<br /> * [[Legacy:Gametype|Gametype]] &amp;ndash; Specifics about mapping for gametypes and mods<br /> <br /> ===Coding ===<br /> <br /> Covers how to write new code for the Unreal series of games. For the most part, this is done in the custom scripting language UnrealScript, although it can also be done in other languages such as C++ or Java.<br /> * [[Legacy:UnrealScript|UnrealScript]] &amp;ndash; Unreal's scripting language<br /> * [[Legacy:Unreal Engine|Unreal Engine]]<br /> * [[Legacy:Native Coding|Native Coding]] &amp;ndash; Making DLL files for Unreal.<br /> * [[Legacy:Class Tree|Class Tree]]<br /> * [[Legacy:Making Mods|Making Mods]] and [[Legacy:Mutator Topics|Mutator Topics]]<br /> * [[Legacy:Vehicles|Vehicles]]<br /> * [[Legacy:Karma|Karma]]<br /> * [[Legacy:Artificial Intelligence|Artificial Intelligence]] and [[Legacy:AI Scripting|AI Scripting]] &amp;ndash; Monsters and NPCs<br /> <br /> ===Modeling ===<br /> <br /> Links found in this section explain techniques used in modeling. This entails modeling of players, weapons and static meshes as well as skinning and getting your model ingame.<br /> * [[Legacy:Topics On Modeling|Topics On Modeling]]<br /> * [[Legacy:Unreal Modeling FAQ|Unreal Modeling FAQ]]<br /> <br /> ==Unreal Topics ==<br /> * [[Legacy:New Features In UT200X|New Features In UT200X]]<br /> * [[Legacy:Open Source|Open Source]]<br /> * [[Legacy:Making Mods|Making Mods]]<br /> * [[Legacy:Distribution|Distribution]] <br /> * [[Legacy:Third-Party Components|Third-Party Components]] &amp;ndash; Extra goodies to add to maps<br /> * [[Legacy:Application|Application]] &amp;ndash; Stuff to make life with UnrealEd a little smoother<br /> * [[Legacy:Troubleshooting|Troubleshooting]] &amp;ndash; Problems with UnrealEd itself and with maps<br /> * [[Legacy:External Links|External Links]]<br /> <br /> ==Wiki Community ==<br /> * [[Legacy:Mod Ideas|Mod Ideas]] &amp;ndash; the UT200X Mod braintank.<br /> * [[Legacy:Map Ideas|Map Ideas]] &amp;ndash; the UT/UT200X Map braintank.<br /> * [[:Category:Legacy Journal|Journals]] &amp;ndash; Mappers and coders write about their learning curves.<br /> * [[:Category:Legacy Rant|Rants]] &amp;ndash; Wikizens' views of the (Unreal Engine) world.<br /> * [[:Category:Legacy Personal Page]]<br /> * [[Legacy:Log In|Log in]]<br /> * irc://irc.enterthegame.com#unrealwiki<br /> <br /> ==Contact ==<br /> <br /> Questions comments about the site? E-mail a [[Legacy:Wiki Admin|Wiki Admin]] or visit the [http://forums.beyondunreal.com/forumdisplay.php?forumid=249 Unreal Wiki forum].<br /> <br /> ==Editing this Page==<br /> * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Discuss]] &amp;ndash; Suggestions for edits to this page<br /> * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Changes]] &amp;ndash; An editable copy of this page<br /> <br /> ----<br /> <br /> See [[Legacy:Project Copyright|Project Copyright]] for copyright information.</div> Haarg https://wiki.beyondunreal.com/Category_talk:Programming_tutorials?diff=11872 Category talk:Programming tutorials 2008-05-12T20:28:59Z <p>Haarg: New page: computergod666: WHAT ON EARTH HAPPENED?!! The site switches engines and all the UT-related information is gone! Not sheerly out of curiosity, where do I go for it now? :Try doing a search....</p> <hr /> <div>computergod666: WHAT ON EARTH HAPPENED?!! The site switches engines and all the UT-related information is gone! Not sheerly out of curiosity, where do I go for it now?<br /> :Try doing a search. — [[User:Haarg|Haarg]] 20:28, 12 May 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Category:Programming_tutorials?diff=11871 Category:Programming tutorials 2008-05-12T20:28:45Z <p>Haarg: </p> <hr /> <div>This [[Project:Categories|category]] contains a list of all programming-related tutorials created on {{SITENAME}} so far.<br /> <br /> [[Category:Tutorials| {{PAGENAME}}]]<br /> [[Category:Programming articles| {{PAGENAME}}]]</div> Haarg https://wiki.beyondunreal.com/UE2:RandomTrigger?diff=11807 UE2:RandomTrigger 2008-05-09T18:50:52Z <p>Haarg: updated due to changes to class infobox</p> <hr /> <div>{{Infobox class<br /> | class = RandomTrigger<br /> | custom = yes<br /> | parent1 = Triggers<br /> | parent2 = Actor<br /> }}<br /> <br /> <br /> This custom trigger will cause random events to fire from a dynamic list of event names.<br /> <br /> ==Properties==<br /> ===Main===<br /> ;array&lt;name&gt; EventList : A dynamic array of Events to trigger.<br /> <br /> ==Source Code==<br /> &lt;uscript&gt;<br /> //=============================================================================<br /> // RandomTrigger<br /> // Uses a random value to select from a dynamic array of Events when triggered.<br /> // by SuperApe -- Sept 2005<br /> //=============================================================================<br /> class RandomTrigger extends Triggers<br /> placeable;<br /> <br /> var() array&lt;name&gt; EventList;<br /> <br /> event Trigger( Actor Other, Pawn EventInstigator )<br /> {<br /> Event = EventList[ FRand() * EventList.length ];<br /> TriggerEvent( Event, Other, EventInstigator );<br /> }<br /> <br /> //defaultproperties<br /> //{<br /> // Texture=Texture'Engine.S_Trigger'<br /> //}<br /> &lt;/uscript&gt;<br /> <br /> ==Notes==<br /> If this actor is compiled inside the Unreal Editor, edit the default property Display -&gt; Texture manually as indicated in the comment at the bottom of the code using the &lt;tt&gt;&quot;editdefault class=RandomTrigger&quot;&lt;/tt&gt; Unreal Editor console command. If you are [[Legacy:Compiling With UCC|Compiling with UCC]], simply un-comment the defaultProperties block.<br /> <br /> ==Related Topics==<br /> * [[Legacy:Trigger Systems|Trigger Systems]]<br /> * [[Legacy:Dynamics|Dynamics]]<br /> * [[Legacy:Event|Event]] and [[Legacy:Tag|Tag]]<br /> * [[Legacy:Dynamic Array|Dynamic Array]]<br /> * [[Legacy:Third-Party Components|Third-Party Components]]</div> Haarg https://wiki.beyondunreal.com/UE2:TeamVehicleFactory?diff=11806 UE2:TeamVehicleFactory 2008-05-09T18:50:38Z <p>Haarg: updated due to changes to class infobox</p> <hr /> <div>__TOC__<br /> This custom actor really duplicates much of the functionality of the ONSVehicleFactory subclasses, but the big feature is that nearly any vehicle class can be spawned. Although this actor cannot display the selected vehicle class in the editor, it does offer added controls that mappers for VCTF or other vehicle gametypes might want.<br /> <br /> ==Features==<br /> * The ability to spawn random vehicles from a list of vehicle classes<br /> * The ability to spawn nearly any vehicle class in gametypes that allow vehicles<br /> * The ability to trigger PreSpawn and (Post)Spawn events<br /> * The option to allow the vehicle to spawn over and crush other actors<br /> * The option to use this as either a triggerable or an automatic (timed) vehicle factory.<br /> * Greater control over spawn timing<br /> <br /> ==Notes==<br /> * If you use a TeamVehicleFactory &quot;as is&quot; in your custom map, please credit me in the readme file of the map. ('''SuperApe''')<br /> * You have to supply spawning effects and sounds, via [[Legacy:ScriptedTrigger|ScriptedTrigger]], [[Legacy:Emitter|Emitter]] and the like. This is meant to allow flexibilty in the ways you want vehicles to spawn. An example VCTF map posted on [http://unrealplayground.com/forums/showthread.php?t=23515 this UP Forum thread] gives my suggestion for spawning particles and sound. (It appears similar to pickup spawning.)<br /> * With bAutoSpawn on and without a PreSpawnTime of around 2 seconds, you run the risk of spawning a vehicle before headlights can be properly spawned at map start. Subsequent vehicles after map start will spawn headlights normally.<br /> * Turrets that are spawned automatically get an AIController. They are auto turrets; firing at enemies, or if set to neutral (team 255), firing at any non-neutral controlled pawn it detects.<br /> * The AS Spacefighters are spawned with a minimum velocity that makes them impractical to use. However, a custom launcher for these is easy to make with a TryToDrive() function.<br /> * This has a slightly larger bBlocked check radius than ONSVehicleFactory. ( 1.33 : 1.25 )<br /> <br /> ==Properties==<br /> <br /> ===Main===<br /> ; int TeamNum : Team Number to be set on spawn. 0= red, 1= blue, 255= neutral / none<br /> ; bool bPlayerControl : Only player instigators can trigger.<br /> ; bool bAutoSpawn : Will spawn at regular intervals. The triggering ability is disabled.<br /> ; int RespawnTime : Interval to wait before AutoSpawning.<br /> <br /> ; name PreSpawnEvent : Event to trigger before spawn.<br /> ; int PreSpawnTime : Time before spawn to trigger event. Will begin event this many seconds before the factory is set to AutoSpawn.<br /> ; name SpawnEvent : Event to trigger after spawn. A post spawn event.<br /> ; bool bCrushable : Allow spawning over colliding actors. Note: Turrets will normally spawn in collision with other actors, spawned vehicles will generally move out of the way.<br /> ; int RetrySpawnTime : Interval to wait if bBlocked.<br /> ; bool bRandomFlip : Neutral vehicles may face backwards.<br /> ; bool bRandomSpawn : Will spawn random vehicle class.<br /> ; struct class&lt;[[Legacy:Vehicle|Vehicle]]&gt; SpawnedVehicle : Selected random vehicle class.<br /> ; array&lt;SpawnedVehicle&gt; RandomVehicles : List for random vehicle spawn.<br /> <br /> ===Hidden===<br /> ; bool bWaiting : Waiting to spawn.<br /> ; int FactoryTime : Time last spawn. (in Level.TimeSeconds)<br /> ; bool bPreSpawn : Should trigger PreSpawnEvent next.<br /> <br /> ==Code==<br /> {{Infobox class<br /> | class = TeamVehicleFactory<br /> | custom = yes<br /> | parent1 = SVehicleFactory<br /> | parent2 = Actor<br /> }}<br /> &lt;uscript&gt;<br /> //==================================================================================<br /> // TeamVehicleFactory.<br /> // Spawn any Vehicle or Turret, set Team, pre &amp; post spawn Events, timing, and more.<br /> // Glenn 'SuperApe' Storm -- June 2004 -- Updated: July 2005<br /> //==================================================================================<br /> class TeamVehicleFactory extends SVehicleFactory<br /> placeable;<br /> <br /> var() int TeamNum; // 0= red, 1= blue, 255= neutral / none<br /> var() bool bPlayerControl; // Only player instigators can trigger<br /> <br /> var() bool bAutoSpawn; // Will spawn at regular intervals<br /> var() int RespawnTime; // Interval to wait before AutoSpawning<br /> <br /> var bool bWaiting; // About to spawn<br /> var int FactoryTime; // Time last spawn<br /> <br /> var() name PreSpawnEvent; // Event to trigger before spawn<br /> var() int PreSpawnTime; // Time before spawn to trigger event<br /> var bool bPreSpawn; // Should trigger PreSpawnEvent next<br /> var() name SpawnEvent; // Event to trigger after spawn<br /> <br /> var() bool bCrushable; // Allow spawning over colliding actors<br /> var() int RetrySpawnTime; // Interval to wait if bBlocked<br /> <br /> var() bool bRandomFlip; // Neutral vehicles may face backwards<br /> <br /> var() bool bRandomSpawn; // Spawn random vehicle class<br /> <br /> struct SpawnedVehicle<br /> {<br /> var() class&lt;Vehicle&gt; SpawnVehicle; // Selected random vehicle class<br /> };<br /> var() array&lt;SpawnedVehicle&gt; RandomVehicles; // List for random vehicle spawn<br /> <br /> <br /> simulated function PostBeginPlay()<br /> {<br /> Super.PostBeginPlay();<br /> <br /> if ( bAutoSpawn )<br /> bWaiting = true;<br /> bPreSpawn = true;<br /> if ( RespawnTime &gt; 0 )<br /> FactoryTime = Level.TimeSeconds - RespawnTime + PreSpawnTime;<br /> else<br /> FactoryTime = Level.TimeSeconds - PreSpawnTime;<br /> }<br /> <br /> simulated event Trigger( Actor Other, Pawn EventInstigator )<br /> {<br /> if ( bAutoSpawn )<br /> // bAutoSpawn overrides Trigger<br /> return;<br /> <br /> if ( !EventInstigator.IsA('UnrealPawn') &amp;&amp; bPlayerControl )<br /> return;<br /> <br /> if ( VehicleCount &gt;= MaxVehicleCount )<br /> return;<br /> <br /> <br /> if ( VehicleClass == None || ( bRandomSpawn &amp;&amp; RandomVehicles.length &gt; 0 ) )<br /> {<br /> Log(&quot;TeamVehicleFactory:&quot;@self@&quot;has no VehicleClass&quot;);<br /> return;<br /> }<br /> <br /> bWaiting = true;<br /> bPreSpawn = true;<br /> if ( RespawnTime &gt; 0 )<br /> FactoryTime = Level.TimeSeconds - RespawnTime + PreSpawnTime;<br /> else<br /> FactoryTime = Level.TimeSeconds - PreSpawnTime;<br /> }<br /> <br /> simulated function SpawnItNow()<br /> {<br /> local Vehicle CreatedVehicle;<br /> local bool bBlocked;<br /> local Pawn P;<br /> local float SV;<br /> <br /> bBlocked = false;<br /> <br /> if ( VehicleClass != None || ( bRandomSpawn &amp;&amp; RandomVehicles.length &gt; 0 ) )<br /> {<br /> if ( bRandomSpawn &amp;&amp; RandomVehicles.length &gt; 0 )<br /> VehicleClass = RandomVehicles[ int( FRand() * RandomVehicles.length ) ].SpawnVehicle;<br /> foreach CollidingActors(class'Pawn', P, VehicleClass.default.CollisionRadius * 1.33)<br /> bBlocked = true;<br /> }<br /> else<br /> {<br /> Log(&quot;TeamVehicleFactory:&quot;@self@&quot;has no VehicleClass&quot;);<br /> return;<br /> }<br /> <br /> if ( bBlocked &amp;&amp; !bCrushable )<br /> {<br /> bWaiting = true;<br /> bPreSpawn = true;<br /> if ( RespawnTime &gt; 0 )<br /> FactoryTime = Level.TimeSeconds - RespawnTime + RetrySpawnTime + PreSpawnTime;<br /> else<br /> FactoryTime = Level.TimeSeconds - RetrySpawnTime + PreSpawnTime;<br /> return;<br /> }<br /> else<br /> {<br /> if ( TeamNum == 255 )<br /> {<br /> if ( bRandomFlip &amp;&amp; Rand(2) == 1 )<br /> CreatedVehicle = spawn(VehicleClass, , , Location, Rotation + rot(0,32768,0));<br /> else<br /> CreatedVehicle = spawn(VehicleClass, , , Location, Rotation);<br /> <br /> // Unlock neutral vehicles<br /> CreatedVehicle.bTeamLocked = false;<br /> }<br /> else<br /> CreatedVehicle = spawn(VehicleClass, , , Location, Rotation);<br /> <br /> if ( CreatedVehicle != None )<br /> {<br /> VehicleCount++;<br /> CreatedVehicle.Event = Tag;<br /> CreatedVehicle.ParentFactory = self;<br /> CreatedVehicle.SetTeamNum(TeamNum);<br /> TriggerEvent(SpawnEvent, self, None);<br /> }<br /> }<br /> }<br /> <br /> event VehicleDestroyed(Vehicle V)<br /> {<br /> Super.VehicleDestroyed(V);<br /> <br /> if ( bAutoSpawn )<br /> {<br /> bWaiting = true;<br /> bPreSpawn = true;<br /> FactoryTime = Level.TimeSeconds;<br /> }<br /> }<br /> <br /> simulated function Tick(float DeltaTime)<br /> {<br /> if ( bWaiting )<br /> {<br /> if ( Level.TimeSeconds - FactoryTime &lt; RespawnTime - PreSpawnTime )<br /> return;<br /> <br /> if ( VehicleCount &lt; MaxVehicleCount )<br /> if ( !bPreSpawn )<br /> {<br /> if ( Level.TimeSeconds - FactoryTime &gt;= RespawnTime )<br /> {<br /> bWaiting = false;<br /> FactoryTime = Level.TimeSeconds;<br /> SpawnItNow();<br /> }<br /> }<br /> else<br /> {<br /> bPreSpawn = false;<br /> TriggerEvent(PreSpawnEvent, self, None);<br /> }<br /> }<br /> }<br /> <br /> simulated function Reset()<br /> {<br /> local Vehicle V;<br /> <br /> if ( VehicleCount &gt; 0 )<br /> forEach AllActors ( class 'Vehicle', V )<br /> if ( V.ParentFactory == self )<br /> V.Destroy();<br /> Super.Reset();<br /> }<br /> &lt;/uscript&gt;<br /> <br /> ==External Links==<br /> * [http://forums.unrealplayground.com/showthread.php?t=23515 Mapping for VCTF] &amp;ndash; A thread on UnrealPlayground that includes a test map using this actor and suggested spawn EFX.<br /> <br /> ==Related Topics==<br /> * [[Legacy:Third-Party Components|Third-Party Components]]<br /> * [[Legacy:Mapping For AS (UT2004)|Mapping for AS (UT2004)]]<br /> * [[Legacy:Mapping For ONS|Mapping for ONS]]<br /> * [[Legacy:Mapping For VCTF|Mapping for VCTF]]<br /> * [[User:SuperApe/Mapping For OSM Adventure|Mapping for OSM Adventure]] ''(Note: A version of TeamVehicleFactory is included in OSMT)''<br /> * [[Legacy:Pathing For Vehicles|Pathing For Vehicles]]<br /> * [[Legacy:Pathing 2k4 Flying Vehicles|Pathing 2k4 Flying Vehicles]]<br /> * [[Legacy:Vehicles|Vehicles]] &amp;ndash; Hub for all vehicle topics<br /> ** [[Legacy:Vehicle|Vehicle]] &amp;ndash; UT2004 parent class for all vehicles and turrets<br /> ** [[Legacy:Vehicle Gameplay|Vehicle Gameplay]] &amp;ndash; Placing VehicleFactories for strong [[Legacy:Map Flow|Map Flow]]</div> Haarg https://wiki.beyondunreal.com/UE2:DMRosterBeatTeam_(UT2004)?diff=11804 UE2:DMRosterBeatTeam (UT2004) 2008-05-09T18:50:10Z <p>Haarg: updated due to changes to class infobox</p> <hr /> <div>{{infobox class<br /> | package = XGame<br /> | parent1 = xDMRoster<br /> | parent2 = DMRoster<br /> | parent3 = UnrealTeamInfo<br /> | parent4 = TeamInfo<br /> | parent5 = ReplicationInfo<br /> | parent6 = Info<br /> | parent7 = Actor<br /> }} <br /> This special roster subclass is used to populate an enemy team with the player's selected teammates.<br /> <br /> ==Instance functions==<br /> ====Initialize====<br /> function '''Initialize''' ([[int]] '''TeamBots''')<br /> {| class=&quot;list&quot;<br /> |-<br /> ! Overrides:<br /> | [[{{samegame|xDMRoster}}#Initialize|xDMRoster.Initialize]]<br /> |}<br /> Called immediately after spawning the roster class.<br /> <br /> '''Parameters:'''<br /> * ''TeamBots'' - Number of bots to add.</div> Haarg https://wiki.beyondunreal.com/UE2:AnotherPawn?diff=11802 UE2:AnotherPawn 2008-05-09T18:49:08Z <p>Haarg: updated due to changes to class infobox</p> <hr /> <div>__TOC__<br /> <br /> A generic pawn that can be spawned by a [[UE2:PawnFactory|PawnFactory]]. It holds a variable of the factory that created the pawn.<br /> <br /> ==Properties==<br /> ===Visible===<br /> ; [[UE2:PawnFactory|PawnFactory]] ParentFactory : The factory that created the pawn.<br /> <br /> ==Functions==<br /> ; Destroyed() (simulated) : Responsible for telling the pawns factory that is has been destroyed.<br /> <br /> ==Code==<br /> {{Infobox class<br /> | class = AnotherPawn<br /> | custom = yes<br /> | parent1 = xPawn<br /> | parent2 = UnrealPawn<br /> | parent3 = Pawn<br /> | parent4 = Actor<br /> }}<br /> &lt;uscript&gt;<br /> // ============================================================================<br /> // AnotherPawn<br /> // Copyright (c) 2006 by Andrew Fyfe &lt;andrew@neptune-one.net&gt;<br /> // This program is free software; you can redistribute and/or modify <br /> // it under the terms of the Lesser Open Unreal Mod License version 1.1.<br /> //<br /> // A generic pawn that can be spawned by a PawnFactory.<br /> // ============================================================================<br /> <br /> class AnotherPawn extends xPawn<br /> abstract;<br /> <br /> <br /> // ============================================================================<br /> // Properties<br /> // ============================================================================<br /> <br /> var PawnFactory ParentFactory; // The factory that created the pawn.<br /> <br /> <br /> // ============================================================================<br /> // Destroyed<br /> // ============================================================================<br /> <br /> simulated function Destroyed()<br /> {<br /> // If we were made in a factory, tell them we're dead :(<br /> if ( ParentFactory != None )<br /> ParentFactory.PawnDestroyed( self );<br /> <br /> super.Destroyed();<br /> }<br /> <br /> <br /> // ============================================================================<br /> // Defaults<br /> // ============================================================================<br /> <br /> DefaultProperties<br /> {<br /> }<br /> &lt;/uscript&gt;<br /> <br /> ==Related Topics==<br /> *[[UE2:PawnFactory|PawnFactory]]</div> Haarg https://wiki.beyondunreal.com/UE1:Authorizer?diff=11801 UE1:Authorizer 2008-05-09T18:48:32Z <p>Haarg: updated due to changes to class infobox</p> <hr /> <div>__TOC__<br /> <br /> ==About==<br /> This is very old script I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from [http://chimeric.beyondunreal.com/tutorials/tut11.html Chimeric].<br /> <br /> ==Properties==<br /> ===Visible===<br /> ; class&lt;inventory&gt; KeyClass : key class to search in players inventory<br /> ; bool bDestroyKey : should key be deleted from inventory<br /> ; bool bCheckKeyOnceOnly : if true and key was found, this class starts acting like standard trigger<br /> ; bool bShowSuccessMessage : if true will show message when key was found<br /> ; bool bShowFailtureMessage : if true will show message when key can not be found<br /> ; localized String SuccessMessage : message visible when player has a key<br /> ; localized String FailtureMessage : message visible when player don't have a key<br /> <br /> ===Hidden===<br /> ; bool bWasOpened : true if key was found and bCheckKeyOnceOnly is set to true<br /> <br /> ==Source Code==<br /> {{Infobox class<br /> | class = Authorizer<br /> | custom = yes<br /> | parent1 = Triggers<br /> | parent2 = Actor<br /> }}<br /> &lt;uscript&gt;<br /> //=================================================<br /> // Authorizer: This Trigger can replace<br /> // KeyMover (as base I use KeyMover avidible<br /> // form http://chimeric.beyondunreal.com/tutorials/tut11.html).<br /> //=================================================<br /> // by Raven<br /> // http://turniej.unreal.pl/rp<br /> // for The Chosen One SP mod<br /> //=================================================<br /> class Authorizer extends Trigger;<br /> <br /> var() class&lt;inventory&gt; KeyClass;<br /> var() bool bDestroyKey;<br /> var() bool bCheckKeyOnceOnly;<br /> var() bool bShowSuccessMessage;<br /> var() bool bShowFailtureMessage;<br /> var() localized String SuccessMessage; <br /> var() localized String FailtureMessage; <br /> var bool bWasOpened;<br /> <br /> replication<br /> {<br /> // Variables the server should send to the client.<br /> reliable if( Role==ROLE_Authority )<br /> bWasOpened;<br /> }<br /> <br /> function Touch( actor Other )<br /> {<br /> local Inventory key;<br /> local actor A;<br /> <br /> if (Other.IsA('Pawn') &amp;&amp; KeyClass != none &amp;&amp; !bWasOpened)<br /> {<br /> key = Pawn(Other).FindInventoryType(KeyClass);<br /> <br /> if (key != none &amp;&amp; Event != '' &amp;&amp; !bCheckKeyOnceOnly)<br /> foreach AllActors( class 'Actor', A, Event )<br /> A.Trigger( Other, Other.Instigator );<br /> <br /> if(bDestroyKey)<br /> if(!bWasOpened) Pawn(Other).DeleteInventory(key);<br /> if(bCheckKeyOnceOnly)<br /> bWasOpened=true;<br /> }<br /> if(bWasOpened &amp;&amp; Event != '')<br /> foreach AllActors( class 'Actor', A, Event )<br /> A.Trigger( Other, Other.Instigator );<br /> if(bShowSuccessMessage &amp;&amp; PlayerPawn(Other) != none)<br /> PlayerPawn(Other).ClientMessage(SuccessMessage);<br /> if(bShowFailtureMessage &amp;&amp; !bWasOpened)<br /> PlayerPawn(Other).ClientMessage(FailtureMessage);<br /> }<br /> <br /> defaultproperties<br /> {<br /> bShowFailtureMessage=True<br /> SuccessMessage=&quot;Access granded.&quot;<br /> FailtureMessage=&quot;You need a key to open this door.&quot;<br /> }<br /> <br /> &lt;/uscript&gt;</div> Haarg https://wiki.beyondunreal.com/UE1_talk:Authorizer?diff=11703 UE1 talk:Authorizer 2008-05-03T20:54:21Z <p>Haarg: New page: Can this be moved out of Legacy and to UE1:Authorizer? ~~~~</p> <hr /> <div>Can this be moved out of Legacy and to [[UE1:Authorizer]]? – [[User:Haarg|Haarg]] 20:54, 3 May 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Legacy:Hellkeeper?diff=11673 Legacy:Hellkeeper 2008-05-01T15:34:31Z <p>Haarg: Redirecting to User:Hellkeeper</p> <hr /> <div>#REDIRECT [[User:Hellkeeper]]</div> Haarg https://wiki.beyondunreal.com/Legacy_talk:Fyfe/PawnFactory?diff=11664 Legacy talk:Fyfe/PawnFactory 2008-04-29T17:24:29Z <p>Haarg: New page: TeamVehicleFactory bears absolutely no connection to Fyfe's Pawn Factory. What were you intending here, Haarg? -- SuperApe 09:26 (PST) 29 April 2008. Whoops. Copy/past...</p> <hr /> <div>TeamVehicleFactory bears absolutely no connection to Fyfe's Pawn Factory. What were you intending here, Haarg? -- [[User:SuperApe|SuperApe]] 09:26 (PST) 29 April 2008.<br /> <br /> Whoops. Copy/paste error when resolving the double redirects. – [[User:Haarg|Haarg]] 17:24, 29 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Legacy:Fyfe/PawnFactory?diff=11663 Legacy:Fyfe/PawnFactory 2008-04-29T17:23:15Z <p>Haarg: Redirecting to UE2:PawnFactory</p> <hr /> <div>#REDIRECT [[UE2:PawnFactory]]</div> Haarg https://wiki.beyondunreal.com/Legacy:OlympusMons?diff=11658 Legacy:OlympusMons 2008-04-29T15:29:37Z <p>Haarg: Redirecting to User:OlympusMons</p> <hr /> <div>#REDIRECT [[User:OlympusMons]]</div> Haarg https://wiki.beyondunreal.com/Legacy_talk:OlympusMons?diff=11657 Legacy talk:OlympusMons 2008-04-29T15:28:40Z <p>Haarg: New page: To suggest a page for deletion, use the {{delete}} template. In this case, I'm going to redirect the page. ~~~~</p> <hr /> <div>To suggest a page for deletion, use the {{[[Template:delete|delete]]}} template. In this case, I'm going to redirect the page. – [[User:Haarg|Haarg]] 15:28, 29 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/UE2_talk:UT2k4Mod.ini?diff=11650 UE2 talk:UT2k4Mod.ini 2008-04-29T09:51:41Z <p>Haarg: </p> <hr /> <div>Oh shi... Meant to have a lowercase I on the UT2k4Mod.ini :\ -[[User:OlympusMons|OlympusMons]] 03:20, 29 April 2008 (UTC)<br /> <br /> Yeah I wasnt sure if I should move it again since that would be a double redirect from [[legacy:UT2k4Mod.Ini|UT2k4Mod.Ini]], but its done now now anyways :p -[[User:OlympusMons|OlympusMons]] 04:49, 29 April 2008 (UTC)<br /> <br /> It's easy enough to fix double redirects. They are listed on [[Special:DoubleRedirects]]. I went through and cleared all the existing ones. – [[User:Haarg|Haarg]] 09:39, 29 April 2008 (UTC)<br /> <br /> Yups saw that, good stuff. Didnt realize there was anymore. Actually while Im here, is there a way to remove chat pages like this one since its not really needed anymore? Is it just a category delete thingo? -[[User:OlympusMons|OlympusMons]] 09:48, 29 April 2008 (UTC)<br /> : Sometimes it's fine to just clear the contents of the page. At some point, I'll probably try to set up some templates for archiving These pages like is done on Wikipedia. – [[User:Haarg|Haarg]] 09:51, 29 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/UE2_talk:UT2k4Mod.ini?diff=11647 UE2 talk:UT2k4Mod.ini 2008-04-29T09:39:46Z <p>Haarg: </p> <hr /> <div>Oh shi... Meant to have a lowercase I on the UT2k4Mod.ini :\ -[[User:OlympusMons|OlympusMons]] 03:20, 29 April 2008 (UTC)<br /> <br /> Yeah I wasnt sure if I should move it again since that would be a double redirect from [[legacy:UT2k4Mod.Ini|UT2k4Mod.Ini]], but its done now now anyways :p -[[User:OlympusMons|OlympusMons]] 04:49, 29 April 2008 (UTC)<br /> <br /> It's easy enough to fix double redirects. They are listed on [[Special:DoubleRedirects]]. I went through and cleared all the existing ones. – [[User:Haarg|Haarg]] 09:39, 29 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Category:Custom_UE1-specific_classes?diff=11645 Category:Custom UE1-specific classes 2008-04-29T09:12:46Z <p>Haarg: New page: {{category game classes|UE1|Unreal Engine 1|custom=yes}}</p> <hr /> <div>{{category game classes|UE1|Unreal Engine 1|custom=yes}}</div> Haarg https://wiki.beyondunreal.com/Legacy:UT2k4Mod.Ini?diff=11644 Legacy:UT2k4Mod.Ini 2008-04-29T09:06:45Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[UE2:UT2k4Mod.ini]]</div> Haarg https://wiki.beyondunreal.com/Legacy:Scratchpad?diff=11643 Legacy:Scratchpad 2008-04-29T09:06:24Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[Project:Scratchpad]]</div> Haarg https://wiki.beyondunreal.com/Legacy:El_Muerte_TDS?diff=11642 Legacy:El Muerte TDS 2008-04-29T09:05:56Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[User:ElMuerte]]</div> Haarg https://wiki.beyondunreal.com/Legacy:El_Muerte?diff=11641 Legacy:El Muerte 2008-04-29T09:05:30Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[User:ElMuerte]]</div> Haarg https://wiki.beyondunreal.com/Legacy:TeamVehicleFactory?diff=11640 Legacy:TeamVehicleFactory 2008-04-29T09:05:13Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[UE2:TeamVehicleFactory]]</div> Haarg https://wiki.beyondunreal.com/Legacy:Fyfe/PawnFactory?diff=11639 Legacy:Fyfe/PawnFactory 2008-04-29T09:04:49Z <p>Haarg: Redirecting to UE2:TeamVehicleFactory</p> <hr /> <div>#REDIRECT [[UE2:TeamVehicleFactory]]</div> Haarg https://wiki.beyondunreal.com/Legacy:Fyfe/AnotherPawn?diff=11638 Legacy:Fyfe/AnotherPawn 2008-04-29T09:04:31Z <p>Haarg: removing double redirect</p> <hr /> <div>#REDIRECT [[UE2:AnotherPawn]]</div> Haarg https://wiki.beyondunreal.com/UE2_talk:UT2004_Default.ini?diff=11637 UE2 talk:UT2004 Default.ini 2008-04-29T09:03:10Z <p>Haarg: </p> <hr /> <div>I'd think this page should be [[UE2:Default.ini (UT2004)]] instead. – [[User:Haarg|Haarg]] 09:03, 29 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/UE2:UT2k4Mod.ini?diff=11636 UE2:UT2k4Mod.ini 2008-04-29T09:01:07Z <p>Haarg: </p> <hr /> <div>The '''UT2k4Mod.ini file''' is used when creating a mod using the inbuilt mod system included with [[UT2004]]. It contains descriptions and links to your mod, a logo, and even your mod's url.<br /> <br /> When running with the '''-mod=''' command line switch, [[UT2004]] will look for this file in your C:\UT2004\'''YourMod'''; if found it will load the custom '''ini''' file.<br /> <br /> {{ambox|type=notice|text= In truth, the content of this file is only referenced by the &quot;User Mods&quot; tab of the community menu. Think of it as the &quot;definition&quot; file for you mod. It contains the the various text and options needed to fill out that menu. &amp;ndash; UDN<br /> }}<br /> <br /> <br /> ==General Information on the UT2k4Mod.ini==<br /> ;[Mod] : This is the section header and it *MUST* be the first item of your UT2K4MOD.ini file. Without it your mod will not display.<br /> ;ModTitle : This is the title of the mod and will be displayed in the select list of the &quot;User Mods&quot; tab.<br /> ;ModLogo : This is the full name (ie: Package.texture) of the image to be displayed on the &quot;User Mods&quot; tab of the community menu when someone selects your mod. The texture should be 512x128.<br /> ;ModDesc : This options sets the description that will show in the box on the &quot;User Mods&quot;tab. You can use the pipe character &quot;|&quot; to add line breaks to the display.<br /> ;ModCmdLine : This is the command line that will be used to launch your mod. You do not need to include the &quot;–mod=&quot; as it will be auto-appended.<br /> ;ModURL : This is a hyperlink to a web site for your mod.<br /> <br /> Template<br /> <br /> &lt;source lang=ini&gt;<br /> <br /> [Mod]<br /> <br /> ModTitle=<br /> <br /> ModLogo=<br /> <br /> ModDesc=<br /> <br /> ModCmdLine=<br /> <br /> ModURL=<br /> &lt;/source&gt;<br /> <br /> <br /> ==Related Topics==<br /> * [[Legacy:Set Up Package Folders|Set Up Package Folders]]<br /> * [[Legacy:Game Ini File|Game Ini File]]<br /> **[[Legacy:UT2004.Ini|UT2004.ini]]<br /> ***UT2k4Mod.ini<br /> ***[[UE2:UT2004 Default.ini|UT2004 Default.ini]] &amp;ndash; Used for generating UT2004.ini's<br /> ***[[Legacy:UT2k4 DefaultUser.Ini|UT2k4 DefaultUser.ini]] &amp;ndash; Used for generating User.ini's&lt;br&gt;&lt;br&gt;<br /> <br /> ==External Links==<br /> :*[[udn2:ImprovedModSupport|Improved Mod Support]]</div> Haarg https://wiki.beyondunreal.com/UE2_talk:Using_the_UT2004_mod_system?diff=11567 UE2 talk:Using the UT2004 mod system 2008-04-28T00:18:21Z <p>Haarg: </p> <hr /> <div>Hey, OlympusMons. Hold up a minute. This is the Legacy page. As far as any plan has been discussed for the new wiki structure, these pages are not supposed to be edited more than minor, minor spelling and corrections. This is not supposed to be changed to fit the new pages. As I understand it (and please, someone / anyone correct me if I'm wrong here), if you want Legacy content on the new pages, copy the content, do not permanently change the Legacy. If I am understanding the intentended methodology, Legacy content will be retained *largely unchanged* to maintain external links and the overall Legacy structure. If you begin to change Legacy pages in the way I see you doing, very soon that Legacy structure will be lost forever. Even if flawed, it's the only working wiki we have atm. The new pages can be whatever you want, but changing the Legacy pages in this way will disrupt that methology. We should revert these changes here and start proper new pages based on this content, yeah? -- [[User:SuperApe|SuperApe]] 07:04 (PST) 26 April 2008.<br /> <br /> Correct, these pages should not be modified to fit the new structure. A better thing to do would be to create a Using the Mod System under the UT2004 namespace. [[UT2004:Using the Mod System]]. --[[User:Sir Brizz|Sir Brizz]] 14:32, 26 April 2008 (UTC)<br /> <br /> :Actually the page name would be something like [[UE2:Using the UT2004 mod system]]. There's no &quot;UT2004&quot; namespace, only a UE2 one. &quot;UT2004:...&quot; would simply be a page in the main article space. -[[User:Wormbo|Wormbo]] 17:54, 26 April 2008 (UTC)<br /> <br /> : ah, thanks :) --[[User:Sir Brizz|Sir Brizz]] 18:35, 26 April 2008 (UTC)<br /> <br /> Ahh thanks for the reply, well the main reason Im editing the legacy one is cause Im the original author anyways and the old version didnt correspond to the legacy license. Like it has source materials from other sites on there directly copied and pasted which as far as I know goes against what the old license says, so now its more my own words and has a better structure. I am planning to bring it out of the legacy namespace once I know its all okay to do so, which is about now it seems but I would still like to get some thoughts on the new structure of the page etc to see if it conforms to what we are looking to do now. Either way I think the page needed to be brought up to scratch and has been on my todo list so since I havent found anything better to do to help out, I just went ahead and started editing, to note this page can always be reverted once it comes out of the legacy namespace or perhaps I can edit the links in the legacy stuff to link to it under the new namespace. This article/tutorial is some what specific to UT2004 and UE2.5, Im not sure how many other games allow the use of the '''-mod=''' commandline switch. So Im not sure if you are looking to duplicate the material for both legacy and the new namespace structure or not, also this page links to alot of legacy stuff which I could help to bring out of that namespace to the new structure also -[[User:OlympusMons|OlympusMons]] 14:41, 27 April 2008 (UTC)<br /> :If you are the original author and would like to relicense the page, it should be moved out of the Legacy namespace as soon as possible. Then others can help with updating it. If you use the move function on the page, it will automatically set up a redirect to the new page. – [[User:Haarg|Haarg]] 23:13, 27 April 2008 (UTC)<br /> ::Well I certainly want to move it out of the legacy namespace as soon as I can I was just alittle iffy cause this way now people can discuss the layout of the page instead of just going ahead and editing it as they see fit. It doesnt bother me if people want to fix some stuff but I would just prefer to get some dialog going first as the new layouts are largely up in the air atm. Like for eg, something I would like to see is breaks before a Green section so there is a whole line break in there instead of having everything bunched together, another thing I used here was indenting directly after a green heading so paragraphing will look alittle neater. Stuff like that I would like to see done instead of just having walls of text, it just goes to readability I think. Cool -[[User:OlympusMons|OlympusMons]] 23:41, 27 April 2008 (UTC)<br /> Actually now I think about it... What new structure? Did someone do something and I missed it? Thats the whole reason Im not doing more to help out at this stage is I have no clue what this new stucture is. Oh btw copy and pasting from the legacy content would be a nono unless you are the original author correct? Speaking from a pure wiki code standpoint the old wiki code wasnt displaying the page correctly anyways, there was a glitch with the old light blue box thingos, take a look for yourselves [[http://wiki.beyondunreal.com/Legacy:Using_The_Mod_System_In_UT2004?diff=prev&amp;oldid=9055]] -[[User:OlympusMons|OlympusMons]] 18:55, 27 April 2008 (UTC)<br /> :For individual pages, the wiki's overall structure doesn't really matter. As long as you are using the right namespace and have an appropriate name, it is fine. As Wormbo said, a name like [[UE2:Using the UT2004 mod system]] would be appropriate for this page. I'm not sure what exactly the page was supposed to look like before, but there were likely some bugs with the conversion of the content. – [[User:Haarg|Haarg]] 23:20, 27 April 2008 (UTC)<br /> ::Yeah I figured there would be a few bugs but this specifically is what Im talking about:<br /> {{innerbox|C:\ut2004\ut2004.exe -mod='''your mod'''<br /> <br /> C:\ut2004\ucc.exe -mod='''your mod'''<br /> <br /> C:\ut2004\unrealed.exe -mod='''your mod'''<br /> }}<br /> ::Doesnt work so well it seems lolz -[[User:OlympusMons|OlympusMons]] 23:50, 27 April 2008 (UTC)<br /> ::I see. If you see that elsewhere, a quick fix would be to add 1= after innerbox| :<br /> {{innerbox|1=C:\ut2004\ut2004.exe -mod='''your mod'''<br /> <br /> C:\ut2004\ucc.exe -mod='''your mod'''<br /> <br /> C:\ut2004\unrealed.exe -mod='''your mod'''<br /> }}<br /> ::– [[User:Haarg|Haarg]] 00:18, 28 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Talk:Main_Page?diff=11563 Talk:Main Page 2008-04-27T23:30:44Z <p>Haarg: </p> <hr /> <div>== General layout ==<br /> <br /> I've tried to come up with a compact initial layout and topic list. Suggestions for improvements are welcome. [[User:Wormbo|Wormbo]] 06:31, 13 March 2008 (EDT)<br /> <br /> Actually, we need to come up with an easy-to-browse structure for overview pages of the various parts of Unreal modding. The problem here will be that either this kind of page tends to get too long or there are too many pages to click through before reaching actual content. We need to find a good mix between an sophisticated structure and quick access. The topic pages can be accompanied by [[Project:categories|categories]], navigation/info boxes (an example can be found e.g. on [[Literals]]) and disambiguation links/pages for when a user uses the Go button of the search box in the sidebar. I hope this will give you an overview of the new tools we can use to structure the Unreal Wiki. -[[User:Wormbo|Wormbo]] 07:58, 16 April 2008 (UTC)<br /> <br /> I think we can now all agree this should have been discussed openly and decided much earlier, before the switch to MediaWiki and the subsequent disconnect with Legacy content. This discussion will likely last a while and not get the input of the entire wiki community. Seeing as I was an instrumental contributor of the old organization (which has been widely criticized as poor or no organization), I will step back, keep an eye on the progress and wait for the dust to settle. Good luck. -[[User:SuperApe|SuperApe]] 08:57 PST, 16 April 2008<br /> <br /> Under the UnrealScript Reference topics, seeing 'Programming tutorials' seems a little out of place. Since most if not all the programming tutorials we have here will deal with UnrealScript, why not change it and the category to UnrealScript Tutorials? -[[User:DalinSeivewright|DalinSeivewright]] 15:14, 17 April 2008 (UTC)<br /> <br /> These category things are working arnt they? Ive been around the site acouple of times now and I dont think Ive seen anything in any of the expanded tree's. Just wondering anyways, perhaps we could get some templates in there with correct names for the time being. -[[User:OlympusMons|OlympusMons]] 22:49, 17 April 2008 (UTC)<br /> <br /> Those tree widgets only show subcategories, not pages or media. Just imagine [[:Category:UT2004-specific classes]] displaying all old UT2004 classes when you expand its subcategory [[:Category:Legacy Class (UT2004)]]! If you mean the actual categories, don't worry. I'll import the wikified class pages for UT, UT2003/4, UT3 and UE2Runtime some time this week. -[[User:Wormbo|Wormbo]] 08:35, 21 April 2008 (UTC)<br /> <br /> Yeah I noticed that an hour or so after making that comment, I thought classes were meant to be shown in the category class tree's but they arnt, it seems to function more like a search criterea. Yeah hope things are going well on the new wikifier, should save alot of time. :)<br /> Actually on the Topic of class tree's since Im there, whats going to happen in that respect now? Are we going to have a class tree page anymore? I imagine alot can be done with tree views now so Id wonder if it is possible to have a class tree which is actually expandable/collapsable now, since the categories dont show the classes right under their package or superclass etc -[[User:OlympusMons|OlympusMons]] 23:29, 21 April 2008 (UTC)<br /> <br /> :Double post looolz, anyways to expand on class tree's I had a play over here: [[Unreal_Wiki:Sandbox|Sandbox]] but I think it'll need its own template or something and Im not well versed on this new wiki stuff just yet. This category list shows the pages though under the categories they fall but I couldnt get the parent class showing as a category which is why I thought it'd need a template. -[[User:OlympusMons|OlympusMons]] 16:51, 27 April 2008 (UTC)<br /> <br /> == New wiki software / Organization ==<br /> Various people have had questions, comments, or criticisms of this move to MediaWiki. This seems as good a place as any to discuss it, so feel free to add anything here. – [[User:Haarg|Haarg]] 21:32, 3 April 2008 (UTC)<br /> <br /> :Well I guess my biggest concern is the wealth of existing information (namely the tutorials and class hierarchy pages) that we can't simply move over. Most if not all the pages have had at least one contributor to the page that has done at least a minor edit. Then there's the problem of not having a complete history of the older pages so while it may appear that only one individual has worked on a given page, the truth could be that at least two have worked on it but the history of the page has been lost. Then theres the problem of what we can do with new content for the older engines as we cannot add new content to these legacy pages. IMO, the class hierarchy at least could be moved over as most of the pages are simply descriptions of what the class does (which really, Copyrights should have no hold over because there's only so many ways you can describe what a class is responsible for) and have listings for each method and variable and what they're used for.<br /> <br /> :If that really is not an option then we could go through class by class and (re-) create a class page for each of them by source. So we could have a category for each game and have a hierarchy of classes from each package. It '''would''' take a fair bit of time to complete and a decent format would need to be made up. I personally didn't like how the old formats were set up. It seemed like too much information was being thrown at you for classes such as Actor, where there are a lot of variables and methods to go through. I guess we'd have to look at how much more information we could add in the end. I'm not sure how 'definitive' our class pages were, but I'm positive we didn't have many pages for certain classes.<br /> <br /> :On the topic of tutorials, is there any reason why we can't re-write them? If a tutorial explains how to make a new weapon based on the shock rifle (which has been over done already) we could just reinvent the wheel. The other more advanced tutorials (such as the RPG Class tutorials) could be re-written with a similar basis.<br /> <br /> :In the end, I think keeping the older content up-to-date and easy to find/navigate through is important as many level designers and modders most likely have not moved over to UE3 and UE2 still has plenty of life left in it. <br /> <br /> :-[[User:DalinSeivewright|DalinSeivewright]] 12:03, 4 April 2008 (UTC)<br /> ::Most of the class hierarchy could be moved over or recreated pretty simply. As for tutorials, rewriting them is probably the best solution. While that may seem like wasted effort, I don't see a better solution given the licensing issues. – [[User:Haarg|Haarg]] 17:17, 5 April 2008 (UTC) <br /> :wow. Unreal Wiki had a makeover... This will be confusing for a while...--[[User:JeffMOD|JeffMOD]] 14:56, 5 April 2008 (UTC)<br /> :A comment on user accounts: It probably could have been explained better, but the user accounts from the old wiki weren't converted to the new software. First, I somewhat doubt it would have been possibly technically But mainly, there was barely any information attached to the old accounts that have been worth keeping. So everyone has to create new user accounts. Additionally, anonymous edits are turned off. I would be interested in feedback on that as well. – [[User:Haarg|Haarg]] 17:17, 5 April 2008 (UTC)<br /> ::I think its a great idea. Its a good anti-spam addition that works well for the most part, although it could end up generating a lot of accounts that would only be used once (as I've found a lot of people often to go to a site where they need to sign up to contribute and only ever change one thing they've found). Also, spam bots have been known to sign up a lot so perhaps you could add CAPTCHA to the account creation process. -[[User:DalinSeivewright|DalinSeivewright]] 02:30, 6 April 2008 (UTC)<br /> :::I don't think we need to add a captcha at this point, but that could be revisited if spam becomes a problem. – [[User:Haarg|Haarg]] 02:36, 6 April 2008 (UTC)<br /> <br /> Two things. Having the Legacy article show up in the search kind of makes it look incredibly messy, unorganized and hard to follow. I understand that its important to stress that Users probably shouldn't do major edits to Legacy pages but somehow hiding the Legacy part of the article name would help things considerably.<br /> <br /> Secondly I was comparing the Actor class of UT2003 with that of UT2004 and there are several differences in each. I think we should have at least one Actor page for each generation but what about games within the same generation? Should we have seperate Actor pages for UT2003 and UT2004 within the UE2 namespace or UT2003/UT2004 namespaces or should we have one full page for UT2004 and have a seperate page for the Actor class in UT2003 that just sites the major differences? -[[User:DalinSeivewright|DalinSeivewright]] 01:32, 15 April 2008 (UTC)<br /> :Well on the topic of UE2 Id think the best option might be to have a seperate section relating to UE2.5 since its an upgrade on the engine. Both UT2003 and UT2004 are UE2 though but other engines picked up support at UE2.5 where some are based on UE2. I do know there was alittle bit of a hastle with the class tree pages because it contained info from both UE2-2.5 so each difference had to be tagged. I guess it wasnt so bad since some classes are identical between the two, the last idea sounds good to me to do full page on UT2004's Actor and a differences page for UT2003. - [[User:OlympusMons|OlympusMons]]<br /> <br /> :::I actually change my mind. I think we should have an actor page for each version of the engine/game. This would be considerably more work (unless Wormbo finishes his class wikifier?) but it would be much 'cleaner' and dare I say sexier. Plus users won't be too confused on whether or not their on the right page if the page just sites the differences. -[[User:DalinSeivewright|DalinSeivewright]] 00:11, 17 April 2008 (UTC)<br /> <br /> ::::Might be the go hey since there are sometimes differences between builds as well so it might get very confusing later, duplicating material isnt too good but I dont think it can be helped much since of the nature of UE. -[[User:OlympusMons|OlympusMons]] 22:51, 17 April 2008 (UTC)<br /> <br /> :::I agree with Dalin here. Each &quot;game&quot; (including UE2Runtime) gets its own set of class pages and corresponding categories. If the classes really have exactly the same content, we can take advantage of the template features and simply include the newest game's version of the page on all older games' versions of the same page. I already demonstrated this on [[UE2:DMRosterBeatTeam (UT2003)]], which only includes the content from [[UE2:DMRosterBeatTeam (UT2004)]]. The templates [[Template:Infobox class]] (and [[Template:Infobox class part]]) and [[Template:samegame]] used there automatically set up links to point to pages of the same game.&lt;br/&gt;On a semi-related note: Do we want to document defaultproperties, possibly including subobjects, on the class pages? -[[User:Wormbo|Wormbo]] 08:35, 21 April 2008 (UTC)<br /> <br /> ::::I'm in favor of having any documentation of the default properties in where the variables are documented (if at all). It would seem reasonable to have the 'default' or accepted values for a given variable where we've explained what the variable is for. I think subobjects should be included too, just as long as we can have a seperate page for that sub-object if it is really important. For example, the KPhysics object in xPawn. Without it, your Pawn fails. -[[User:DalinSeivewright|DalinSeivewright]] 05:49, 22 April 2008 (UTC)<br /> <br /> ::::Please have a look at [[UE3:UIObject (UT3)]], I've updated it with the basic default value and subobject output of the wikifier. I still need to add special parsing for struct values to link any enums or subobjects used there. Suggestions about the output are welcome. -[[User:Wormbo|Wormbo]] 09:23, 27 April 2008 (UTC)<br /> <br /> == Mod ideas ==<br /> <br /> I dont know where to add mod ideas...<br /> <br /> <br /> The mod ideas section didn't really work out on the old wiki, IMHO. Would it really make sense to revive that? -[[User:Wormbo|Wormbo]] 05:54, 25 April 2008 (UTC)<br /> :I was actually thinking the same thing and wasn't going to add it to the main page, but then I thought I'd add it anyways and see what anyone else thought. The old Mod ideas was an okay source for ideas but it ended up being a list of abandoned pages with half being discussions on the Mod idea itself and the other half being discussions on the progress of the mod, as if it was no longer an open source idea but being worked on. I'm fine with not reviving the page, but where would these mod ideas go now? -[[User:DalinSeivewright|DalinSeivewright]] 06:26, 25 April 2008 (UTC)<br /> ::Better leave mod ideas to ppl's own wiki pages -[[User:0 Kelvin|0 Kelvin]]<br /> :::That's a pretty good idea actually. There could be a category like [[:Category:Mod ideas]] or something similar, and it could go over what to have in mind of you are proposing a mod idea. Ideas could then be posted as sub-pages of user pages. If an idea actually took off, it could be moved into a different namespace easily. – [[User:Haarg|Haarg]] 15:47, 25 April 2008 (UTC)<br /> ::::Lets go with that then :) What about Licensing issues though? Will the 'concept' of Mod Ideas have to be reworked? If a user has a great concept and someone came and used that idea down to the exact details would there be any problems/need to cite references etc. ? I'm pretty sure copyright doesn't have a hold over 'ideas', although I could be wrong. -[[User:DalinSeivewright|DalinSeivewright]] 16:09, 25 April 2008 (UTC)<br /> ::::Isn't the entire point of posting mod ideas that ''others'' should pick them up? -[[User:Wormbo|Wormbo]] 16:59, 25 April 2008 (UTC)<br /> :::::Yes of course, but since its under the Wiki license I'm simply wondering if there should be a seperate license for the idea pages, or if there would even be a need for that. I'm guessing by your comment, there should be no problem with the licensing then? :) -[[User:DalinSeivewright|DalinSeivewright]] 18:23, 25 April 2008 (UTC)<br /> <br /> ==Category link description==<br /> Do the Wiki Categories currently support descriptions for each page associated to the category? What I mean is, is there currently a way to associate a description of a page within a category and have that description appear in the list of pages for said category? For example:<br /> &lt;pre&gt;<br /> A<br /> [[Apple]] - This page describes what an apple is.<br /> O<br /> [[Orange]] - This page describes what an orange is.<br /> &lt;/pre&gt;<br /> These descriptions would be added on the page with perhaps a little tag? I'm just curious and don't really feel they're neccesary... at least at the moment. -[[User:DalinSeivewright|DalinSeivewright]] 16:23, 25 April 2008 (UTC)<br /> <br /> No, that's not supported. This type of description needs to go in the page text, either of the category page or a more suitable topic page. -[[User:Wormbo|Wormbo]] 16:54, 25 April 2008 (UTC)<br /> <br /> Some form of this could be done using a DPL report:&lt;dpl&gt;<br /> category = Custom UE2-specific classes<br /> include={Infobox class}:parent1<br /> includematch=/./<br /> secseparators= \n- Subclass of ,<br /> &lt;/dpl&gt;<br /> But that would be built as a specific list, and not part of the general category page. – [[User:Haarg|Haarg]] 17:49, 25 April 2008 (UTC)<br /> <br /> == 3rd Party / open source scripts ==<br /> <br /> Where do they go? (O Kelvin)<br /> <br /> : As a page with the the appropriate namespace and page name. [[UE1:RJumpPad]] for example. With a class infobox, it will be added to the appropriate categories. – [[User:Haarg|Haarg]] 23:30, 27 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/UE2_talk:Using_the_UT2004_mod_system?diff=11561 UE2 talk:Using the UT2004 mod system 2008-04-27T23:20:59Z <p>Haarg: </p> <hr /> <div>Hey, OlympusMons. Hold up a minute. This is the Legacy page. As far as any plan has been discussed for the new wiki structure, these pages are not supposed to be edited more than minor, minor spelling and corrections. This is not supposed to be changed to fit the new pages. As I understand it (and please, someone / anyone correct me if I'm wrong here), if you want Legacy content on the new pages, copy the content, do not permanently change the Legacy. If I am understanding the intentended methodology, Legacy content will be retained *largely unchanged* to maintain external links and the overall Legacy structure. If you begin to change Legacy pages in the way I see you doing, very soon that Legacy structure will be lost forever. Even if flawed, it's the only working wiki we have atm. The new pages can be whatever you want, but changing the Legacy pages in this way will disrupt that methology. We should revert these changes here and start proper new pages based on this content, yeah? -- [[User:SuperApe|SuperApe]] 07:04 (PST) 26 April 2008.<br /> <br /> Correct, these pages should not be modified to fit the new structure. A better thing to do would be to create a Using the Mod System under the UT2004 namespace. [[UT2004:Using the Mod System]]. --[[User:Sir Brizz|Sir Brizz]] 14:32, 26 April 2008 (UTC)<br /> <br /> :Actually the page name would be something like [[UE2:Using the UT2004 mod system]]. There's no &quot;UT2004&quot; namespace, only a UE2 one. &quot;UT2004:...&quot; would simply be a page in the main article space. -[[User:Wormbo|Wormbo]] 17:54, 26 April 2008 (UTC)<br /> <br /> : ah, thanks :) --[[User:Sir Brizz|Sir Brizz]] 18:35, 26 April 2008 (UTC)<br /> <br /> Ahh thanks for the reply, well the main reason Im editing the legacy one is cause Im the original author anyways and the old version didnt correspond to the legacy license. Like it has source materials from other sites on there directly copied and pasted which as far as I know goes against what the old license says, so now its more my own words and has a better structure. I am planning to bring it out of the legacy namespace once I know its all okay to do so, which is about now it seems but I would still like to get some thoughts on the new structure of the page etc to see if it conforms to what we are looking to do now. Either way I think the page needed to be brought up to scratch and has been on my todo list so since I havent found anything better to do to help out, I just went ahead and started editing, to note this page can always be reverted once it comes out of the legacy namespace or perhaps I can edit the links in the legacy stuff to link to it under the new namespace. This article/tutorial is some what specific to UT2004 and UE2.5, Im not sure how many other games allow the use of the '''-mod=''' commandline switch. So Im not sure if you are looking to duplicate the material for both legacy and the new namespace structure or not, also this page links to alot of legacy stuff which I could help to bring out of that namespace to the new structure also -[[User:OlympusMons|OlympusMons]] 14:41, 27 April 2008 (UTC)<br /> :If you are the original author and would like to relicense the page, it should be moved out of the Legacy namespace as soon as possible. Then others can help with updating it. If you use the move function on the page, it will automatically set up a redirect to the new page. – [[User:Haarg|Haarg]] 23:13, 27 April 2008 (UTC)<br /> Actually now I think about it... What new structure? Did someone do something and I missed it? Thats the whole reason Im not doing more to help out at this stage is I have no clue what this new stucture is. Oh btw copy and pasting from the legacy content would be a nono unless you are the original author correct? Speaking from a pure wiki code standpoint the old wiki code wasnt displaying the page correctly anyways, there was a glitch with the old light blue box thingos, take a look for yourselves [[http://wiki.beyondunreal.com/Legacy:Using_The_Mod_System_In_UT2004?diff=prev&amp;oldid=9055]] -[[User:OlympusMons|OlympusMons]] 18:55, 27 April 2008 (UTC)<br /> :For individual pages, the wiki's overall structure doesn't really matter. As long as you are using the right namespace and have an appropriate name, it is fine. As Wormbo said, a name like [[UE2:Using the UT2004 mod system]] would be appropriate for this page. I'm not sure what exactly the page was supposed to look like before, but there were likely some bugs with the conversion of the content. – [[User:Haarg|Haarg]] 23:20, 27 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/UE2_talk:Using_the_UT2004_mod_system?diff=11560 UE2 talk:Using the UT2004 mod system 2008-04-27T23:13:14Z <p>Haarg: </p> <hr /> <div>Hey, OlympusMons. Hold up a minute. This is the Legacy page. As far as any plan has been discussed for the new wiki structure, these pages are not supposed to be edited more than minor, minor spelling and corrections. This is not supposed to be changed to fit the new pages. As I understand it (and please, someone / anyone correct me if I'm wrong here), if you want Legacy content on the new pages, copy the content, do not permanently change the Legacy. If I am understanding the intentended methodology, Legacy content will be retained *largely unchanged* to maintain external links and the overall Legacy structure. If you begin to change Legacy pages in the way I see you doing, very soon that Legacy structure will be lost forever. Even if flawed, it's the only working wiki we have atm. The new pages can be whatever you want, but changing the Legacy pages in this way will disrupt that methology. We should revert these changes here and start proper new pages based on this content, yeah? -- [[User:SuperApe|SuperApe]] 07:04 (PST) 26 April 2008.<br /> <br /> Correct, these pages should not be modified to fit the new structure. A better thing to do would be to create a Using the Mod System under the UT2004 namespace. [[UT2004:Using the Mod System]]. --[[User:Sir Brizz|Sir Brizz]] 14:32, 26 April 2008 (UTC)<br /> <br /> :Actually the page name would be something like [[UE2:Using the UT2004 mod system]]. There's no &quot;UT2004&quot; namespace, only a UE2 one. &quot;UT2004:...&quot; would simply be a page in the main article space. -[[User:Wormbo|Wormbo]] 17:54, 26 April 2008 (UTC)<br /> <br /> : ah, thanks :) --[[User:Sir Brizz|Sir Brizz]] 18:35, 26 April 2008 (UTC)<br /> <br /> Ahh thanks for the reply, well the main reason Im editing the legacy one is cause Im the original author anyways and the old version didnt correspond to the legacy license. Like it has source materials from other sites on there directly copied and pasted which as far as I know goes against what the old license says, so now its more my own words and has a better structure. I am planning to bring it out of the legacy namespace once I know its all okay to do so, which is about now it seems but I would still like to get some thoughts on the new structure of the page etc to see if it conforms to what we are looking to do now. Either way I think the page needed to be brought up to scratch and has been on my todo list so since I havent found anything better to do to help out, I just went ahead and started editing, to note this page can always be reverted once it comes out of the legacy namespace or perhaps I can edit the links in the legacy stuff to link to it under the new namespace. This article/tutorial is some what specific to UT2004 and UE2.5, Im not sure how many other games allow the use of the '''-mod=''' commandline switch. So Im not sure if you are looking to duplicate the material for both legacy and the new namespace structure or not, also this page links to alot of legacy stuff which I could help to bring out of that namespace to the new structure also -[[User:OlympusMons|OlympusMons]] 14:41, 27 April 2008 (UTC)<br /> :If you are the original author and would like to relicense the page, it should be moved out of the Legacy namespace as soon as possible. Then others can help with updating it. If you use the move function on the page, it will automatically set up a redirect to the new page. – [[User:Haarg|Haarg]] 23:13, 27 April 2008 (UTC)<br /> Actually now I think about it... What new structure? Did someone do something and I missed it? Thats the whole reason Im not doing more to help out at this stage is I have no clue what this new stucture is. Oh btw copy and pasting from the legacy content would be a nono unless you are the original author correct? Speaking from a pure wiki code standpoint the old wiki code wasnt displaying the page correctly anyways, there was a glitch with the old light blue box thingos, take a look for yourselves [[http://wiki.beyondunreal.com/Legacy:Using_The_Mod_System_In_UT2004?diff=prev&amp;oldid=9055]] -[[User:OlympusMons|OlympusMons]] 18:55, 27 April 2008 (UTC)</div> Haarg https://wiki.beyondunreal.com/Talk:Main_Page?diff=11528 Talk:Main Page 2008-04-25T17:49:48Z <p>Haarg: /* Category link description */</p> <hr /> <div>== General layout ==<br /> <br /> I've tried to come up with a compact initial layout and topic list. Suggestions for improvements are welcome. [[User:Wormbo|Wormbo]] 06:31, 13 March 2008 (EDT)<br /> <br /> Actually, we need to come up with an easy-to-browse structure for overview pages of the various parts of Unreal modding. The problem here will be that either this kind of page tends to get too long or there are too many pages to click through before reaching actual content. We need to find a good mix between an sophisticated structure and quick access. The topic pages can be accompanied by [[Project:categories|categories]], navigation/info boxes (an example can be found e.g. on [[Literals]]) and disambiguation links/pages for when a user uses the Go button of the search box in the sidebar. I hope this will give you an overview of the new tools we can use to structure the Unreal Wiki. -[[User:Wormbo|Wormbo]] 07:58, 16 April 2008 (UTC)<br /> <br /> I think we can now all agree this should have been discussed openly and decided much earlier, before the switch to MediaWiki and the subsequent disconnect with Legacy content. This discussion will likely last a while and not get the input of the entire wiki community. Seeing as I was an instrumental contributor of the old organization (which has been widely criticized as poor or no organization), I will step back, keep an eye on the progress and wait for the dust to settle. Good luck. -[[User:SuperApe|SuperApe]] 08:57 PST, 16 April 2008<br /> <br /> Under the UnrealScript Reference topics, seeing 'Programming tutorials' seems a little out of place. Since most if not all the programming tutorials we have here will deal with UnrealScript, why not change it and the category to UnrealScript Tutorials? -[[User:DalinSeivewright|DalinSeivewright]] 15:14, 17 April 2008 (UTC)<br /> <br /> These category things are working arnt they? Ive been around the site acouple of times now and I dont think Ive seen anything in any of the expanded tree's. Just wondering anyways, perhaps we could get some templates in there with correct names for the time being. -[[User:OlympusMons|OlympusMons]] 22:49, 17 April 2008 (UTC)<br /> <br /> Those tree widgets only show subcategories, not pages or media. Just imagine [[:Category:UT2004-specific classes]] displaying all old UT2004 classes when you expand its subcategory [[:Category:Legacy Class (UT2004)]]! If you mean the actual categories, don't worry. I'll import the wikified class pages for UT, UT2003/4, UT3 and UE2Runtime some time this week. -[[User:Wormbo|Wormbo]] 08:35, 21 April 2008 (UTC)<br /> <br /> Yeah I noticed that an hour or so after making that comment, I thought classes were meant to be shown in the category class tree's but they arnt, it seems to function more like a search criterea. Yeah hope things are going well on the new wikifier, should save alot of time. :)<br /> Actually on the Topic of class tree's since Im there, whats going to happen in that respect now? Are we going to have a class tree page anymore? I imagine alot can be done with tree views now so Id wonder if it is possible to have a class tree which is actually expandable/collapsable now, since the categories dont show the classes right under their package or superclass etc -[[User:OlympusMons|OlympusMons]] 23:29, 21 April 2008 (UTC)<br /> <br /> == New wiki software / Organization ==<br /> Various people have had questions, comments, or criticisms of this move to MediaWiki. This seems as good a place as any to discuss it, so feel free to add anything here. – [[User:Haarg|Haarg]] 21:32, 3 April 2008 (UTC)<br /> <br /> :Well I guess my biggest concern is the wealth of existing information (namely the tutorials and class hierarchy pages) that we can't simply move over. Most if not all the pages have had at least one contributor to the page that has done at least a minor edit. Then there's the problem of not having a complete history of the older pages so while it may appear that only one individual has worked on a given page, the truth could be that at least two have worked on it but the history of the page has been lost. Then theres the problem of what we can do with new content for the older engines as we cannot add new content to these legacy pages. IMO, the class hierarchy at least could be moved over as most of the pages are simply descriptions of what the class does (which really, Copyrights should have no hold over because there's only so many ways you can describe what a class is responsible for) and have listings for each method and variable and what they're used for.<br /> <br /> :If that really is not an option then we could go through class by class and (re-) create a class page for each of them by source. So we could have a category for each game and have a hierarchy of classes from each package. It '''would''' take a fair bit of time to complete and a decent format would need to be made up. I personally didn't like how the old formats were set up. It seemed like too much information was being thrown at you for classes such as Actor, where there are a lot of variables and methods to go through. I guess we'd have to look at how much more information we could add in the end. I'm not sure how 'definitive' our class pages were, but I'm positive we didn't have many pages for certain classes.<br /> <br /> :On the topic of tutorials, is there any reason why we can't re-write them? If a tutorial explains how to make a new weapon based on the shock rifle (which has been over done already) we could just reinvent the wheel. The other more advanced tutorials (such as the RPG Class tutorials) could be re-written with a similar basis.<br /> <br /> :In the end, I think keeping the older content up-to-date and easy to find/navigate through is important as many level designers and modders most likely have not moved over to UE3 and UE2 still has plenty of life left in it. <br /> <br /> :-[[User:DalinSeivewright|DalinSeivewright]] 12:03, 4 April 2008 (UTC)<br /> ::Most of the class hierarchy could be moved over or recreated pretty simply. As for tutorials, rewriting them is probably the best solution. While that may seem like wasted effort, I don't see a better solution given the licensing issues. – [[User:Haarg|Haarg]] 17:17, 5 April 2008 (UTC) <br /> :wow. Unreal Wiki had a makeover... This will be confusing for a while...--[[User:JeffMOD|JeffMOD]] 14:56, 5 April 2008 (UTC)<br /> :A comment on user accounts: It probably could have been explained better, but the user accounts from the old wiki weren't converted to the new software. First, I somewhat doubt it would have been possibly technically But mainly, there was barely any information attached to the old accounts that have been worth keeping. So everyone has to create new user accounts. Additionally, anonymous edits are turned off. I would be interested in feedback on that as well. – [[User:Haarg|Haarg]] 17:17, 5 April 2008 (UTC)<br /> ::I think its a great idea. Its a good anti-spam addition that works well for the most part, although it could end up generating a lot of accounts that would only be used once (as I've found a lot of people often to go to a site where they need to sign up to contribute and only ever change one thing they've found). Also, spam bots have been known to sign up a lot so perhaps you could add CAPTCHA to the account creation process. -[[User:DalinSeivewright|DalinSeivewright]] 02:30, 6 April 2008 (UTC)<br /> :::I don't think we need to add a captcha at this point, but that could be revisited if spam becomes a problem. – [[User:Haarg|Haarg]] 02:36, 6 April 2008 (UTC)<br /> <br /> Two things. Having the Legacy article show up in the search kind of makes it look incredibly messy, unorganized and hard to follow. I understand that its important to stress that Users probably shouldn't do major edits to Legacy pages but somehow hiding the Legacy part of the article name would help things considerably.<br /> <br /> Secondly I was comparing the Actor class of UT2003 with that of UT2004 and there are several differences in each. I think we should have at least one Actor page for each generation but what about games within the same generation? Should we have seperate Actor pages for UT2003 and UT2004 within the UE2 namespace or UT2003/UT2004 namespaces or should we have one full page for UT2004 and have a seperate page for the Actor class in UT2003 that just sites the major differences? -[[User:DalinSeivewright|DalinSeivewright]] 01:32, 15 April 2008 (UTC)<br /> :Well on the topic of UE2 Id think the best option might be to have a seperate section relating to UE2.5 since its an upgrade on the engine. Both UT2003 and UT2004 are UE2 though but other engines picked up support at UE2.5 where some are based on UE2. I do know there was alittle bit of a hastle with the class tree pages because it contained info from both UE2-2.5 so each difference had to be tagged. I guess it wasnt so bad since some classes are identical between the two, the last idea sounds good to me to do full page on UT2004's Actor and a differences page for UT2003. - [[User:OlympusMons|OlympusMons]]<br /> <br /> :::I actually change my mind. I think we should have an actor page for each version of the engine/game. This would be considerably more work (unless Wormbo finishes his class wikifier?) but it would be much 'cleaner' and dare I say sexier. Plus users won't be too confused on whether or not their on the right page if the page just sites the differences. -[[User:DalinSeivewright|DalinSeivewright]] 00:11, 17 April 2008 (UTC)<br /> <br /> ::::Might be the go hey since there are sometimes differences between builds as well so it might get very confusing later, duplicating material isnt too good but I dont think it can be helped much since of the nature of UE. -[[User:OlympusMons|OlympusMons]] 22:51, 17 April 2008 (UTC)<br /> <br /> :::I agree with Dalin here. Each &quot;game&quot; (including UE2Runtime) gets its own set of class pages and corresponding categories. If the classes really have exactly the same content, we can take advantage of the template features and simply include the newest game's version of the page on all older games' versions of the same page. I already demonstrated this on [[UE2:DMRosterBeatTeam (UT2003)]], which only includes the content from [[UE2:DMRosterBeatTeam (UT2004)]]. The templates [[Template:Infobox class]] (and [[Template:Infobox class part]]) and [[Template:samegame]] used there automatically set up links to point to pages of the same game.&lt;br/&gt;On a semi-related note: Do we want to document defaultproperties, possibly including subobjects, on the class pages? -[[User:Wormbo|Wormbo]] 08:35, 21 April 2008 (UTC)<br /> <br /> ::::I'm in favor of having any documentation of the default properties in where the variables are documented (if at all). It would seem reasonable to have the 'default' or accepted values for a given variable where we've explained what the variable is for. I think subobjects should be included too, just as long as we can have a seperate page for that sub-object if it is really important. For example, the KPhysics object in xPawn. Without it, your Pawn fails. -[[User:DalinSeivewright|DalinSeivewright]] 05:49, 22 April 2008 (UTC)<br /> <br /> == Mod ideas ==<br /> <br /> I dont know where to add mod ideas...<br /> <br /> <br /> The mod ideas section didn't really work out on the old wiki, IMHO. Would it really make sense to revive that? -[[User:Wormbo|Wormbo]] 05:54, 25 April 2008 (UTC)<br /> :I was actually thinking the same thing and wasn't going to add it to the main page, but then I thought I'd add it anyways and see what anyone else thought. The old Mod ideas was an okay source for ideas but it ended up being a list of abandoned pages with half being discussions on the Mod idea itself and the other half being discussions on the progress of the mod, as if it was no longer an open source idea but being worked on. I'm fine with not reviving the page, but where would these mod ideas go now? -[[User:DalinSeivewright|DalinSeivewright]] 06:26, 25 April 2008 (UTC)<br /> ::Better leave mod ideas to ppl's own wiki pages -[[User:0 Kelvin|0 Kelvin]]<br /> :::That's a pretty good idea actually. There could be a category like [[:Category:Mod ideas]] or something similar, and it could go over what to have in mind of you are proposing a mod idea. Ideas could then be posted as sub-pages of user pages. If an idea actually took off, it could be moved into a different namespace easily. – [[User:Haarg|Haarg]] 15:47, 25 April 2008 (UTC)<br /> ::::Lets go with that then :) What about Licensing issues though? Will the 'concept' of Mod Ideas have to be reworked? If a user has a great concept and someone came and used that idea down to the exact details would there be any problems/need to cite references etc. ? I'm pretty sure copyright doesn't have a hold over 'ideas', although I could be wrong. -[[User:DalinSeivewright|DalinSeivewright]] 16:09, 25 April 2008 (UTC)<br /> ::::Isn't the entire point of posting mod ideas that ''others'' should pick them up? -[[User:Wormbo|Wormbo]] 16:59, 25 April 2008 (UTC)<br /> <br /> ==Category link description==<br /> Do the Wiki Categories currently support descriptions for each page associated to the category? What I mean is, is there currently a way to associate a description of a page within a category and have that description appear in the list of pages for said category? For example:<br /> &lt;pre&gt;<br /> A<br /> [[Apple]] - This page describes what an apple is.<br /> O<br /> [[Orange]] - This page describes what an orange is.<br /> &lt;/pre&gt;<br /> These descriptions would be added on the page with perhaps a little tag? I'm just curious and don't really feel they're neccesary... at least at the moment. -[[User:DalinSeivewright|DalinSeivewright]] 16:23, 25 April 2008 (UTC)<br /> <br /> No, that's not supported. This type of description needs to go in the page text, either of the category page or a more suitable topic page. -[[User:Wormbo|Wormbo]] 16:54, 25 April 2008 (UTC)<br /> <br /> Some form of this could be done using a DPL report:&lt;dpl&gt;<br /> category = Custom UE2-specific classes<br /> include={Infobox class}:parent1<br /> includematch=/./<br /> secseparators= \n- Subclass of ,<br /> &lt;/dpl&gt;<br /> But that would be built as a specific list, and not part of the general category page. – [[User:Haarg|Haarg]] 17:49, 25 April 2008 (UTC)</div> Haarg