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    Nightrise

    @Nightrise

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    Posts made by Nightrise

    • RE: DLLBind is currently not working

      Not really. You can use either TcpLink or UdpLink to contact a middleman application to write/read your database.
      Not too long ago, I did this same concept to communicate a WSGI application with another server running a MySQL database. Both WSGI and Query Server were written in Python, which made development much faster and easier to debug.
      Not only is this a safer way to implement it, but also likely to perform much better.

      I definitely agree that TcpLink can be great for communicating with web services, and I have no doubt you could do it this way (at least as far as databases are concerned). However, I’d have to disagree if you’re making the claim that it’s easier or performs better. Calling a native dll function to write to MySQL, for instance, is likely faster and more time-efficient (coding-wise) than establishing a TCP link via a middle-man application, like a web application, (which is additional overhead), which then in turn writes to the database (especially if its written in something like python).

      Ultimately, communicating with a local service will be better accomplished, and a lot more reliable via DLLBind, especially given the reality that are many highly optimized libraries designed for UnrealScript to communicate with various services. (See here for MySQL + SQLite DLL for UnrealScript)

      That falls into TcpLink and UdpLink, rather than DLLBind.
      A class is only allowed to DLLBind a single DLL, which pretty much limits extensive use of it.
      You can also not access Unreal Script methods and other members from the DLL, so meh.

      Again, I’m not sure what use-case you have in mind, but I have yet to encounter a situation where that matters much. In the context of communicating with a service, I have never had to bind more than one DLL to a given class, nor do I see why you’d want to use Unreal Script methods inside the DLL. Discrete interactions for data processing, retrieval, and/or insertion are what I’m interested in personally.

      Regardless, the point of this thread isn’t to discuss implementation details or design choices, but rather to enable a powerful feature which, I’m sure, creative modders will likely appreciate. Beyond that, whether you choose to use it or not is entirely up to you at the end of the day, but at least you’ll have the option.

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: DLLBind is currently not working

      It doesn’t really cripples development, DLLBind is very limited by itself.
      However, certain things are better done in a language that is fast enough and already has a fair share of libraries that aren’t in Unreal Script.

      Depends what you’re trying to do, Cthulhu. From what I can tell, you’re mostly using DLLBind to have access to utility functions. In my case, I’m trying to ensure database persistence via MySQL or SQLite - which is very challenging without DLLBind.

      As far as I’m concerned, the greatest value of DLLBind is to ensure server-side communication with services which can enable a new dimension to the modding and gaming experience. Not having DLLBind would definitely cripple that effort.

      You shouldn’t be using DLLBind to replace stuff within Unreal Script. In fact, you should avoid DLLBind like the devil and only use it when it’s the most logical approach to your problem, AKA, wrappers for C/C++ libraries.

      I’m not sure why you would assume that, there are many more far more interesting use-cases for DLLBind than replacing existing UnrealScript functionality.

      As for DLLBind, you must make extra sure that DLLBind won’t be causing VAC bans.
      After all, UDK will be dynamically loading a non-official DLL.

      I’m pretty sure that DLLBind is whitelisted since its loaded in the context of a packaged mod which the server also loads and expects/requests. Still, good point, worth a look.

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: DLLBind is currently not working

      For those interested in an update:

      I spoke with CrustaceanSoup and Markus, they’ve agreed to activate DLLBind for the next major SDK update :). Great news all around, thanks a lot TBS!

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: DLLBind is currently not working

      I’ll have to test this, but if it’s true that DLLBind is disabled - that cripples a lot of interesting concepts as Cthulhu suggests. Please TBS enable this, it would be a huge boon to the modding community!

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: [RELEASED] AOC-Malric Manor

      Awesome job Rayeon! The map looks fantastic. Shot you a message on the forum :).

      posted in Chivalry Mods
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      Nightrise
    • RE: Weird parallel light lines in maps

      I hadn’t considered that - I didn’t think many people did that sort of thing. Does somebody know if its possible to pre-bake a full day/night cycle for all static objects?

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: Weird parallel light lines in maps

      That’s just the thing - I’m planning on implementing a day/night cycle :P.

      posted in General Ideas & SDK chat
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      Nightrise
    • Weird parallel light lines in maps

      Hey all,

      I’m having a really frustrating problem, as illustrated by the attached screenshot, where annoying parallel shadow/light lines form when a directional light is nearly horizontal with the surface (sunrise/sunset style). I’ve tried using a moveable dominant directional light and scoured the net for answers with no luck.

      Any UDK afficionados among us care to enlighten me ? No pun intended :P. Would really be super helpful, and much appreciated.

      Nightrise

      posted in General Ideas & SDK chat
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      Nightrise
    • Multiple Property Windows ?

      Hey guys,

      I’m working with the UDK, and trying to compare the properties of two objects side by side. Sadly, the SDK doesn’t seem to be able to do this - it always replaces the content of the properies window with whichever object is currently selected.

      Is there a way to easily compare the properties of two distinct objects? Would really be a great help if somebody could answer!

      Nightrise

      posted in General Ideas & SDK chat
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      Nightrise
    • RE: [RELEASED] Dungeon LTS Map

      Awesome job - looks fantastic! It really reminds me of one of the maps from Age of Chivalry (source mod which fostered Chivalry), which looks very similar in layout.

      Great work in any case :).

      posted in Chivalry Mods
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      Nightrise