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In game IM client mod

Discussion in 'Programming' started by Axionysus, Sep 6, 2004.

  1. Axionysus

    Axionysus Don't Call Us, We Won't Call You :)

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    I'm relatively new to modding and mutators but I have an ambitious idea for a project that will combine an Instant message environment that supports mulitiple clients including- AIM, MSN, Yahoo, and IRC or at the very least AIM with UT2K4's HUD as a HUD mutator (interaction). I think I'll change the texture files that the program (trillian) uses into .utx's and then write a small script that causes the final graphics product to be called to the game's screen with the press of a designated key. However I'm wondering how I can allow a script that lives in UT and is written in UnrealScript to utilize the actual messaging features (dll.s, buddy list, ignore/block list, log files, etc.). Is it possible to create some type of function that loads all of Trillian's files (dll, xml, dtd, and txt are the main ones I believe) from the client's computer into Unreal and allows the mutator to access them accordingly? Or do I have to somehow create a series of new classes like UT2004's IRC classes used for in game chat that give my mutator IM client functionality.... does anyone have any ideas, links, advice etc.
     
    Last edited by a moderator: Sep 7, 2004
  2. Shambler[sixpack]

    Shambler[sixpack] New Member

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    That's pretty ambitious...I wouldn't think IRC would be too big a problem seeing as that's already functional on the browser but as for the IM programs....Well you would have to look up technical information on those programs and then probably use the InternetInfo classes (UDPLink/TCPLink) in IpDrv.u to communicate between programs.

    I would think it'd be a lot of work.
     
  3. BinarySystem

    BinarySystem Banned

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    Probrably the easiest way I can see would be to use the UnrealEngine Runtime. You can get the C++ headers for the Runtime, and use that to interface to Trillian. Then, you can interface between your UT2k4 mutator and the Runtime via the UDPLink.
     
  4. elmuerte

    elmuerte Master of Science

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    I think it's easier to write a plugin for trillian and makes it easier to communicate to it from within the engine via a TCPLink.

    I doubt you'll get the access to the headers for the runtime for somethin like this.
     
  5. Axionysus

    Axionysus Don't Call Us, We Won't Call You :)

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    FONT=Arial]thanks for the advice, looks like i've got some research to do, I need to look at my C++ book and find some code libraries for IM clients. Does anyone have any links to tips/tuts for writing code to be used (preferably speciifc to UnrealScript) that interacts with other languages and programs?[/FONT]
     
  6. Axionysus

    Axionysus Don't Call Us, We Won't Call You :)

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    haha my font tags got included in the post!
     
  7. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    you missed the opening [
     
  8. Axionysus

    Axionysus Don't Call Us, We Won't Call You :)

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    yeah I caught that, silly opening [ and it's tag displaying antics
     
  9. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    you can edit your post and repair it ;)
     

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