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UE2 - UT2kX The Elevator

Discussion in 'Programming' started by Randori, Jun 4, 2009.

  1. Randori

    Randori New Member

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    After three weeks of coding I finally have my Elevator to a usable state. I'm pretty happy about how it turned out and I would like to show it off. I figure most coders already built their own but maybe someone would like to put it in a map without spending half a month learning the script.
    Is their a place in the forums or a related site to upload my demo map?
    :D
     
  2. [SAS]Solid Snake

    [SAS]Solid Snake New Member

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    Here I suppose, but what does this offer above using a Mover?
     
  3. Randori

    Randori New Member

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    Multiple floors. The map does five. Integrated doors. I'm working on connecting another bit of trigger code that will open outer (on each floor) doors as well as the inner cage that travels with the main mover. It uses a separate trigger for each floor right now but I'll consolidate that into a master trigger with floor selection moving with the elevator.

    If this is all pedestrian stuff to this forum I won't waste anyone's bandwidth with it but I'm pretty pleased with it for my first foray into Unreal script.

    I'll check the forums options and figure out how to attach the map to a post. I've been so caught up in learning the script I have not had time to learn how to navigate the forum properly.
     
  4. eblade

    eblade New Member

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    I don't think I've ever seen a multiple floor elevator that worked well, particularly shy of any specific mechanism to determine where you want to go once you're inside of it ..
    so, i'd appreciate seeing it :)
     
  5. Randori

    Randori New Member

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    The test Map

    All this first map does is demonstrate reaching five separate floors and door operation at each. Five visible switches are on the viewing platform. There is a start up delay on the first call and a two second (configurable) stand open delay at each stop. If I have forgotten any file that needs to be included please let me know. I'll add it right away. I'm new at this forum and coding for Unreal so I have not learned all of the dependencies yet.

    I'm adding the outer doors today. They only open at the floor the lift has reached. The master switch is going to take a bit more work but I'll post it as well.

    Please let me know if you want to use my code in any public release project.
     

    Attached Files:

  6. Leonardo

    Leonardo Old fart on top the mountain.....

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    Dude this rocks! for mappers this will be ubber killer for City maps and Sniper nests within buildings NICE!
     
  7. Randori

    Randori New Member

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    Cool. Anybody want to hire me :)

    Wait till I get the code for the master switch online.
    I've attempted to model RL elevator design including locking out doors while moving and preventing cab movement while doors are free to move. It's not perfect and I've cheated a bit by programming delays where the safety aren't behaving, so it looks like it behaves. If you add some floors and get up close and personal you can interrupt the door close without damage but you better step clear before the cab takes off.
     
  8. Randori

    Randori New Member

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    The Bugs behind the map

    Sure it works and it looks nice but here is where I show my inexperience with this language. I've been tweaking the code to mesh with some other elements I want to use and I cannot figure out WHY the new, slightly modified version WILL NOT COMPILE! Sorry about the yelling. I'm just frustrated. I've gone over the syntax with a digital microscope and I'm baffled. I'm hoping that a new set of eyes might spot what I cannot. The compiler error is:

    Error in Elevator.uc (225): Unexpected end of file at end of State
    The most common cause for this error is a missing opening brace "{" or a superfluous closing brace "}" somewhere.

    Code:
    //===================================
    Class Elevator extends Mover;
    //===================================
    //===== Custom Code by Randori
    //===== Original KeyFrameReached function by the Unreal Team
    
    var byte 	TargetFloor;	//	Derived by query to the ElevatorTrigger
    var byte 	Distance;		//	Number of steps (keyFrames) to move
    var string	PowerSource[3];//	Holds references to the power sources 
    var bool	bClosing;		//	Set only when subordinant doors are closing
    var bool	bOpened;		//	Set only when subordinant doors are opened
    var bool	bLockDoor;	//	Safety interlocks for cracking system
    var bool	bLockMove;	//	Safety interlocks for cracking system
    var bool 	bMoving;		//	Flag set to indicate pending floor change
    var(MoverEvents) name	MovingEvent;	// 	Event to cause when moving
    
    
    //	Adds the Elevator state to the Mover class
    //	Elevators are expected to be triggered by ElevatorTriggers
    
    state () TriggerElevator
    {
    	//	Elevator receive a floor request from the ElevatorTrigger
    	function Trigger( actor Other, pawn EventInstigator )
    	{
    		SavedTrigger = Other;
    		Instigator = EventInstigator;
    		//log ("Signal received from floor " $ string(ElevatorTrigger(SavedTrigger).FloorNumber));
    
    		//	Error catching IF statement (Need more of these!)
    		if ( SavedTrigger != None )
    		{
    			TargetFloor=ElevatorTrigger(SavedTrigger).FloorNumber;
    			SavedTrigger.EndEvent();
    			if (TargetFloor == KeyNum) {
    				GotoState('TriggerElevator','Opening'); }
    			else {
    				bMoving = True;
    				GotoState('TriggerElevator','Closing'); }
    		}
    	}
    
    	// 	Send OPEN signal to doors
    	function OpenDoors()
    	{
    		if (bLockDoor == False) {
    			bOpening 	= True;
    			bClosing 	= False;
    			bClosed 	= False;
    
    			//log ("Sending OpenDoor command: bOpening = " $ string(bOpening));
    
    			UntriggerEvent(Event, self, Instigator);
    			TriggerEvent(OpeningEvent, Self, Instigator);
    			GotoState('TriggerElevator','Opened'); }
    		Else {
    			//log ("Door Open signal aborted.  Doors safety engaged."); }
    	}
    
    	// Send the CLOSE signal to doors
    	// Doors are now OPEN but CLOSING
    	function CloseDoors()
    	{
    		If (bClosed == True) {
    			bOpened 	= False;
    			bClosing 	= False;
    			GotoState('TriggerElevator','Closed'); }
    		if (bLockDoor == False) {
    			bOpening 	= False;
    			bClosing 	= True;
    			//log ("Sending CloseDoors command: bClosing = " $ string(bClosing));
    
    			UntriggerEvent(Event, Self, Instigator);
    			TriggerEvent(ClosingEvent, Self, Instigator);
    			GotoState('TriggerElevator','Closed'); }
    		else {
    			//	log ("Door Close signal aborted.  Doors safety engaged.");
    			//	log ("Call a mechanic 'cause they aren't supposed to lock open!"); }
    	}
    
    	// Test for FULLY OPEN state
    	// Elevator now has the option of closing
    
    	function FinishOpening()
    	{
    		if (bOpened == True) {
    			//log ("Doors confirmed opened (Lift)");
    			//	Notify AI that elevator has stopped and opened
    			FinishNotify();
    			bOpening = False;
    			UntriggerEvent(Event, Self, Instigator);
    			TriggerEvent(OpenedEvent, Self, Instigator);
    			GotoState('TriggerElevator','Closing'); }
    		else GotoState('TriggerElevator','Opened');
    	}
    
    	// Test for FULLY CLOSED state
    	// Elevator now has the option of moving or opening
    
    	function FinishClosing()
    	{
    		if (bClosed == True) {
    			//log ("Doors confirmed closed (Lift)");
    			bClosing = False;
    			UntriggerEvent(Event, Self, Instigator);
    			TriggerEvent(ClosedEvent, Self, Instigator);
    			if (bMoving == True) GotoState('TriggerElevator', 'Moving'); }
    		else GotoState('TriggerElevator','Closed');
    	}
    
    	//	All doors are secure
    	//	Elevator may now move
    	simulated function StartMoving()
    	{
    		log ("Moving: bLockMove = " $ bLockMove);
    		if (bLockMove != True) {
    			UntriggerEvent(Event, Self, Instigator);
    			TriggerEvent('MovingEvent', Self, Instigator);
    			MakeNoise(1.0);
    			PlaySound( AmbientSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0);
    			AmbientSound = MoveAmbientSound;
    			Distance=Abs(KeyNum - TargetFloor);
    			InterpolateTo(TargetFloor, MoveTime*Distance);
    			if ( SavedTrigger != None ) SavedTrigger.EndEvent(); }
    	}
    
    	// Interpolation ended at target KeyFrame
    	// Event modified to disregard additional KeyFrames.
    	simulated event KeyFrameReached()
    	{
    		local byte OldKeyNum;
    		local Mover M;
    
    		OldKeyNum  = PrevKeyNum;
    		PrevKeyNum = KeyNum;
    		PhysAlpha  = 0;
    		ClientUpdate--;
    		AmbientSound = None;
    		NetUpdateTime = Level.TimeSeconds - 1;
    		if ( (ClientUpdate == 0) && ((Level.NetMode != NM_Client) || bClientAuthoritative) )
    		{
    			RealPosition = Location;
    			RealRotation = Rotation;
    			ForEach BasedActors(class'Mover', M)
    				M.BaseFinished();
    		}
    		GotoState('TriggerElevator','Arriving');
    	}
    
    	event MovingEvent( Optional name ThisEvent, Optional actor Other, Optional pawn EventInstigator )
    	{
    		//log ("Inside MovingEvent");
    		bOpening = false;
    		bClosing = false;
    	}
    
    //	STATE CODE:
    //	All system security, behavior, and control code should be below
    //	Reserve function code (above) for basic component operation
    
    Begin:		//Currently DEBUG only
    
    	//Stopwatch(False);
    	//TODO: Check PowerSupply for validity
    	Stop;
    
    Moving:		//Proceed with movement
    
    	If (bClosed == True) {
    		bLockDoor 	= True;		// Engage door safety
    		bLockMove 	= False;	// Disengage lift safety
    		StartMoving(); }
    	else CloseDoors();
    	Stop;
    
    Arriving:	//After KeyFrameReached
    
    	UnTriggerEvent(Event, Self, Instigator);
    	bMoving		= False;
    	bLockMove	= True;		// Engage lift safety
    	bLockDoor	= False;	// Disengage door safety
    	GotoState('TriggerElevator','Opening');
    
    Opening:	//Signal doors to start OPENING
    
    	OpenDoors();
    	Stop;
    
    Opened:		//Test for FULLY OPEN state
    
    	Sleep(0.25);
    	FinishOpening();
    	Stop;
    
    Closing:	//Signal doors to start CLOSING
    
    	if (bClosed == True && bMoving == True) {
    		GotoState('TriggerElevator','Moving'); }
    
    	//StayOpenTime holds doors open (4 second default value)
    	//Call CloseDoors() directly to skip delay
    
    	if (StayOpenTime > 0) Sleep (StayOpenTime);
    	CloseDoors();
    	Stop;
    
    Closed:		//Test for FULLY CLOSED state
    
    	Sleep(0.25);
    	FinishClosing();
    	Stop;
    }
    
    state () Unpowered
    {
    
    }
    
    defaultproperties
    {
    	bMoving 	= False;
    	bLockDoor = False;
    	bLockMove = True;
    	bOpening 	= False;
    	bOpened	= True;
    	bClosing 	= False;
    	bClosed	= False;
    }
    
    A digital high five, thanks and bragging rights to anyone who can find this bug and kill it lots!
    :mad:
     
  9. brold9999

    brold9999 New Member

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    Hey Randori,

    The error just indicates that there is more opening brackets than closing brackets in your file. This can be an annoying type of bug to track down but is usually closely related to a recent edit. One method to locate this type of bug is to comment out sections of code, until the bug does not occur anymore. Since this is an issue with the parser that you are trying to find it does not matter if the functionality changes while doing this since you are just trying to find the general section of code where the closing brackets are missing or the extra opening brackets are present.

    I didn't use this method in this case because I spotted fairly quickly; in your OpenDoors and CloseDoors functions it appears you have commented out a couple of lines of logging and one of those lines contained a closing bracket to end the else block.
     
  10. Angel_Mapper

    Angel_Mapper Goooooooats

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  11. Randori

    Randori New Member

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    brold9999 is the Geek!

    @brold9999:
    Thank you. I think I suffer from the old curse of having stared at the same code for too long. I was totally missing that. Now I can get my mind off that and into the GUI and HUD interactions.

    @Angel_Mapper:
    I found your Tamearia code yesterday. I've resisted reading it until I fixed mine but I think I'll check it out today. The quick glance I took at the functions suggested that you came at the issue in a totally different manner, so I think it will make interesting and enlightening reading.

    Respect to both of you.
     
  12. Phoenix_Wing

    Phoenix_Wing Official Kantham Stalker

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    I would kill for that code. So many times it would've been useful in maps but never could i figure it out. If you ever finish this please let me know as i could really use it. Thanks!
     
  13. Randori

    Randori New Member

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    It is coming along nicely. I'll re-post the demo map when I hit another milestone.
    Can someone suggest the best protocol for that? Should I edit the OP and change the attachment or put it inline here at threads end? New thread for new Demo?

    @Phoenix_Wing
    I'll send you the details of your target shortly and remember, no witnesses.
    --> insert maniacal laughter here <--
     
  14. bradford789

    bradford789 New Member

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    have you fixed your problem yet and are you going to post a new link to your file i downloaded your inprogress file and it crashed my editor on me so could you please update your download file thank you
     
  15. bradford789

    bradford789 New Member

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    hello how is your demo map coming along are you going to re-post a new link soon i really need a multi-level elevators in my level and your the only one that has figured out how to do this. thank you and hope you post your demo map soon
     
  16. Randori

    Randori New Member

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    Working map

    This file should contain everything needed to run.
    Next task is to make a nicer interface.
     

    Attached Files:

  17. bradford789

    bradford789 New Member

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    your map crashes the editor with these error messages

    Build UT2004_Build_[2005-11-23_16.22]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel Unknown processor @ 3333 MHz with 1390MB RAM
    Video: ATI RADEON XPRESS 200 Series (6925)

    Bad expr token 15

    History: SerializeExpr <- (15) <- SerializeExpr <- (19) <- SerializeExpr <- (11) <- SerializeExpr <- (05) <- SerializeExpr <- (0E) <- SerializeExpr <- (0D) <- SerializeExpr <- (0F) <- SerializeExpr <- (07) <- SerializeExpr <- (13) <- SerializeExpr <- (05) <- SerializeExpr <- (2F) <- SerializeExpr <- (FF) <- SerializeExpr <- (FF) <- SerializeExpr <- (EB) <- SerializeExpr <- (B0) <- UStruct::Serialize <- (Class myLevel.ElevatorDoors9) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ElevatorDoors9) <- LoadObject <- (Class myLevel.ElevatorDoors9 169837==169837/2641747 169749 152) <- ULinkerLoad::preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="C:\UT2004\Maps\ElevatorBasicFunction.ut2") <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

    Build UT2004_Build_[2005-11-23_16.22]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel Unknown processor @ 3333 MHz with 1390MB RAM
    Video: ATI RADEON XPRESS 200 Series (6925)

    Assertion failed: Actors(1)->Brush!=NULL [File:c:\ut2004build\ut2-code\engine\inc\UnLevel.h] [Line: 430]
     
  18. bradford789

    bradford789 New Member

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    and this is the log file of the error

    Log: Log file open, 09/23/09 01:49:18
    Init: Name subsystem initialized
    Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
    Init: Version: 3369 (128.29)
    Init: Compiled: Nov 23 2005 16:23:34
    Init: Command line:
    Init: Character set: Unicode
    Init: Base directory: C:\UT2004\System\
    Init: Ini:UT2004.ini UserIni:User.ini
    Init: Build label: Build UT2004_Build_[2005-11-23_16.22]
    Init: Object subsystem initialized
    Log: ati2dvag.dll/ATI RADEON XPRESS 200 Series
    Log: Startup time: 8.401000 seconds
    Cmd: MODE MAPEXT=ut2
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 386x55 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: Creating device
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 420x174 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 420x174 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x177 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x177 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x177 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 312x166 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 306x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 109x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 110x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 312x166 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 306x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 109x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 110x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 312x166 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 306x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 109x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 110x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 312x166 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 306x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 109x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 110x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 607x234 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 320x234 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 607x234 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 320x234 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 256x256 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Cmd: CAMERA UPDATE NAME=MeshViewer MESH="banner" FLAGS=641 REN=19 MISC1=0 MISC2=0
    Cmd: CAMERA UPDATE NAME=MeshViewer MESH="banner" FLAGS=641 REN=19 MISC1=0 MISC2=0
    Log: Preprocessing: Vertex stream total vertices: 319 Orig wedges: 319
    Log: Allocating 16384 byte dynamic index buffer.
    Log: Enter SetRes: 367x466 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Allocating 16384 byte dynamic index buffer.
    Log: Enter SetRes: 367x486 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Allocating 16384 byte dynamic index buffer.
    Log: Enter SetRes: 367x466 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Allocating 16384 byte dynamic index buffer.
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 256x256 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 0x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 263x452 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
    Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
    Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
    Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="FloorTurretGun" FLAGS=16810633 REN=26 MISC1=0 MISC2=0
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x200 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser
    Log: Enter SetRes: 367x477 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 256x256 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 0x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 187x244 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Cmd: CAMERA UPDATE NAME=LIPSinc MESH="" FLAGS=16810633 REN=34 MISC1=-1 MISC2=0
    Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=0
    Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=114998528
    Cmd: AUDIO FINDVIEWPORT
    Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=114998528
    Cmd: CAMERA UPDATE NAME=LIPSinc MESH="CeilingTurretBase" FLAGS=16810633 REN=34 MISC1=-1 MISC2=21627384
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x400 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x400 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 478x380 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x200 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 466x178 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x200 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 466x224 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Opened viewport
    Log: Couldn't bring window to foreground.
    Log: Enter SetRes: 320x200 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: OS doesn't support IME.
    Log: Enter SetRes: 466x224 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 0x0 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Log: Enter SetRes: 517x406 Fullscreen 0
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 75(32-bit)
    Log: xD3DHelper::Init (QuadEmulation)
    Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="2K4Chargers" GROUP="ChargerTextures"
    Cmd: MAP LOAD FILE="C:\UT2004\Maps\ElevatorBasicFunction.ut2"
    Log: New File, Existing Package (Package myLevel, Package ElevatorBasicFunction)
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Log: Failed to load 'Elevator': Can't find file for package 'Elevator'
    Critical: Bad expr token 15
    Critical: Windows GetLastError: The system cannot find the path specified. (3)
    Exit: Executing UObject::StaticShutdownAfterError
    Log: Waiting for file streaming thread to finish...
    Exit: OpenAL Audio subsystem shut down.
    Exit: Executing UWindowsClient::ShutdownAfterError
    Critical: SerializeExpr
    Critical: (15)
    Critical: SerializeExpr
    Critical: (19)
    Critical: SerializeExpr
    Critical: (11)
    Critical: SerializeExpr
    Critical: (05)
    Critical: SerializeExpr
    Critical: (0E)
    Critical: SerializeExpr
    Critical: (0D)
    Critical: SerializeExpr
    Critical: (0F)
    Critical: SerializeExpr
    Critical: (07)
    Critical: SerializeExpr
    Critical: (13)
    Critical: SerializeExpr
    Critical: (05)
    Critical: SerializeExpr
    Critical: (2F)
    Critical: SerializeExpr
    Critical: (FF)
    Critical: SerializeExpr
    Critical: (FF)
    Critical: SerializeExpr
    Critical: (EB)
    Critical: SerializeExpr
    Critical: (B0)
    Critical: UStruct::Serialize
    Critical: (Class myLevel.ElevatorDoors9)
    Critical: UState::Serialize
    Critical: UClass::Serialize
    Critical: (Class myLevel.ElevatorDoors9)
    Critical: LoadObject
    Critical: (Class myLevel.ElevatorDoors9 169837==169837/2641747 169749 152)
    Critical: ULinkerLoad::preload
    Critical: PreLoadObjects
    Critical: UObject::EndLoad
    Critical: UObject::LoadPackage
    Critical: UEditorEngine::Exec_Map
    Critical: UEditorEngine::Exec
    Critical: (MAP LOAD FILE="C:\UT2004\Maps\ElevatorBasicFunction.ut2")
    Critical: UUnrealEdEngine::Exec
    Critical: FileOpen
    Critical: WEditorFrame::OnCommand
    Critical: WWindow::WndProc
    Critical: WWindow::StaticProc
    Critical: MessagePump
    Critical: MainLoop
    Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
    Log: Log file closed, 09/23/09 01:50:03
     
    Last edited: Sep 23, 2009
  19. bradford789

    bradford789 New Member

    Joined:
    Nov 5, 2008
    Messages:
    6
    Likes Received:
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    have you found the files that where missing from the level. hope to here from you soon.
     
  20. bradford789

    bradford789 New Member

    Joined:
    Nov 5, 2008
    Messages:
    6
    Likes Received:
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    I was hoping to test out your elevator system and if i liked it i was going to hire you to program my new conversion mod of unreal. I'm working on a new game type that will be the command and conquer renagade series.

    But now i have changed my mind due to the fact that you do not respond to my emails or posts on the forums. It has been five days since i posted the error report and log file and that was the last day i got a email from you. It shows me that you are unreliable and i do not wish to hire a person that does not show that he is working on or even trying to fix the problem.


    If there is anyone out there that is reliable and has a working multilevel elevator more than 5 levels with inner and outer doors and has a control panel to pick what level the player wishes to go to. Please email me at renagaderemake@gmail.com

    Hope to here from someone soon.

    This will be my last post in this forum

    Have a nice day
     

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