Deus Ex Editing PACK 2.2 [RELEASE]

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

Andrievskaya Veronika wrote:I fixed couple of "bugs" in UED2. Now you're should be able to set physic of all DeusExPickups correctly (now set to PHYS_FALLING by default). Also the TrashGenerator was always invisible, i fixed this. To install the update, unzip this file (download >>) file into Deusex/UED2/ directory, overwriting the old file (DeusEx.u).

Edit: I've added little (for now) FAQ into first message.
This fix does not work. I get an error message about the editor not finding the package DeusEx.

From the log-file.

Warning: Failed to load 'UED2_FIXM_p1': Can't find file for package 'UED2_FIXM_p1'
Warning: Failed to load 'DeusEx': Can't find file for package 'UED2_FIXM_p1'
Warning: Failed loading package: Can't find file for package 'UED2_FIXM_p1'
Critical: appError called:
Critical: Can't find edit package 'DeusEx'
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Warning: glxStopOutput() failed: 6
Critical: UEditorEngine::Init
Critical: InitEngine
Exit: Exiting.
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
Andrievskaya Veronika
UNATCO
Posts: 151
Joined: Wed Mar 21, 2007 5:36 am
Location: Somewhere in Russia
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by Andrievskaya Veronika »

Can i see the whole log ?
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

Sure! The install is DX with Shifter, HDTP, NV, D3D10 render and Kenties custom .exe launcher. After that I installed Editing Pack 2.2 and it worked fine. Then I tried replacing the DeusEx.u in the Ued2 folder with your fix and now the error is occuring. That's the story of my install.


Log: Log file open, 09/23/12 13:14:59
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 432
Init: Compiled: Oct 4 2000 21:31:15
Init: Command line: -log
Init: Base directory: C:\DeusEx Dev\Ued2\
Init: Character set: Unicode
Log: Bound to Editor.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: BJORNVAIO
Init: User: Bjrn
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2195.066626 MHz
Init: CPU Page size=4096, Processors=8
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to Galaxy.dll
Init: Galaxy is using WinMM
Init: Galaxy initialized
Init: Transaction tracking system initialized
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Warning: Failed to load 'UED2_FIXM_p1': Can't find file for package 'UED2_FIXM_p1'
Warning: Failed to load 'DeusEx': Can't find file for package 'UED2_FIXM_p1'
Warning: Failed loading package: Can't find file for package 'UED2_FIXM_p1'
Critical: appError called:
Critical: Can't find edit package 'DeusEx'
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Warning: glxStopOutput() failed: 6
Critical: UEditorEngine::Init
Critical: InitEngine
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/23/12 13:15:01
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
Andrievskaya Veronika
UNATCO
Posts: 151
Joined: Wed Mar 21, 2007 5:36 am
Location: Somewhere in Russia
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by Andrievskaya Veronika »

Try this one, please.

http://webfile.ru/6131860
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

Now the editor works fine, but the issue with physics resetting to falling still persists. :cry:
What did the fix include exactly? Would be interesting to know.
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
kocmo
Thug
Posts: 45
Joined: Mon Mar 17, 2014 11:51 am

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by kocmo »

Andrievskaya Veronika wrote:Deus Ex Editing PACK version 2.2
Большое человеческое спасибо.
User avatar
ThisIsMyUsername
UNATCO
Posts: 100
Joined: Mon Jul 13, 2009 7:10 pm

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by ThisIsMyUsername »

Megabump. I'm trying to load the main package file of my mod but UED2 keeps throwing out errors no matter which way I try and do it, and rebuilding the .u file makes the UCC included with the editing pack also throw out errors. I'm in a bit of an errory clusterfuck here.

This is the error I'm getting right now when I try to do Actor Classes -> Open Package.

Code: Select all

ExtString DI.DI_Volunteers: Serial size mismatch: Got 1, Expected 980
The text file in question:

Code: Select all

<P>Date: 11-15-2145
<P>To: Mail recipient
<P>From: HR Coordinator
<P>Subject: Volunteer to earn extra credits
<P>
<P>
<P>Delta Labs is looking for individuals to fill critical positions.  You can help with our exciting break-through work and earn credits at the same time.
<P>
<P>Volunteers are needed in the following areas:
<P>
<P>Teleportation:  We're looking for test subjects to stress-test the new teleporters.  Experience tomorrow's travel technology, today!
<P>
<P>Medical Research:  Our advanced pharmaceutical team needs volunteers to participate in exciting medical studies.  Help us find cures to everything from the common cold to Ebola 7.
<P>
<P>Specimen Handling: We need volunteers to help handle and track the specimens gathered through Delta Labs experiments.  Health test and liability waiver will be required.
<P>
<P>For more information about any of these opportunities or to post openings in your department, please see an HR Coordinator.
Any ideas, anyone? :/
I have opened the mayor. When the power drops, go in, and go in, and go in like the US Marshal and his three daughters and we lose the vaccine!

We want to power down the whole system.
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

Is the text file in Unicode or ANSI?
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
ThisIsMyUsername
UNATCO
Posts: 100
Joined: Mon Jul 13, 2009 7:10 pm

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by ThisIsMyUsername »

bjorn98009_91 wrote:Is the text file in Unicode or ANSI?
Which should it be? Does it make much of a difference?
I have opened the mayor. When the power drops, go in, and go in, and go in like the US Marshal and his three daughters and we lose the vaccine!

We want to power down the whole system.
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

It should be ANSI. You can use Notepad++ or similar to change it. Also after changing check if the text contains any weird characters.

Normally it doesn't matter what encoding you use, but sometimes it does. So better safe then sorry.
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

Oh, hold on. You can't load a .u file with imported text into UED2. You need to put your texts in a separate package like DeusExText.u and then just have an import script for the texts. You don't need that package loaded for any mapping needs at all, so that's why it should only contain texts.
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
ThisIsMyUsername
UNATCO
Posts: 100
Joined: Mon Jul 13, 2009 7:10 pm

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by ThisIsMyUsername »

Thanks, that worked :) But the Editor and most of the pack itself still doesn't work for me. Guess I'll just stick with unrealed1.
I have opened the mayor. When the power drops, go in, and go in, and go in like the US Marshal and his three daughters and we lose the vaccine!

We want to power down the whole system.
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

If you have your own packages compiled that you are trying to use in UED2 you either need to load them manually on each start of UED2, using EditPackages to load them automatically won't work. Or you can create UED2 versions of your packages where you strip most of the code, generally only defaultproperties should left in your UED2 classes. Then you can use EditPackages in UnrealTournament.ini
Producer and Quality Assurance Manager for Deus Ex: Revision.
User avatar
bjorn98009_91
Silhouette
Posts: 688
Joined: Thu May 08, 2008 8:17 am
Location: Hufvudstaden, Sweden
Contact:

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by bjorn98009_91 »

For anyone that have the editing pack or downloading it for the first time you should grab this updated version of DeusEx.u. I've fixed defaultproperties that differed from DeusEx on: LaserTrigger, BeamTrigger, Barrel1, WHChairPink, CeilingFan and CeilingFanMotor.

The problem with differing defaultproperties is that the editor only saves properties that differs from the defaults along with the actor in the map. Thus if the default is SC_Biohazard in UED2 on a barrel this info isn't saved in the map, and any barrels that had SC_Biohazard saved in the map will now loose it if the map is re-saved in UED2, as this is the default value. In the game/UED1 the default property is SC_Rusty, so everything that you and the editor thought was SC_Biohazard is now SC_Rusty. In essence you can't get a Biohazard barrel if you use UED2 and any maps that had such barrels will after a save in UED2 be SC_Rusty. The Laser/Beam trigger defaulted to Player_Proximity as trigger type, and thus stuff that normally the player could trigger became triggerable by all as you couldn't set Player_Proximity anymore.

So I've fixed these differing Defaultproperties on the actors, along with added some variables HDTP introduces for different skins in DeusExPickup (did that mainly to prevent maps that uses actors with these varables to get stripped if opened in UED2).

Edit: Appears that file upload is broken, temporary link until sorted.
https://www.dx-revision.com/files/hosti ... s/DeusEx.u
Last edited by bjorn98009_91 on Mon Sep 25, 2017 7:15 pm, edited 1 time in total.
Producer and Quality Assurance Manager for Deus Ex: Revision.
DDL
Traditional Evil Scientist
Traditional Evil Scientist
Posts: 3791
Joined: Mon Oct 17, 2005 10:03 am

Re: Deus Ex Editing PACK 2.2 [RELEASE]

Post by DDL »

Nice work!
Post Reply