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Minor things worth mentioning 
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Found another weired thing: Windows are ticked before the Engine class is (which ticks Level, which ticks all Actors, etc.). And flipping the Tick order seems to solve this annoying issue of ViewportWindows are sometimes (or at least sometimes noticable) rawn without their overlay when toggling them on/off for a frame or so.

Nothing otherwise happening in Tick below UGameEngine, so for experimenting with, one just flips the order and be done.

Code:
void URevGameEngine::Tick( FLOAT DeltaSeconds )
{
   guard(URevGameEngine::Tick);

#if 0 // Try ticking Windows before Engine. (Doesn't crash, but leave it out for now).
   UGameEngine::Tick( DeltaSeconds );
   XRootWindow::TickWindows( DeltaSeconds );
#else
   // Super.
   Super::Tick( DeltaSeconds );
#endif

   // Tick GamePlatform.
   TickGamePlatform( DeltaSeconds );
   unguard;
}

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Sun Jul 02, 2017 12:27 am
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Code:
SET RootWindow bShowStats 1

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Sun Jul 02, 2017 4:57 am
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Hanhikers guide to UnrealScript optimization

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Sun Jul 02, 2017 3:25 pm
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
For rendering the 'Menu' windows after ScreenFlash.

Code:
// Extension.PlayerPawnExt
simulated event PostRenderFlash( Canvas Canvas )
{
   // Allow windows to be rendered after Flash.
   if ( !bool(RootWindow) || !RootWindow.RenderWindowsAfterFlash() ) // Actually no much of a point in calling it without RootWindow. --han
      PostRenderWindows( Canvas );

   Super.PostRenderFlash( Canvas );
}
simulated event PostRender( Canvas Canvas)
{
   // Allow windows to be rendered after Flash.
   if ( bool(RootWindow) && RootWindow.RenderWindowsAfterFlash() )
      PostRenderWindows( Canvas );

   Super.PostRender( Canvas );
}

// Extension.RootWindow
function bool RenderWindowsAfterFlash()
{
   return false;
}

// DeusEx.DeusRootWindow
function bool RenderWindowsAfterFlash()
{
   return WinCount>0 && WinStack[0].IsA('MenuUIMenuWindow');
}

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Mon Jul 03, 2017 10:15 pm
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
The story why there are no savegame snapshots for OpenGLDrv:

Basically Sweeney, when creating the first UOpenGLRenderDevice (version) sort of managed to dublicate the Viewport variable off URenderDevice, so that was set by the UOpenGLRenderDevice, not the one on the URenderDevice. Afterwards everyone just copied that all along.

Deus Ex snapshot functionality in the end uses GRenderDevice->Viewport, which will never get set for OpenGLDrv because of that dublicated variable and thus Rootwindw can't figure out Viewport size and does nothing.

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Mon Jul 10, 2017 4:06 am
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
http://coding.hanfling.de/Cargo_ROMM_vs_AppleRGB.zip What does look less wrong?

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Tue Jul 11, 2017 10:54 am
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UNATCO
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Joined: Wed Mar 21, 2007 5:36 am
Posts: 150
Location: Somewhere in Russia
Post Re: Minor things worth mentioning
Cargo_ROMM

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Wed Jul 12, 2017 9:20 am
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Added more shots, but now put them on a page, rather than update the zip file. I now added cargo03, and sRGB (as some sort of default if no convertion happens).

http://coding.hanfling.de/Cargo/

Convertion to Apple RGB is done absolute colormetric, in case of ROMM I used Photoshop (with afaik) the same setting. However ROMM uses the D50 illuminant instead of the D65 as the other two are using, so there is plenty of room for experimenting with other whitepoint adaption schemes.

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Wed Jul 12, 2017 6:42 pm
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Ever wondered what this:
Quote:
Warning: Type mismatch in Region of GameReplicationInfo: file 10, class 2
Warning: Skipping 6 bytes of type 10

is all about? I have before, but now I got it:

The 10 and 2 are Name indices, looking them up in UnNames.h yields:
Code:
REGISTER_NAME(   2, IntProperty      )
REGISTER_NAME(  10, StructProperty   )


And Region is literally the name of the Property, so looking that up:
Code:
// Actor.uc:
var const PointRegion     Region;        // Region this actor is in.

// GameReplicationInfo.uc:
var() globalconfig int        Region;      // Region of the game server.

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Thu Jul 13, 2017 2:32 am
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UNATCO
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Joined: Wed Mar 21, 2007 5:36 am
Posts: 150
Location: Somewhere in Russia
Post Re: Minor things worth mentioning
The ROMM version looks more colorful than others, so i would prefer it.

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Thu Jul 13, 2017 8:44 am
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Code:
x/min(1,x) = max(1,x)

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Tue Jul 25, 2017 2:54 pm
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
AllActor iterators silenty sets BaseClass=Actor if you pass BaseClass=None.

So always check if your BaseClass is not None if you store it inside a variable before calling AllActors (or similiar iterators).

I wasn't aware of this behaviour before and had some innocent looking dynamicload class and iterate over and destroy all those actors code, which in the end resulted in networking turned bad. And yes it took me 'some' time to trace down this issue..

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Tue May 01, 2018 3:57 pm
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MJ12

Joined: Sun Oct 04, 2009 6:54 pm
Posts: 399
Post Re: Minor things worth mentioning
Code:
// ----------------------------------------------------------------------
// VDiskRand2D()
//
// Random point on Disk in xy-plane.
// http://mathworld.wolfram.com/DiskPointPicking.html
//
// Could be optimized.
// ----------------------------------------------------------------------

simulated final static function Vector VDiskRand2D( float DiskRadius )
{
   local float  Radius, Angle;
   local Vector Point;

   Radius = Sqrt(FRand())*DiskRadius;
   Angle  = FRand()*2.0*PI;

   Point.X = Radius*Cos(Angle);
   Point.Y = Radius*Sin(Angle);

   return Point;
}

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Mon May 14, 2018 1:35 pm
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