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Old 13-7-2009, 20:56   #1 (permalink)
Derek \TheRock\ Altamirano
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Default Re: [ut3mods] Input Customization

Jamie,

"I ran into problems with Profiles overwriting my bindings, so my
custom player controller doesn't retrieve key bindings from profiles."

If you don't mind explaining, exactly how did you handle this; I don't
want to have to re-invent the wheel so to speak.

- Derek

>
> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
> Jamie Galimberti
> Sent: Friday, July 10, 2009 11:25 AM
> To: UT3MODS (AT) EPICGAMES.COM
> Subject: Re: [ut3mods] Input Customization
>
> Good stuff Kristian, I accomplished it in a similar manner. The
> FriendlyName needs to go in your mod's localization folder in
> UTGame.int and would look something like this:
>
> [Reload UTUIDataProvider_KeyBinding]
> FriendlyName="Reload"
>
> I ran into problems with Profiles overwriting my bindings, so my
> custom player controller doesn't retrieve key bindings from
> profiles. Also, if you are making significant changes to the
> controls and want to remove any bindings from the menu, base your
> DefaultInput.ini and DefaultGame.ini on the engine defaults instead
> of the UTGame defaults:
>
> [Configuration]
> BasedOn=..\Engine\Config\BaseGame.ini
>
> [Configuration]
> BasedOn=..\Engine\Config\BaseInput.ini
>
> Then copy only the config information you need from
> UTGame\Default*.ini to yours and leave out the rest.
>
> -Jamie
>
> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> <charliesang70 (AT) com> wrote:
>
> Depends on where your bindings are but heres some from my
> defaultInput.ini file
> [Configuration]
> BasedOn=..\UTGame\Config\DefaultInput.ini
> [Engine.PlayerInput]
> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> +Bindings=(Name="DELETE",Command="ReloadTA")
> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> inside the DefaultGame.ini
> ;///////////////
> ; TA Key Bindings
> ;///////////////
> [SwitchWeapon UTUIDataProvider_KeyBinding]
> +FriendlyName=Switch Fire Mode
> +Command="ChangeFireMode"
> +bIsCrucialBind=false
> [Reload UTUIDataProvider_KeyBinding]
> +FriendlyName=Reload
> +Command="ReloadTA"
> +bIsCrucialBind=false
> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> +FriendlyName=Show BuyMenu
> +Command="UserOpenBuyMenu"
> +bIsCrucialBind=false
> in my player controller i have
> exec simulated function ReloadTA()
> {
> ...
> }
> exec function UserOpenBuyMenu()
> {
> ...
> }
> exec function ChangeFireMode( optional byte NewFireMode)
> {
> ...
> }
> Now i do have a PlayerInput class but it doesnt have my binds in
> it (im guessing that it might be depreciated with the mod switches)
> or i dont know how to use that class properly.
> Anyhow those binds should show in the keys menu, and work ingame on
> and offline.
> One more thing you can do (that i havnt figured yet) is to move the
> FriendlyName= into a localization int file to have the friendly name
> change per language you support.
> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> > From: bob.chatman (AT) COM
> > Subject: Re: [ut3mods] Input Customization
> > To: UT3MODS (AT) EPICGAMES.COM

>
>
> >
> > Yes, exactly that.
> >
> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> > > Hi Bob,
> > >
> > > Do you mean having your custom key bindings show up in the UI Input menu?
> > > If so, I can probably help you out.
> > >
Read more on: : i3D.net Game Forums /unreal-tournament-3-newsletter/63743-re-ut3mods-input-customization.html
> > > -Jamie
> > >
> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman

> <bob.chatman (AT) com> wrote:
> > >
> > >> Hello gents, long time no type. =)
> > >>
> > >> I have been working on a rewrite of my codebase and would like to add
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> > >> key customization to my list of accomplishments. Do any of you have
> > >> any info on this or at least a vector i can use to unwind into a
> > >> direction to take with this? I have been reading through the code and
> > >> its just as gnarly as anything else.
> > >>
> > >> Thanks in advance =)
> > >>
> > >> Bob Chatman
> > >> Project Lead | Project: White | www.whitemod.com
> > >> Co-founder | Gneu.org | www.gneu.org
> > >>
> > >> ---------------------
> > >> TO LEAVE THE LIST
> > >> ---------------------
> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> > >> (not the subject line), write: SIGNOFF UT3MODS
> > >>
> > >
> > > ---------------------
> > > TO LEAVE THE LIST
> > > ---------------------
> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> > > (not the subject line), write: SIGNOFF UT3MODS
> > >

> >
> >
> > --
> >
> > Bob Chatman
> > Project Lead | Project: White | www.whitemod.com
> > Co-founder | Gneu.org | www.gneu.org
> >
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> > (not the subject line), write: SIGNOFF UT3MODS


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---------------------

TO LEAVE THE LIST

---------------------

Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message

(not the subject line), write: SIGNOFF UT3MODS





---------------------

TO LEAVE THE LIST

---------------------

Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message

(not the subject line), write: SIGNOFF UT3MODS

---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
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Old 14-7-2009, 00:28   #2 (permalink)
Jamie Galimberti
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Default Re: [ut3mods] Input Customization

Hi Derek,

Well it was somewhat of a pain, but here's what I did. For my
PlayerController, I copied the function LoadSettingsFromProfile() from
UTPlayerController but romoved anything relating to key bindings. Then I
made a new gametype from UTEntryGame with my new PlayerController assigned.
Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I set
DefaultGame and DefaultServerGame to my new EntryGame. Also, in your new
EntryGame, you may want to override SetGameType() depending on what you
named your FrontEnd map.

-Jamie

On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano <
therock (AT) net> wrote:

> Jamie,
>
> "I ran into problems with Profiles overwriting my bindings, so my custom
> player controller doesn't retrieve key bindings from profiles."
>
> If you don't mind explaining, exactly how did you handle this; I don't want
> to have to re-invent the wheel so to speak.
>
> - Derek
>
>
>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Jamie
>> Galimberti
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> Sent: Friday, July 10, 2009 11:25 AM
>>
>> To: UT3MODS (AT) EPICGAMES.COM
>> Subject: Re: [ut3mods] Input Customization
>>
>> Good stuff Kristian, I accomplished it in a similar manner. The
>> FriendlyName needs to go in your mod's localization folder in UTGame.int and
>> would look something like this:
>>
>> [Reload UTUIDataProvider_KeyBinding]
>> FriendlyName="Reload"
>>
>> I ran into problems with Profiles overwriting my bindings, so my custom
>> player controller doesn't retrieve key bindings from profiles. Also, if you
>> are making significant changes to the controls and want to remove any
>> bindings from the menu, base your DefaultInput.ini and DefaultGame.ini on
>> the engine defaults instead of the UTGame defaults:
>>
>> [Configuration]
>> BasedOn=..\Engine\Config\BaseGame.ini
>>
>> [Configuration]
>> BasedOn=..\Engine\Config\BaseInput.ini
>>
>> Then copy only the config information you need from UTGame\Default*.ini
>> to yours and leave out the rest.
>>
>> -Jamie
>>
>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake <
>> charliesang70 (AT) com> wrote:
>>
>> Depends on where your bindings are but heres some from my defaultInput.ini
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> file
>> [Configuration]
>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> [Engine.PlayerInput]
>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> +Bindings=(Name="DELETE",Command="ReloadTA")
>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> inside the DefaultGame.ini
>> ;///////////////
>> ; TA Key Bindings
>> ;///////////////
>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> +FriendlyName=Switch Fire Mode
>> +Command="ChangeFireMode"
>> +bIsCrucialBind=false
>> [Reload UTUIDataProvider_KeyBinding]
>> +FriendlyName=Reload
>> +Command="ReloadTA"
>> +bIsCrucialBind=false
>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> +FriendlyName=Show BuyMenu
>> +Command="UserOpenBuyMenu"
>> +bIsCrucialBind=false
>> in my player controller i have
>> exec simulated function ReloadTA()
>> {
>> ...
>> }
>> exec function UserOpenBuyMenu()
>> {
>> ...
>> }
>> exec function ChangeFireMode( optional byte NewFireMode)
>> {
>> ...
>> }
>> Now i do have a PlayerInput class but it doesnt have my binds in it (im
>> guessing that it might be depreciated with the mod switches) or i dont know
>> how to use that class properly.
>> Anyhow those binds should show in the keys menu, and work ingame on and
>> offline.
>> One more thing you can do (that i havnt figured yet) is to move the
>> FriendlyName= into a localization int file to have the friendly name change
>> per language you support.
>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
>> > From: bob.chatman (AT) COM
>> > Subject: Re: [ut3mods] Input Customization
>> > To: UT3MODS (AT) EPICGAMES.COM

>>
>>
>> >
>> > Yes, exactly that.
>> >
>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> > > Hi Bob,
>> > >
>> > > Do you mean having your custom key bindings show up in the UI Input

>> menu?
>> > > If so, I can probably help you out.
>> > >
>> > > -Jamie
>> > >
>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman <bob.chatman (AT) com>

>> wrote:
>> > >
>> > >> Hello gents, long time no type. =)
>> > >>
>> > >> I have been working on a rewrite of my codebase and would like to add
>> > >> key customization to my list of accomplishments. Do any of you have
>> > >> any info on this or at least a vector i can use to unwind into a
>> > >> direction to take with this? I have been reading through the code and
>> > >> its just as gnarly as anything else.
>> > >>
>> > >> Thanks in advance =)
>> > >>
>> > >> Bob Chatman
>> > >> Project Lead | Project: White | www.whitemod.com
>> > >> Co-founder | Gneu.org | www.gneu.org
>> > >>
>> > >> ---------------------
>> > >> TO LEAVE THE LIST
>> > >> ---------------------
>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

>> message
>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> > >>
>> > >
>> > > ---------------------
>> > > TO LEAVE THE LIST
>> > > ---------------------
>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> > > (not the subject line), write: SIGNOFF UT3MODS
>> > >
>> >
>> >
>> > --
>> >
>> > Bob Chatman
>> > Project Lead | Project: White | www.whitemod.com
>> > Co-founder | Gneu.org | www.gneu.org
>> >
>> > ---------------------
>> > TO LEAVE THE LIST
>> > ---------------------
>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> > (not the subject line), write: SIGNOFF UT3MODS

>>

>
> View your Twitter and Flickr updates from one place ? Learn more!
>
> ---------------------
>
> TO LEAVE THE LIST
>
> ---------------------
>
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>
> (not the subject line), write: SIGNOFF UT3MODS
>
>
>
>
>
> ---------------------
>
> TO LEAVE THE LIST
>
> ---------------------
>
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>
> (not the subject line), write: SIGNOFF UT3MODS
>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote

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Old 14-7-2009, 00:32   #3 (permalink)
Bob Chatman
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Default Re: [ut3mods] Input Customization

I followed the config changes and its a step closer - now its showing
my elements on the settings list, the catch is that now its not
willing to let me bind it. It checks that the key is configured,
prompts to see if i am willing to change its configuration, but ...
alas, i when i say yes it stays unbound.

Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org




On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com> wrote:
> Hi Derek,
>
> Well it was somewhat of a pain, but here's what I did.Â* For my
> PlayerController, I copied the function LoadSettingsFromProfile() from
> UTPlayerController but romoved anything relating to key bindings.Â* Then I
> made a new gametype from UTEntryGame with my new PlayerController assigned.
> Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I set
> DefaultGame and DefaultServerGame to my new EntryGame.Â* Also, in your new
> EntryGame, you may want to override SetGameType() depending on what you
> named your FrontEnd map.
>
> -Jamie
>
> On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> <therock (AT) net> wrote:
>>
>> Jamie,
>>
>> "I ran into problems with Profiles overwriting my bindings, so my custom
>> player controller doesn't retrieve key bindings from profiles."
>>
>> If you don't mind explaining, exactly how did you handle this; I don't
>> want to have to re-invent the wheel so to speak.
>>
>> - Derek
>>
>>>
>>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Jamie
>>> Galimberti
>>> Sent: Friday, July 10, 2009 11:25 AM
>>> To: UT3MODS (AT) EPICGAMES.COM
>>> Subject: Re: [ut3mods] Input Customization
>>>
>>> Â*Good stuff Kristian, I accomplished it in a similar manner. Â*The
>>> FriendlyName needs to go in your mod's localization folder in UTGame.int and
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>>> would look something like this:
>>>
>>> [Reload UTUIDataProvider_KeyBinding]
>>> FriendlyName="Reload"
>>>
>>> I ran into problems with Profiles overwriting my bindings, so my custom
>>> player controller doesn't retrieve key bindings from profiles. Â*Also, if you
>>> are making significant changes to the controls and want to remove any
>>> bindings from the menu, base your DefaultInput.ini and DefaultGame.ini on
>>> the engine defaults instead of the UTGame defaults:
>>>
>>> [Configuration]
>>> BasedOn=..\Engine\Config\BaseGame.ini
>>>
>>> Â*[Configuration]
>>> BasedOn=..\Engine\Config\BaseInput.ini
>>>
>>> Â*Then copy only the config information you need from UTGame\Default*.ini
>>> to yours and leave out the rest.
>>>
>>> -Jamie
>>>
>>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>>> <charliesang70 (AT) com> wrote:
>>>
>>> Depends on where your bindings are but heres some from my
>>> defaultInput.ini file
>>> Â*[Configuration]
>>> BasedOn=..\UTGame\Config\DefaultInput.ini
>>> [Engine.PlayerInput]
>>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>>> +Bindings=(Name="DELETE",Command="ReloadTA")
>>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>>> Â*inside the DefaultGame.ini
>>> Â*;///////////////
>>> ; TA Key Bindings
>>> ;///////////////
>>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>>> +FriendlyName=Switch Fire Mode
>>> +Command="ChangeFireMode"
>>> +bIsCrucialBind=false
>>> [Reload UTUIDataProvider_KeyBinding]
>>> +FriendlyName=Reload
>>> +Command="ReloadTA"
>>> +bIsCrucialBind=false
>>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>>> +FriendlyName=Show BuyMenu
>>> +Command="UserOpenBuyMenu"
>>> +bIsCrucialBind=false
>>> Â*in my player controller i have
>>> Â*exec simulated function ReloadTA()
>>> {
>>> ...
>>> }
>>> Â*exec function UserOpenBuyMenu()
>>> {
>>> ...
>>> }
>>> Â*exec function ChangeFireMode( optional byte NewFireMode)
>>> {
>>> ...
>>> }
>>> Â*Now i do have a PlayerInput class but it doesnt have my binds in it (im
>>> guessing that it might be depreciated with the mod switches) or i dont know
>>> how to use that class properly.
>>> Â*Anyhow those binds should show in the keys menu, and work ingame on and
>>> offline.
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>>> Â*One more thing you can do (that i havnt figured yet) is to move the
>>> FriendlyName= into a localization int file to have the friendly name change
>>> per language you support.
>>> Â*> Date: Fri, 10 Jul 2009 08:40:56 -0700
>>> > From: bob.chatman (AT) COM
>>> > Subject: Re: [ut3mods] Input Customization
>>> > To: UT3MODS (AT) EPICGAMES.COM
>>>
>>>
>>> >
>>> > Yes, exactly that.
>>> >
>>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>>> > > Hi Bob,
>>> > >
>>> > > Do you mean having your custom key bindings show up in the UI Input
>>> > > menu?
>>> > > If so, I can probably help you out.
>>> > >
>>> > > -Jamie
>>> > >
>>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman <bob.chatman (AT) com>
>>> > > wrote:
>>> > >
>>> > >> Hello gents, long time no type. =)
>>> > >>
>>> > >> I have been working on a rewrite of my codebase and would like to
>>> > >> add
>>> > >> key customization to my list of accomplishments. Do any of you have
>>> > >> any info on this or at least a vector i can use to unwind into a
>>> > >> direction to take with this? I have been reading through the code
>>> > >> and
>>> > >> its just as gnarly as anything else.
>>> > >>
>>> > >> Thanks in advance =)
>>> > >>
>>> > >> Bob Chatman
>>> > >> Project Lead | Project: White | www.whitemod.com
>>> > >> Co-founder | Gneu.org | www.gneu.org
>>> > >>
>>> > >> ---------------------
>>> > >> TO LEAVE THE LIST
>>> > >> ---------------------
>>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>>> > >> message
>>> > >> (not the subject line), write: SIGNOFF UT3MODS
>>> > >>
>>> > >
>>> > > ---------------------
>>> > > TO LEAVE THE LIST
>>> > > ---------------------
>>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>>> > > (not the subject line), write: SIGNOFF UT3MODS
>>> > >
>>> >
>>> >
>>> > --
>>> >
>>> > Bob Chatman
>>> > Project Lead | Project: White | www.whitemod.com
>>> > Co-founder | Gneu.org | www.gneu.org
>>> >
>>> > ---------------------
>>> > TO LEAVE THE LIST
>>> > ---------------------
>>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>>> > (not the subject line), write: SIGNOFF UT3MODS

>>
>> View your Twitter and Flickr updates from one place ? Learn more!
>>
>> ---------------------
>>
>> Â*TO LEAVE THE LIST
>>
>> ---------------------
>>
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>>
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>>
>>
>>
>>
>> ---------------------
>>
>> Â*TO LEAVE THE LIST
>>
>> ---------------------
>>
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>>
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 02:22   #4 (permalink)
kristian lake
Guest
 
Posts: n/a
Downloads:
Uploads:
Default Re: [ut3mods] Input Customization

you reloading the config after binding?



you might need to save and reload the config - i havnt looked at the profile saving part yet, but watching this for tips

> Date: Mon, 13 Jul 2009 15:31:33 -0700
> From: bob.chatman (AT) COM
> Subject: Re: [ut3mods] Input Customization
> To: UT3MODS (AT) EPICGAMES.COM
>
> I followed the config changes and its a step closer - now its showing
> my elements on the settings list, the catch is that now its not
> willing to let me bind it. It checks that the key is configured,
> prompts to see if i am willing to change its configuration, but ...
> alas, i when i say yes it stays unbound.
>
> Bob Chatman
> Project Lead | Project: White | www.whitemod.com
> Co-founder | Gneu.org | www.gneu.org
>
>
>
>
> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com> wrote:
> > Hi Derek,
> >
> > Well it was somewhat of a pain, but here's what I did. For my
> > PlayerController, I copied the function LoadSettingsFromProfile() from
> > UTPlayerController but romoved anything relating to key bindings. Then I
> > made a new gametype from UTEntryGame with my new PlayerController assigned.
> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I set
> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in your new
> > EntryGame, you may want to override SetGameType() depending on what you
> > named your FrontEnd map.
> >
> > -Jamie
> >
> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> > <therock (AT) net> wrote:
> >>
> >> Jamie,
> >>
> >> "I ran into problems with Profiles overwriting my bindings, so my custom
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> player controller doesn't retrieve key bindings from profiles."
> >>
> >> If you don't mind explaining, exactly how did you handle this; I don't
> >> want to have to re-invent the wheel so to speak.
> >>
> >> - Derek
> >>
> >>>
> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Jamie
> >>> Galimberti
> >>> Sent: Friday, July 10, 2009 11:25 AM
> >>> To: UT3MODS (AT) EPICGAMES.COM
> >>> Subject: Re: [ut3mods] Input Customization
> >>>
> >>> Good stuff Kristian, I accomplished it in a similar manner. The
> >>> FriendlyName needs to go in your mod's localization folder in UTGame.int and
> >>> would look something like this:
> >>>
> >>> [Reload UTUIDataProvider_KeyBinding]
> >>> FriendlyName="Reload"
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >>>
> >>> I ran into problems with Profiles overwriting my bindings, so my custom
> >>> player controller doesn't retrieve key bindings from profiles. Also, if you
> >>> are making significant changes to the controls and want to remove any
> >>> bindings from the menu, base your DefaultInput.ini and DefaultGame.ini on
> >>> the engine defaults instead of the UTGame defaults:
> >>>
> >>> [Configuration]
> >>> BasedOn=..\Engine\Config\BaseGame.ini
> >>>
> >>> [Configuration]
> >>> BasedOn=..\Engine\Config\BaseInput.ini
> >>>
> >>> Then copy only the config information you need from UTGame\Default*.ini
> >>> to yours and leave out the rest.
> >>>
> >>> -Jamie
> >>>
> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> >>> <charliesang70 (AT) com> wrote:
> >>>
> >>> Depends on where your bindings are but heres some from my
> >>> defaultInput.ini file
> >>> [Configuration]
> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
> >>> [Engine.PlayerInput]
> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> >>> inside the DefaultGame.ini
> >>> ;///////////////
> >>> ; TA Key Bindings
> >>> ;///////////////
> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
> >>> +FriendlyName=Switch Fire Mode
> >>> +Command="ChangeFireMode"
> >>> +bIsCrucialBind=false
> >>> [Reload UTUIDataProvider_KeyBinding]
> >>> +FriendlyName=Reload
> >>> +Command="ReloadTA"
> >>> +bIsCrucialBind=false
> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> >>> +FriendlyName=Show BuyMenu
> >>> +Command="UserOpenBuyMenu"
> >>> +bIsCrucialBind=false
> >>> in my player controller i have
> >>> exec simulated function ReloadTA()
> >>> {
> >>> ...
> >>> }
> >>> exec function UserOpenBuyMenu()
> >>> {
> >>> ...
> >>> }
> >>> exec function ChangeFireMode( optional byte NewFireMode)
> >>> {
> >>> ...
> >>> }
> >>> Now i do have a PlayerInput class but it doesnt have my binds in it (im
> >>> guessing that it might be depreciated with the mod switches) or i dont know
> >>> how to use that class properly.
> >>> Anyhow those binds should show in the keys menu, and work ingame on and
> >>> offline.
> >>> One more thing you can do (that i havnt figured yet) is to move the
> >>> FriendlyName= into a localization int file to have the friendly name change
> >>> per language you support.
> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> >>> > From: bob.chatman (AT) COM
> >>> > Subject: Re: [ut3mods] Input Customization
> >>> > To: UT3MODS (AT) EPICGAMES.COM
> >>>
> >>>
> >>> >
> >>> > Yes, exactly that.
> >>> >
> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> >>> > > Hi Bob,
> >>> > >
> >>> > > Do you mean having your custom key bindings show up in the UI Input
> >>> > > menu?
> >>> > > If so, I can probably help you out.
> >>> > >
> >>> > > -Jamie
> >>> > >
> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman <bob.chatman (AT) com>
> >>> > > wrote:
> >>> > >
> >>> > >> Hello gents, long time no type. =)
> >>> > >>
> >>> > >> I have been working on a rewrite of my codebase and would like to
> >>> > >> add
> >>> > >> key customization to my list of accomplishments. Do any of you have
> >>> > >> any info on this or at least a vector i can use to unwind into a
> >>> > >> direction to take with this? I have been reading through the code
> >>> > >> and
> >>> > >> its just as gnarly as anything else.
> >>> > >>
> >>> > >> Thanks in advance =)
> >>> > >>
> >>> > >> Bob Chatman
> >>> > >> Project Lead | Project: White | www.whitemod.com
> >>> > >> Co-founder | Gneu.org | www.gneu.org
> >>> > >>
> >>> > >> ---------------------
> >>> > >> TO LEAVE THE LIST
> >>> > >> ---------------------
> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >>> > >> message
> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
> >>> > >>
> >>> > >
> >>> > > ---------------------
> >>> > > TO LEAVE THE LIST
> >>> > > ---------------------
> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >>> > > (not the subject line), write: SIGNOFF UT3MODS
> >>> > >
> >>> >
> >>> >
> >>> > --
> >>> >
> >>> > Bob Chatman
> >>> > Project Lead | Project: White | www.whitemod.com
> >>> > Co-founder | Gneu.org | www.gneu.org
> >>> >
> >>> > ---------------------
> >>> > TO LEAVE THE LIST
> >>> > ---------------------
> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >>> > (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> View your Twitter and Flickr updates from one place ? Learn more!
> >>
> >> ---------------------
> >>
> >> TO LEAVE THE LIST
> >>
> >> ---------------------
> >>
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >>
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >>
> >>
> >>
> >>
> >> ---------------------
> >>
> >> TO LEAVE THE LIST
> >>
> >> ---------------------
> >>
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >>
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >> (not the subject line), write: SIGNOFF UT3MODS

> >
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> > (not the subject line), write: SIGNOFF UT3MODS
> >

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS


__________________________________________________ _______________
With Windows Live, you can organise, edit, and share your photos.
http://clk.atdmt.com/UKM/go/134665338/direct/01/
---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 05:13   #5 (permalink)
Bob Chatman
Guest
 
Posts: n/a
Downloads:
Uploads:
Default Re: [ut3mods] Input Customization

Its not even registering the bind, and yes I'm rebuilding my ini files
each time I make a change to my default inis.
On that prefs page it lists my configs and says they are unbound.
When I try to bind a key it is willing to unbind other keys, just not
apply the change I am looking for.

On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
>
> you reloading the config after binding?
>
>
>
> you might need to save and reload the config - i havnt looked at the profile
> saving part yet, but watching this for tips
>
>> Date: Mon, 13 Jul 2009 15:31:33 -0700
>> From: bob.chatman (AT) COM
>> Subject: Re: [ut3mods] Input Customization
>> To: UT3MODS (AT) EPICGAMES.COM
>>
>> I followed the config changes and its a step closer - now its showing
>> my elements on the settings list, the catch is that now its not
>> willing to let me bind it. It checks that the key is configured,
>> prompts to see if i am willing to change its configuration, but ...
>> alas, i when i say yes it stays unbound.
>>
>> Bob Chatman
>> Project Lead | Project: White | www.whitemod.com
>> Co-founder | Gneu.org | www.gneu.org
>>
>>
>>
>>
>> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
>> wrote:
>> > Hi Derek,
>> >
>> > Well it was somewhat of a pain, but here's what I did. For my
>> > PlayerController, I copied the function LoadSettingsFromProfile() from
>> > UTPlayerController but romoved anything relating to key bindings. Then
>> > I
>> > made a new gametype from UTEntryGame with my new PlayerController
>> > assigned.
>> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I
>> > set
>> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in your
>> > new
>> > EntryGame, you may want to override SetGameType() depending on what you
>> > named your FrontEnd map.
>> >
>> > -Jamie
>> >
>> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
>> > <therock (AT) net> wrote:
>> >>
>> >> Jamie,
>> >>
>> >> "I ran into problems with Profiles overwriting my bindings, so my
>> >> custom
>> >> player controller doesn't retrieve key bindings from profiles."
>> >>
>> >> If you don't mind explaining, exactly how did you handle this; I don't
>> >> want to have to re-invent the wheel so to speak.
>> >>
>> >> - Derek
>> >>
>> >>>
>> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Jamie
>> >>> Galimberti
>> >>> Sent: Friday, July 10, 2009 11:25 AM
>> >>> To: UT3MODS (AT) EPICGAMES.COM
>> >>> Subject: Re: [ut3mods] Input Customization
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >>>
>> >>> Good stuff Kristian, I accomplished it in a similar manner. The
>> >>> FriendlyName needs to go in your mod's localization folder in
>> >>> UTGame.int and
>> >>> would look something like this:
>> >>>
>> >>> [Reload UTUIDataProvider_KeyBinding]
>> >>> FriendlyName="Reload"
>> >>>
>> >>> I ran into problems with Profiles overwriting my bindings, so my
>> >>> custom
>> >>> player controller doesn't retrieve key bindings from profiles. Also,
>> >>> if you
>> >>> are making significant changes to the controls and want to remove any
>> >>> bindings from the menu, base your DefaultInput.ini and DefaultGame.ini
>> >>> on
>> >>> the engine defaults instead of the UTGame defaults:
>> >>>
>> >>> [Configuration]
>> >>> BasedOn=..\Engine\Config\BaseGame.ini
>> >>>
>> >>> [Configuration]
>> >>> BasedOn=..\Engine\Config\BaseInput.ini
>> >>>
>> >>> Then copy only the config information you need from
>> >>> UTGame\Default*.ini
>> >>> to yours and leave out the rest.
>> >>>
>> >>> -Jamie
>> >>>
>> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>> >>> <charliesang70 (AT) com> wrote:
>> >>>
>> >>> Depends on where your bindings are but heres some from my
>> >>> defaultInput.ini file
>> >>> [Configuration]
>> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> >>> [Engine.PlayerInput]
>> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
>> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> >>> inside the DefaultGame.ini
>> >>> ;///////////////
>> >>> ; TA Key Bindings
>> >>> ;///////////////
>> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Switch Fire Mode
>> >>> +Command="ChangeFireMode"
>> >>> +bIsCrucialBind=false
>> >>> [Reload UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Reload
>> >>> +Command="ReloadTA"
>> >>> +bIsCrucialBind=false
>> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Show BuyMenu
>> >>> +Command="UserOpenBuyMenu"
>> >>> +bIsCrucialBind=false
>> >>> in my player controller i have
>> >>> exec simulated function ReloadTA()
>> >>> {
>> >>> ...
>> >>> }
>> >>> exec function UserOpenBuyMenu()
>> >>> {
>> >>> ...
>> >>> }
>> >>> exec function ChangeFireMode( optional byte NewFireMode)
>> >>> {
>> >>> ...
>> >>> }
>> >>> Now i do have a PlayerInput class but it doesnt have my binds in it
>> >>> (im
>> >>> guessing that it might be depreciated with the mod switches) or i dont
>> >>> know
>> >>> how to use that class properly.
>> >>> Anyhow those binds should show in the keys menu, and work ingame on
>> >>> and
>> >>> offline.
>> >>> One more thing you can do (that i havnt figured yet) is to move the
>> >>> FriendlyName= into a localization int file to have the friendly name
>> >>> change
>> >>> per language you support.
>> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
>> >>> > From: bob.chatman (AT) COM
>> >>> > Subject: Re: [ut3mods] Input Customization
>> >>> > To: UT3MODS (AT) EPICGAMES.COM
>> >>>
>> >>>
>> >>> >
>> >>> > Yes, exactly that.
>> >>> >
>> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> >>> > > Hi Bob,
>> >>> > >
>> >>> > > Do you mean having your custom key bindings show up in the UI
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >>> > > Input
>> >>> > > menu?
>> >>> > > If so, I can probably help you out.
>> >>> > >
>> >>> > > -Jamie
>> >>> > >
>> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
>> >>> > > <bob.chatman (AT) com>
>> >>> > > wrote:
>> >>> > >
>> >>> > >> Hello gents, long time no type. =)
>> >>> > >>
>> >>> > >> I have been working on a rewrite of my codebase and would like to
>> >>> > >> add
>> >>> > >> key customization to my list of accomplishments. Do any of you
>> >>> > >> have
>> >>> > >> any info on this or at least a vector i can use to unwind into a
>> >>> > >> direction to take with this? I have been reading through the code
>> >>> > >> and
>> >>> > >> its just as gnarly as anything else.
>> >>> > >>
>> >>> > >> Thanks in advance =)
>> >>> > >>
>> >>> > >> Bob Chatman
>> >>> > >> Project Lead | Project: White | www.whitemod.com
>> >>> > >> Co-founder | Gneu.org | www.gneu.org
>> >>> > >>
>> >>> > >> ---------------------
>> >>> > >> TO LEAVE THE LIST
>> >>> > >> ---------------------
>> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > >> message
>> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> >>> > >>
>> >>> > >
>> >>> > > ---------------------
>> >>> > > TO LEAVE THE LIST
>> >>> > > ---------------------
>> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > > message
>> >>> > > (not the subject line), write: SIGNOFF UT3MODS
>> >>> > >
>> >>> >
>> >>> >
>> >>> > --
>> >>> >
>> >>> > Bob Chatman
>> >>> > Project Lead | Project: White | www.whitemod.com
>> >>> > Co-founder | Gneu.org | www.gneu.org
>> >>> >
>> >>> > ---------------------
>> >>> > TO LEAVE THE LIST
>> >>> > ---------------------
>> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > message
>> >>> > (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >> View your Twitter and Flickr updates from one place ? Learn more!
>> >>
>> >> ---------------------
>> >>
>> >> TO LEAVE THE LIST
>> >>
>> >> ---------------------
>> >>
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >>
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> ---------------------
>> >>
>> >> TO LEAVE THE LIST
>> >>
>> >> ---------------------
>> >>
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >>
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >> ---------------------
>> >> TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >
>> > ---------------------
>> > TO LEAVE THE LIST
>> > ---------------------
>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> > (not the subject line), write: SIGNOFF UT3MODS
>> >

>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> __________________________________________________ _______________
> With Windows Live, you can organise, edit, and share your photos.
> http://clk.atdmt.com/UKM/go/134665338/direct/01/
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>



--

Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org

---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 07:27   #6 (permalink)
Derek \TheRock\ Altamirano
Guest
 
Posts: n/a
Downloads:
Uploads:
Default Re: [ut3mods] Input Customization

I am seeing this same behavior as well, and haven't yet figured out the resolution. I will post here though once I get it resolved.

Derek

-----Original Message-----
From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob Chatman
Sent: Monday, July 13, 2009 8:13 PM
To: UT3MODS (AT) EPICGAMES.COM
Subject: Re: [ut3mods] Input Customization

Its not even registering the bind, and yes I'm rebuilding my ini files
each time I make a change to my default inis.
On that prefs page it lists my configs and says they are unbound.
When I try to bind a key it is willing to unbind other keys, just not
apply the change I am looking for.

On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
>
> you reloading the config after binding?
>
>
>
> you might need to save and reload the config - i havnt looked at the profile
> saving part yet, but watching this for tips
>
>> Date: Mon, 13 Jul 2009 15:31:33 -0700
>> From: bob.chatman (AT) COM
>> Subject: Re: [ut3mods] Input Customization
>> To: UT3MODS (AT) EPICGAMES.COM
>>
>> I followed the config changes and its a step closer - now its showing
>> my elements on the settings list, the catch is that now its not
>> willing to let me bind it. It checks that the key is configured,
>> prompts to see if i am willing to change its configuration, but ...
>> alas, i when i say yes it stays unbound.
>>
>> Bob Chatman
>> Project Lead | Project: White | www.whitemod.com
>> Co-founder | Gneu.org | www.gneu.org
>>
>>
>>
>>
>> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
>> wrote:
>> > Hi Derek,
>> >
>> > Well it was somewhat of a pain, but here's what I did. For my
>> > PlayerController, I copied the function LoadSettingsFromProfile() from
>> > UTPlayerController but romoved anything relating to key bindings. Then
>> > I
>> > made a new gametype from UTEntryGame with my new PlayerController
>> > assigned.
>> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I
>> > set
>> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in your
>> > new
>> > EntryGame, you may want to override SetGameType() depending on what you
>> > named your FrontEnd map.
>> >
>> > -Jamie
>> >
>> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
>> > <therock (AT) net> wrote:
>> >>
>> >> Jamie,
>> >>
>> >> "I ran into problems with Profiles overwriting my bindings, so my
>> >> custom
>> >> player controller doesn't retrieve key bindings from profiles."
>> >>
>> >> If you don't mind explaining, exactly how did you handle this; I don't
>> >> want to have to re-invent the wheel so to speak.
>> >>
>> >> - Derek
>> >>
>> >>>
>> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Jamie
>> >>> Galimberti
>> >>> Sent: Friday, July 10, 2009 11:25 AM
>> >>> To: UT3MODS (AT) EPICGAMES.COM
>> >>> Subject: Re: [ut3mods] Input Customization
>> >>>
>> >>> Good stuff Kristian, I accomplished it in a similar manner. The
>> >>> FriendlyName needs to go in your mod's localization folder in
>> >>> UTGame.int and
>> >>> would look something like this:
>> >>>
>> >>> [Reload UTUIDataProvider_KeyBinding]
>> >>> FriendlyName="Reload"
>> >>>
>> >>> I ran into problems with Profiles overwriting my bindings, so my
>> >>> custom
>> >>> player controller doesn't retrieve key bindings from profiles. Also,
>> >>> if you
>> >>> are making significant changes to the controls and want to remove any
>> >>> bindings from the menu, base your DefaultInput.ini and DefaultGame.ini
>> >>> on
>> >>> the engine defaults instead of the UTGame defaults:
>> >>>
>> >>> [Configuration]
>> >>> BasedOn=..\Engine\Config\BaseGame.ini
>> >>>
>> >>> [Configuration]
>> >>> BasedOn=..\Engine\Config\BaseInput.ini
>> >>>
>> >>> Then copy only the config information you need from
>> >>> UTGame\Default*.ini
>> >>> to yours and leave out the rest.
>> >>>
>> >>> -Jamie
>> >>>
>> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>> >>> <charliesang70 (AT) com> wrote:
>> >>>
>> >>> Depends on where your bindings are but heres some from my
>> >>> defaultInput.ini file
>> >>> [Configuration]
>> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> >>> [Engine.PlayerInput]
>> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
>> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> >>> inside the DefaultGame.ini
>> >>> ;///////////////
>> >>> ; TA Key Bindings
>> >>> ;///////////////
>> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Switch Fire Mode
>> >>> +Command="ChangeFireMode"
>> >>> +bIsCrucialBind=false
>> >>> [Reload UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Reload
>> >>> +Command="ReloadTA"
>> >>> +bIsCrucialBind=false
>> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> >>> +FriendlyName=Show BuyMenu
>> >>> +Command="UserOpenBuyMenu"
>> >>> +bIsCrucialBind=false
>> >>> in my player controller i have
>> >>> exec simulated function ReloadTA()
>> >>> {
>> >>> ...
>> >>> }
>> >>> exec function UserOpenBuyMenu()
>> >>> {
>> >>> ...
>> >>> }
>> >>> exec function ChangeFireMode( optional byte NewFireMode)
>> >>> {
>> >>> ...
>> >>> }
>> >>> Now i do have a PlayerInput class but it doesnt have my binds in it
>> >>> (im
>> >>> guessing that it might be depreciated with the mod switches) or i dont
>> >>> know
>> >>> how to use that class properly.
>> >>> Anyhow those binds should show in the keys menu, and work ingame on
>> >>> and
>> >>> offline.
>> >>> One more thing you can do (that i havnt figured yet) is to move the
>> >>> FriendlyName= into a localization int file to have the friendly name
>> >>> change
>> >>> per language you support.
>> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
>> >>> > From: bob.chatman (AT) COM
>> >>> > Subject: Re: [ut3mods] Input Customization
>> >>> > To: UT3MODS (AT) EPICGAMES.COM
>> >>>
>> >>>
>> >>> >
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >>> > Yes, exactly that.
>> >>> >
>> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> >>> > > Hi Bob,
>> >>> > >
>> >>> > > Do you mean having your custom key bindings show up in the UI
>> >>> > > Input
>> >>> > > menu?
>> >>> > > If so, I can probably help you out.
>> >>> > >
>> >>> > > -Jamie
>> >>> > >
>> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
>> >>> > > <bob.chatman (AT) com>
>> >>> > > wrote:
>> >>> > >
>> >>> > >> Hello gents, long time no type. =)
>> >>> > >>
>> >>> > >> I have been working on a rewrite of my codebase and would like to
>> >>> > >> add
>> >>> > >> key customization to my list of accomplishments. Do any of you
>> >>> > >> have
>> >>> > >> any info on this or at least a vector i can use to unwind into a
>> >>> > >> direction to take with this? I have been reading through the code
>> >>> > >> and
>> >>> > >> its just as gnarly as anything else.
>> >>> > >>
>> >>> > >> Thanks in advance =)
>> >>> > >>
>> >>> > >> Bob Chatman
>> >>> > >> Project Lead | Project: White | www.whitemod.com
>> >>> > >> Co-founder | Gneu.org | www.gneu.org
>> >>> > >>
>> >>> > >> ---------------------
>> >>> > >> TO LEAVE THE LIST
>> >>> > >> ---------------------
>> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > >> message
>> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> >>> > >>
>> >>> > >
>> >>> > > ---------------------
>> >>> > > TO LEAVE THE LIST
>> >>> > > ---------------------
>> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > > message
>> >>> > > (not the subject line), write: SIGNOFF UT3MODS
>> >>> > >
>> >>> >
>> >>> >
>> >>> > --
>> >>> >
>> >>> > Bob Chatman
>> >>> > Project Lead | Project: White | www.whitemod.com
>> >>> > Co-founder | Gneu.org | www.gneu.org
>> >>> >
>> >>> > ---------------------
>> >>> > TO LEAVE THE LIST
>> >>> > ---------------------
>> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >>> > message
>> >>> > (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >> View your Twitter and Flickr updates from one place ? Learn more!
>> >>
>> >> ---------------------
>> >>
>> >> TO LEAVE THE LIST
>> >>
>> >> ---------------------
>> >>
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >>
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> ---------------------
>> >>
>> >> TO LEAVE THE LIST
>> >>
>> >> ---------------------
>> >>
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >>
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >> ---------------------
>> >> TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> message
>> >> (not the subject line), write: SIGNOFF UT3MODS
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >
>> > ---------------------
>> > TO LEAVE THE LIST
>> > ---------------------
>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> > (not the subject line), write: SIGNOFF UT3MODS
>> >

>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> __________________________________________________ _______________
> With Windows Live, you can organise, edit, and share your photos.
> http://clk.atdmt.com/UKM/go/134665338/direct/01/
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>



--

Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org

---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS

---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 18:42   #7 (permalink)
Jamie Galimberti
Guest
 
Posts: n/a
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Uploads:
Default Re: [ut3mods] Input Customization

Are you using a custom PlayerInput class? I think I remember having this
issue, but can't remember the exact details to the solution. I think the UI
binds keys to the [UTGame.UTPlayerInput] in the config instead of
[Engine.PlayerInput].

-Jamie

On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano <
TheRock (AT) net> wrote:

> I am seeing this same behavior as well, and haven't yet figured out the
> resolution. I will post here though once I get it resolved.
>
> Derek
>
> -----Original Message-----
> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
> Chatman
> Sent: Monday, July 13, 2009 8:13 PM
> To: UT3MODS (AT) EPICGAMES.COM
> Subject: Re: [ut3mods] Input Customization
>
> Its not even registering the bind, and yes I'm rebuilding my ini files
> each time I make a change to my default inis.
> On that prefs page it lists my configs and says they are unbound.
> When I try to bind a key it is willing to unbind other keys, just not
> apply the change I am looking for.
>
> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
> >
> > you reloading the config after binding?
> >
> >
> >
> > you might need to save and reload the config - i havnt looked at the

> profile
> > saving part yet, but watching this for tips
> >
> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
> >> From: bob.chatman (AT) COM
> >> Subject: Re: [ut3mods] Input Customization
> >> To: UT3MODS (AT) EPICGAMES.COM
> >>
> >> I followed the config changes and its a step closer - now its showing
> >> my elements on the settings list, the catch is that now its not
> >> willing to let me bind it. It checks that the key is configured,
> >> prompts to see if i am willing to change its configuration, but ...
> >> alas, i when i say yes it stays unbound.
> >>
> >> Bob Chatman
> >> Project Lead | Project: White | www.whitemod.com
> >> Co-founder | Gneu.org | www.gneu.org
> >>
> >>
> >>
> >>
> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
> >> wrote:
> >> > Hi Derek,
> >> >
> >> > Well it was somewhat of a pain, but here's what I did. For my
> >> > PlayerController, I copied the function LoadSettingsFromProfile() from
> >> > UTPlayerController but romoved anything relating to key bindings.

> Then
> >> > I
> >> > made a new gametype from UTEntryGame with my new PlayerController
> >> > assigned.
> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I
> >> > set
> >> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in your
> >> > new
> >> > EntryGame, you may want to override SetGameType() depending on what

> you
> >> > named your FrontEnd map.
> >> >
> >> > -Jamie
> >> >
> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> >> > <therock (AT) net> wrote:
> >> >>
> >> >> Jamie,
> >> >>
> >> >> "I ran into problems with Profiles overwriting my bindings, so my
> >> >> custom
> >> >> player controller doesn't retrieve key bindings from profiles."
> >> >>
> >> >> If you don't mind explaining, exactly how did you handle this; I

> don't
> >> >> want to have to re-invent the wheel so to speak.
> >> >>
> >> >> - Derek
> >> >>
> >> >>>
> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of

> Jamie
> >> >>> Galimberti
> >> >>> Sent: Friday, July 10, 2009 11:25 AM
> >> >>> To: UT3MODS (AT) EPICGAMES.COM
> >> >>> Subject: Re: [ut3mods] Input Customization
> >> >>>
> >> >>> Good stuff Kristian, I accomplished it in a similar manner. The
> >> >>> FriendlyName needs to go in your mod's localization folder in
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >>> UTGame.int and
> >> >>> would look something like this:
> >> >>>
> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >>> FriendlyName="Reload"
> >> >>>
> >> >>> I ran into problems with Profiles overwriting my bindings, so my
> >> >>> custom
> >> >>> player controller doesn't retrieve key bindings from profiles.

> Also,
> >> >>> if you
> >> >>> are making significant changes to the controls and want to remove

> any
> >> >>> bindings from the menu, base your DefaultInput.ini and

> DefaultGame.ini
> >> >>> on
> >> >>> the engine defaults instead of the UTGame defaults:
> >> >>>
> >> >>> [Configuration]
> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
> >> >>>
> >> >>> [Configuration]
> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
> >> >>>
> >> >>> Then copy only the config information you need from
> >> >>> UTGame\Default*.ini
> >> >>> to yours and leave out the rest.
> >> >>>
> >> >>> -Jamie
> >> >>>
> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> >> >>> <charliesang70 (AT) com> wrote:
> >> >>>
> >> >>> Depends on where your bindings are but heres some from my
> >> >>> defaultInput.ini file
> >> >>> [Configuration]
> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
> >> >>> [Engine.PlayerInput]
> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> >> >>> inside the DefaultGame.ini
> >> >>> ;///////////////
> >> >>> ; TA Key Bindings
> >> >>> ;///////////////
> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
> >> >>> +FriendlyName=Switch Fire Mode
> >> >>> +Command="ChangeFireMode"
> >> >>> +bIsCrucialBind=false
> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >>> +FriendlyName=Reload
> >> >>> +Command="ReloadTA"
> >> >>> +bIsCrucialBind=false
> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> >> >>> +FriendlyName=Show BuyMenu
> >> >>> +Command="UserOpenBuyMenu"
> >> >>> +bIsCrucialBind=false
> >> >>> in my player controller i have
> >> >>> exec simulated function ReloadTA()
> >> >>> {
> >> >>> ...
> >> >>> }
> >> >>> exec function UserOpenBuyMenu()
> >> >>> {
> >> >>> ...
> >> >>> }
> >> >>> exec function ChangeFireMode( optional byte NewFireMode)
> >> >>> {
> >> >>> ...
> >> >>> }
> >> >>> Now i do have a PlayerInput class but it doesnt have my binds in it
> >> >>> (im
> >> >>> guessing that it might be depreciated with the mod switches) or i

> dont
> >> >>> know
> >> >>> how to use that class properly.
> >> >>> Anyhow those binds should show in the keys menu, and work ingame on
> >> >>> and
> >> >>> offline.
> >> >>> One more thing you can do (that i havnt figured yet) is to move the
> >> >>> FriendlyName= into a localization int file to have the friendly name
> >> >>> change
> >> >>> per language you support.
> >> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> >> >>> > From: bob.chatman (AT) COM
> >> >>> > Subject: Re: [ut3mods] Input Customization
> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
> >> >>>
> >> >>>
> >> >>> >
> >> >>> > Yes, exactly that.
> >> >>> >
> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> >> >>> > > Hi Bob,
> >> >>> > >
> >> >>> > > Do you mean having your custom key bindings show up in the UI
> >> >>> > > Input
> >> >>> > > menu?
> >> >>> > > If so, I can probably help you out.
> >> >>> > >
> >> >>> > > -Jamie
> >> >>> > >
> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
> >> >>> > > <bob.chatman (AT) com>
> >> >>> > > wrote:
> >> >>> > >
> >> >>> > >> Hello gents, long time no type. =)
> >> >>> > >>
> >> >>> > >> I have been working on a rewrite of my codebase and would like

> to
> >> >>> > >> add
> >> >>> > >> key customization to my list of accomplishments. Do any of you
> >> >>> > >> have
> >> >>> > >> any info on this or at least a vector i can use to unwind into

> a
> >> >>> > >> direction to take with this? I have been reading through the

> code
> >> >>> > >> and
> >> >>> > >> its just as gnarly as anything else.
> >> >>> > >>
> >> >>> > >> Thanks in advance =)
> >> >>> > >>
> >> >>> > >> Bob Chatman
> >> >>> > >> Project Lead | Project: White | www.whitemod.com
> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
> >> >>> > >>
> >> >>> > >> ---------------------
> >> >>> > >> TO LEAVE THE LIST
> >> >>> > >> ---------------------
> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >>> > >> message
> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
> >> >>> > >>
> >> >>> > >
> >> >>> > > ---------------------
> >> >>> > > TO LEAVE THE LIST
> >> >>> > > ---------------------
> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >>> > > message
> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
> >> >>> > >
> >> >>> >
> >> >>> >
> >> >>> > --
> >> >>> >
> >> >>> > Bob Chatman
> >> >>> > Project Lead | Project: White | www.whitemod.com
> >> >>> > Co-founder | Gneu.org | www.gneu.org
> >> >>> >
> >> >>> > ---------------------
> >> >>> > TO LEAVE THE LIST
> >> >>> > ---------------------
> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >>> > message
> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
> >> >>
> >> >> View your Twitter and Flickr updates from one place ? Learn more!
> >> >>
> >> >> ---------------------
> >> >>
> >> >> TO LEAVE THE LIST
> >> >>
> >> >> ---------------------
> >> >>
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> message
> >> >>
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >>
> >> >>
> >> >>
> >> >>
> >> >>
> >> >> ---------------------
> >> >>
> >> >> TO LEAVE THE LIST
> >> >>
> >> >> ---------------------
> >> >>
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> message
> >> >>
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >>
> >> >> ---------------------
> >> >> TO LEAVE THE LIST
> >> >> ---------------------
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> message
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >> > ---------------------
> >> > TO LEAVE THE LIST
> >> > ---------------------
> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> >> (not the subject line), write: SIGNOFF UT3MODS

> >
> > __________________________________________________ _______________
> > With Windows Live, you can organise, edit, and share your photos.
> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> > (not the subject line), write: SIGNOFF UT3MODS
> >

>
>
> --
>
> Bob Chatman
> Project Lead | Project: White | www.whitemod.com
> Co-founder | Gneu.org | www.gneu.org
>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 21:41   #8 (permalink)
Bob Chatman
Guest
 
Posts: n/a
Downloads:
Uploads:
Default Re: [ut3mods] Input Customization

Ill try that when i get home this evening, but yes i have my own input
class. I tried Engine.PlayerInput and my my input class as well, both
had the same resulting interaction.

Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org




On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com> wrote:
> Are you using a custom PlayerInput class?Â* I think I remember having this
> issue, but can't remember the exact details to the solution.Â* I think the UI
> binds keys to the [UTGame.UTPlayerInput] in the config instead of
> [Engine.PlayerInput].
>
> -Jamie
>
> On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
> <TheRock (AT) net> wrote:
>>
>> I am seeing this same behavior as well, and haven't yet figured out the
>> resolution. Â*I will post here though once I get it resolved.
>>
>> Derek
>>
>> -----Original Message-----
>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
>> Chatman
>> Sent: Monday, July 13, 2009 8:13 PM
>> To: UT3MODS (AT) EPICGAMES.COM
>> Subject: Re: [ut3mods] Input Customization
>>
>> Its not even registering the bind, and yes I'm rebuilding my ini files
>> each time I make a change to my default inis.
>> Â*On that prefs page it lists my configs and says they are unbound.
>> When I try to bind a key it is willing to unbind other keys, just not
>> apply the change I am looking for.
>>
>> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
>> >
>> > you reloading the config after binding?
>> >
>> >
>> >
>> > you might need to save and reload the config - i havnt looked at the
>> > profile
>> > saving part yet, but watching this for tips
>> >
>> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
>> >> From: bob.chatman (AT) COM
>> >> Subject: Re: [ut3mods] Input Customization
>> >> To: UT3MODS (AT) EPICGAMES.COM
>> >>
>> >> I followed the config changes and its a step closer - now its showing
>> >> my elements on the settings list, the catch is that now its not
>> >> willing to let me bind it. It checks that the key is configured,
>> >> prompts to see if i am willing to change its configuration, but ...
>> >> alas, i when i say yes it stays unbound.
>> >>
>> >> Bob Chatman
>> >> Project Lead | Project: White | www.whitemod.com
>> >> Co-founder | Gneu.org | www.gneu.org
>> >>
>> >>
>> >>
>> >>
>> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
>> >> wrote:
>> >> > Hi Derek,
>> >> >
>> >> > Well it was somewhat of a pain, but here's what I did. Â*For my
>> >> > PlayerController, I copied the function LoadSettingsFromProfile()
>> >> > from
>> >> > UTPlayerController but romoved anything relating to key bindings.
>> >> > Â*Then
>> >> > I
>> >> > made a new gametype from UTEntryGame with my new PlayerController
>> >> > assigned.
>> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I
>> >> > set
>> >> > DefaultGame and DefaultServerGame to my new EntryGame. Â*Also, in your
>> >> > new
>> >> > EntryGame, you may want to override SetGameType() depending on what
>> >> > you
>> >> > named your FrontEnd map.
>> >> >
>> >> > -Jamie
>> >> >
>> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
>> >> > <therock (AT) net> wrote:
>> >> >>
>> >> >> Jamie,
>> >> >>
>> >> >> "I ran into problems with Profiles overwriting my bindings, so my
>> >> >> custom
>> >> >> player controller doesn't retrieve key bindings from profiles."
>> >> >>
>> >> >> If you don't mind explaining, exactly how did you handle this; I
>> >> >> don't
>> >> >> want to have to re-invent the wheel so to speak.
>> >> >>
>> >> >> - Derek
>> >> >>
>> >> >>>
>> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
>> >> >>> Jamie
>> >> >>> Galimberti
>> >> >>> Sent: Friday, July 10, 2009 11:25 AM
>> >> >>> To: UT3MODS (AT) EPICGAMES.COM
>> >> >>> Subject: Re: [ut3mods] Input Customization
>> >> >>>
>> >> >>> Â*Good stuff Kristian, I accomplished it in a similar manner. Â*The
>> >> >>> FriendlyName needs to go in your mod's localization folder in
>> >> >>> UTGame.int and
>> >> >>> would look something like this:
>> >> >>>
>> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >>> FriendlyName="Reload"
>> >> >>>
>> >> >>> I ran into problems with Profiles overwriting my bindings, so my
>> >> >>> custom
>> >> >>> player controller doesn't retrieve key bindings from profiles.
>> >> >>> Â*Also,
>> >> >>> if you
>> >> >>> are making significant changes to the controls and want to remove
>> >> >>> any
>> >> >>> bindings from the menu, base your DefaultInput.ini and
>> >> >>> DefaultGame.ini
>> >> >>> on
>> >> >>> the engine defaults instead of the UTGame defaults:
>> >> >>>
>> >> >>> [Configuration]
>> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
>> >> >>>
>> >> >>> Â*[Configuration]
>> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
>> >> >>>
>> >> >>> Â*Then copy only the config information you need from
>> >> >>> UTGame\Default*.ini
>> >> >>> to yours and leave out the rest.
>> >> >>>
>> >> >>> -Jamie
>> >> >>>
>> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>> >> >>> <charliesang70 (AT) com> wrote:
>> >> >>>
>> >> >>> Depends on where your bindings are but heres some from my
>> >> >>> defaultInput.ini file
>> >> >>> Â*[Configuration]
>> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> >> >>> [Engine.PlayerInput]
>> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
>> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> >> >>> Â*inside the DefaultGame.ini
>> >> >>> Â*;///////////////
>> >> >>> ; TA Key Bindings
>> >> >>> ;///////////////
>> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Switch Fire Mode
>> >> >>> +Command="ChangeFireMode"
>> >> >>> +bIsCrucialBind=false
>> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Reload
>> >> >>> +Command="ReloadTA"
>> >> >>> +bIsCrucialBind=false
>> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Show BuyMenu
>> >> >>> +Command="UserOpenBuyMenu"
>> >> >>> +bIsCrucialBind=false
>> >> >>> Â*in my player controller i have
>> >> >>> Â*exec simulated function ReloadTA()
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> Â*exec function UserOpenBuyMenu()
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> Â*exec function ChangeFireMode( optional byte NewFireMode)
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> Â*Now i do have a PlayerInput class but it doesnt have my binds in
>> >> >>> it
>> >> >>> (im
>> >> >>> guessing that it might be depreciated with the mod switches) or i
>> >> >>> dont
>> >> >>> know
>> >> >>> how to use that class properly.
>> >> >>> Â*Anyhow those binds should show in the keys menu, and work ingame
>> >> >>> on
>> >> >>> and
>> >> >>> offline.
>> >> >>> Â*One more thing you can do (that i havnt figured yet) is to move
>> >> >>> the
>> >> >>> FriendlyName= into a localization int file to have the friendly
>> >> >>> name
>> >> >>> change
>> >> >>> per language you support.
>> >> >>> Â*> Date: Fri, 10 Jul 2009 08:40:56 -0700
>> >> >>> > From: bob.chatman (AT) COM
>> >> >>> > Subject: Re: [ut3mods] Input Customization
>> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
>> >> >>>
>> >> >>>
>> >> >>> >
>> >> >>> > Yes, exactly that.
>> >> >>> >
>> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> >> >>> > > Hi Bob,
>> >> >>> > >
>> >> >>> > > Do you mean having your custom key bindings show up in the UI
>> >> >>> > > Input
>> >> >>> > > menu?
>> >> >>> > > If so, I can probably help you out.
>> >> >>> > >
>> >> >>> > > -Jamie
>> >> >>> > >
>> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
>> >> >>> > > <bob.chatman (AT) com>
>> >> >>> > > wrote:
>> >> >>> > >
>> >> >>> > >> Hello gents, long time no type. =)
>> >> >>> > >>
>> >> >>> > >> I have been working on a rewrite of my codebase and would like
>> >> >>> > >> to
>> >> >>> > >> add
>> >> >>> > >> key customization to my list of accomplishments. Do any of you
>> >> >>> > >> have
>> >> >>> > >> any info on this or at least a vector i can use to unwind into
>> >> >>> > >> a
>> >> >>> > >> direction to take with this? I have been reading through the
>> >> >>> > >> code
>> >> >>> > >> and
>> >> >>> > >> its just as gnarly as anything else.
>> >> >>> > >>
>> >> >>> > >> Thanks in advance =)
>> >> >>> > >>
>> >> >>> > >> Bob Chatman
>> >> >>> > >> Project Lead | Project: White | www.whitemod.com
>> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
>> >> >>> > >>
>> >> >>> > >> ---------------------
>> >> >>> > >> TO LEAVE THE LIST
>> >> >>> > >> ---------------------
>> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > >> message
>> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>> > >>
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >> >>> > >
>> >> >>> > > ---------------------
>> >> >>> > > TO LEAVE THE LIST
>> >> >>> > > ---------------------
>> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > > message
>> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
>> >> >>> > >
>> >> >>> >
>> >> >>> >
>> >> >>> > --
>> >> >>> >
>> >> >>> > Bob Chatman
>> >> >>> > Project Lead | Project: White | www.whitemod.com
>> >> >>> > Co-founder | Gneu.org | www.gneu.org
>> >> >>> >
>> >> >>> > ---------------------
>> >> >>> > TO LEAVE THE LIST
>> >> >>> > ---------------------
>> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > message
>> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >> View your Twitter and Flickr updates from one place ? Learn more!
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> Â*TO LEAVE THE LIST
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> >> message
>> >> >>
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> Â*TO LEAVE THE LIST
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> >> message
>> >> >>
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >> ---------------------
>> >> >> TO LEAVE THE LIST
>> >> >> ---------------------
>> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> >> message
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >> > ---------------------
>> >> > TO LEAVE THE LIST
>> >> > ---------------------
>> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> >> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >>
>> >> ---------------------
>> >> TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >
>> > __________________________________________________ _______________
>> > With Windows Live, you can organise, edit, and share your photos.
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
>> > ---------------------
>> > Â*TO LEAVE THE LIST
>> > ---------------------
>> > Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> > message
>> > (not the subject line), write: SIGNOFF UT3MODS
>> >

>>
>>
>> --
>>
>> Bob Chatman
>> Project Lead | Project: White | www.whitemod.com
>> Co-founder Â* | Gneu.org Â* Â* Â* | www.gneu.org
>>
>> ---------------------
>> Â*TO LEAVE THE LIST
>> ---------------------
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>> ---------------------
>> Â*TO LEAVE THE LIST
>> ---------------------
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 22:53   #9 (permalink)
Jamie Galimberti
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Posts: n/a
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Uploads:
Default Re: [ut3mods] Input Customization

Hmm, well I'll have to go determine exactly what I did, I remember it taking
a couple days to figure out. I originally used a custom PlayerInput before
patch 1.3, but since 2.0 stopped using it since it didn't seem necessary.
I'll get back to you shortly...

-Jamie

On Tue, Jul 14, 2009 at 3:40 PM, Bob Chatman <bob.chatman (AT) com> wrote:

> Ill try that when i get home this evening, but yes i have my own input
> class. I tried Engine.PlayerInput and my my input class as well, both
> had the same resulting interaction.
>
> Bob Chatman
> Project Lead | Project: White | www.whitemod.com
> Co-founder | Gneu.org | www.gneu.org
>
>
>
>
> On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com>
> wrote:
> > Are you using a custom PlayerInput class? I think I remember having this
> > issue, but can't remember the exact details to the solution. I think the

> UI
> > binds keys to the [UTGame.UTPlayerInput] in the config instead of
> > [Engine.PlayerInput].
> >
> > -Jamie
> >
> > On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
> > <TheRock (AT) net> wrote:
> >>
> >> I am seeing this same behavior as well, and haven't yet figured out the
> >> resolution. I will post here though once I get it resolved.
> >>
> >> Derek
> >>
> >> -----Original Message-----
> >> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
> >> Chatman
> >> Sent: Monday, July 13, 2009 8:13 PM
> >> To: UT3MODS (AT) EPICGAMES.COM
> >> Subject: Re: [ut3mods] Input Customization
> >>
> >> Its not even registering the bind, and yes I'm rebuilding my ini files
> >> each time I make a change to my default inis.
> >> On that prefs page it lists my configs and says they are unbound.
> >> When I try to bind a key it is willing to unbind other keys, just not
> >> apply the change I am looking for.
> >>
> >> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
> >> >
> >> > you reloading the config after binding?
> >> >
> >> >
> >> >
> >> > you might need to save and reload the config - i havnt looked at the
> >> > profile
> >> > saving part yet, but watching this for tips
> >> >
> >> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
> >> >> From: bob.chatman (AT) COM
> >> >> Subject: Re: [ut3mods] Input Customization
> >> >> To: UT3MODS (AT) EPICGAMES.COM
> >> >>
> >> >> I followed the config changes and its a step closer - now its showing
> >> >> my elements on the settings list, the catch is that now its not
> >> >> willing to let me bind it. It checks that the key is configured,
> >> >> prompts to see if i am willing to change its configuration, but ...
> >> >> alas, i when i say yes it stays unbound.
> >> >>
> >> >> Bob Chatman
> >> >> Project Lead | Project: White | www.whitemod.com
> >> >> Co-founder | Gneu.org | www.gneu.org
> >> >>
> >> >>
> >> >>
> >> >>
> >> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
> >> >> wrote:
> >> >> > Hi Derek,
> >> >> >
> >> >> > Well it was somewhat of a pain, but here's what I did. For my
> >> >> > PlayerController, I copied the function LoadSettingsFromProfile()
> >> >> > from
> >> >> > UTPlayerController but romoved anything relating to key bindings.
> >> >> > Then
> >> >> > I
> >> >> > made a new gametype from UTEntryGame with my new PlayerController
> >> >> > assigned.
> >> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section,

> I
> >> >> > set
> >> >> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in

> your
> >> >> > new
> >> >> > EntryGame, you may want to override SetGameType() depending on what
> >> >> > you
> >> >> > named your FrontEnd map.
> >> >> >
> >> >> > -Jamie
> >> >> >
> >> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> >> >> > <therock (AT) net> wrote:
> >> >> >>
> >> >> >> Jamie,
> >> >> >>
> >> >> >> "I ran into problems with Profiles overwriting my bindings, so my
> >> >> >> custom
> >> >> >> player controller doesn't retrieve key bindings from profiles."
> >> >> >>
> >> >> >> If you don't mind explaining, exactly how did you handle this; I
> >> >> >> don't
> >> >> >> want to have to re-invent the wheel so to speak.
> >> >> >>
> >> >> >> - Derek
> >> >> >>
> >> >> >>>
> >> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
> >> >> >>> Jamie
> >> >> >>> Galimberti
> >> >> >>> Sent: Friday, July 10, 2009 11:25 AM
> >> >> >>> To: UT3MODS (AT) EPICGAMES.COM
> >> >> >>> Subject: Re: [ut3mods] Input Customization
> >> >> >>>
> >> >> >>> Good stuff Kristian, I accomplished it in a similar manner. The
> >> >> >>> FriendlyName needs to go in your mod's localization folder in
> >> >> >>> UTGame.int and
> >> >> >>> would look something like this:
> >> >> >>>
> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >>> FriendlyName="Reload"
> >> >> >>>
> >> >> >>> I ran into problems with Profiles overwriting my bindings, so my
> >> >> >>> custom
> >> >> >>> player controller doesn't retrieve key bindings from profiles.
> >> >> >>> Also,
> >> >> >>> if you
> >> >> >>> are making significant changes to the controls and want to remove
> >> >> >>> any
> >> >> >>> bindings from the menu, base your DefaultInput.ini and
> >> >> >>> DefaultGame.ini
> >> >> >>> on
> >> >> >>> the engine defaults instead of the UTGame defaults:
> >> >> >>>
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
> >> >> >>>
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
> >> >> >>>
> >> >> >>> Then copy only the config information you need from
> >> >> >>> UTGame\Default*.ini
> >> >> >>> to yours and leave out the rest.
> >> >> >>>
> >> >> >>> -Jamie
> >> >> >>>
> >> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> >> >> >>> <charliesang70 (AT) com> wrote:
> >> >> >>>
> >> >> >>> Depends on where your bindings are but heres some from my
> >> >> >>> defaultInput.ini file
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
> >> >> >>> [Engine.PlayerInput]
> >> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> >> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
> >> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> >> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> >> >> >>> inside the DefaultGame.ini
> >> >> >>> ;///////////////
> >> >> >>> ; TA Key Bindings
> >> >> >>> ;///////////////
> >> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Switch Fire Mode
> >> >> >>> +Command="ChangeFireMode"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Reload
> >> >> >>> +Command="ReloadTA"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Show BuyMenu
> >> >> >>> +Command="UserOpenBuyMenu"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> in my player controller i have
> >> >> >>> exec simulated function ReloadTA()
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> exec function UserOpenBuyMenu()
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> exec function ChangeFireMode( optional byte NewFireMode)
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> Now i do have a PlayerInput class but it doesnt have my binds in
> >> >> >>> it
> >> >> >>> (im
> >> >> >>> guessing that it might be depreciated with the mod switches) or i
> >> >> >>> dont
> >> >> >>> know
> >> >> >>> how to use that class properly.
> >> >> >>> Anyhow those binds should show in the keys menu, and work ingame
> >> >> >>> on
> >> >> >>> and
> >> >> >>> offline.
> >> >> >>> One more thing you can do (that i havnt figured yet) is to move
> >> >> >>> the
> >> >> >>> FriendlyName= into a localization int file to have the friendly
> >> >> >>> name
> >> >> >>> change
> >> >> >>> per language you support.
> >> >> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> >> >> >>> > From: bob.chatman (AT) COM
> >> >> >>> > Subject: Re: [ut3mods] Input Customization
> >> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
> >> >> >>>
> >> >> >>>
> >> >> >>> >
> >> >> >>> > Yes, exactly that.
> >> >> >>> >
> >> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> >> >> >>> > > Hi Bob,
> >> >> >>> > >
> >> >> >>> > > Do you mean having your custom key bindings show up in the UI
> >> >> >>> > > Input
> >> >> >>> > > menu?
> >> >> >>> > > If so, I can probably help you out.
> >> >> >>> > >
> >> >> >>> > > -Jamie
> >> >> >>> > >
> >> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
> >> >> >>> > > <bob.chatman (AT) com>
> >> >> >>> > > wrote:
> >> >> >>> > >
> >> >> >>> > >> Hello gents, long time no type. =)
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >> >>> > >>
> >> >> >>> > >> I have been working on a rewrite of my codebase and would

> like
> >> >> >>> > >> to
> >> >> >>> > >> add
> >> >> >>> > >> key customization to my list of accomplishments. Do any of

> you
> >> >> >>> > >> have
> >> >> >>> > >> any info on this or at least a vector i can use to unwind

> into
> >> >> >>> > >> a
> >> >> >>> > >> direction to take with this? I have been reading through the
> >> >> >>> > >> code
> >> >> >>> > >> and
> >> >> >>> > >> its just as gnarly as anything else.
> >> >> >>> > >>
> >> >> >>> > >> Thanks in advance =)
> >> >> >>> > >>
> >> >> >>> > >> Bob Chatman
> >> >> >>> > >> Project Lead | Project: White | www.whitemod.com
> >> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
> >> >> >>> > >>
> >> >> >>> > >> ---------------------
> >> >> >>> > >> TO LEAVE THE LIST
> >> >> >>> > >> ---------------------
> >> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >> >>> > >> message
> >> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>> > >>
> >> >> >>> > >
> >> >> >>> > > ---------------------
> >> >> >>> > > TO LEAVE THE LIST
> >> >> >>> > > ---------------------
> >> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >>> > > message
> >> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>> > >
> >> >> >>> >
> >> >> >>> >
> >> >> >>> > --
> >> >> >>> >
> >> >> >>> > Bob Chatman
> >> >> >>> > Project Lead | Project: White | www.whitemod.com
> >> >> >>> > Co-founder | Gneu.org | www.gneu.org
> >> >> >>> >
> >> >> >>> > ---------------------
> >> >> >>> > TO LEAVE THE LIST
> >> >> >>> > ---------------------
> >> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >>> > message
> >> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >> View your Twitter and Flickr updates from one place ? Learn more!
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> TO LEAVE THE LIST
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >>
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> TO LEAVE THE LIST
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >>
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >> ---------------------
> >> >> >> TO LEAVE THE LIST
> >> >> >> ---------------------
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >> > ---------------------
> >> >> > TO LEAVE THE LIST
> >> >> > ---------------------
> >> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >>
> >> >> ---------------------
> >> >> TO LEAVE THE LIST
> >> >> ---------------------
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >> > __________________________________________________ _______________
> >> > With Windows Live, you can organise, edit, and share your photos.
> >> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
> >> > ---------------------
> >> > TO LEAVE THE LIST
> >> > ---------------------
> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> > message
> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >>
> >>
> >> --
> >>
> >> Bob Chatman
> >> Project Lead | Project: White | www.whitemod.com
> >> Co-founder | Gneu.org | www.gneu.org
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS

> >
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> > (not the subject line), write: SIGNOFF UT3MODS
> >

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 14-7-2009, 23:04   #10 (permalink)
kristian lake
Guest
 
Posts: n/a
Downloads:
Uploads:
Default Re: [ut3mods] Input Customization

isnt it in the ini?



you change the playercontroller= to your custom player controller?



Date: Tue, 14 Jul 2009 16:51:45 -0400
From: jrgalim (AT) COM
Subject: Re: [ut3mods] Input Customization
To: UT3MODS (AT) EPICGAMES.COM

Hmm, well I'll have to go determine exactly what I did, I remember it taking a couple days to figure out. I originally used a custom PlayerInput before patch 1.3, but since 2.0 stopped using it since it didn't seem necessary. I'll get back to you shortly...

-Jamie


On Tue, Jul 14, 2009 at 3:40 PM, Bob Chatman <bob.chatman (AT) com> wrote:

Ill try that when i get home this evening, but yes i have my own input
class. I tried Engine.PlayerInput and my my input class as well, both
had the same resulting interaction.


Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org







On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com> wrote:
> Are you using a custom PlayerInput class? I think I remember having this
> issue, but can't remember the exact details to the solution. I think the UI
> binds keys to the [UTGame.UTPlayerInput] in the config instead of
> [Engine.PlayerInput].
>
> -Jamie
>
> On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
> <TheRock (AT) net> wrote:
>>
>> I am seeing this same behavior as well, and haven't yet figured out the
>> resolution. I will post here though once I get it resolved.
>>
>> Derek
>>
>> -----Original Message-----
>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
>> Chatman
>> Sent: Monday, July 13, 2009 8:13 PM
>> To: UT3MODS (AT) EPICGAMES.COM
>> Subject: Re: [ut3mods] Input Customization
>>
>> Its not even registering the bind, and yes I'm rebuilding my ini files
>> each time I make a change to my default inis.
>> On that prefs page it lists my configs and says they are unbound.
>> When I try to bind a key it is willing to unbind other keys, just not
>> apply the change I am looking for.
>>
>> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
>> >
>> > you reloading the config after binding?
>> >
>> >
>> >
>> > you might need to save and reload the config - i havnt looked at the
>> > profile
>> > saving part yet, but watching this for tips
>> >
>> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
>> >> From: bob.chatman (AT) COM
>> >> Subject: Re: [ut3mods] Input Customization
>> >> To: UT3MODS (AT) EPICGAMES.COM
>> >>
>> >> I followed the config changes and its a step closer - now its showing
>> >> my elements on the settings list, the catch is that now its not
>> >> willing to let me bind it. It checks that the key is configured,
>> >> prompts to see if i am willing to change its configuration, but ...
>> >> alas, i when i say yes it stays unbound.
>> >>
>> >> Bob Chatman
>> >> Project Lead | Project: White | www.whitemod.com
>> >> Co-founder | Gneu.org | www.gneu.org
>> >>
>> >>
>> >>
>> >>
>> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) .com>
>> >> wrote:
>> >> > Hi Derek,
>> >> >
>> >> > Well it was somewhat of a pain, but here's what I did. For my
>> >> > PlayerController, I copied the function LoadSettingsFromProfile()
>> >> > from
>> >> > UTPlayerController but romoved anything relating to key bindings.
>> >> > Then
>> >> > I
>> >> > made a new gametype from UTEntryGame with my new PlayerController
>> >> > assigned.
>> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section, I
>> >> > set
>> >> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in your
>> >> > new
>> >> > EntryGame, you may want to override SetGameType() depending on what
>> >> > you
>> >> > named your FrontEnd map.
>> >> >
>> >> > -Jamie
>> >> >
>> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
>> >> > <therock (AT) net> wrote:
>> >> >>
>> >> >> Jamie,
>> >> >>
>> >> >> "I ran into problems with Profiles overwriting my bindings, so my
>> >> >> custom
>> >> >> player controller doesn't retrieve key bindings from profiles."
>> >> >>
>> >> >> If you don't mind explaining, exactly how did you handle this; I
>> >> >> don't
>> >> >> want to have to re-invent the wheel so to speak.
>> >> >>
>> >> >> - Derek
>> >> >>
>> >> >>>
>> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
>> >> >>> Jamie
>> >> >>> Galimberti
>> >> >>> Sent: Friday, July 10, 2009 11:25 AM
>> >> >>> To: UT3MODS (AT) EPICGAMES.COM
>> >> >>> Subject: Re: [ut3mods] Input Customization
>> >> >>>
>> >> >>> Good stuff Kristian, I accomplished it in a similar manner. The
>> >> >>> FriendlyName needs to go in your mod's localization folder in
>> >> >>> UTGame.int and
>> >> >>> would look something like this:
>> >> >>>
>> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >>> FriendlyName="Reload"
>> >> >>>
>> >> >>> I ran into problems with Profiles overwriting my bindings, so my
>> >> >>> custom
>> >> >>> player controller doesn't retrieve key bindings from profiles.
>> >> >>> Also,
>> >> >>> if you
>> >> >>> are making significant changes to the controls and want to remove
>> >> >>> any
>> >> >>> bindings from the menu, base your DefaultInput.ini and
>> >> >>> DefaultGame.ini
>> >> >>> on
>> >> >>> the engine defaults instead of the UTGame defaults:
>> >> >>>
>> >> >>> [Configuration]
>> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
>> >> >>>
>> >> >>> [Configuration]
>> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
>> >> >>>
>> >> >>> Then copy only the config information you need from
>> >> >>> UTGame\Default*.ini
>> >> >>> to yours and leave out the rest.
>> >> >>>
>> >> >>> -Jamie
>> >> >>>
>> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>> >> >>> <charliesang70 (AT) com> wrote:
>> >> >>>
>> >> >>> Depends on where your bindings are but heres some from my
>> >> >>> defaultInput.ini file
>> >> >>> [Configuration]
>> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> >> >>> [Engine.PlayerInput]
>> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
>> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> >> >>> inside the DefaultGame.ini
>> >> >>> ;///////////////
>> >> >>> ; TA Key Bindings
>> >> >>> ;///////////////
>> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Switch Fire Mode
>> >> >>> +Command="ChangeFireMode"
>> >> >>> +bIsCrucialBind=false
>> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Reload
>> >> >>> +Command="ReloadTA"
>> >> >>> +bIsCrucialBind=false
>> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> >> >>> +FriendlyName=Show BuyMenu
>> >> >>> +Command="UserOpenBuyMenu"
>> >> >>> +bIsCrucialBind=false
>> >> >>> in my player controller i have
>> >> >>> exec simulated function ReloadTA()
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> exec function UserOpenBuyMenu()
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> exec function ChangeFireMode( optional byte NewFireMode)
>> >> >>> {
>> >> >>> ...
>> >> >>> }
>> >> >>> Now i do have a PlayerInput class but it doesnt have my binds in
>> >> >>> it
>> >> >>> (im
>> >> >>> guessing that it might be depreciated with the mod switches) or i
>> >> >>> dont
>> >> >>> know
>> >> >>> how to use that class properly.
>> >> >>> Anyhow those binds should show in the keys menu, and work ingame
>> >> >>> on
>> >> >>> and
>> >> >>> offline.
>> >> >>> One more thing you can do (that i havnt figured yet) is to move
>> >> >>> the
>> >> >>> FriendlyName= into a localization int file to have the friendly
>> >> >>> name
>> >> >>> change
>> >> >>> per language you support.
>> >> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
>> >> >>> > From: bob.chatman (AT) COM
>> >> >>> > Subject: Re: [ut3mods] Input Customization
>> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
>> >> >>>
>> >> >>>
>> >> >>> >
>> >> >>> > Yes, exactly that.
>> >> >>> >
>> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> >> >>> > > Hi Bob,
>> >> >>> > >
>> >> >>> > > Do you mean having your custom key bindings show up in the UI
>> >> >>> > > Input
>> >> >>> > > menu?
>> >> >>> > > If so, I can probably help you out.
>> >> >>> > >
>> >> >>> > > -Jamie
>> >> >>> > >
>> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
>> >> >>> > > <bob.chatman (AT) com>
>> >> >>> > > wrote:
>> >> >>> > >
>> >> >>> > >> Hello gents, long time no type. =)
>> >> >>> > >>
>> >> >>> > >> I have been working on a rewrite of my codebase and would like
>> >> >>> > >> to
>> >> >>> > >> add
>> >> >>> > >> key customization to my list of accomplishments. Do any of you
>> >> >>> > >> have
>> >> >>> > >> any info on this or at least a vector i can use to unwind into
>> >> >>> > >> a
>> >> >>> > >> direction to take with this? I have been reading through the
>> >> >>> > >> code
>> >> >>> > >> and
>> >> >>> > >> its just as gnarly as anything else.
>> >> >>> > >>
>> >> >>> > >> Thanks in advance =)
>> >> >>> > >>
>> >> >>> > >> Bob Chatman
>> >> >>> > >> Project Lead | Project: White | www.whitemod.com
>> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
>> >> >>> > >>
>> >> >>> > >> ---------------------
>> >> >>> > >> TO LEAVE THE LIST
>> >> >>> > >> ---------------------
>> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > >> message
>> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>> > >>
>> >> >>> > >
>> >> >>> > > ---------------------
>> >> >>> > > TO LEAVE THE LIST
>> >> >>> > > ---------------------
>> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > > message
>> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
>> >> >>> > >
>> >> >>> >
>> >> >>> >
>> >> >>> > --
>> >> >>> >
>> >> >>> > Bob Chatman
>> >> >>> > Project Lead | Project: White | www.whitemod.com
>> >> >>> > Co-founder | Gneu.org | www.gneu.org
>> >> >>> >
>> >> >>> > ---------------------
>> >> >>> > TO LEAVE THE LIST
>> >> >>> > ---------------------
>> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >>> > message
>> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >> View your Twitter and Flickr updates from one place ? Learn more!
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> TO LEAVE THE LIST
>> >> >>
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >> >> ---------------------
>> >> >>
>> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> message
>> >> >>
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> TO LEAVE THE LIST
>> >> >>
>> >> >> ---------------------
>> >> >>
>> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> message
>> >> >>
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >>
>> >> >> ---------------------
>> >> >> TO LEAVE THE LIST
>> >> >> ---------------------
>> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> message
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >> > ---------------------
>> >> > TO LEAVE THE LIST
>> >> > ---------------------
>> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> >> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >>
>> >> ---------------------
>> >> TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >
>> > __________________________________________________ _______________
>> > With Windows Live, you can organise, edit, and share your photos..
>> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
>> > ---------------------
>> > TO LEAVE THE LIST
>> > ---------------------
>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> > message
>> > (not the subject line), write: SIGNOFF UT3MODS
>> >

>>
>>
>> --
>>
>> Bob Chatman
>> Project Lead | Project: White | www.whitemod.com
>> Co-founder | Gneu.org | www.gneu.org
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
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Old 14-7-2009, 23:14   #11 (permalink)
Jamie Galimberti
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Default Re: [ut3mods] Input Customization

Here, I put together a quick test mod for custom input:
http://www.archasis.com/misc/CustomInputTest.zip

-Jamie

On Tue, Jul 14, 2009 at 5:01 PM, kristian lake <charliesang70 (AT) com>wrote:

> isnt it in the ini?
>
> you change the playercontroller= to your custom player controller?
>
> ------------------------------
> Date: Tue, 14 Jul 2009 16:51:45 -0400
> From: jrgalim (AT) COM
>
> Subject: Re: [ut3mods] Input Customization
> To: UT3MODS (AT) EPICGAMES.COM
>
> Hmm, well I'll have to go determine exactly what I did, I remember it
> taking a couple days to figure out. I originally used a custom PlayerInput
> before patch 1.3, but since 2.0 stopped using it since it didn't seem
> necessary. I'll get back to you shortly...
>
> -Jamie
>
> On Tue, Jul 14, 2009 at 3:40 PM, Bob Chatman <bob.chatman (AT) com>wrote:
>
> Ill try that when i get home this evening, but yes i have my own input
> class. I tried Engine.PlayerInput and my my input class as well, both
> had the same resulting interaction.
>
> Bob Chatman
> Project Lead | Project: White | www.whitemod.com
> Co-founder | Gneu.org | www.gneu.org
>
>
>
>
> On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com>
> wrote:
> > Are you using a custom PlayerInput class? I think I remember having this
> > issue, but can't remember the exact details to the solution. I think the

> UI
> > binds keys to the [UTGame.UTPlayerInput] in the config instead of
> > [Engine.PlayerInput].
> >
> > -Jamie
> >
> > On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
> > <TheRock (AT) net> wrote:
> >>
> >> I am seeing this same behavior as well, and haven't yet figured out the
> >> resolution. I will post here though once I get it resolved.
> >>
> >> Derek
> >>
> >> -----Original Message-----
> >> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
> >> Chatman
> >> Sent: Monday, July 13, 2009 8:13 PM
> >> To: UT3MODS (AT) EPICGAMES.COM
> >> Subject: Re: [ut3mods] Input Customization
> >>
> >> Its not even registering the bind, and yes I'm rebuilding my ini files
> >> each time I make a change to my default inis.
> >> On that prefs page it lists my configs and says they are unbound.
> >> When I try to bind a key it is willing to unbind other keys, just not
> >> apply the change I am looking for.
> >>
> >> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
> >> >
> >> > you reloading the config after binding?
> >> >
> >> >
> >> >
> >> > you might need to save and reload the config - i havnt looked at the
> >> > profile
> >> > saving part yet, but watching this for tips
> >> >
> >> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
> >> >> From: bob.chatman (AT) COM
> >> >> Subject: Re: [ut3mods] Input Customization
> >> >> To: UT3MODS (AT) EPICGAMES.COM
> >> >>
> >> >> I followed the config changes and its a step closer - now its showing
> >> >> my elements on the settings list, the catch is that now its not
> >> >> willing to let me bind it. It checks that the key is configured,
> >> >> prompts to see if i am willing to change its configuration, but ...
> >> >> alas, i when i say yes it stays unbound.
> >> >>
> >> >> Bob Chatman
> >> >> Project Lead | Project: White | www.whitemod.com
> >> >> Co-founder | Gneu.org | www.gneu.org
> >> >>
> >> >>
> >> >>
> >> >>
> >> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
> >> >> wrote:
> >> >> > Hi Derek,
> >> >> >
> >> >> > Well it was somewhat of a pain, but here's what I did. For my
> >> >> > PlayerController, I copied the function LoadSettingsFromProfile()
> >> >> > from
> >> >> > UTPlayerController but romoved anything relating to key bindings.
> >> >> > Then
> >> >> > I
> >> >> > made a new gametype from UTEntryGame with my new PlayerController
> >> >> > assigned.
> >> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo] section,

> I
> >> >> > set
> >> >> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in

> your
> >> >> > new
> >> >> > EntryGame, you may want to override SetGameType() depending on what
> >> >> > you
> >> >> > named your FrontEnd map.
> >> >> >
> >> >> > -Jamie
> >> >> >
> >> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> >> >> > <therock (AT) net> wrote:
> >> >> >>
> >> >> >> Jamie,
> >> >> >>
> >> >> >> "I ran into problems with Profiles overwriting my bindings, so my
> >> >> >> custom
> >> >> >> player controller doesn't retrieve key bindings from profiles."
> >> >> >>
> >> >> >> If you don't mind explaining, exactly how did you handle this; I
> >> >> >> don't
> >> >> >> want to have to re-invent the wheel so to speak.
> >> >> >>
> >> >> >> - Derek
> >> >> >>
> >> >> >>>
> >> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
> >> >> >>> Jamie
> >> >> >>> Galimberti
> >> >> >>> Sent: Friday, July 10, 2009 11:25 AM
> >> >> >>> To: UT3MODS (AT) EPICGAMES.COM
> >> >> >>> Subject: Re: [ut3mods] Input Customization
> >> >> >>>
> >> >> >>> Good stuff Kristian, I accomplished it in a similar manner. The
> >> >> >>> FriendlyName needs to go in your mod's localization folder in
> >> >> >>> UTGame.int and
> >> >> >>> would look something like this:
> >> >> >>>
> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >>> FriendlyName="Reload"
> >> >> >>>
> >> >> >>> I ran into problems with Profiles overwriting my bindings, so my
> >> >> >>> custom
> >> >> >>> player controller doesn't retrieve key bindings from profiles.
> >> >> >>> Also,
> >> >> >>> if you
> >> >> >>> are making significant changes to the controls and want to remove
> >> >> >>> any
> >> >> >>> bindings from the menu, base your DefaultInput.ini and
> >> >> >>> DefaultGame.ini
> >> >> >>> on
> >> >> >>> the engine defaults instead of the UTGame defaults:
> >> >> >>>
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
> >> >> >>>
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
> >> >> >>>
> >> >> >>> Then copy only the config information you need from
> >> >> >>> UTGame\Default*.ini
> >> >> >>> to yours and leave out the rest.
> >> >> >>>
> >> >> >>> -Jamie
> >> >> >>>
> >> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> >> >> >>> <charliesang70 (AT) com> wrote:
> >> >> >>>
> >> >> >>> Depends on where your bindings are but heres some from my
> >> >> >>> defaultInput.ini file
> >> >> >>> [Configuration]
> >> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
> >> >> >>> [Engine.PlayerInput]
> >> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> >> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
> >> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> >> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> >> >> >>> inside the DefaultGame.ini
> >> >> >>> ;///////////////
> >> >> >>> ; TA Key Bindings
> >> >> >>> ;///////////////
> >> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Switch Fire Mode
> >> >> >>> +Command="ChangeFireMode"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Reload
> >> >> >>> +Command="ReloadTA"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> >> >> >>> +FriendlyName=Show BuyMenu
> >> >> >>> +Command="UserOpenBuyMenu"
> >> >> >>> +bIsCrucialBind=false
> >> >> >>> in my player controller i have
> >> >> >>> exec simulated function ReloadTA()
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> exec function UserOpenBuyMenu()
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> exec function ChangeFireMode( optional byte NewFireMode)
> >> >> >>> {
> >> >> >>> ...
> >> >> >>> }
> >> >> >>> Now i do have a PlayerInput class but it doesnt have my binds in
> >> >> >>> it
> >> >> >>> (im
> >> >> >>> guessing that it might be depreciated with the mod switches) or i
> >> >> >>> dont
> >> >> >>> know
> >> >> >>> how to use that class properly.
> >> >> >>> Anyhow those binds should show in the keys menu, and work ingame
> >> >> >>> on
> >> >> >>> and
> >> >> >>> offline.
> >> >> >>> One more thing you can do (that i havnt figured yet) is to move
> >> >> >>> the
> >> >> >>> FriendlyName= into a localization int file to have the friendly
> >> >> >>> name
> >> >> >>> change
> >> >> >>> per language you support.
> >> >> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> >> >> >>> > From: bob.chatman (AT) COM
> >> >> >>> > Subject: Re: [ut3mods] Input Customization
> >> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
> >> >> >>>
> >> >> >>>
> >> >> >>> >
> >> >> >>> > Yes, exactly that.
> >> >> >>> >
> >> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> >> >> >>> > > Hi Bob,
> >> >> >>> > >
> >> >> >>> > > Do you mean having your custom key bindings show up in the UI
> >> >> >>> > > Input
> >> >> >>> > > menu?
> >> >> >>> > > If so, I can probably help you out.
> >> >> >>> > >
> >> >> >>> > > -Jamie
> >> >> >>> > >
> >> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
> >> >> >>> > > <bob.chatman (AT) com>
> >> >> >>> > > wrote:
> >> >> >>> > >
> >> >> >>> > >> Hello gents, long time no type. =)
> >> >> >>> > >>
> >> >> >>> > >> I have been working on a rewrite of my codebase and would

> like
> >> >> >>> > >> to
> >> >> >>> > >> add
> >> >> >>> > >> key customization to my list of accomplishments. Do any of

> you
> >> >> >>> > >> have
> >> >> >>> > >> any info on this or at least a vector i can use to unwind

> into
> >> >> >>> > >> a
> >> >> >>> > >> direction to take with this? I have been reading through the
> >> >> >>> > >> code
> >> >> >>> > >> and
> >> >> >>> > >> its just as gnarly as anything else.
> >> >> >>> > >>
> >> >> >>> > >> Thanks in advance =)
> >> >> >>> > >>
> >> >> >>> > >> Bob Chatman
> >> >> >>> > >> Project Lead | Project: White | www.whitemod.com
> >> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
> >> >> >>> > >>
> >> >> >>> > >> ---------------------
> >> >> >>> > >> TO LEAVE THE LIST
> >> >> >>> > >> ---------------------
> >> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >>> > >> message
> >> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>> > >>
> >> >> >>> > >
> >> >> >>> > > ---------------------
> >> >> >>> > > TO LEAVE THE LIST
> >> >> >>> > > ---------------------
> >> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >>> > > message
> >> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>> > >
> >> >> >>> >
> >> >> >>> >
> >> >> >>> > --
> >> >> >>> >
> >> >> >>> > Bob Chatman
> >> >> >>> > Project Lead | Project: White | www.whitemod.com
> >> >> >>> > Co-founder | Gneu.org | www.gneu.org
> >> >> >>> >
> >> >> >>> > ---------------------
> >> >> >>> > TO LEAVE THE LIST
> >> >> >>> > ---------------------
> >> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >>> > message
> >> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >> View your Twitter and Flickr updates from one place ? Learn more!
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> TO LEAVE THE LIST
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >>
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> TO LEAVE THE LIST
> >> >> >>
> >> >> >> ---------------------
> >> >> >>
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >>
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >>
> >> >> >> ---------------------
> >> >> >> TO LEAVE THE LIST
> >> >> >> ---------------------
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >> > ---------------------
> >> >> > TO LEAVE THE LIST
> >> >> > ---------------------
> >> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >>
> >> >> ---------------------
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >> TO LEAVE THE LIST
> >> >> ---------------------
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >> > __________________________________________________ _______________
> >> > With Windows Live, you can organise, edit, and share your photos.
> >> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
> >> > ---------------------
> >> > TO LEAVE THE LIST
> >> > ---------------------
> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> > message
> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >>
> >>
> >> --
> >>
> >> Bob Chatman
> >> Project Lead | Project: White | www.whitemod.com
> >> Co-founder | Gneu.org | www.gneu.org
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS

> >
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> > (not the subject line), write: SIGNOFF UT3MODS
> >

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>
>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>
>
> ------------------------------
> Beyond Hotmail - see what else you can do with Windows Live. Find out
> more. <http://clk.atdmt.com/UKM/go/134665375/direct/01/>
>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 19-7-2009, 23:42   #12 (permalink)
Bob Chatman
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Default Re: [ut3mods] Input Customization

Thank you for this. Ill get this working tonight one way or another.

What is the deal with your LoadSettingsFromProfile function? Why are
you not just calling Super.?

Is there something important within this function that is allowing the
configuration to work?

Bob Chatman
Project Lead | Project: White | www.whitemod.com
Co-founder | Gneu.org | www.gneu.org




On Tue, Jul 14, 2009 at 2:12 PM, Jamie Galimberti<jrgalim (AT) com> wrote:
> Here, I put together a quick test mod for custom input:
> http://www.archasis.com/misc/CustomInputTest.zip
>
> -Jamie
>
> On Tue, Jul 14, 2009 at 5:01 PM, kristian lake <charliesang70 (AT) com>
> wrote:
>>
>> isnt it in the ini?
>>
>> you change the playercontroller= to your custom player controller?
>>
>> ________________________________
>> Date: Tue, 14 Jul 2009 16:51:45 -0400
>> From: jrgalim (AT) COM
>> Subject: Re: [ut3mods] Input Customization
>> To: UT3MODS (AT) EPICGAMES.COM
>>
>> Hmm, well I'll have to go determine exactly what I did, I remember it
>> taking a couple days to figure out.Â* I originally used a custom PlayerInput
>> before patch 1.3, but since 2.0 stopped using it since it didn't seem
>> necessary.Â* I'll get back to you shortly...
>>
>> -Jamie
>>
>> On Tue, Jul 14, 2009 at 3:40 PM, Bob Chatman <bob.chatman (AT) com>
>> wrote:
>>
>> Ill try that when i get home this evening, but yes i have my own input
>> class. I tried Engine.PlayerInput and my my input class as well, both
>> had the same resulting interaction.
>>
>> Bob Chatman
>> Project Lead | Project: White | www.whitemod.com
>> Co-founder Â* | Gneu.org Â* Â* Â* | www.gneu.org
>>
>>
>>
>>
>> On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com>
>> wrote:
>> > Are you using a custom PlayerInput class?Â* I think I remember having
>> > this
>> > issue, but can't remember the exact details to the solution.Â* I think
>> > the UI
>> > binds keys to the [UTGame.UTPlayerInput] in the config instead of
>> > [Engine.PlayerInput].
>> >
>> > -Jamie
>> >
>> > On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
>> > <TheRock (AT) net> wrote:
>> >>
>> >> I am seeing this same behavior as well, and haven't yet figured out the
>> >> resolution. Â*I will post here though once I get it resolved.
>> >>
>> >> Derek
>> >>
>> >> -----Original Message-----
>> >> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
>> >> Chatman
>> >> Sent: Monday, July 13, 2009 8:13 PM
>> >> To: UT3MODS (AT) EPICGAMES.COM
>> >> Subject: Re: [ut3mods] Input Customization
>> >>
>> >> Its not even registering the bind, and yes I'm rebuilding my ini files
>> >> each time I make a change to my default inis.
>> >> Â*On that prefs page it lists my configs and says they are unbound.
>> >> When I try to bind a key it is willing to unbind other keys, just not
>> >> apply the change I am looking for.
>> >>
>> >> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
>> >> >
>> >> > you reloading the config after binding?
>> >> >
>> >> >
>> >> >
>> >> > you might need to save and reload the config - i havnt looked at the
>> >> > profile
>> >> > saving part yet, but watching this for tips
>> >> >
>> >> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
>> >> >> From: bob.chatman (AT) COM
>> >> >> Subject: Re: [ut3mods] Input Customization
>> >> >> To: UT3MODS (AT) EPICGAMES.COM
>> >> >>
>> >> >> I followed the config changes and its a step closer - now its
>> >> >> showing
>> >> >> my elements on the settings list, the catch is that now its not
>> >> >> willing to let me bind it. It checks that the key is configured,
>> >> >> prompts to see if i am willing to change its configuration, but ....
>> >> >> alas, i when i say yes it stays unbound.
>> >> >>
>> >> >> Bob Chatman
>> >> >> Project Lead | Project: White | www.whitemod.com
>> >> >> Co-founder | Gneu.org | www.gneu.org
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<jrgalim (AT) com>
>> >> >> wrote:
>> >> >> > Hi Derek,
>> >> >> >
>> >> >> > Well it was somewhat of a pain, but here's what I did. Â*For my
>> >> >> > PlayerController, I copied the function LoadSettingsFromProfile()
>> >> >> > from
>> >> >> > UTPlayerController but romoved anything relating to key bindings..
>> >> >> > Â*Then
>> >> >> > I
>> >> >> > made a new gametype from UTEntryGame with my new PlayerController
>> >> >> > assigned.
>> >> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo]
>> >> >> > section, I
>> >> >> > set
>> >> >> > DefaultGame and DefaultServerGame to my new EntryGame. Â*Also, in
>> >> >> > your
>> >> >> > new
>> >> >> > EntryGame, you may want to override SetGameType() depending on
>> >> >> > what
>> >> >> > you
>> >> >> > named your FrontEnd map.
>> >> >> >
>> >> >> > -Jamie
>> >> >> >
>> >> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
>> >> >> > <therock (AT) net> wrote:
>> >> >> >>
>> >> >> >> Jamie,
>> >> >> >>
>> >> >> >> "I ran into problems with Profiles overwriting my bindings, so my
>> >> >> >> custom
>> >> >> >> player controller doesn't retrieve key bindings from profiles."
>> >> >> >>
>> >> >> >> If you don't mind explaining, exactly how did you handle this; I
>> >> >> >> don't
>> >> >> >> want to have to re-invent the wheel so to speak.
>> >> >> >>
>> >> >> >> - Derek
>> >> >> >>
>> >> >> >>>
>> >> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of
>> >> >> >>> Jamie
>> >> >> >>> Galimberti
>> >> >> >>> Sent: Friday, July 10, 2009 11:25 AM
>> >> >> >>> To: UT3MODS (AT) EPICGAMES.COM
>> >> >> >>> Subject: Re: [ut3mods] Input Customization
>> >> >> >>>
>> >> >> >>> Â*Good stuff Kristian, I accomplished it in a similar manner.
>> >> >> >>> Â*The
>> >> >> >>> FriendlyName needs to go in your mod's localization folder in
>> >> >> >>> UTGame.int and
>> >> >> >>> would look something like this:
>> >> >> >>>
>> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >> >>> FriendlyName="Reload"
>> >> >> >>>
>> >> >> >>> I ran into problems with Profiles overwriting my bindings, so my
>> >> >> >>> custom
>> >> >> >>> player controller doesn't retrieve key bindings from profiles.
>> >> >> >>> Â*Also,
>> >> >> >>> if you
>> >> >> >>> are making significant changes to the controls and want to
>> >> >> >>> remove
>> >> >> >>> any
>> >> >> >>> bindings from the menu, base your DefaultInput.ini and
>> >> >> >>> DefaultGame.ini
>> >> >> >>> on
>> >> >> >>> the engine defaults instead of the UTGame defaults:
>> >> >> >>>
>> >> >> >>> [Configuration]
>> >> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
>> >> >> >>>
>> >> >> >>> Â*[Configuration]
>> >> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
>> >> >> >>>
>> >> >> >>> Â*Then copy only the config information you need from
>> >> >> >>> UTGame\Default*.ini
>> >> >> >>> to yours and leave out the rest.
>> >> >> >>>
>> >> >> >>> -Jamie
>> >> >> >>>
>> >> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
>> >> >> >>> <charliesang70 (AT) com> wrote:
>> >> >> >>>
>> >> >> >>> Depends on where your bindings are but heres some from my
>> >> >> >>> defaultInput.ini file
>> >> >> >>> Â*[Configuration]
>> >> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
>> >> >> >>> [Engine.PlayerInput]
>> >> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
>> >> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
>> >> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
>> >> >> >>> Â*inside the DefaultGame.ini
>> >> >> >>> Â*;///////////////
>> >> >> >>> ; TA Key Bindings
>> >> >> >>> ;///////////////
>> >> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
>> >> >> >>> +FriendlyName=Switch Fire Mode
>> >> >> >>> +Command="ChangeFireMode"
>> >> >> >>> +bIsCrucialBind=false
>> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
>> >> >> >>> +FriendlyName=Reload
>> >> >> >>> +Command="ReloadTA"
>> >> >> >>> +bIsCrucialBind=false
>> >> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
>> >> >> >>> +FriendlyName=Show BuyMenu
>> >> >> >>> +Command="UserOpenBuyMenu"
>> >> >> >>> +bIsCrucialBind=false
>> >> >> >>> Â*in my player controller i have
>> >> >> >>> Â*exec simulated function ReloadTA()
>> >> >> >>> {
>> >> >> >>> ...
>> >> >> >>> }
>> >> >> >>> Â*exec function UserOpenBuyMenu()
>> >> >> >>> {
>> >> >> >>> ...
>> >> >> >>> }
>> >> >> >>> Â*exec function ChangeFireMode( optional byte NewFireMode)
>> >> >> >>> {
>> >> >> >>> ...
>> >> >> >>> }
>> >> >> >>> Â*Now i do have a PlayerInput class but it doesnt have my binds
>> >> >> >>> in
>> >> >> >>> it
>> >> >> >>> (im
>> >> >> >>> guessing that it might be depreciated with the mod switches) or
>> >> >> >>> i
>> >> >> >>> dont
>> >> >> >>> know
>> >> >> >>> how to use that class properly.
>> >> >> >>> Â*Anyhow those binds should show in the keys menu, and work
>> >> >> >>> ingame
>> >> >> >>> on
>> >> >> >>> and
>> >> >> >>> offline.
>> >> >> >>> Â*One more thing you can do (that i havnt figured yet) is to move
>> >> >> >>> the
>> >> >> >>> FriendlyName= into a localization int file to have the friendly
>> >> >> >>> name
>> >> >> >>> change
>> >> >> >>> per language you support.
>> >> >> >>> Â*> Date: Fri, 10 Jul 2009 08:40:56 -0700
>> >> >> >>> > From: bob.chatman (AT) COM
>> >> >> >>> > Subject: Re: [ut3mods] Input Customization
>> >> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
>> >> >> >>>
>> >> >> >>>
>> >> >> >>> >
>> >> >> >>> > Yes, exactly that.
>> >> >> >>> >
>> >> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
>> >> >> >>> > > Hi Bob,
>> >> >> >>> > >
>> >> >> >>> > > Do you mean having your custom key bindings show up in the
>> >> >> >>> > > UI
>> >> >> >>> > > Input
>> >> >> >>> > > menu?
>> >> >> >>> > > If so, I can probably help you out.
>> >> >> >>> > >
>> >> >> >>> > > -Jamie
>> >> >> >>> > >
>> >> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
>> >> >> >>> > > <bob.chatman (AT) com>
>> >> >> >>> > > wrote:
>> >> >> >>> > >
>> >> >> >>> > >> Hello gents, long time no type. =)
>> >> >> >>> > >>
>> >> >> >>> > >> I have been working on a rewrite of my codebase and would
>> >> >> >>> > >> like
>> >> >> >>> > >> to
>> >> >> >>> > >> add
>> >> >> >>> > >> key customization to my list of accomplishments. Do any of
>> >> >> >>> > >> you
>> >> >> >>> > >> have
>> >> >> >>> > >> any info on this or at least a vector i can use to unwind
>> >> >> >>> > >> into
>> >> >> >>> > >> a
>> >> >> >>> > >> direction to take with this? I have been reading through
>> >> >> >>> > >> the
>> >> >> >>> > >> code
>> >> >> >>> > >> and
>> >> >> >>> > >> its just as gnarly as anything else.
>> >> >> >>> > >>
>> >> >> >>> > >> Thanks in advance =)
>> >> >> >>> > >>
>> >> >> >>> > >> Bob Chatman
>> >> >> >>> > >> Project Lead | Project: White | www.whitemod.com
>> >> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
>> >> >> >>> > >>
>> >> >> >>> > >> ---------------------
>> >> >> >>> > >> TO LEAVE THE LIST
>> >> >> >>> > >> ---------------------
>> >> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of
>> >> >> >>> > >> your
>> >> >> >>> > >> message
>> >> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >>> > >>
>> >> >> >>> > >
>> >> >> >>> > > ---------------------
>> >> >> >>> > > TO LEAVE THE LIST
>> >> >> >>> > > ---------------------
>> >> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of
>> >> >> >>> > > your
>> >> >> >>> > > message
>> >> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >>> > >
>> >> >> >>> >
>> >> >> >>> >
>> >> >> >>> > --
>> >> >> >>> >
>> >> >> >>> > Bob Chatman
>> >> >> >>> > Project Lead | Project: White | www.whitemod.com
>> >> >> >>> > Co-founder | Gneu.org | www.gneu.org
>> >> >> >>> >
>> >> >> >>> > ---------------------
>> >> >> >>> > TO LEAVE THE LIST
>> >> >> >>> > ---------------------
>> >> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> >>> > message
>> >> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >>
>> >> >> >> View your Twitter and Flickr updates from one place ? Learn more!
>> >> >> >>
>> >> >> >> ---------------------
>> >> >> >>
>> >> >> >> Â*TO LEAVE THE LIST
>> >> >> >>
>> >> >> >> ---------------------
>> >> >> >>
>> >> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> >> >> message
>> >> >> >>
>> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >> ---------------------
>> >> >> >>
>> >> >> >> Â*TO LEAVE THE LIST
>> >> >> >>
>> >> >> >> ---------------------
>> >> >> >>
>> >> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> >> >> message
>> >> >> >>
>> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >>
>> >> >> >> ---------------------
>> >> >> >> TO LEAVE THE LIST
>> >> >> >> ---------------------
>> >> >> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
>> >> >> >> message
>> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >
>> >> >> > ---------------------
>> >> >> > TO LEAVE THE LIST
>> >> >> > ---------------------
>> >> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> > message
>> >> >> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >> >
>> >> >>
>> >> >> ---------------------
>> >> >> TO LEAVE THE LIST
>> >> >> ---------------------
>> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
>> >> >> message
>> >> >> (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >> > __________________________________________________ _______________
>> >> > With Windows Live, you can organise, edit, and share your photos.
>> >> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
>> >> > ---------------------
>> >> > Â*TO LEAVE THE LIST
>> >> > ---------------------
>> >> > Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> > message
>> >> > (not the subject line), write: SIGNOFF UT3MODS
>> >> >
>> >>
>> >>
>> >> --
>> >>
>> >> Bob Chatman
>> >> Project Lead | Project: White | www.whitemod.com
>> >> Co-founder Â* | Gneu.org Â* Â* Â* | www.gneu.org
>> >>
>> >> ---------------------
>> >> Â*TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> message
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >>
>> >> ---------------------
>> >> Â*TO LEAVE THE LIST
>> >> ---------------------
>> >> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> >> message
>> >> (not the subject line), write: SIGNOFF UT3MODS
>> >
>> > ---------------------
>> > Â*TO LEAVE THE LIST
>> > ---------------------
>> > Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your
>> > message
>> > (not the subject line), write: SIGNOFF UT3MODS
>> >

>>
>> ---------------------
>> Â*TO LEAVE THE LIST
>> ---------------------
>> Write to Â*LISTSERV (AT) EPICGAMES.COM and, Â*in the Â*text of Â*your message
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS
>>
>> ________________________________
>> Beyond Hotmail - see what else you can do with Windows Live. Find out
>> more.
>>
>> ---------------------
>> TO LEAVE THE LIST
>> ---------------------
>> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
>> (not the subject line), write: SIGNOFF UT3MODS

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
TO LEAVE THE LIST
---------------------
Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
(not the subject line), write: SIGNOFF UT3MODS
  Reply With Quote
Old 20-7-2009, 02:06   #13 (permalink)
Jamie Galimberti
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Default Re: [ut3mods] Input Customization

I took take out anything from the parent version relating to loading key
bindings from profiles since they overwrite any custom binding you try to
set. If there was a way to add custom bindings to profiles and set profile
defaults, that would be great, but I don't know if it's possible.

-Jamie

On Sun, Jul 19, 2009 at 5:41 PM, Bob Chatman <bob.chatman (AT) com> wrote:

> Thank you for this. Ill get this working tonight one way or another.
>
> What is the deal with your LoadSettingsFromProfile function? Why are
> you not just calling Super.?
>
> Is there something important within this function that is allowing the
> configuration to work?
>
> Bob Chatman
> Project Lead | Project: White | www.whitemod.com
> Co-founder | Gneu.org | www.gneu.org
>
>
>
>
> On Tue, Jul 14, 2009 at 2:12 PM, Jamie Galimberti<jrgalim (AT) com>
> wrote:
> > Here, I put together a quick test mod for custom input:
> > http://www.archasis.com/misc/CustomInputTest.zip
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >
> > -Jamie
> >
> > On Tue, Jul 14, 2009 at 5:01 PM, kristian lake <

> charliesang70 (AT) com>
> > wrote:
> >>
> >> isnt it in the ini?
> >>
> >> you change the playercontroller= to your custom player controller?
> >>
> >> ________________________________
> >> Date: Tue, 14 Jul 2009 16:51:45 -0400
> >> From: jrgalim (AT) COM
> >> Subject: Re: [ut3mods] Input Customization
> >> To: UT3MODS (AT) EPICGAMES.COM
> >>
> >> Hmm, well I'll have to go determine exactly what I did, I remember it
> >> taking a couple days to figure out. I originally used a custom

> PlayerInput
> >> before patch 1.3, but since 2.0 stopped using it since it didn't seem
> >> necessary. I'll get back to you shortly...
> >>
> >> -Jamie
> >>
> >> On Tue, Jul 14, 2009 at 3:40 PM, Bob Chatman <bob.chatman (AT) com>
> >> wrote:
> >>
> >> Ill try that when i get home this evening, but yes i have my own input
> >> class. I tried Engine.PlayerInput and my my input class as well, both
> >> had the same resulting interaction.
> >>
> >> Bob Chatman
> >> Project Lead | Project: White | www.whitemod.com
> >> Co-founder | Gneu.org | www.gneu.org
> >>
> >>
> >>
> >>
> >> On Tue, Jul 14, 2009 at 9:40 AM, Jamie Galimberti<jrgalim (AT) com>
> >> wrote:
> >> > Are you using a custom PlayerInput class? I think I remember having
> >> > this
> >> > issue, but can't remember the exact details to the solution. I think
> >> > the UI
> >> > binds keys to the [UTGame.UTPlayerInput] in the config instead of
> >> > [Engine.PlayerInput].
> >> >
> >> > -Jamie
> >> >
> >> > On Tue, Jul 14, 2009 at 1:25 AM, Derek "TheRock" Altamirano
> >> > <TheRock (AT) net> wrote:
> >> >>
> >> >> I am seeing this same behavior as well, and haven't yet figured out

> the
> >> >> resolution. I will post here though once I get it resolved.
> >> >>
> >> >> Derek
> >> >>
> >> >> -----Original Message-----
> >> >> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf Of Bob
> >> >> Chatman
> >> >> Sent: Monday, July 13, 2009 8:13 PM
> >> >> To: UT3MODS (AT) EPICGAMES.COM
> >> >> Subject: Re: [ut3mods] Input Customization
> >> >>
> >> >> Its not even registering the bind, and yes I'm rebuilding my ini

> files
> >> >> each time I make a change to my default inis.
> >> >> On that prefs page it lists my configs and says they are unbound.
> >> >> When I try to bind a key it is willing to unbind other keys, just not
> >> >> apply the change I am looking for.
> >> >>
> >> >> On 7/13/09, kristian lake <charliesang70 (AT) com> wrote:
> >> >> >
> >> >> > you reloading the config after binding?
> >> >> >
> >> >> >
> >> >> >
> >> >> > you might need to save and reload the config - i havnt looked at

> the
> >> >> > profile
> >> >> > saving part yet, but watching this for tips
> >> >> >
> >> >> >> Date: Mon, 13 Jul 2009 15:31:33 -0700
> >> >> >> From: bob.chatman (AT) COM
> >> >> >> Subject: Re: [ut3mods] Input Customization
> >> >> >> To: UT3MODS (AT) EPICGAMES.COM
> >> >> >>
> >> >> >> I followed the config changes and its a step closer - now its
> >> >> >> showing
> >> >> >> my elements on the settings list, the catch is that now its not
> >> >> >> willing to let me bind it. It checks that the key is configured,
> >> >> >> prompts to see if i am willing to change its configuration, but

> ...
> >> >> >> alas, i when i say yes it stays unbound.
> >> >> >>
> >> >> >> Bob Chatman
> >> >> >> Project Lead | Project: White | www.whitemod.com
> >> >> >> Co-founder | Gneu.org | www.gneu.org
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> On Mon, Jul 13, 2009 at 3:27 PM, Jamie Galimberti<

> jrgalim (AT) com>
> >> >> >> wrote:
> >> >> >> > Hi Derek,
> >> >> >> >
> >> >> >> > Well it was somewhat of a pain, but here's what I did. For my
> >> >> >> > PlayerController, I copied the function

> LoadSettingsFromProfile()
Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=63743
> >> >> >> > from
> >> >> >> > UTPlayerController but romoved anything relating to key

> bindings.
> >> >> >> > Then
> >> >> >> > I
> >> >> >> > made a new gametype from UTEntryGame with my new

> PlayerController
> >> >> >> > assigned.
> >> >> >> > Lastly, in my DefaultGame.ini, under the [Engine.GameInfo]
> >> >> >> > section, I
> >> >> >> > set
> >> >> >> > DefaultGame and DefaultServerGame to my new EntryGame. Also, in
> >> >> >> > your
> >> >> >> > new
> >> >> >> > EntryGame, you may want to override SetGameType() depending on
> >> >> >> > what
> >> >> >> > you
> >> >> >> > named your FrontEnd map.
> >> >> >> >
> >> >> >> > -Jamie
> >> >> >> >
> >> >> >> > On Mon, Jul 13, 2009 at 2:54 PM, Derek "TheRock" Altamirano
> >> >> >> > <therock (AT) net> wrote:
> >> >> >> >>
> >> >> >> >> Jamie,
> >> >> >> >>
> >> >> >> >> "I ran into problems with Profiles overwriting my bindings, so

> my
> >> >> >> >> custom
> >> >> >> >> player controller doesn't retrieve key bindings from profiles."
> >> >> >> >>
> >> >> >> >> If you don't mind explaining, exactly how did you handle this;

> I
> >> >> >> >> don't
> >> >> >> >> want to have to re-invent the wheel so to speak.
> >> >> >> >>
> >> >> >> >> - Derek
> >> >> >> >>
> >> >> >> >>>
> >> >> >> >>> From: UT3 Mods [mailto:UT3MODS (AT) EPICGAMES.COM] On Behalf

> Of
> >> >> >> >>> Jamie
> >> >> >> >>> Galimberti
> >> >> >> >>> Sent: Friday, July 10, 2009 11:25 AM
> >> >> >> >>> To: UT3MODS (AT) EPICGAMES.COM
> >> >> >> >>> Subject: Re: [ut3mods] Input Customization
> >> >> >> >>>
> >> >> >> >>> Good stuff Kristian, I accomplished it in a similar manner.
> >> >> >> >>> The
> >> >> >> >>> FriendlyName needs to go in your mod's localization folder in
> >> >> >> >>> UTGame.int and
> >> >> >> >>> would look something like this:
> >> >> >> >>>
> >> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >> >>> FriendlyName="Reload"
> >> >> >> >>>
> >> >> >> >>> I ran into problems with Profiles overwriting my bindings, so

> my
> >> >> >> >>> custom
> >> >> >> >>> player controller doesn't retrieve key bindings from profiles.
> >> >> >> >>> Also,
> >> >> >> >>> if you
> >> >> >> >>> are making significant changes to the controls and want to
> >> >> >> >>> remove
> >> >> >> >>> any
> >> >> >> >>> bindings from the menu, base your DefaultInput.ini and
> >> >> >> >>> DefaultGame.ini
> >> >> >> >>> on
> >> >> >> >>> the engine defaults instead of the UTGame defaults:
> >> >> >> >>>
> >> >> >> >>> [Configuration]
> >> >> >> >>> BasedOn=..\Engine\Config\BaseGame.ini
> >> >> >> >>>
> >> >> >> >>> [Configuration]
> >> >> >> >>> BasedOn=..\Engine\Config\BaseInput.ini
> >> >> >> >>>
> >> >> >> >>> Then copy only the config information you need from
> >> >> >> >>> UTGame\Default*.ini
> >> >> >> >>> to yours and leave out the rest.
> >> >> >> >>>
> >> >> >> >>> -Jamie
> >> >> >> >>>
> >> >> >> >>> On Fri, Jul 10, 2009 at 11:52 AM, kristian lake
> >> >> >> >>> <charliesang70 (AT) com> wrote:
> >> >> >> >>>
> >> >> >> >>> Depends on where your bindings are but heres some from my
> >> >> >> >>> defaultInput.ini file
> >> >> >> >>> [Configuration]
> >> >> >> >>> BasedOn=..\UTGame\Config\DefaultInput.ini
> >> >> >> >>> [Engine.PlayerInput]
> >> >> >> >>> +Bindings=(Name="PERIOD",Command="ChangeFireMode")
> >> >> >> >>> +Bindings=(Name="DELETE",Command="ReloadTA")
> >> >> >> >>> -Bindings=(Name="B",Command="GBA_ToggleSpeaking")
> >> >> >> >>> +Bindings=(Name="B",Command="UserOpenBuyMenu")
> >> >> >> >>> inside the DefaultGame.ini
> >> >> >> >>> ;///////////////
> >> >> >> >>> ; TA Key Bindings
> >> >> >> >>> ;///////////////
> >> >> >> >>> [SwitchWeapon UTUIDataProvider_KeyBinding]
> >> >> >> >>> +FriendlyName=Switch Fire Mode
> >> >> >> >>> +Command="ChangeFireMode"
> >> >> >> >>> +bIsCrucialBind=false
> >> >> >> >>> [Reload UTUIDataProvider_KeyBinding]
> >> >> >> >>> +FriendlyName=Reload
> >> >> >> >>> +Command="ReloadTA"
> >> >> >> >>> +bIsCrucialBind=false
> >> >> >> >>> [ShowBuyMenu UTUIDataProvider_KeyBinding]
> >> >> >> >>> +FriendlyName=Show BuyMenu
> >> >> >> >>> +Command="UserOpenBuyMenu"
> >> >> >> >>> +bIsCrucialBind=false
> >> >> >> >>> in my player controller i have
> >> >> >> >>> exec simulated function ReloadTA()
> >> >> >> >>> {
> >> >> >> >>> ...
> >> >> >> >>> }
> >> >> >> >>> exec function UserOpenBuyMenu()
> >> >> >> >>> {
> >> >> >> >>> ...
> >> >> >> >>> }
> >> >> >> >>> exec function ChangeFireMode( optional byte NewFireMode)
> >> >> >> >>> {
> >> >> >> >>> ...
> >> >> >> >>> }
> >> >> >> >>> Now i do have a PlayerInput class but it doesnt have my binds
> >> >> >> >>> in
> >> >> >> >>> it
> >> >> >> >>> (im
> >> >> >> >>> guessing that it might be depreciated with the mod switches)

> or
> >> >> >> >>> i
> >> >> >> >>> dont
> >> >> >> >>> know
> >> >> >> >>> how to use that class properly.
> >> >> >> >>> Anyhow those binds should show in the keys menu, and work
> >> >> >> >>> ingame
> >> >> >> >>> on
> >> >> >> >>> and
> >> >> >> >>> offline.
> >> >> >> >>> One more thing you can do (that i havnt figured yet) is to

> move
> >> >> >> >>> the
> >> >> >> >>> FriendlyName= into a localization int file to have the

> friendly
> >> >> >> >>> name
> >> >> >> >>> change
> >> >> >> >>> per language you support.
> >> >> >> >>> > Date: Fri, 10 Jul 2009 08:40:56 -0700
> >> >> >> >>> > From: bob.chatman (AT) COM
> >> >> >> >>> > Subject: Re: [ut3mods] Input Customization
> >> >> >> >>> > To: UT3MODS (AT) EPICGAMES.COM
> >> >> >> >>>
> >> >> >> >>>
> >> >> >> >>> >
> >> >> >> >>> > Yes, exactly that.
> >> >> >> >>> >
> >> >> >> >>> > On 7/10/09, Jamie Galimberti <jrgalim (AT) com> wrote:
> >> >> >> >>> > > Hi Bob,
> >> >> >> >>> > >
> >> >> >> >>> > > Do you mean having your custom key bindings show up in the
> >> >> >> >>> > > UI
> >> >> >> >>> > > Input
> >> >> >> >>> > > menu?
> >> >> >> >>> > > If so, I can probably help you out.
> >> >> >> >>> > >
> >> >> >> >>> > > -Jamie
> >> >> >> >>> > >
> >> >> >> >>> > > On Fri, Jul 10, 2009 at 12:49 AM, Bob Chatman
> >> >> >> >>> > > <bob.chatman (AT) com>
> >> >> >> >>> > > wrote:
> >> >> >> >>> > >
> >> >> >> >>> > >> Hello gents, long time no type. =)
> >> >> >> >>> > >>
> >> >> >> >>> > >> I have been working on a rewrite of my codebase and would
> >> >> >> >>> > >> like
> >> >> >> >>> > >> to
> >> >> >> >>> > >> add
> >> >> >> >>> > >> key customization to my list of accomplishments. Do any

> of
> >> >> >> >>> > >> you
> >> >> >> >>> > >> have
> >> >> >> >>> > >> any info on this or at least a vector i can use to unwind
> >> >> >> >>> > >> into
> >> >> >> >>> > >> a
> >> >> >> >>> > >> direction to take with this? I have been reading through
> >> >> >> >>> > >> the
> >> >> >> >>> > >> code
> >> >> >> >>> > >> and
> >> >> >> >>> > >> its just as gnarly as anything else.
> >> >> >> >>> > >>
> >> >> >> >>> > >> Thanks in advance =)
> >> >> >> >>> > >>
> >> >> >> >>> > >> Bob Chatman
> >> >> >> >>> > >> Project Lead | Project: White | www.whitemod.com
> >> >> >> >>> > >> Co-founder | Gneu.org | www.gneu.org
> >> >> >> >>> > >>
> >> >> >> >>> > >> ---------------------
> >> >> >> >>> > >> TO LEAVE THE LIST
> >> >> >> >>> > >> ---------------------
> >> >> >> >>> > >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of
> >> >> >> >>> > >> your
> >> >> >> >>> > >> message
> >> >> >> >>> > >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >>> > >>
> >> >> >> >>> > >
> >> >> >> >>> > > ---------------------
> >> >> >> >>> > > TO LEAVE THE LIST
> >> >> >> >>> > > ---------------------
> >> >> >> >>> > > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of
> >> >> >> >>> > > your
> >> >> >> >>> > > message
> >> >> >> >>> > > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >>> > >
> >> >> >> >>> >
> >> >> >> >>> >
> >> >> >> >>> > --
> >> >> >> >>> >
> >> >> >> >>> > Bob Chatman
> >> >> >> >>> > Project Lead | Project: White | www.whitemod.com
> >> >> >> >>> > Co-founder | Gneu.org | www.gneu.org
> >> >> >> >>> >
> >> >> >> >>> > ---------------------
> >> >> >> >>> > TO LEAVE THE LIST
> >> >> >> >>> > ---------------------
> >> >> >> >>> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >> >>> > message
> >> >> >> >>> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >>
> >> >> >> >> View your Twitter and Flickr updates from one place ? Learn

> more!
> >> >> >> >>
> >> >> >> >> ---------------------
> >> >> >> >>
> >> >> >> >> TO LEAVE THE LIST
> >> >> >> >>
> >> >> >> >> ---------------------
> >> >> >> >>
> >> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >> >> message
> >> >> >> >>
> >> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >>
> >> >> >> >>
> >> >> >> >>
> >> >> >> >>
> >> >> >> >>
> >> >> >> >> ---------------------
> >> >> >> >>
> >> >> >> >> TO LEAVE THE LIST
> >> >> >> >>
> >> >> >> >> ---------------------
> >> >> >> >>
> >> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >> >> message
> >> >> >> >>
> >> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >>
> >> >> >> >> ---------------------
> >> >> >> >> TO LEAVE THE LIST
> >> >> >> >> ---------------------
> >> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of

> your
> >> >> >> >> message
> >> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >
> >> >> >> > ---------------------
> >> >> >> > TO LEAVE THE LIST
> >> >> >> > ---------------------
> >> >> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> > message
> >> >> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >> >
> >> >> >>
> >> >> >> ---------------------
> >> >> >> TO LEAVE THE LIST
> >> >> >> ---------------------
> >> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> >> message
> >> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >> > __________________________________________________ _______________
> >> >> > With Windows Live, you can organise, edit, and share your photos.
> >> >> > http://clk.atdmt.com/UKM/go/134665338/direct/01/
> >> >> > ---------------------
> >> >> > TO LEAVE THE LIST
> >> >> > ---------------------
> >> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> > message
> >> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >> >
> >> >>
> >> >>
> >> >> --
> >> >>
> >> >> Bob Chatman
> >> >> Project Lead | Project: White | www.whitemod.com
> >> >> Co-founder | Gneu.org | www.gneu.org
> >> >>
> >> >> ---------------------
> >> >> TO LEAVE THE LIST
> >> >> ---------------------
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> message
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >>
> >> >> ---------------------
> >> >> TO LEAVE THE LIST
> >> >> ---------------------
> >> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> >> message
> >> >> (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >> > ---------------------
> >> > TO LEAVE THE LIST
> >> > ---------------------
> >> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your
> >> > message
> >> > (not the subject line), write: SIGNOFF UT3MODS
> >> >
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS
> >>
> >> ________________________________
> >> Beyond Hotmail - see what else you can do with Windows Live. Find out
> >> more.
> >>
> >> ---------------------
> >> TO LEAVE THE LIST
> >> ---------------------
> >> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> >> (not the subject line), write: SIGNOFF UT3MODS

> >
> > ---------------------
> > TO LEAVE THE LIST
> > ---------------------
> > Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your

> message
> > (not the subject line), write: SIGNOFF UT3MODS
> >

>
> ---------------------
> TO LEAVE THE LIST
> ---------------------
> Write to LISTSERV (AT) EPICGAMES.COM and, in the text of your message
> (not the subject line), write: SIGNOFF UT3MODS
>


---------------------
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---------------------
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