Unable to open 2027's Game.u in UEd2 (Using the hacked version for DX)

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Unable to open 2027's Game.u in UEd2 (Using the hacked version for DX)

Postby EXetoC » Sun Nov 20, 11 8:21 pm

I googled this issue and someone recommended placing the actors in UEd1 in case they couldn't be loaded UEd2, but that doesn't work well at all. The relevant errors are on the bottom of this log, and loading all the 2027 stuff via the config file for the editor doesn't make any difference (Except that the editor won't even start, since it does the checking at an earlier state).

[spoiler="code"]
Log: Log file open, 11/20/11 20:00:03
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 5.1 (Build: 2600)
Init: Version: 432
Init: Compiled: Oct 4 2000 21:31:15
Init: Command line:
Init: Base directory: E:\games\DeusExMod-2\Ued2\
Init: Character set: Unicode
Log: Bound to Editor.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: A
Init: User: EXetoC
Init: Memory total: Phys=1048048K Pagef=2520556K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2015.029572 MHz
Init: CPU Page size=4096, Processors=1
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI 3DNow!
Init: Unreal engine initialized
Log: Bound to Galaxy.dll
Init: Galaxy is using WinMM
Init: Galaxy initialized
Init: Transaction tracking system initialized
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 0
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Init: Editor engine initialized
Log: Startup time: 0.955671 seconds
Init: Input system initialized for U2Viewport0
Log: Opened viewport
Log: Bound to SoftDrv.dll
Init: Input system initialized for U2Viewport1
Log: Opened viewport
Init: Input system initialized for U2Viewport2
Log: Opened viewport
Init: Input system initialized for U2Viewport3
Log: Opened viewport
Log: 4.00 530.00 391.00 261.00
Log: 4.00 530.00 391.00 261.00
Log: 4.00 530.00 391.00 261.00
Log: 4.00 542.00 391.00 267.00
Log: 4.00 542.00 391.00 267.00
Log: 4.00 530.00 391.00 261.00
Log: 4.00 530.00 391.00 261.00
Init: Input system initialized for MeshViewer
Log: Opened viewport
Log: 4.00 542.00 391.00 267.00
Log: 4.00 542.00 391.00 267.00
Init: Input system initialized for TextureBrowser
Log: Opened viewport
Log: 4.00 530.00 391.00 261.00
Log: 4.00 530.00 391.00 261.00
Log: Loading class from E:\games\DeusExMod-2\2027\System\Game.u...
Log: Failed import: StrProperty StrProperty Engine.Actor.BindName (file ..\Ued2\Engine.u)
Warning: Failed to load 'GameMedia': Can't find StrProperty in file 'StrProperty Engine.Actor.BindName'
Warning: Failed to load 'E:\games\DeusExMod-2\2027\System\Game.u': Can't find StrProperty in file 'StrProperty Engine.Actor.BindName'
Warning: Failed loading package: Can't find StrProperty in file 'StrProperty Engine.Actor.BindName'
Warning: Failed loading package: Can't find StrProperty in file 'StrProperty Engine.Actor.BindName'
Log: CurrentClass=Actor
[/spoiler]

Does anyone have any idea how to fix this?
Last edited by EXetoC on Sun Nov 20, 11 8:29 pm, edited 1 time in total.
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Postby Dae » Sun Nov 20, 11 10:02 pm

As far as I remember, you need to strip the code from .u using the program which came with UEd2 for Deus Ex.

I also remember that when I tried to do the same thing ages ago for 2027's packages, the program crashed.
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Postby EXetoC » Mon Nov 21, 11 10:22 pm

Right. Well some people seem to be able to do certain things in UEd1 and then open the map in UEd2 after having saved the changes. But i'm not sure how, because if not all things can be loaded in UEd2 then how can the map be loaded properly? The map is empty if i open it in UEd2.
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Postby Dae » Tue Nov 22, 11 9:11 am

EXetoC wrote:But i'm not sure how, because if not all things can be loaded in UEd2 then how can the map be loaded properly?

The program I mentioned removes all code from a package, leaving only declarations. This way the stripped package doesn't conflict with Unreal (or was it UT?) packages that come with UEd2. This is not always needed though.
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Postby ~ô¿ô~Nobody~ » Tue Nov 22, 11 2:21 pm

Doesn't UnrealED2 come with its own UCC?
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Postby EXetoC » Tue Nov 22, 11 5:51 pm

Dae wrote:The program I mentioned removes all code from a package, leaving only declarations. This way the stripped package doesn't conflict with Unreal (or was it UT?) packages that come with UEd2. This is not always needed though.

Ok. I've only found ways to extract individual classes from .u files.

~ô¿ô~Nobody~ wrote:Doesn't UnrealED2 come with its own UCC?

Is UCC supposed to be able to do what Ded is referring to? This hacked version for DX doesn't seem to come with UCC, but i do have it already since i've installed the DX SDK.
Last edited by EXetoC on Tue Nov 22, 11 5:52 pm, edited 2 times in total.
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Postby Dae » Tue Nov 22, 11 6:27 pm

build.exe... I thought it came with UEd2, apparently it didn't 8-[

Image
Attachments
build-exe.zip
(29.01 KiB) Downloaded 253 times
Last edited by Dae on Tue Nov 22, 11 6:28 pm, edited 1 time in total.
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Postby ~ô¿ô~Nobody~ » Tue Nov 22, 11 7:08 pm

EXetoC wrote:
~ô¿ô~Nobody~ wrote:Doesn't UnrealED2 come with its own UCC?

Is UCC supposed to be able to do what Ded is referring to? This hacked version for DX doesn't seem to come with UCC, but i do have it already since i've installed the DX SDK.
Hmm strange... my Ued2 folder contains an ucc.exe.
Image

Dae wrote:build.exe... I thought it came with UEd2, apparently it didn't 8-[


Ehh, you say that program modifies a compiled package instead of the source files?
That required to clean several imports out of the import table, along with all exports that base on them. :shock:
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Postby Dae » Tue Nov 22, 11 7:27 pm

~ô¿ô~Nobody~ wrote: Ehh, you say that program modifies a compiled package instead of the source files?

I don't remember :P

You can see what it does by comparing DeusEx.u from UEd2/ (1.9MB) with the original DeusEx.u from System/ (5.9MB)
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Postby EXetoC » Tue Nov 22, 11 8:32 pm

~ô¿ô~Nobody~ wrote:Hmm strange... my Ued2 folder contains an ucc.exe.

Actually, It says that ucc.exe was created a couple of days ago, so the original application must've been replaced when I installed the editing pack.

Dae wrote:build.exe... I thought it came with UEd2, apparently it didn't

Thanks. It might've been removed in the hacked version.

The application doesn't seem to do what it's supposed to however.
All "build Game" does is create an empty directory called Game.u. And also, it says it wants a package, but it's looking for Game\Classes, which shouldn't contain any packages. Perhaps the author is using the wrong terminology.

A package is this according to the Beyond Unreal wiki:
A package refers to ANY of the Unreal file formats - such as: .u, .ut2, .utx, .uax, .umx, .uz2, .uxx, .usx (can also be a combination of any of these files! )

http://wiki.beyondunreal.com/Legacy:Package#Classes_vs._Packages
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Postby ~ô¿ô~Nobody~ » Tue Nov 22, 11 8:52 pm

So yeah, source files such as .uc don't count to that.
Apart of that.. unreal packages (compiled with one engine version) origin all the same format.
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