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UDK and DH2


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#1 coldstreameruk

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Posted 09 January 2012 - 10:48 AM

Can I ask the Dev's. Are you still going with udk engine for DH2?

IF SO. Can I ask where you are getting your materials/textures from ? or are you building your own?

The reason i ask is

I'm pre building terrains for maps, if and when you open DH2 up for community mappers.

Please say you are thinking along the lines of community mappers!

#2 Shurek

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Posted 09 January 2012 - 05:24 PM

Can I ask the Dev's. Are you still going with udk engine for DH2?


Yes

IF SO. Can I ask where you are getting your materials/textures from ? or are you building your own?


Everything will be custom created.

Please say you are thinking along the lines of community mappers!


Absolutely. When we get to an appropriate stage, we will notify everyone of the UDK release version we have locked into for the final game. And of course, we will work with the community to ensure that assistance and support is available at release time.

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#3 Cpl.Guillemette

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Posted 09 January 2012 - 05:46 PM

Nice to see you post coldstreameruk long time no see!

So when should I learn stuff about UDK? :mrgreen:
This way I might end up being able to do something real!
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#4 Hans Ludwig

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Posted 10 January 2012 - 12:18 AM

Nice to see you post coldstreameruk long time no see!

So when should I learn stuff about UDK? :mrgreen:
This way I might end up being able to do something real!


Didn't TWI just release the UDK a week ago? That might be a start for learning on their version of UE.

#5 Cpl.Guillemette

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Posted 10 January 2012 - 12:19 AM

Nice to see you post coldstreameruk long time no see!

So when should I learn stuff about UDK? :mrgreen:
This way I might end up being able to do something real!


Didn't TWI just release the UDK a week ago? That might be a start for learning on their version of UE.


But I wanna learn SDK/UDK for Dh
Now I'm still working with that SDK trying to learn it
wich is a pain in the ass, but worth it!

Edited by Shurek, 08 March 2012 - 11:30 PM.

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#6 coldstreameruk

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Posted 05 February 2012 - 10:52 AM

Gents

are you guys still using 16 uu's to 1 foot for scaling in udk

#7 exocet

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Posted 05 February 2012 - 05:25 PM

as we havn't locked into our UDK version yet I would go for the latest version which I think is the January 2012 version, TWI's SDK was locked down to using the september 2010 version if I am not mistaken, which is way out dated to the newest one, one major difference is TWI's SDK uses Terrain system, January 2012 UDK version is now using Landscape system.

Plus a load of other major improvements.
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#8 Razorneck

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Posted 05 February 2012 - 05:47 PM

Landscape system.


What I wouldn't do for that fuckin' feature right now! :mrgreen:
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#9 coldstreameruk

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Posted 06 February 2012 - 08:24 AM

Are you going into politics EXO,

A answer without being an answer, an buttered up with a things to come ...lol

I'm sure giving an answer on scaling wouldn't break any secrets would it?

#10 Thommy-L

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Posted 07 February 2012 - 07:31 PM

Landscape system.


What I wouldn't do for that fuckin' feature right now! :mrgreen:

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:mrgreen: :mrgreen: :mrgreen:
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#11 Drecks

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Posted 11 March 2012 - 08:22 PM

Now I'm still working with that SDK trying to learn it
wich is a pain in the ass, but worth it!


The SDK isn't that bad. There are other issues which spoils the fun.

#12 Gyps

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Posted 12 March 2012 - 04:12 PM

for anyone who fancies a try at mapping eat3d do some nice tutorials which help de-mistify the UDK

#13 'DeadlyDad' Olson

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Posted 20 March 2012 - 05:37 AM

Here are some great video tutorials, and here is the framework for the Commander role. (You know that will be a must-have.)

Edited by DeadlyDad, 20 March 2012 - 05:42 AM.

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#14 Drecks

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Posted 29 March 2012 - 03:11 PM

So I downloaded fberuary 2012 UDK. It has landscape together with terrain editing mode.
Found some landscape tutorials, but can someone tell me in a nuttshell the benefite of
Landscape over terrain. I guess it handles stuff better for optimization.

#15 'DeadlyDad' Olson

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Posted 29 March 2012 - 04:10 PM

So I downloaded fberuary 2012 UDK. It has landscape together with terrain editing mode.
Found some landscape tutorials, but can someone tell me in a nuttshell the benefite of
Landscape over terrain. I guess it handles stuff better for optimization.


First off, the March 2012 UDK has been released, which, among other things, links to a Flash demo that actually gets decent framerates, opening up whole new vistas for JBG. Secondly, the UDK Landscape page does a pretty good job of describing the differences between it and terrain.
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#16 Drecks

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Posted 30 March 2012 - 12:39 PM

So Landscape is the future. I will dive into that some more.

#17 'DeadlyDad' Olson

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Posted 30 March 2012 - 03:59 PM

Ironically enough, the speed and exuberance with which Epic is developing new features and updating old ones is a major problem for game developers; the changes are so large that the code written for this March's release will probably be broken by April's update. For example, Tripwire ended up locked into the September 2010 version, IIRC, for RO2, so any new/debugged/sped up features since then can't be used.

Epic isn't doing anything wrong, mind you - quite the opposite, in fact; the cost of such a rapid, deep, and wide ranging development cycle must be enormous, and they are to be admired, not derided. Hell, they are even constantly licensing more and more software, like FaceFX, SpeedTree, and Bink, then letting devs make up to $50,000 before charging them a penny. Epic really is well named!
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#18 coldstreameruk

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Posted 30 March 2012 - 09:16 PM

how far can they take this engine is the question. Any game developer i would think would like the optimum package before they commit to producing a game

#19 jefaus

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Posted 30 March 2012 - 11:30 PM

how far can they take this engine is the question. Any game developer i would think would like the optimum package before they commit to producing a game


I guess as long as their funds allow them the chance to develop more features, and gaming companies continue to "opt" for Unreal 3.X. It is the big boys in the
gaming industry (and their royalty cheques) that are really allowing Epic to innovate.

From what I've read, the Unreal 3.X engine line will be alive 'til 2015 - 2017. They aren't going to think about making Unreal 4.0 until processors
start being released with a minimum 16 - 32 cores - so some time yet.

But I'd expect Epic to keep frantic development up on Unreal 3.X for some time, probably at least another generation of gaming consoles.

Though for Jackboot Games, they can continue to work on the core stuff. We just have to be hopeful they have planned their development strategically,
staying away from the "bleeding edge" technology for as long as they can, until shortly before release - locking in a good, stable release.
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