Hey there! I'm Shadow, involved into Unreal-Engine Editing (Coding/Mapping) since 1998, the year Unreal came out of course. My first attempts were small SP-Maps for both Unreal and UT which were never to be released (to n00bish..). While mapping and improving over the time I got heavily influenced by Sci-Fi series and Fantasy stuff in matter of build and architecture. In the year 2002/2003 I initiated a small SP-Campaign which will later be known as the Total Conversion "Lost Secrets of Na Pali" (short: LSoNP). It was cancelled in 2006 and now I'm working on a Development Kit basing on the features LSoNP brought to the Unreal-Engine 1. So much for the Nerd-Stuff. If you want to know more about me, don't hesitate to visit my myspace.

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UT99_Shadow
UT99_Shadow @ UT Community SDK

Nearly all of your questions can be answered by looking into the Documentation Files. Nethertheless I'm going to answer them for you here once again:

Answer1 - No, there's no seperate Exe (yet), you extract the system files and load them as EditPackages (UnrealTournament.ini) and work with the new Files within the UnrealED, how the files have to be set up can be seen by looking into the Readme files (Setting up the SDK.doc)

Answer2 - The new render features depend on the new base render "sdkRender.dll", you set that file as the game's Base Render, again this can be found in the Documentation (Setting up the SDK.doc)

Answer3 - No you won't need any previous Version, every Version (since Build 148) is a standalone Version, for Build 172 there exists a seperate hotfix, that has to be installed after Build 172 has been installed, the coming Build 200 will be again standalone and contains the Hotfix for Build 172 already

No problem, it's not that easy for anyone, questions are there to be answered...

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

seriously, I was never away, just had have no time^^

exams were errr... average... *cough*

Good karma+2 votes
UT99_Shadow
UT99_Shadow @ UT Community SDK

Attention everybody: development is resumed this month, so nothing about dead project or something, I simply had have no time during exam time..

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

it simply looks like you don't have the package sdkRender.dll, install all files of the Build 172 and then copy over the files from hotfix 1

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

don't compare it with unreal engine 3, I am trying to extent the old unreal engine 1.5 with the possibilites one can have without the source code (only public headers), since there are still alot people who want to create something with that engine and it's editor also it has become a recent "trend" to revamp older titles (stalker, deus ex, unreal tournament etc.)

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

it's more like an unofficial patch with additional coding support, better graphics engine, more basic classes etc.

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Deus Ex Development Kit

no, we don't, we have our own engine code...

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

yeah indeed, I think I gonna upload it at Fileplanet too
Have you tested the Hotfix yet? Is the error still persistent?

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Unreal Tournament

you have too look up their correct class names, use wot greal exporter to browse unreal packages

Good karma+3 votes
UT99_Shadow
UT99_Shadow @ Cellshade Test

well actually that thorus doesn't have that much polys, around 100-200 I would say.

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Deus Ex Development Kit

Nice page, really. Also the banners are really fitting ;)
So let's hope for good results in the future! I'm going to link this page with my own.

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ December Beta: Projector Example 1

Stretching not, but the Decal Projector is able to project on multiple surfaces simultaneously, if you thought of that

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ EWOBJM (September/October)

it heavily reminds me of R2D2 (star wars)

Good karma+2 votes
UT99_Shadow
UT99_Shadow @ December Beta: Projector Example 3

yeah, it's the SDK default texture ^^

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ December Beta: Projector Example 1

thanks, the projectors draw a frustum, instead of just a simple line, indicating the projection volume now

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

that effect will be back in next Beta, 30.12., because that beta contains the revamped projectors

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

An obscure error coming up by some other users... it appears when a native function wasn't defined, the error gives me headaches for days, simply try to follow the installation instruction of the documentation, many users fixed it with that, your're probably using sdkCore.dll and sdkEngine.dll of different Builds

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Back and Alive and soon to be Released!

It's an Unreal Tournament Mod, it has nothing to do with the UDK

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Unreal Tournament

Console Command: "Summon Package.Class", for example: "Summon Botpack.UT_EightBall" spawn the UT Rocketlauncher

Good karma+3 votes
UT99_Shadow
UT99_Shadow @ UT Community SDK

Currently I have no time for any sample content

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Lensflare ED Preview Support

yeah of course

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ OrdinaryMagician

What did you try out with Native Coding? I'm curious :)

Good karma+2 votes
UT99_Shadow
UT99_Shadow @ UT Community SDK

Yep ;) I hope that it'll be authorized tomorrow :D

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Lensflare ED Preview Support

Lensflares will be one of the features now fully working, starting with the coming November Beta

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ Lensflare ED Preview Support

Thanks!

And you can set up so much, the color, texture style, U/V Scale, ZDepth, and everything for each single lense (max 8 lenses).

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ in Editor Realtime Preview of Post Processing 2

Old skool menu style?^^ It's still just UnrealED 2, oh wait... yeah it has indeed become vintage xD

Oh believe me... it IS very hard. The render engine for example has been partially rewritten.

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

Thanks dude. SpeedTree? Are you sure? I thought about implementing it, but there's no SpeedTree Support yet. There's only the TreeGen I used for LSoNP, maybe you meant that one?

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

Thank you very much, let's hope it makes it at least into the Top100

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ cW#Ravenblood

Die UE3 is auch relativ gut, aber Epic verstrickt sich immer mehr in einen unübersichtlichen Source Code mit hunderten verstrickten Klassen allein auf'm C++ Level, das ist mir teilweise bei der UE 1.x schon zuviel, da hat man dann 10 Header offen nur um nachzuvollziehen, wie was funktioniert. Das Render Handling in der UE 1.x ist jedoch ne absolute Katastrophe, derweil versuch ich seit Tagen "alte" Features aus LSoNP, die mein damaliger Lead Coder implementierte, in mein SDK einzubauen / noch zu verbessern (Bloom, Blur, Material Post Processing, Distance Fog) - es ist'n Graus im Render Code rumzuwurschteln...

Und überhaupt mal schauen, wie die ModDB Awards dieses Jahr für's SDK laufen, hatte letztes Jahr immerhin ganz gut mithalten können^^

Good karma+1 vote
UT99_Shadow
UT99_Shadow @ UT Community SDK

Hey dude, thanks for your interest, you've done nothing wrong in the first place!

Some modules, including the Menu Modul, are currently broken, due to optimization and native coding processes, just look out for the coming versions. Build 161 is coming during November. Currently I recommend to work with and study only sdkCore, sdkEngine and probably sdkLevenDesign / sdkUnrealAvatar only. sdkCore and sdkEngine are almost completely finished so Developers won't expect big changes for these two here.

Good karma+1 vote
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