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It should be possible, as that gamepad still uses the XInput system.
SonicGDK is based on UDK (Unreal Engine 3), no updates are planned.
Nope, there is nothing wrong with it, it's a false positive.
Double-checked to see if a hacker changed the zip file, but it's fine.
Start from scratch and follow all the installation instructions exactly, step by step.
Use InputMapper or DS4Windows programs for PS4 gamepads; or use keyboard+mouse combo to play.
I fixed the link, thanks for letting me know.
Unreal Development Kit (UDK) is the free edition of Unreal Engine 3, a complete professional development framework used to create games on the PC. Visit www.udk.com for more information.
Just start the \Binaries\Win32\UDK.exe file then.
If the .exe is there, then the .bat should find it but I bet it doesn't have the permission to access it, try to "run as an administrator" the .bat file (right-click on it).
It should work, this is standalone, but very old...
My published files are ZIP files which have text files you must read. I can't offer assistance with such basic actions.
You need the UDK too; but seriously, read the README file.
Via the Special Stage.
PR6 is very old, most flaws were addressed with newer releases.
There is a video somewhere in YouTube with all Chaos Emeralds there.
You can only change the controls by editing the DefaultInput.ini text file. Read the README.txt file for more hints.
You're right, this isn't the correct place to ask about that.
The system requirements belong to content authoring in UDK, the minimum requirements for playing Souls are wrong and unknown.
I have no future plans for this project.
The README.txt file included in SonicGDK has a direct link to the official "July 2013" version of UDK.
It crashes or the game becomes unresponsive? Make sure you're following the installation instructions exactly, and leave the game working the first time as it compiles all the shaders.
"The first time that you open the test map, it will compile all the material shaders and take a really long time."
This release has better compatibility with splitscreen mode, more configurable stuff, and a bug fix.
Make sure the .bats are in the correct place, in the UDK folder. Or execute the .bat with admin privileges.
SonicGDK is feature complete, that means I'm just improving very minor stuff and fixing bugs while people notices the problems.
No files from UE3 are compatible with UE4, so... NO
In this release you can contrain enemies to a 2D plane, I updated the Disclaimers screen movie, and there are the usual bug fixes.
At least the "July 2013" version of UDK is required, so the version you mention is fine.
Thanks for creating the DB websites as they are.
The "Effective use of ModDB" article was very helpful, which I had in my bookmarks since its publication!
Too late and too much work.
This release has better AI and shooting options for enemies, more configurable properties for GenericProjectile, new Kismet nodes, dummy classes for characters, unlockable levels and other fixes/improvements; check the readme file for more technical details.
2. The code is prepared for multiple characters, but you would need to add the models and the code for the special movements.
4. I don't think there will be more models for the enemies; with Kismet you can almost any AI behaviour.
5. They already work; use SpaceBar or tweak the pawn properties.
6. That's beyond the scope of SonicGDK.
7. Checkpoints do whatever you want, as they're Kismet-driven.
8. That's beyond the scope of SonicGDK.
UDK is the free version of Unreal Engine 3.
SonicGDK only works with UDK, which can be downloaded for free from Epic's website.
At least the "July 2013" version of UDK is required.
Yeah, I wouldn't mention them here if they weren't created with SonicGDK.