This is a full, real SDK for the classic Unreal Tournament with totally new features, methods and tools improving the Unreal Engine 1 in a wide range. Next to tons of new visual features it improves overall physics (has it's own build-in Physics Engine "Thelema Physics" or short "tPhys"), has loads of gameplay and AI enhancements, a new render (currently OpenGL only) to deal with hardcoded features and bundled tools. However this is really not the first attempt of improving an old engine. The initial spark for this SDK came from the concept of the "DoomsDay Engine" and the content of this Pack that was archived before it's public announcement when it's elderly features were used for the Mod "Lost Secrets of Na Pali". 

Developer: Stephan "Shadow" Nagel
Additional Help/Support: Creavion, moonangel (alpha-stage new rendering code), the ut99.org Community
Beta-Testers: (n/a)
Contact: UT99SDK@gmx.de

General Feature List

  • "UnrealEnigma" 5in1 Multi Particle Engine (82 %)
  • "ThelemaPhysics" build-in Physics Engine (60 %)
  • "UnrealCine" Movie Suite + Screen Manager (10 %)
  • 2in1 Post Processing System (80 %)
  • 2 different Projector Systems (100 %)
  • Canvas/Screen Manager NEW! (40 %)
  • Full Vehicle Support (60 %)
  • Footstep Sounds/Material Events (100 %)
  • Tree, Foliage and Grass Generator (N/A)
  • Actor Tools (N/A)
  • 3 Util Classes containing over 300 new functions relating math, physics and AI - fast and easy accessable (N/A)
  • Interaction Systems (optimized for the use in RPG Titles, including Character-, Inventory-, Trade-, Simulation-, Quest-, Conversation- and Spellsystems), (35 %)
  • Advanced Zone Handling and Effects (60 %)
  • Dynamic Weather System, powered by UnrealEnigma NEW! (70 %)
  • Advanced Basic Decoration-, Creature-, Projectile-, Weapon-, Item-Classes to work with new Features NEW! (65 %)
  • Contains all Unreal/UT Weapons + Items with improved Visuals (as additional Pack) (45 %)
  • Volume Support and complex Volume-based Effects (90 %)
  • Enhanced AI, External AI Scripting, Scripted Scenes (30 %)
  • Texture Combiners, Software Shaders, (possibly) Hardware Shaders (70 %)
  • Basic Collection of Effect/Particle-, Special-, Skin- and Misc-Textures to work with (N/A)
  • Options Menus (N/A)
  • A huge collection of Test- , Tutorial- and Tech Maps/Demos (N/A)
  • Comprehensive Documentation and Tutorials (N/A)
  • completely new Renderer featuring stuff like: New Mesh System, Hardware Post Processing, Distance Fog, Motion Blur, Radial Blur... (55 %)
  • bundled Tools to work with the new features (N/A)
  • in-game Editing for some major Systems (UnrealEnigma and UnrealCine) (N/A)
  • Full Source Code (UScript and C++) (N/A)
  • Full extracted Content Source (N/A)
  • ...and many more (to see all features take a look at the UnrealWiki Page of this Pack !)

Release/Progress Details

  • Public Demo Version: 17th October 2007 (100 % done)
  • Public Final Version: TBD, 2009 (63 % done)*

  • >>ATTENTION: Do NOT use the Demo Version for implementing it into any (custom) mod! <<

* Main progress based on average percentages of all progresses.

Update Section (New)
Last update: 9.1. 2009 (Progresses, Changes in the Porting Section, Added Developer Info)

Officially cooperating Projects

Maps

Mods

Games/Mods the SDK might be ported on (TBD !!)

Currently only the development for Unreal Tournament is a relevant task, sorry.

Downloads

Filefront Mirros:

UT99ExtensionPack v1.01 [Demo] - File Archive (3.2 MB)
UT99ExtensionPack v1.01 [Demo] - UMOD (3.2 MB)

NOTE: recommended to download via ModDB

Related Links/Contact


Official Partners

  • User Posted Image

Want to become a partner too and gain special support, informations and features as officially cooperating project/partner? Let me now!

Requirements

  • GAME: Unreal Tournament v436
  • Programs/Files: a PDF Viewer, Terrain Editing Tool (included), Mesh System Editing Tool (included), Mesh Converter (Included), OpenGL (1.3 and up), DirectX (8.1 and up)
  • HDD Space (Demo): 5 MB
  • HDD Space (Final): n/a
  • CPU: 1.5 GHZ CPU (2.0+ GHZ Class CPU or higher recommended)
  • GRAPHICS CARD: DirectX/OpenGL compatible Graphics Card with min. 64 MB VRam (128 MB and more recommended)
  • RAM: 256 MB RAM (512 MB and more recommended)

Copyright
© 2009 Unreal Tournament SDK by Stephan "Shadow" Nagel, under Artistic License 2.0

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UT99 Extension Pack v1.01 Demo (ZIP Version)

UT99 Extension Pack v1.01 Demo (ZIP Version)

Nov 14, 2007 Demo 0 comments

The Download for the Demo Version of the Extension Pack for UT99. It contains mostly new basic features like Emitters and Lensflares and can be seen as...

Comments  (100 - 110 of 118)
FXD|Shadow
FXD|Shadow Dec 20 2007, 7:03am says:

it definitly has to be adapted on Deus Ex, for example the window system is different, the decals, AI and so on..
but it is possible of course

+1 vote     reply to comment
DaveW
DaveW Dec 20 2007, 5:30pm replied:

Well I mostly mean the graphical stuff - simulated pixel shaders and stuff like that. I'm curious as to how that works actually - does it work off standard or DOT3 bump maps to do that?

+1 vote     reply to comment
FXD|Shadow
FXD|Shadow Dec 20 2007, 6:22pm replied:

these simulated pixel shaders are some kind of combiners overlayed over the original skin to distort or change it but is run on cpu (thus software or simulated shaders), nethertheless the only real usage of shaders is archived by post processing, per-texture-based shaders (material trees) would be too difficult or too limited to make, because even if one would code a shader supporting texture class you would be limited to 256x256 pixels, the limit that goes for all custom made texture classes, the powerful build-in ScriptedTexture of the engine have had the same problem: you could do dynamic textures with dynamic text, numbers even menus painted on texture.. BUT always limited to 256x256 pixels ..
also only per-pixel-light shaders use DOT3 and further advanced per-pixel technologies (radiosity lighting, parallax mapping, normal mapping), other or standard pixel shaders "simply" distort brightness and color values of single pixels/pixelinformation coming from the framebuffer.
All features or the whole SDK should be portable to any Unreal Engine 1 game or project (min. build 226) up to any Unreal Engine 2.x game or project.. except hardcoded extensions, which aren't supported for UE 2.x (lack of native/renderer coding support and missing headers)

+1 vote     reply to comment
DaveW
DaveW Dec 20 2007, 3:47am says:

How likely is it you could get this to work with Deus Ex?

+1 vote     reply to comment
Darkness
Darkness Dec 4 2007, 8:02am says:

I'm gonna download the Beta, just need to reinstall the old UT once again :)

+2 votes     reply to comment
FXD|Shadow
FXD|Shadow Dec 4 2007, 8:13am replied:

hehe yo thx^^
play around with it, especially the test map!
though the beta is nothing compared to the final
for the final there're over 100 unrealscript classes now .. just for the core-package ! there'll be a also second package with the main content basing on the core-package providing you with more than 200 example classes and codes in relation with this and the needed content (textures/skins, maps, sounds and so on) the final will definitly be over 100 MB in size

+1 vote     reply to comment
FXD|Shadow
FXD|Shadow Nov 15 2007, 7:51am says:

yes of course! it would make no sense to put out a public beta and then denying the access to the final version, it's 100 % free, for you and for everyone
you're also able to make suggestions I may implement in the final version, speaking of user suggested features

+1 vote     reply to comment
Dim4
Dim4 Nov 14 2007, 2:52pm says:

Will full version be avaible for download after it is completed? I really <3 this pack!

+1 vote     reply to comment
FXD|Shadow
FXD|Shadow Nov 7 2007, 6:28am says:

Yes I know, you might not be the only one who is awaiting the Final Version that much^^
The Beta Version only scratched on the surface of the possibilities..
currently while working on the Final Version I'm improving the projectors and coding beamemitters!

ah and yes, all old creatures will have the new effects in the example package of the SDK, there'll be so many content to play with, even weapons will be replaced
and there'll be multiple test, example and tutorial maps, not only one small..

+1 vote     reply to comment
Ojko
Ojko Nov 6 2007, 9:01am says:

okay thanks ... works now ...

PS:
Darn i cant wait when it will be done >.<

and u should replace all monsters with updated monsters
Example: Replace normal monsters with: Monsters with "Blinking" eyes etc..

and u should edtit maps too =p
(if i am sure u know how it edit maps ;p)

+1 vote     reply to comment
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