December 2011 UTSDK Beta (Build 300a) - Hotfix1
Jan 20, 2012 Patch 0 commentsFixes a strange critical error when adding a StaticMesh Actor to the map. The error was caused by mismanaged texture arrays. Simply copy "sdkEngine.dll...
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1 comment by UT99_Shadow on Jan 18th, 2012
So finally here it is. The next new and fresh release of the Unreal Tournament Community SDK. Originally there should've been a November release but according to some major problems you may have read in the News at ModDB.com I had to delay the new update. In this month's release I focussed on updating, fixing and improving already common features. It introduces some new emitter types, a lot of new major features for the Particle Engine (Color Interpolation) and a new HUD.
Some days earlier I also intended to implement a new Interpolation Movement System, LOD Support for the Emitters and Attractor Support (Forces) for Particles, well hard to implement they didn't make it completely into this month's release (Attractor Support is included BUT untested!)
The January Beta coming around mid-February will be the last release before a short break of 1-2 Months due to University exams, please respect that. After exams full development continues again. And well.... of course I'm working on it during that period but I won't have time to create that much to have for a complete release.
Fixes a strange critical error when adding a StaticMesh Actor to the map. The error was caused by mismanaged texture arrays. Simply copy "sdkEngine.dll...
So finally here it is. The next new and fresh release of the Unreal Tournament Community SDK. Originally there should've been a November release but according...
The Release of the UTSDK October Beta! (Build 271)
After a couple of months of work on the Particle Engine I can finally present it initially with this Build. On the top of it Static Mesh Support has been...
A small Hotfix patching the December Release of the SDK due to some persistent errors stating that some existing / working functions can't be found in...
Highlights in this Beta Release: introducing the new Post Processing System, Texture Projectors, extended LevelInfo System, debugged and improved Base...
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sdkStaticMeshActor
Okay, I'll analyze that!
Okay, here's a patch... Moddb.com , should fix the problem.
I have a good set ini files. But when I post something from sdkActor appears critická error.
Build 300
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 8.223533 seconds
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: WM_PAINT
Critical: UWindowsViewport::ViewportWndProc
Critical: WWindow::StaticProc
Critical: DispatchMessage
Critical: 0009060A 15
Critical: MessagePump
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/19/12 10:13:44
What did you do exactly? Which actor were you adding?
Convert to 227 NAO!!!!111oneoneone
There is no sense in converting to 227 since 227 is for UNREAL and not UT, additionally 227 has so much features, that Unreal 227 doesn't rely on an SDK version for Unreal, there won't be much benefit using 227 for UT, it's an unreal patch! (only mapping would benefit from it, not c++ / hardcoded development)
Yes, but sdk has alot of things that 227 doesnt have, and the sdk static meshes are better than the 227 ones.
I don't think that the sdk Static Meshes are better than the 227 ones since Smirftsch (lead designer behind 227) has the full source and has implemented an UnrealED support too (static mesh browser and brush <-> mesh conversion options), but yes a general port for Unreal/Unreal Gold would be quite realistic
When will illuminate a scene that will be seen from the light will not illuminate through the brush and mesh, will be shadows. The projected texture is not the right way. Better will be dynamic light.
Did you know that dynamic light in the creative Unreal 220 version later got into Doom 3 Shadows have been made over the stencil buffer.
Creative has a patent this dynamic shadows and Carmack had to do a new code for doom3 free code ...:)