The Unreal Tournament SDK is a state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament and a substitute for a still missing new Patch, that brings UT to today's standards in the style of the Stalker Complete Series. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything is possible. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods made by Fans and me. It enhances the render engine, gameplay, unreal script features and anything UT Veterans ever dreamed off. It is completely Open Source, free for noncommercial use.



Current Version: December 2011 UTSDKBeta (Build 300), 18.01.2012

Next Release: January 2012 UTSDKBeta, 15.02.2012


 


  • Revamped Rendering Engine + in-Editor Preview / Realtime Support
  • UnrealEnigma Particle Engine (Sprite-, SubUV-, Vertex-, Mesh-, Beam-, Corona- ,Spark- and Ribbon Emitters...) NEW!
  • Support for different Projective Texture Mapping, Advanced Shadowing and enhanced Decals and Gore System
  • Material Shader System (TextureCombiners, TexturePanners, TextureOscillators/Scalers, Emissive Materials etc.) NEW!
  • Lensflare Support, Dynamic Coronas, enhanced Sprite Effects, RenderToTexture Support and other SpecialFX
  • Modern Post-Processing System (Blur, Depth of Field, Scene Materials, Bloom, High Dynamic Range Lighting etc.)
  • Distance Fog, Height Fog, Moving Fog (Fog Emitters) NEW!
  • Optimized Unreal-Mesh Rendering, Static Mesh Support! (High Poly 3D Models) NEW!
  • Dynamic Fluid Surface Support (rendering Dynamic Water i.e.)





UnrealAvatar Gameplay System


  • Complex RPG and other Gameplay System, NPC to Player Interaction, Trading etc.
  • Level-Buffering-System, allowing for non-linear Gameplay and Level Design
  • Complex Inventory System, upgrade/mod Weapons and Pickups
  • Enhanced Level Design and Actor Classes, like new Movers, Brush Builders etc.
  • Support for Volumes and volume-dependant Events
  • new cinematic Methods, Advanced non-keyframed Interpolation System, non-kreyframed moving Objects
  • Complete new Menu/GUI System "X-Menus"
  • 100 % Open Source, ships with Source Code for Unreal Script and C++
  • Completely new Unreal Script features like: Dynamic Arrays, Multiple Timers, Script Tracing etc.
  • PDF-based extensive Documentation
  • New Music Playback API (using FMODEX)
  • Contains Sandbox Mods, showcasing some of the new Features






Partners Program









The Development Kit Series











(Contact Icons by Dec Doyle)

Unreal, Unreal Engine, Unreal Tournament, and the Unreal Tournament 3 logo are trademarks or registered trademarks of Epic Games, Inc.
in the United States of America and elsewhere. Other brands or product names are the trademarks of their respective owners.

Image RSS Feed Latest Screens
UTSDK January Beta Preview 2 (Interpolation) UTSDK January Beta Preview 1 (Beam Emitter) UTSDK December Beta Preview 3 (Color Transition 2)
Blog RSS Feed Report abuse Latest News: UT SDK December 2011 Beta Release

1 comment by UT99_Shadow on Jan 18th, 2012

December Beta Release



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.



New Features



  • Directional Coronas
  • Directional Lensflares
  • new C++ Color functions
  • Sprite Emitters support U/V Scaling and Tiling
  • Corona Emitter added
  • Directional Corona Emitter added
  • SubUVEmitter added
  • All sprite-based Emitters support dynamic (array-based) Color transitions
  • All sprite-based Emitters support dynamic Alpha Fading
  • Supports Wireframe Render of Particles
  • new minimalistic HUD and gametype for testing and development purposes


Fixes/Updates



  • fixed: a serious game crash caused by the sdkLevelInfo when loading the game or loading a map
  • ingame, thanks to Dr.Flay (ut99.org) for working together on analyzing this bug. The bug was fixed by writing a specialized Spawn Function for the LevelInfo
  • fixed: not saving map after it has been newly created when having a sdkLevelInfo in the map
  • fixed: floating point function generator, not working Modes OP_Increase/OP_Decrease
  • fixed: bad memory allocation if more than 3 linked actors are in the map causing the UED to freeze
  • fixed: Particle Lifetime bug (changing lifetime lead to instant destruction)
  • fixed: Collision Bug, first Particle not colliding with BSP
  • updated: More Realtime in-Editor changes, for example realtime editing of EmissionRate


Media







UT Community SDK December 2011 Beta (Build 300)



Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
December 2011 UTSDK Beta (Build 300a) - Hotfix1

December 2011 UTSDK Beta (Build 300a) - Hotfix1

Jan 20, 2012 Patch 0 comments

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...

December 2011 UTSDK Beta (Build 300)

December 2011 UTSDK Beta (Build 300)

Jan 18, 2012 Full Version 0 comments

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...

October 2011 UTSDK Beta (Build 271)

October 2011 UTSDK Beta (Build 271)

Nov 1, 2011 Full Version 3 comments

The Release of the UTSDK October Beta! (Build 271)

September 2011 UTSDK Beta (Build 250)

September 2011 UTSDK Beta (Build 250)

Oct 17, 2011 Full Version 3 comments

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...

December 2010 UTSDK Beta (Build 172a) - Hotfix1

December 2010 UTSDK Beta (Build 172a) - Hotfix1

Dec 31, 2010 Patch 0 comments

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...

December 2010 UTSDK Beta (Build 172)

December 2010 UTSDK Beta (Build 172)

Dec 30, 2010 Full Version 0 comments

Highlights in this Beta Release: introducing the new Post Processing System, Texture Projectors, extended LevelInfo System, debugged and improved Base...

Comments  (0 - 10 of 360)
AkyraDec
AkyraDec Jan 20 2012, 3:40am says:

sdkStaticMeshActor

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 20 2012, 4:15am replied:

Okay, I'll analyze that!

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 20 2012, 5:19am replied:

Okay, here's a patch... Moddb.com , should fix the problem.

+1 vote     reply to comment
AkyraDec
AkyraDec Jan 19 2012, 4:17am says:

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

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 19 2012, 4:42am replied:

What did you do exactly? Which actor were you adding?

+1 vote     reply to comment
Hyzoran
Hyzoran Jan 6 2012, 6:34pm says:

Convert to 227 NAO!!!!111oneoneone

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 7 2012, 5:14am replied:

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)

+1 vote     reply to comment
Hyzoran
Hyzoran Jan 8 2012, 2:20pm replied:

Yes, but sdk has alot of things that 227 doesnt have, and the sdk static meshes are better than the 227 ones.

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 8 2012, 4:48pm replied:

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

+1 vote     reply to comment
AkyraDec
AkyraDec Jan 6 2012, 5:14pm replied:

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 ...:)

+1 vote     reply to comment
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