The Unreal Tournament SDK is state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament, that let's you create anything you want. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods / Demos 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.
As many might have noticed the release of the November Beta delayed and delayed since 31.10.2011. The simple reasons are: University, another Mod (Food Fight) I'm working on and, too name the most critical one, heavy problems with the implementation of my own Mesh Render System.
Posted by UT99_Shadow on Dec 14th, 2011
As many might have noticed the release of the November Beta delayed and delayed since 31.10.2011. The simple reasons are: University, another Mod (Food Fight) I'm working on and, too name the frustrating one, heavy problems with the implementation of my own Mesh Render System.
So let me explain why Meshes makes it that difficult to be used for Particle Systems. In Build 250 (September Beta) I finally implemented Static Mesh Support, it worked fine and I intended to use the system for all mesh-based Emitters. That'd be: Mesh Emitters, Vertex Emitters, Beam Emitters, Spark Emitters and Ribbon Emitters. In fact these are actually the majority of all Emitters adapting the Static Mesh Support on the Particle Engine it made many things more difficult.
First I simply rendered a Static Mesh at the position of a particle. Worked fine. But when it comes to the critical property "Rotation", the C++ Function GetFrame (UT Public Source) makes life miserable as it's limiting the usage of any Mesh Instance on Actors. Even if passing a different Coordinate System to get arround the rotation issue, it tend to didn't work properly. So I wrote a dummy Actor that is spawned with each particle to be passed to the GetFrame function... well, even that tended to give problems (Critical Errors, using Actors which has to be avoided for performance reasons). Well and without control over Rotation each mesh-based Particle won't turn, spin or orient, which is even much more worse for Beam Emitters as they consist of linked Meshes. After frustration grew so much I stopped working on it and focussed back again on drawing a Mesh directly at the particle's position without a dummy Actor and ask for help now.
Thus there'll be no November Release and I hope that I will get around that major problem until the release of the December Release (end of December / early January). Instead the December release will feature a couple of more new features and a lot of bug fixes that were once planned for November Release: