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: January 2013 UTSDKBeta (Build 500), 30.01.2013

Next Release: August 2014 UTSDKBeta, 01.09.2014



   
 



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Programming/Lead: Shadow
Programming/Assistance: Torax (aka Zartax.v)






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0 comments by UT99_Shadow on Jan 30th, 2013

UTSDK January 2013 Release


Hey everyone! I can now finally present a new version of the UT Community SDK. After weeks and months of delay I finally got together what I wanted to. The road to success had so many obstacles in especially the last few weeks. One bug was removed another popped up!

UTSDK November Beta Preview 18 (Final Map Shots) UTSDK November Beta Preview 17 (Final Map Shots)

But now I can deliver the first release with a testing environment. Yes... no simple framework without any possibility to test things anymore! When you remember the news post back in November 2012 I was still trying to some stuff ... well I think the majority of these features really made it into the release.


Highlights

  • Bounding Volume Support
  • new Emitter type (SubUV Emitter)
  • improved Interpolation System (supports smooth interpolation of float, vector, rotator and colors)
  • extended Post Processing Support (cross-fade support, new Blend Modes etc.)
  • completely new GUI/menu system!
  • tons of new UnrealED / UnrealScript functions
  • new Static Mesh Features (changeable U/V Settings, dynamic color)
  • updated OpenGL Driver
  • dozens of fixes here and there
  • a lot of new example content and ready-to-use classes (be surprised!)
  • partially revamped weapons 
  • Showcase / Test environment

Since this is a huge leap forward, because it's the first release to actively show what can be done, I suggest you make yourself familiar with the possibility to discuss, bug hunt or report about whatever concerns the UTSDK at the forums of ut99.org!

January 2013 UTSDK Beta (Build 500)

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January 2013 UTSDK Beta (Build 500)

January 2013 UTSDK Beta (Build 500)

Jan 30, 2013 Full Version 0 comments

UT Community SDK - January Beta (Build 500 / no Setup) - Setup Download coming next Days. Highlights: Bounding Volume / dynamic Per Poly Collision Support...

February 2012 UTSDK Beta (Build 359)

February 2012 UTSDK Beta (Build 359)

Mar 23, 2012 Full Version 0 comments

This month's release comes with a huge update for the Material System adding new Materials like TexRotators and TexEnvMaps! On the other hand I implemented...

January 2012 UTSDK Beta (Build 335)

January 2012 UTSDK Beta (Build 335)

Feb 21, 2012 Full Version 0 comments

Starting the new year for the SDK with a bunch of new features and improvements: The next new and fresh release of the Unreal Tournament Community SDK...

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)

Post comment Comments  (30 - 40 of 488)
Zartax.v
Zartax.v Feb 18 2013, 6:09pm says:

Looks great) this stuff very impressed me)

Is it possible to use SDK to build and support weapon mods? I'm very interested in this, cozz working now on some things and needed some specific effects that old engine can't provide...

+2 votes     reply to comment
Zartax.v
Zartax.v Feb 18 2013, 6:43pm replied:

Because as I understood, there must be SDK renderer activated...
Correct me if I'm wrong somewhere)

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Feb 18 2013, 9:42pm replied:

you can use that old engine for whatever you like, the only thing the SDK does is that it is some kind of unofficial patch that gives you more possibilities, that were not possible before with the unreal engine 1

yes concerning that render, and beyond, you have to change some lines in the configuration files, but apart from copying ****, it's the only thing besides that you have to do. which files and how are stated in the setup.pdf file

+1 vote     reply to comment
Zartax.v
Zartax.v Feb 19 2013, 7:16am replied:

And when i release mod, i must told players that they must also have SDK kit because otherwise mod will be unplayable, yes?

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Feb 19 2013, 9:21am replied:

Yep that's totally right.

+1 vote     reply to comment
Zartax.v
Zartax.v Feb 19 2013, 11:26am replied:

Understood.
What about if when i finish it, SDK will have more later version? Should it cause problems or every future version would contain that each previous had?

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Feb 19 2013, 7:01pm replied:

It's the same problem as of with the UDK. It gets updated and your codebase and many things change. Epic Games said: "You either stay with one version, or you wait for another version." - Yeah, well. But guys want to develope NOW.

So my suggestions and advices are: backup your current UT directory, make a 2nd one (directory) for testing purposes with the SDK, 3rd when you're a developer or mapper make 2 versions out of a your map/project: one WITH the SDK stuff, one without. This way you'll have your map or project base without risqueing your entire map/project. Since the last version I tried to make things much more comfortable. It was the first versin were developers were able to rebuild the new stuff by a simple click on the "Build All" button. The integration of the new features into UED alone is just trail of 1000 days.

+1 vote     reply to comment
Zartax.v
Zartax.v Feb 19 2013, 7:12pm replied:

Well, thanks for advices)
If things are like this, I'd better make a mod without SDK patch, but also learning SDK features separately)

Thanks a lot Shad, awesome work))

+1 vote     reply to comment
moddlord1
moddlord1 Feb 11 2013, 2:54pm says:

waz up! looks cool

+1 vote     reply to comment
Dohfugwimee
Dohfugwimee Feb 11 2013, 12:10pm replied:

lol..well that makes sense now!
Yeah have posted at ut99.org but for different help..needed assistance writing .int-s for some of the old muts still have.
Need wade through what have before know what need!

Would you prefer I look elsewhere? I would rather just have one modder working on project since I suspect gonna be some back and forth contact until final packages are complete.

My email is current if want info.. otherwise let me know here if I barking up wrong tree.
Thanks Shadow

+1 vote     reply to comment
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Released Sep 28, 2010
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Highest Rated (5 agree) 10/10

Epic Games would be proud. It is too bad it isn't ocmpatible with Unreal Engine 2, and it is also too bad that the Unreal Engines don't stack. Imagine playing the first Unreal with this mod and with Unreal Engine 3.

May 21 2011, 4:48am by AmaroqDricaldari

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