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: March 2013 UTSDKBeta, Pending: End of March



   
 



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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  (450 - 460 of 472)
UT99_Shadow
UT99_Shadow Dec 20 2007, 8:03am 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, 6:30pm 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
UT99_Shadow
UT99_Shadow Dec 20 2007, 7:22pm 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
Blade_hunter
Blade_hunter Jan 5 2008, 8:42pm replied:

I don't know if the idea is good for this good enhancement but i want to purpose something, i think the decals, cadavers, blood trails, bullets, debris and other things like this must be stay more longer on the field, I have found some mutators to do this, but they are separate and they're not completed
I think the deaths messages must be variable like in unreal 1 or the recent versions of UT (in fuction of the last point of hit before death and the projectile type
The flak cannons (U1 & UT) must droped an empty flack shell on the ground (only after a primary fire) not the secondary
the third person view of all weapons can be improved also on pickup
The Minigun and pulse gun (primary fire only)have a rotating cannons on third person view and in first person view the Minigun have a belt on it
we can saw one or two enforcers on the players hand on third person view
The Rocket launcher have a rotative barrel on third person view
Ripper diplay a disk in pickup view and third person view
For the player skin if it's possible we can saw a separate deformation system in ut we have only a deformation of the heand and the rest of the corpse i think this can be upgraded these ideas are just suggestions if it's possible this can be a great upgrade for the game ....

An thanks for this very good upgrade

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Jan 6 2008, 8:03am replied:

yes good suggestions, but you have to pay attention on the fact that epic did all these stuff with a purpose, UT is mostly a multiplayer game, if they would have coded decals staying very long or "forever" along the game it would have been a critical impact on performance on machines around the years of 1999/2000/2001, I think to day any machine should manage staying decals...
Death Messages: as far as I know there's a modpack called "Enhanced Items" with improved messaging
Weapon Third Person View: well the majority of gamers don't pay any attention on such details, many don't care about a possible animation played of the third person version of a weapon model, that might the reason that these special animations exist but were not integrated ..
Deformation System: it's just a saved animation of the body without the head, I would have to re-animate that model to allow other bodyparts to be damageable (at least it worked for legs and the torso in Unreal too) and ripped apart

+1 vote     reply to comment
Raven|ICC
Raven|ICC Dec 22 2007, 7:33am replied:

nope, you're wrong :) Scripted Texture can be bigger (dunno size limit). You can create it by using command (don't remember, I have to look on wiki). Of course you can use 'em only with Direct3D8 and new OpenGL.

+1 vote     reply to comment
UT99_Shadow
UT99_Shadow Dec 22 2007, 7:57am replied:

OMD that sounds interesting raven! even I figure out stuff I didn't know before xD lol that means.. it would be possible to code shadertextures without limit of 256x256 pixels.. I definitly have to keep an eye on this

+1 vote     reply to comment
DaveW
DaveW Dec 20 2007, 4:47am says:

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

+1 vote     reply to comment
Darkness
Darkness Dec 4 2007, 9:02am says:

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

+2 votes     reply to comment
UT99_Shadow
UT99_Shadow Dec 4 2007, 9:13am 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
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Released Sep 28, 2010
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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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