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: Pending




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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  (40 - 50 of 491)
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 Creator
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
Hyzoran
Hyzoran Mar 18 2013, 9:31pm replied:

When I say 227 I mean the community patch for Unreal 1, which it's engine is already superior to UT's engine, but with the features included in this SDK it essentially becomes Unreal engine 1.9 heh

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Mar 19 2013, 5:37am replied:

Yes I know precisely what you mean with 227, since Unreal 227 already got a lot new stuff I see no need to port the SDK to Unreal.

+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 Creator
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 Creator
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
UT99_Shadow Creator
UT99_Shadow Feb 19 2013, 7:57pm replied:

Yeah nothing to thank for. Well, yes... I'm thankful of course. But you people have to see that it's an unofficial patch. An engine enhancement made by only one person. The SDK gets updated and updated, improves and improves. Everyone is invited to try it out.

+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 10 2013, 10:11pm says:

Shadow..curious..have you received either of the two emails I sent you using address on your personal page?

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 11 2013, 8:25am replied:

Nope, that email is inactive and I can't log in there. You should try ut99.org, there could be more persons interested in your stuff than just me!

+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
AkyraMod
AkyraMod Feb 6 2013, 4:24am says:

w/w/w.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1359708573 I was starting a discussion about shadows.

the SDK forum in 2008 you showed projected shadows. Why projected shadows are not now in version 500 in your HUB.Your effect not work without sdkOpengl. New Effects are hardware? How I must have graphics card? OpenGL 2.0 or 3.0 or 1.0? (VooDoo5? .. :) ..)

your SDK is open source. Somebody use for Deus Ex and Rune, where are public headers. Right?

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 6 2013, 7:50am replied:

AGAIN, and again, and yet again: I was saying, that I can't make it to include all feature presentations at once with only one release. It's even stated in the documentation files!

Yes, the projector systems needs some refactoring, but there is already a class called ShadowProjector. There's even a tutorial on how to use it.

All current effects use OpenGL 1.4, I doubt it's above it.

AGAIN, AGAIN, AGAIN: this is an Unreal Tournament mod, not for Deus Ex, not for Rune, not for XCom, not for Wheel of Time. I said in the past, that it might be possible to port this on other unreal engine games, but it makes no sense to port something that isn't finished yet.

//edit: and I personally doubt, that a discussion about dynamic shadows would benefit the SDK in any way.

+1 vote   reply to comment
AkyraMod
AkyraMod Feb 7 2013, 2:10pm replied:

Have you tried the projector? It does not work..

SDK will be use only with public headers..(only Rune,Deus ex)
discussion about dynamic shadows isnt benefit for SDK, but..:)

w/w/w.akyradata01.wz.cz/UnrealShadows02.flv

+1 vote     reply to comment
Dohfugwimee
Dohfugwimee Feb 3 2013, 10:42pm says:

Hello to any and all UT99 lovers!
Have a request to anyone that knows how to make mutators either using the SDK here or the old school tools for UT99

My clan disbanded many years ago and we stupidly deleted out clan mutator files.
Well we really want to relive the old days and play again online but require a new set of muts.

Could I interest any of you modders/coders out there in creating us some?
Would need -- according to our specs
Spawn Protection
Sniper Rifle
Translocator
and a scoring mutator
Perhaps one other may pop up as we discuss what we require.
Not a wealthy chap myself..but would be willing to pay for someones time.
Any questions?
My email is
dohfugwimee@dc.rr.com

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 4 2013, 5:47am replied:

Hm interesting. Although this is not the correct place to discuss that, I'm interested. Besides, there is already a good spawn protection mutator included in the Mod ChaosUT.

For the other stuff (sniper, translocator) I would simply need more specification. You would really pay for that work? That surprises me!

+1 vote   reply to comment
Dohfugwimee
Dohfugwimee Feb 4 2013, 10:38am replied:

If this is in reply to my email to you shadow then yes.
Your time or anyone else is valuable to you..getting exactly what I want is valuable to me.
Reply to me by email if interested and I will work up a detail of my needs

+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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