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: December 2015 UTSDKBeta, End of December 2015





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




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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)

UT SDK October/November Release

UT SDK October/November Release

News 5 comments

Hey everyone! I feel in need for a necessary statement about the project's current state. Overall progress is quite good even if I have only much time...

UT SDK February 2012 Beta Release

UT SDK February 2012 Beta Release

News 0 comments

So finally here it is. The next new and fresh release of the Unreal Tournament Community SDK. This month's release comes with a huge update for the Material...

UT SDK January 2012 Beta Release

UT SDK January 2012 Beta Release

News 3 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...

UT SDK December 2011 Beta Release

UT SDK December 2011 Beta Release

News 1 comment

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...

RSS feed Downloads
January 2013 UTSDK Beta (Build 500)

January 2013 UTSDK Beta (Build 500)

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)

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)

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

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)

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)

Full Version 3 comments

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

Post comment Comments  (70 - 80 of 491)
Dohfugwimee
Dohfugwimee

Sorry for being a lazy 'tard... but have question that probably already answered..again sorry
What can this sdk be used for?
UT99 original or UT3 that look like UT99?
In other words can maps be made and played on UT99 servers?
Miss that game terribly and always hoped for an engine overhaul.

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UT99_Shadow Creator
UT99_Shadow

It's for original UT99. You take this SDK and it's improvements and build (probably) better maps and stuff - depends on what you actually use. And yes it can be proclamed as engine overhaul.

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Dohfugwimee
Dohfugwimee

How about current UT99 maps?
Can they be ported..or modified..or is this from scratch..?

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UT99_Shadow Creator
UT99_Shadow

Mostly from scratch. It's not that you install the SDK and your old UT99 looks like Unreal Tournament 4 instantaneously. You have to add the new things in your map(s) by yourself. Some stuff can be changed with mutators though (weapons, items, effects).

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Kaal979
Kaal979

More - you know im a fanatic skinmaker and during many of my
projects various major problems with the original UT came up!
Let me list the most urgent ones here:
> team playerstarts for DM and DOM
> team pickup allowance and prohibition
> player and bot classes starting weapons
(while new playerclasses are simple doable
in UEd without coding experience they dont
allow these important definitions)

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Kaal979
Kaal979

Also - i was always wondering if its necessary to make
compiled folders in order to use UEds scripting window at all!
And the very best were a UT specified integrated meshmaker
with full animation and even character support (no additional
coding required?) but also mapscale and terraedit which makes
random ground geometries.

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AkyraMod
AkyraMod

Do not think anything bad. I thing, you are only one hope for me and UT99 community. I thing, UT99 must be only one improvement. The same shadows, like Undying, Rune (projected) for LodMesh (3d)(scm(Rune) and ngf(Undying) havent plugin for 3dmax or another 3d program). Even in 2012, hasnt UE1 shadows projected. Quake 1 had stencil shadows before 2000. One problem is, that Tim Sweeney not provided engine.dll. Create shadows for a pawn and be famous and SDK enters Hall of Fame..:)

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UT99_Shadow Creator
UT99_Shadow

Yes, it's really not that easy. I only have the public c++ headers. Most of the new content and features is based on code made from scratch by my own since it wasn't available before

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AkyraMod
AkyraMod

maybe this would help
This file from Rune game from /Engine/Inc

w/w/w.akyradata01.wz.cz/UnShadTex_cpp.html
w/w/w.akyradata01.wz.cz/UnShadTex_h.html
w/w/w.akyradata01.wz.cz/UnSkel_h.html

I hope will be shadow for 3d model no only skeletal model

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UT99_Shadow Creator
UT99_Shadow

Hm yap, I know these files. I have the Rune Public C++ Source myself. Some functions in UnShadTex.cpp look good, while others are completely useless to me (PostLoad, but it's not really an important function), nevertheless these few headers/sources won't really help me getting a full clue on finding out how mesh triangles are converted to shadow textures, except for DrawPolygon(FVector *Pts, INT NumPts) and RasterPolygon(FVector *Pts, INT NumPts)

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Kaal979
Kaal979

Yes - and most important:
negative lights but no neons
o.s. just shadow emitters.

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AkyraMod
AkyraMod

how to make simple shadows for decoration. J tested every version SDK...grrr. can you describe me what I put to actor. In version 148 you have shaders..they can be used and how?

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UT99_Shadow Creator
UT99_Shadow

Oh my god. Please don't use Build 148, it's a complete mess from current view of state. ^^

Download the 359 Build (February Beta, Moddb.com) and play around with the sdkShadowProjector, it will do fine with some advanced shadow/lighting effects. The class is located in the sdkEngine.u Package: sdkActor -> sdkRenderActor -> sdkProjector -> sdkDynamicProjector -> sdkDistanceProjector

Oh and TextureProjectors.pdf is the corresponding Help/Tutorial file :)

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AkyraMod
AkyraMod

I dont understand. I put DynamicFanShadowProjector and projector render on position sdkLevelinfo. When put pmdecal nothing render. When I put sdkshadowbox, box ok, but more me flying render box..ugh..what is it..more people dream about decoration and pawn dynamic shadow..zour video about simple soft shadow is nice, but is no real..?

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UT99_Shadow Creator
UT99_Shadow

What's so difficult about understanding my description? Go download the latest build. Add a sdkShadowProjector to your map and play around with it as stated in the TextureProjector.pdf file!

what's pmdecal?

sdkShadowBox is a simple decoration mesh and has nothing to do with Projectors.

That video with the shadow test is real. You simply have to tag the shadow projector with a matching actor, most probably a light source.

Reply Good karma+1 vote
AkyraMod
AkyraMod

PM_decal is projectionmetod in properties projector..projector is always in center map..i dont move..i will be send picture..
I do map 14 years, but your actor not intuitive..the best is your first code UT99EP because it haved map..I maked UT99EP for DeusEx..:)..but projected decal cant projected wall and floor together..big problem..:)

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UT99_Shadow Creator
UT99_Shadow

Ah yeah you're right, PM_Decal.

Hm well, I see the same bad result like you (The texture is not moving with the Projector being always in the center of the map) gonna fix it and include it in the coming release.

Yes yes I know that the newer SDK Builds don't feature a map, that's what I'm working on since over a week, the latest pictures show that exact map.

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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 by AmaroqDricaldari

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