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EyeMind
17th Oct 2003, 05:50 PM
Is there source code available with the Runtime?
The UDN Runtime Features description says that there are APIs and C++ Source and other cool stuff. I would guess that this is for Engine Licensees and not us enthusiasts.
I'm with Wormbo on this one,... what's the point?
The UnrealEd versions that ship with Unreal Tournament and Unreal 2 are excellent. In fact, I'm kinda surprised that you can't load static mesh packages from one game into the UnrealEditor of the other. If only I could figure a way around that "bad index" critical error that crashes the Editor.

Radiosity
17th Oct 2003, 07:07 PM
If only I could figure a way around that "bad index" critical error that crashes the Editor.

And that would be illegal. Very. Release something using content from Unreal2 in UT2003 or vice versa, and expect nasty things to happen very quickly indeed :)

Source code for the Runtime should be available hopefully tonight some time (it may be delayed though, who knows ;) ).

Sir_Brizz
18th Oct 2003, 02:53 AM
point 1> potential downloaders do nt have to have ut2003/unreal 2 to play your game.

point 2> YOU write it how you want it. programmers complain about some bug or aother in the ut2003 code. Well now's your chance to prove you are better :p

Daid303
21st Oct 2003, 09:31 AM
We could finaly code a GOOD UDamage ;)

Actualy, I think it's possible to transport staticmeshes over, you can convert a static mesh to a brush (red builder brush) export that one, import it into another UEd, and convert it back to a static mesh (didn't try it) but could be usefull if you want to copy your mod over to URT, and don't have the orriginal files for the static meshes.

Radiosity
21st Oct 2003, 09:49 AM
If you didn't have the original files for your meshes then they obviously weren't yours in the first place ;)

Daid303
21st Oct 2003, 10:09 AM
Uh, well, I cleaned up ;) and deleted some files, but it's also possible to create static meshes without ever touching any other program then UEd ;)

Radiosity
21st Oct 2003, 12:33 PM
By converting brushes, yes, but it's not a very good way of making meshes ;)

Daid303
21st Oct 2003, 02:23 PM
I needed that box ok? ;) as long as your meshes aren't to complex it works fine. But then there isn't a real point in transporting them over... :)

EyeMind
21st Oct 2003, 04:42 PM
I should have responded sooner; thanks for all the information.
ChainsawMonkey: I probably should have mentioned that I have no intention of releasing anything to the public that would infringe. I just thought that having alot more static meshes to play with would make for more interesting map creation possibilities. I will look for the source code release, though, that is exciting.
Sir_Brizz and Daid303: I love the UnrealEngine just the way it is. It's everything you want in a fast graphics engine. In my opinion, Tim Sweeney and associates have assembled a fantastic project, something that if there was a Nobel Prize category for really cool apps, they surely would be nominated. Besides my coding abilities are extremely unsophisticated, and, I would undoubtedly build the equivalent of black holes into a code listing that I'm absolutely certain would never compile anyway. And, I would spend an eternity on it. I have no geek in my genes.

[SAS]Solid Snake
21st Oct 2003, 04:55 PM
I dont think you can get Nobel Prizes in this field...

EyeMind
21st Oct 2003, 05:04 PM
UDN Site Information for the Current UnrealEngine Runtime Description and Download (http://udn.epicgames.com/pub/Powered/UnrealEngine2Runtime22261903/)
Solid Snake, yeah. I think we should send 'em $3 million, anyway.
In all honesty, I don't think we are going to see Source Code, it would just encourage piracy. But, from an academic point of view, it woul be a gold mine of information.