UnrealTournament Extension Pack

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FXD|Shadow

Mad Man, really
Yes, I can confirm crevions statement, latest discussion with mr. wilbur ended with the result that I can continue my work on the SDK, he apologized and wished best luck

Jay Wilbur said:
Damn, you're good! I stand corrected. Based on your note below it seems everything is above board. Sorry about any hassle my email created. Best of luck with the mod.


---
Regards,



Jay Wilbur
Epic Games, Inc.
 

Blade_hunter

Unreal tournament mod dude
Jan 23, 2008
346
1
16
SDK back on tracks :) *few* that was hot.
The whole UT community hoped for it, I think the UE 1 should be open source, but it seems it will never happen :(
hopefully the SDK is coming :)
 

[]KAOS[]Casey

227 dev
May 17, 2009
28
0
0
California
www.klankaos.com
SDK back on tracks :) *few* that was hot.
The whole UT community hoped for it, I think the UE 1 should be open source, but it seems it will never happen :(
hopefully the SDK is coming :)

UE1 will likely never go open source until that major rewrite that Sweeney is supposedly working on solo.

From what I understand UE1 is basically lots of work on render code, fixes, and a few features short of UE3. Of course optimizations would be welcome but it's not quite necessary since most of Unreal's setback is the URender code. Slow slow slow, CPU intensive madness with very little calls to the GPU itself.

Speaking of that.. i'd absolutely love to try out this new render code and see if it's possible to incorporate it into 227 as an optional class. Of course I would need to talk to smirf about that, but if dots and I can give it a blessing it's almost certain to make it in as an optional feature.

Smirf may also be able to look over it and see if you're missing any important calls or whatnot so it could help you guys too.
 

FXD|Shadow

Mad Man, really
Yeah I am that fukking happy too, the only downside:

I have to rename the project, any (serious) suggestions ? (the SDK in the title may stay)

[]KAOS[]Casey;2433342 said:
Smirf may also be able to look over it and see if you're missing any important calls or whatnot so it could help you guys too.
cool. you think smirftsch/dots would do that ? moonangel's / my render is still not that stable enough
 

Daewon

New Member
Oct 29, 2009
45
0
0
Czech Republic
Nice great news.
Do you plan before release project, make video presentation of this modification?
I know you have some test videos on YouTube, but would like something
as the presentation of UDK :)
 

[]KAOS[]Casey

227 dev
May 17, 2009
28
0
0
California
www.klankaos.com
Yeah I am that fukking happy too, the only downside:

I have to rename the project, any (serious) suggestions ? (the SDK in the title may stay)


cool. you think smirftsch/dots would do that ? moonangel's / my render is still not that stable enough

Dots would love to poke around with the new stuff, and a few debug run passes or at least a quick scan from smirf may happen, no real guarantees on that soon since we're trying to get 227g out.. but after that's said and done i'm sure he'll be happy to. Of course that's still up to him.
 

FXD|Shadow

Mad Man, really
Ok since work has to go on, and a change is needed quickly (it changes it's name the 2nd time) I'll be renaming it to UT Community SDK (as suggested by GreatEmerald and Creavion), that way it may stay "UT SDK" as short form and the "Community" in it's title has absolute warranty to be there, it is a community project
 
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FXD|Shadow

Mad Man, really
I suggest you download Build 100, since it's the very basic Full Version and directly update to Build 148. The first three releases mainly focus on heavily extended Actor, Class and Script Features

To lower confusion the new Build 161, coming during November, will be a Full Release again not requiring any previous release.

There're currently many features broken due to moving overall to C++ mechanics and code. But with each new release features will be back working and optmized.

In addition there'll be two new projects joining the SDK partners program making use of the SDK
 
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