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Strich
11-05-2009, 11:49 PM
I have to say, the documentation is really quite bad for such a high profile engine. I realise that up until only a few days ago UE3 is purely a high profile developer engine, but now that it is free for non-commercial user I fully expect better documentation.

Granted, its an on-going thing. The biggest gripe I have is that the documention system is some archaic, locked-down, static system. Give the community a wiki so that we can freely edit and compile documentation.

micahpharoh
11-05-2009, 11:53 PM
We could just start our own unofficial wiki. I was thinking about that earlier too.

Strich
11-06-2009, 12:56 AM
We could just start our own unofficial wiki. I was thinking about that earlier too.

Well yes thats an option. But then theres crap all over the place. SUrely its not too much to make to have the makers host a wiki.

ambershee
11-06-2009, 12:57 AM
Traditionally, there has always been a community wiki here;
http://wiki.beyondunreal.com/

It's where all the cool kids hang out :)

Angel38
11-06-2009, 02:02 AM
Yeah a Wiki, Cool.

Sir_Brizz
11-06-2009, 12:35 PM
http://wiki.beyondunreal.com/
http://wiki.beyondunreal.com/
http://wiki.beyondunreal.com/

grimcat
11-06-2009, 12:57 PM
Its nice that there is a community driven wiki out there (and thank you for the links), but documentation really isn't a secondary concern. How many game engines have you tried working with only to become frustrated with lack of documentation?

I understand that the engine is free for development, but it is obvious that Epic is trying to draw in Indie developers. If someone manages to make a hit game off of the platform, of course they are going to pay for a license. Who wouldn't want a chance to finally make some money off of their work?

It would be in Epic's best interest to provide official documentation, anything they can do to encourage new developers to use their engine builds support for their tech and revenue when users make successful games.

I'm sure that most people who are stumbling across this release feel the same excitement over the ability to use the engine. I just think that it's important to make an appeal early on.

*** EDIT ***
Since posting this, I've noticed a lot of new content on the official UDK wiki as well as an effort to organize it for ease of reading. I've been reading it for days and I feel like I know more about UE3/UDK than I ever have about any engine. I feel that I jumped to an incorrect conclusion in my original post. The documentation seems to be a priority for the Epic team, and the fact that it is being modified/improved based on feedback so quickly reinforces that fact. Thank you!

Steve Polge
11-06-2009, 02:54 PM
There is a lot of documentation available. We're working on improving the UDN search feature, which currently has some issues. What documentation are you unable to find?

DragonSpawn
11-06-2009, 03:20 PM
I can't speak for anyone else. But after getting the UDK, and trying to learn the Editor as best as I can, the type of documentation/information I am trouble finding is actual samples or tutorials of Unreal Scripting. All other tutorials and information I have found are generally on the Editor, and the closest you get to scripting is Kismet. I for one would love to see some of those, or at least if someone could share some links that I might have missed. The only information about Unreal Scripting I have been able to find are references, which is a tad heavy to start diving into imho.

Kylegar
11-06-2009, 03:34 PM
I'm having issues getting custom written classes to appear in the editor, and there are no tutorials about that. Any chance someone knows what to do to get stuff to show up?

Psyonix-Thomas
11-06-2009, 04:01 PM
To help with Unreal Scripting... Whizzle (the game created with UDK by Psyonix) was posted with a huge document, showing specifically how to do certain things in the Editor AND UnrealScript. I wrote all of the UnrealScript parts of the document... let me know how useful they are to you?

http://udk.com/documentation.html and look for the PDF "Sample development documentation: Whizzle"

Psyonix-Thomas
11-06-2009, 04:04 PM
I'm having issues getting custom written classes to appear in the editor, and there are no tutorials about that. Any chance someone knows what to do to get stuff to show up?

I'm assuming you're talking about the Actor Classes tab in the Content Browser?

Are you using the placeable flag in your class declaration? Also, you could try clicking off the flag that says "Placeable classes only?" in the editor. Also make sure your class is a subclass of Actor.

R2D5
11-06-2009, 04:08 PM
Hallo
Here are some tutorials but they are for ut3 and I don’t know if they work with the udk. http://www.jadeskaggs.com/category/tutorials/


But i agree a beginner tutorial on unreal script to start a udk game would be great. As I already posted here: http://forums.epicgames.com/showthread.php?t=705764
Moreover a asset import guide would be nice. So would a tutorial on Custom Player Characters, enemies and vehicle import and setup nice. Are the UT3 Skeleton/Rig files compatible that are provided for ut3? How can I use custom ones, questions over questions…
The Problem is, I know the editor a lot from some Map Projects I have done but It’s not very clear where to start a game and how to setup custom actors.

sueds
11-06-2009, 04:17 PM
I think a kimst tutorial and a unrealscript one could be really helpful

geodav
11-06-2009, 04:18 PM
How about a simple "here's a sample folder setup" pic or a sample FPS setup, i know it's a lot to ask, it took 2-3 months just to get some custom character ini info from Epic for UT3, i though you might have learned a bit since then.

after a day looking i think most of my video tutorials should still be ok

mikepurvis
11-06-2009, 04:27 PM
I'm am trying to move a a mod over to UDK and am having some difficulty because of the documentation.

Basically, I have no idea where to put all my packages and maps. The UnrealFrontend doesn't seem to recognize .ut3 files for cooking. There is a step missing or something in the documentation.

Some very simple documentation about where to place the different files would be nice.

The only one I have going correctly are the script files. Basically a "Hello World" tutorial that uses a custom map, with one packaged resource, and one custom script would be cool, so that it makes sense where to place content in the directory structure.

Steve Polge
11-06-2009, 04:45 PM
Rename your map files to have udk instead of ut3 extensions. You can put all un-cooked content in the utgame\content directory, or add a new paths entry in the [Core.System] of UTEngine.ini (in utgame\config) to point to the directory containing your content. Since your packaged mod will include only the content cooked into your maps and compiled scripts, it isn't necessary to keep them separated during development from UT content except for your own organizational purposes.

DragonSpawn
11-06-2009, 05:17 PM
To help with Unreal Scripting... Whizzle (the game created with UDK by Psyonix) was posted with a huge document, showing specifically how to do certain things in the Editor AND UnrealScript. I wrote all of the UnrealScript parts of the document... let me know how useful they are to you?

http://udk.com/documentation.html and look for the PDF "Sample development documentation: Whizzle"

Thanks. Gonna look it over ASAP. Looks promising.

In general the initial feeling I get from UDK is that is is not beginner friendly in all aspects. Specifically in the Scripting and setting up a scripting environment with nFringe and such.

I really hope this is highly temporary. From what I have seen UDK will surely match my needs, but it makes me feel very anxious when everything I need is in front of me and there doesn't seem to be an easy way (yet) to learn how to use all of the aspects without massive amounts of trial & error.

steph
11-06-2009, 05:42 PM
Check this link I found, maybe helps:
http://www.jadeskaggs.com/2009/03/26/setting-up-visual-studio-2008-for-unrealscript-development-with-nfringe/

mikepurvis
11-06-2009, 05:44 PM
Thanks for the info.

I didn't know to change my map name extensions to .udk or to just put everything into /content

Kylegar
11-06-2009, 06:42 PM
I'm assuming you're talking about the Actor Classes tab in the Content Browser?

Are you using the placeable flag in your class declaration? Also, you could try clicking off the flag that says "Placeable classes only?" in the editor. Also make sure your class is a subclass of Actor.

Yea, it's int he classes tab of the content browser

I did make sure they were placeable, and they still aren't showing up at all. I cooked and packaged my mod, but I have that feeling my files aren't being included. I dunno, i'm just shooting in the dark because I have really no clue how it's supposed to work.

chi
11-06-2009, 11:43 PM
for really good video tutorials go to http://www.3dbuzz.com/ (programming, game dev)

... you have to register (for free) to see the videos in full length -> totally worth it!!!
started with some tutorials yesterday and was able to build a nice level within a few hours... UDK is so amazing ;) thx so much

TomT@fullsail
11-07-2009, 12:06 PM
I have to disagree here. I have no professional experience with the UT3 system (or UDK), and I have found thier documentation and the many free tutorials out there to be more than enough to cover everything I have tried.

I welcome any further docs or tutorials, but considering the power of the UDK system and the license issues they offer, I cant think of a single team that has done a better job.

TomT@fullsail
11-07-2009, 12:08 PM
To help with Unreal Scripting... Whizzle (the game created with UDK by Psyonix) was posted with a huge document, showing specifically how to do certain things in the Editor AND UnrealScript. I wrote all of the UnrealScript parts of the document... let me know how useful they are to you?

http://udk.com/documentation.html and look for the PDF "Sample development documentation: Whizzle"

And I have to give a really BIG thank you and shout out to the Psyonix team for all that info.

:D

danimal'
11-08-2009, 02:32 AM
I think people are noticing that there's plenty out there for making art assets, not so much for programming. This was just as true in UT3.

It's a non answer, but I just dug through the .uc files, trying to figure out what did what. Painful, but it does sort of work. That being said, would it really be that hard Epic people to write a simple "make a projectile, hitscan, beam weapon" tutorials? I can make those guns at this point, but I likely do it poorly and really shouldn't be instructing anyone ;) I mistook AI Firing functions for player functions initially, it's sort of obtuse for someone who isn't familiar with it. Make a quick tut on how to compile your own custom gun of the big 3 types, hitscan, projectile, beam, thats all that 90% of people will likely try to code anyways. My 2 cents.

danimal

micahpharoh
11-08-2009, 03:42 AM
Make a quick tut on how to compile your own custom gun of the big 3 types, hitscan, projectile, beam
danimal

don't forget melee! That's what I'm looking for.

danimal'
11-08-2009, 04:54 AM
don't forget melee! That's what I'm looking for.

This may not be an answer for you, but that's probably the easiest type, if you have access to UT3 just check the impact hammer. Beam weapons are the real pain the @#$@%. I spent a week just trying to draw a beam in 3rd person online... sigh good times.

Conceptually, they're just a really short Trace. Basically you're going to run a trace to see whats say 20 units in front of your player, if somethings there, apply damage.

But yes, rather than have me give a hack of a tutorial, it really would be nice to see an Epic approved set of weapon tutorials.

danimal

UTUser
11-08-2009, 07:01 AM
I agree as well.. There are a lot of documentation about creating content, importing it from various softwares. But sadly very few programming tutorials! And we all know, when we're making a game there's a lot of programming involved.

Hope this changes in coming days

Xero
11-08-2009, 04:24 PM
Rename your map files to have udk instead of ut3 extensions. You can put all un-cooked content in the utgame\content directory, or add a new paths entry in the [Core.System] of UTEngine.ini (in utgame\config) to point to the directory containing your content. Since your packaged mod will include only the content cooked into your maps and compiled scripts, it isn't necessary to keep them separated during development from UT content except for your own organizational purposes.

Cool thanks! I was just wonder about this late night.
Could you give us some tips on setting up the directory structure for our our stand alone games?

docmorbid
11-08-2009, 08:55 PM
To help with Unreal Scripting... Whizzle (the game created with UDK by Psyonix) was posted with a huge document, showing specifically how to do certain things in the Editor AND UnrealScript. I wrote all of the UnrealScript parts of the document... let me know how useful they are to you?

http://udk.com/documentation.html and look for the PDF "Sample development documentation: Whizzle"

Thank you for this. I really appreciate the work and time you've put into this document -and your game - it's been extremely helpful.

DragonSpawn
11-09-2009, 06:55 PM
Someone savvy really should take the time to give us beginners some decent programming samples which involves unreal script. Such as: How do I change the player character? How do I make a top-down camera?
Ya know... General stuff which a UT3 mod tutorial wouldnt deal with. All the tutorials out there that I have seen only do weapon mutators and what not. I would assume that the majority of the people that are checking UDK are not doing it for modding purposes. So we really need to get tutorials and samples out there that shows how you perform common tasks for different game types and genres.

UTUser
11-09-2009, 09:07 PM
Totally agree with you.
I've been playing with UDK for few days already, but man it's hard.. It's hard when you don't understand basics.. Just changing weapons and their damage won't help us much...

There are a lot of mapping tuts out there, we are in need for UnrealScript ones.
(Finger crossed)

Ferkhat
11-09-2009, 09:37 PM
I have to say, the documentation is really quite bad for such a high profile engine. I realise that up until only a few days ago UE3 is purely a high profile developer engine, but now that it is free for non-commercial user I fully expect better documentation.

Granted, its an on-going thing. The biggest gripe I have is that the documention system is some archaic, locked-down, static system. Give the community a wiki so that we can freely edit and compile documentation.


They are starters. Once you read the documents and try stuff that it tells you, then you have to figure stuff on your own. The documentation makes it ease for you. For most stuff, you dont even need tutorials. I learned basic kismeting with out any tutorials. I just had a little C++ programming knowledge to understand some wacky words.

docmorbid
11-09-2009, 10:08 PM
Totally agree with you.
I've been playing with UDK for few days already, but man it's hard.. It's hard when you don't understand basics.. Just changing weapons and their damage won't help us much...

There are a lot of mapping tuts out there, we are in need for UnrealScript ones.
(Finger crossed)

There's a lot of third party UnrealScript documentation and tutorials out there, just Google some.

But you can watch the ones over at 3D Buzz for starters.

Good luck :)

Malevol3nt
11-09-2009, 10:43 PM
There is an entire UT3 editing series from 3dbuzz available at vimeo, for those who prefer it over the 3dbuzz website: http://vimeo.com/channels/utforge/page:18

I don't know if they talk about scripting in any of those videos, as I've just started to watch those VTM's (I worked with UnrealEd 2 for a couple of years and then skipped the new versions as I lost interest). So far almost everything seems to apply for UDK, except a few things like generic browser vs the new content browser.

However, 'Buzz' from 3dbuzz.com already noted that there are new UDK VTM's on the way, so you might want to wait for those. Here's the original quote: http://www.3dbuzz.com/vbforum/showthread.php?p=1484109#post1484109

Edit: Vimeo link fixed.

WillM
11-09-2009, 11:48 PM
Hey guys,

There's more coming. We've had more in the works, and we're paying attention to your feedback. We don't want to leave anyone stranded thinking "this is too hard, I don't even know where to start!"

In the meantime I recommend the tutorials on UDN, the free ones people have been linking around here, and the books posted in this topic:
http://forums.epicgames.com/showthread.php?goto=newpost&t=707016

steph
11-10-2009, 08:44 AM
3dbuzz definitely great collection and very nicely explained!

wildicv
11-10-2009, 09:51 AM
Until epic releases some of there own tutorials you always have us community guys to figure some of this stuff out ;)

Froyok
11-10-2009, 05:20 PM
I'm not sure if is the good place for speak about that (sorry if no), but I find an error on the online documentation :

On : http://udn.epicgames.com/Three/UnrealScriptReference.html
At : Function parameter specifiers
Problem : Is &&, no && ? (html error ?)
In :

function VectorRange( vector V, out float Min, out float Max )
{
// Compute the minimum value.
if ( V.X<V.Y &amp;&amp; V.X<V.Z ) Min = V.X;
else if( V.Y<V.Z ) Min = V.Y;
else Min = V.Z;

// Compute the maximum value.
if ( V.X>V.Y &amp;&amp; V.X>V.Z ) Max = V.X;
else if( V.Y>V.Z ) Max = V.Y;
else Max = V.Z;
}

micktu
11-10-2009, 07:31 PM
Hello, I'm very happy to become a member of UDK community.

If it's possible, i'd like too see some documentation regarding voxel objects and voxel-based particles. My project's geometry relies on them.

Crozz
11-10-2009, 08:29 PM
Hello, I'm very happy to become a member of UDK community.

If it's possible, i'd like too see some documentation regarding voxel objects and voxel-based particles. My project's geometry relies on them.

Humm I don't think the engine use voxels for particles.