View Full Version : Can you start a new game project ?
It seems that everything related to the UDK is "linked" with the UTGame.
For example, in the editor if you select play from here you see the character from UTGame, when you run udk.exe / udklift.exe it will start the UTGame, etc.
My question is can you start a new game project ?
By this I mean to have a folder created with the game's name, similar to UTGame folder, and make the editor and other UDK tools "linked" with that game.
It's great to have the source of UTGame available and use it as an example. But I find it hard creating a game (and a totally different kind of game, say a racing game) starting from UT's source code and just change / delete from UT's code and modify it's config files, etc.
I'd rather work on a new project in an additive way, instead of subtractive one. Of course for this an api reference would be more than handy. I am aware of the UDK api reference on beyondunreal wiki but unfortunately that's a bit of a pain to look at :P Don't get me wrong, it's still better than constantly browsing the source code but I wish there was something more like a Javadoc-style api reference.
CogOfHate
11-09-2009, 02:36 PM
I too would also be interested in knowing how to do this. It does seem to be sad to make a total conversion and override all UTGame objects in order to achieve the results you want.
Masakari
11-09-2009, 03:15 PM
Check this out, it details how to remove the UT stuff: http://forums.epicgames.com/showthread.php?t=706842
Check this out, it details how to remove the UT stuff: http://forums.epicgames.com/showthread.php?t=706842
Thanks for link!
Manually deleting unneeded content, searching through all the classes in order to remove non-native ones or reconfiguring .ini files to delete references to UT's files isn't really an elegant solution, but it's better than nothing..
At least Epic Games developers are aware of the difficulties we face in trying to create a game that isn't based on UT, so there might be some updates in the future. (Like tutorials, documentation or automated stuff like a lightweight installer, etc)
Masakari
11-09-2009, 04:04 PM
I think their intentions were good, they kept that stuff in there so UDK users could have a lot of templates already integrated. However, a lot of people like to start from a blank slate, and coupled with the lack of "basic project setup" instructions, it has created some confusion.
Angel_Mapper
11-09-2009, 07:44 PM
I think you guys are getting too hung up on the fact that the folder is named UT. You don't need to delete anything or try to make a different folder, all of the things you would want to change are in the ini files in the Config folders. The default game is the second property listed in DefaultGame.ini, the main menu map is the third property in DefaultEngine.ini. You're making it a lot harder on yourself than it has to be.
twoflyingpigs
11-09-2009, 09:20 PM
I think you guys are getting too hung up on the fact that the folder is named UT. You don't need to delete anything or try to make a different folder, all of the things you would want to change are in the ini files in the Config folders. The default game is the second property listed in DefaultGame.ini, the main menu map is the third property in DefaultEngine.ini. You're making it a lot harder on yourself than it has to be.
Agree with Angel_Mapper. The more I play with UDK, the more I found out it's actually more easy to start a new project just by play around the ini files. And the UT3 demo levels/packages serve as a very good learning resource.
But if you do need a fresh start, it's about 3 steps to remove UT3 realted stuff (as vogel pointed out), here's the hack:
1. remove all data from UTGame/Content, except Textures and UI. (and also keep RefShaderCache-PC-D3D-SM3.upk)
2. run "udk make" to regenerated all script files. (ignore all the warnings)
3. if needed, comment out all lines DefaultGame.ini, DefaultEngine.ini which referencing deleted contents.
Then you have your minimized UDK dev environment. (about 160M) You might get error messages say packages missing when loading UI, but assuming you'll make your own UIScene anyway, so I think it's safe to just ignore that.
The only problem I have with my hack is, the UnrealFrontend is not function properly, but you can bypass this by using command line options.
chrustec
11-10-2009, 07:42 AM
3. if needed, comment out all lines DefaultGame.ini, DefaultEngine.ini which referencing deleted contents.
Does anyone have a pre made copy of these ini files with said lines commented out?
CogOfHate
11-10-2009, 09:48 AM
Thanks for the reply as well. Will be nice to create a clean base to work from. Perhaps a doc or at least sticky that post is in order?
Allar
11-10-2009, 09:51 AM
I just posted this... may be of use to you guys, iunno.
http://forums.epicgames.com/showthread.php?t=707128
rickylevar
11-10-2009, 11:18 PM
I think you guys are getting too hung up on the fact that the folder is named UT. You don't need to delete anything or try to make a different folder, all of the things you would want to change are in the ini files in the Config folders. The default game is the second property listed in DefaultGame.ini, the main menu map is the third property in DefaultEngine.ini. You're making it a lot harder on yourself than it has to be.
So changing this stuff, how do we get back to a base install? Or run 2 or more projects simultaneously?.... or is tht not possible? :confused:
Angel_Mapper
11-10-2009, 11:38 PM
It depends on what your guys' definition of "project" is, I get the feeling we're talking about two entirely different things.
rickylevar
11-10-2009, 11:47 PM
For me, when I say "project" I' thinking a full game. So for instance, what I have in mind is to create a platformer type game .... ala shadow complex (but not tht complex lol). What is the best way to start doing this? Do I edit the config files as suggested or should I be creating a new folder (like the UTGame folder) for the stuff? And secondly, can I have multiple games or "projects" working on at the same time?
If I have to mod the config files to begin .... how to I return to a fresh set when I want to start a new proj? Do I need to manually archive the stuff or is there some command to be run?
Thanks for all the help so far :D
Angel_Mapper
11-10-2009, 11:59 PM
Just make separate installs for each, a lot less hassle that way.
rickylevar
11-11-2009, 12:18 AM
Dude .... you're the best! :D I'm off to play now ... hopefully I can come up with something :D
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